Sunday, November 21, 2010

The Cards that Ramp Players Fear

I've been trying to decide the best way to write an article on the cards I hate to see but I don't play as they are outside of my archetype. I'll discuss 1 card from each color and say why it is a bad sign if you see it in ramp. All the discussion is based on pre-sideboard.

So here they are by color in no particular order.

Blue
Mana Leak
Spell Pierce
Mindbreak Trap
Clone
Rite of Replication
Frost Titan
Jace, The Mind Sculptor
Mind Control

Frost Titan
I've discussed this card at length and played against it even more. This card shuts ramp down if they get it out before you cast a Primeval Titan. And it is almost impossible to be taken care of while playing ramp.

Red
Lightning Bolt
Goblin Guide
Mark of Mutiny
Goblin Ruinblaster
Kargan Dragonlord
Koth of the Hammer
Kuldotha Rebirth

Mark of Mutiny
The deck that normally plays this is scary enough as it is. But as the ramp player losing your Primeval Titan so that your opponent can bash you and get land (which they probably will use to make it harder to block and stronger by using Smoldering Spires and Teetering Peaks). This normally ends the game for you. As a game ender this card is amazing at stealing an Eldrazi Titan and blowing up your side of the board.

White
Journey to Nowhere
Admonition Angel
Baneslayer Angel
Condemn
Day of Judgement
Gideon Jura
Leonin Arbiter
Luminarch Ascension
Sunblast Angel

Gideon Jura
The reason seeing this card is rough is simple. Anytime your opponent can buy themselves another turn by "Fogging" you it is hard to deal with. And if you can't kill the Gideon then they are taking out your biggest threat.

Green
Avenger of Zendikar
Fauna Shaman
Vengevine
Lotus Cobra

Lotus Cobra
This card is scary because of the deck it represents and how hard it is to get rid of while ramping. Lotus Cobra (as Trevor has written) leads to the most explosive plays in the game. This will let your opponent get the cards onto the battlefield to shut you down faster than you can play your threats.

Black
Memoricide
Abyssal Persecutor
Deathmark
Doom Blade
Duress
Grave Titan

Abyssal Persecutor
A strong flyer is almost impossible to deal with early game for Ramp. It's even hard to deal with late game and by that point you've probably been beaten to a pulp.

Artifact
Sword of Body and Mind
Mimic Vat
Eldrazi Monument
Lux Cannon
Molten-Tail Masticore
Wurmcoil Engine

Sword of Body and Mind
This card says "Protection from your deck" when you are in ramp. It puts you on a clock that ends with you being milled out. If it equipped to a decently powerful creature you will die from combat damage too.

So if you don't play ramp check out these cards that you should think about playing in your deck or sideboard, because I know I would hate to see these on the other side of the table.

Friday, November 19, 2010

Breaking (Down) Primeval Titan

In the current standard with overpowered lands Primeval Titan has become king.  The question remains what are the most common ways of utilizing this card and which one of those methods is most successful.  I would like to focus on the different packages of cards that combo with Primeval Titan and attempt to determine which packages you should include in your next Titan Ramp deck.

The first packages to consider are the accompanying ramp cards.  There are essentially three different directions to take in ramping to your Primeval and beyond.  First is the sac land package that is found most often in Valakut decks.  This package includes Khalni heart Expeditions, Harrows, Explore, and Cultivates.  The Harrows and Heart Expeditions are unique to this deck because landfall of mountains in particular is important to get the full value out of your Valakuts and Avengers.  The pros to this package are massive landfall and the ability to choose which lands you are pulling from you deck.  The biggest drawback to this package is that it doesn't ramp as hard as some of the others we will be looking at.  The second ramp package is the one utilized mostly by Mono Green Eldrazi; it includes 4 Joraga Treespeaker, 4 Growth Spasm, 4 Explore, 4 Overgrown Battlement, and some number of Cultivate. This package can be incredibly explosive if Joraga is able to stick or you can get a growth spasm resolved as this often means you get your Titan a turn before your opponent, but it does not have the landfall strength of the Valakut.  The third ramp package is both the oldest and the newest.  Lotus Cobra combined with fetchlands, Oracle of Mul Daya, and Explore can lead to the most explosive plays of the game, but the entire package is dependent on keeping a Cobra in play...many times easier said than done.
 
The biggest question in determining what ramp package is right for the deck you are trying to build is answering these two questions, "How am I going to win the game and what can my opponent do to stop that from happening?"  Clearly, the Valakut package is just for the Valakut deck and has limited application elsewhere and therefore if you are trying to win with Valakut those answers are easy.  I want to win by burning my opponent out with Valakut, with the backup being Avenger and my opponent can only stop me if he can get rid of all my Valakuts and still deal with a resolved Avenger.  This is fairly straightforward and therefore it is the other two ramp packages that I want to focus on.  

The biggest vulnerabilities of these other two ramp strategies are the creatures that give them their explosiveness; namely Lotus Cobra and Joraga Treespeaker.  I believe this vulnerability is too large for your opponents and the metagame in general to not recognize and exploit which is why I am a large advocate of the following ramp package.
4 Joraga Treespeaker
4 Overgrown Battlement
4 Growth Spasm
4 Explore
2 Cultivate  
This ramp package is very similar to the Mono Green Eldrazi package with a particular emphasis on beefing up its hardiness with Overgrown Battlements and its speed with Growth Spasm. I believe this particular package performs very well against a vast majority of the meta and when we take into account the finishers I am going to recommend it becomes even clearer why this package is superior to some of our other options. 

The ramp in a Primeval Titan deck is the kickstarter it gets the engine (Primeval Titan) going as fast as possible.  Once the engine gets going it needs a direction and that is where the finisher package comes into play.  The most popular finishers today are in no particular order; Eldrazi Big 3, Avenger of Zendikar, Rampaging Baloths,Valakut, Frost Titan, Inferno Titan, and recently Genesis Wave.  Clearly all of these are big spells that do some pretty broken stuff when played correctly and with enough speed.  I would like to suggest a new package of finishers that takes pieces of each group and meshes them together to form a much more flexible package.  

3 Frost Titan
3 Rite of Replication
1 Emrakul, the Aeons Torn
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth

I will share with you the process I went through to arrive at this particular finishing group.  I  began by evaluating all of the finishers relative level of power in the current meta.  (I only did this based on hard casting them...) 1. Emrakul 2. Ulamog 3. Kozilek 4. Frost Titan 5. Genesis Wave 6. Avenger/Valakut 7. Rampaging Baloths  The reason Frost Titan is ranked so high is that it has the ability shut down many of the cards in its same category.  I next evaluated what each finishers strong and weak match-ups were.  I won't bore you with the details, but essentially (and for good reason) each of these cards should win you the game, provided that your opponent isn't able to cast something as good on their turn.  Meaning that controlling the mirror is incredibly important.  Enter Rite of Replication!  This card gives you the flexibility in the mirror to lock your opponent down and respond to a lot of their threats in a relatively cheap manner (achieving 9 mana in a ramp deck is not a significant barrier). It can double up a legendary to clear an Eldrazi for just 4 mana, it can target a Primeval and empty your library of land on that turn, it can target a Frost Titan and effectively lock down your opponenets mana, it can simply match their best creature in a game where you got outramped...the flexibility this card gives to the deck is amazing and truly is the bet finisher I have been able to find.

I want to address a few sideboard holes that Primeval Titan decks often find themselves in before wrapping up with the list I currently use to break Primeval Titan and its crazy ramp abilities. The toughest match-up is often counters and control against your early game ramp or the Primeval Titan itself.  Summoning Trap remains your best friend here but this list includes counter magic of its own to bring in off the board for a game 2 surprise. The other choice that might seem odd is that I always board in my Obstinate Baloth against control.  Why?  One more creature I can cast that gets countered and thus is one more opportunity to insta win off a trap into Emrakul.  Without further ado here is what I believe is the ultimate Primeval Titan list available today.

4 Primeval Titan
3 Frost Titan
3 Overgrown Battlement
4 Joraga Treespeaker
1 Emrakul, the Aeons Torn
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
2 Jace, the Mind Sculptor

2 Rite of Replication
4 Explore
4 Growth Spasm
2 Mana Leak
4 Summoning Trap

4 Misty Rainforest
4 Tectonic Edge
3 Eldrazi Temple
2 Eye of Ugin
4 Khalni Garden
2 Halimar Depths
2 Island
4 Forest

SB:
4 Obstinate Baloth
3 Spell Pierce
2 Nature's Claim
4 Flashfreeze
2 Mindbreak Trap

Monday, November 15, 2010

My Colors

I do believe that everybody who plays this game has certain colors they were meant to play.  WOTC has designed, marketed, and built the game to reflect this fact.  The sooner you figure out which colors you were meant to play the less time you will waste playing deck strategies that aren't optimized to your mindset.  I learned very early that UW were the colors for me.  I enjoy interacting with opponents cards as often as possible, I love playing large flying creatures (ie. Angels), and lastly I get a little satisfaction of controlling every part of the game. Nothing is more satisfying than knowing you have won six turns before your opponent realizes it...

With that being said I would suggest you find the colors you love to play and always keep a "pet deck" if you will  in your building realm.  Getting into a rut is an easy thing for even the best players to fall into and your "go-to" deck is the one that will get you out of that rut and give you comfort in your game play again.  I intend to show you all of the iterations of my pet deck as the meta progresses and changes to give you an example of how the core of your deck can remain much the same but still adapt to the changing meta.  Let's start with the list I am running as of right now.  I like to explain my choices right next to the card and then talk more broadly afterward:

Main:
2 Frost Titan (A fantastic finisher that is tough to remove and shuts down many decks best cards)
2 Baneslayer Angel (2nd best finisher behind Frost Titan, but still tilts the RDW match-up in your favor)
4 Wall of Omens (Replaces itself and stalls any aggro strategy long enough to establish your bigger threats)
2 Gideon Jura (A high value player that is as good on offense as he is on defense)
4 Jace, The Mind Sculptor (The most versatile card in the history of Magic)
2 Jace Beleren (Owns the control match-up by taking down his big brother for only 3 mana)
2 Day of Judgment (Raw card advantage almost every time)
4 Mana Leak (As close to early game Counterspell as we have)
2 Journey to Nowhere (The most versatile removal in standard today)
2 Luminarch Ascension (This card is almost as much a mental play as it is a physical one, read below)
3 Preordain (If you are playing blue you should be playing this card...)
2 Spell Pierce (Nothing better than watching your opponent get thrown on tilt when you lay this down)
2 Oust (Oust slows down almost any deck regardless of what they are trying to do)
2 Everflowing Chalice (Ramps while still leaving mana leak open on turn three)
4 Island
2 Scalding Tarn (Thins deck, combos with Jace)
3 Plains
2 Marsh Flats (Thins deck, combos with Jace)
4 Celestial Colonnade
4 Glacial Fortress
3 Seachrome Coast
3 Tectonic Edge (Holds down the Manland problem)

Sideboard:
2 Mindbreak Trap (Say goodbye Summoning Trap)
3 Flashfreeze (Say goodbye ramp cards)
4 Leonin Arbiter (Say goodbye ramp cards)
3 Ratchet Bomb (Puts crappy decks in their place)
2 Wurmcoil Engine (Owns both the control and RDW matchup)
1 Frost Titan (For when BSA just isn't cutting it)

Ramp Decks: Clearly the current meta is dominated by Ramp decks that puke as many lands as they can on the table in order to simply cast bigger spells than we can respond to.  Our main deck presents several decent options in the form of Spell Pierce, Mana Leak, and Frost Titan; however, it is clearly post-board that this deck takes over the match-up.  Leonin Arbiter shuts down most ramp decks to a standstill, Mindbreak Trap eliminates the chance for any Summoning Trap shenanigans, Flashfreeze does double duty against both ramp and Titans, while the extra Frost Titan gives you a greater chance to lock down any threats your opponent does land. Pre-board this is a tough match-up against all the forms of ramp (especially Valakut), but post-board the amount of ramp targeted disruption you have is often just too overwhelming for your opponent and more often than not your Grizzly Lion just beats their face.

Control Mirrors: Most of these match-ups are decided by intelligent use of counters, successfully sticking a Jace for multiple turns, and who can cast Frost Titan first.  I believe this particular list has a slight advantage in game 1 due to our 6 copies of Jace, 2 Luminarch Ascension, and our always surprisingly effective Spell Pierce's.  We don't have a lot of board in for Game 2 except an extra Frost Titan, and our 2 Wurmcoil Engine that will hopefully generate enough card advantage for us to win out in the long game.  I will note that the UB control list is a tougher match-up than the straight UW mirror as Mimic Vat, more counters, and Grave Titan are tough threats to answer.

Aggro-Based Strategies:  These match-ups are generally not tough as Wall of Omens can hold the fort or at least saves you enough life until you are able to get a BSA or a Frost Titan on board.  The match-up tilts even farther in our favor post-board as Flashfreeze stalls them early and Wurmcoil Engine generally puts them away once it touches down.

Combo Decks: It is so hard to game plan around combo decks because their is a new flavor every week and I generally don't waste valuable slots in my main deck or SB when I am playing up to 11 counterspells.  I will say not having an instant speed answer to the Quest deck is hard and nothing is scarier to me than an active Pyromancer Ascension, but with that being said I generally lean on my counters and my ability to dig for the answers with Jace to get me through these stranger match-ups.  Game 1 is mostly about understanding what turns are the most critical to leave Counterspell mana open, while Games 2 and 3 are about adjusting to their boarding decisions and establishing early board dominance through the use of Jace TMS.

This is one of the most versatile UW lists I have created to date. While I am always refining, this is a list I am quite proud of as it seems to answer many of the threats in the current meta while also maintaining its own identity.  The deck is able to churn out advantage through low costed spells, unleashes manipulation with Spell Pierce, Oust, and Journey, keeps its hand full using Wall of Omens, Preordain, and Jace and lastly finishes strong with Frost Titan, Gideon, and BSA.  I even love the subtle mental games this deck can play on your opponent.  More than once a player has completely changed their strategy based on a turn two Luminarch Ascension, went on complete tilt after a Spell Piercing of their Jace, or just couldn't understand why they were losing to somebody who was still playing with Wall of Omens.  (Yes, it is still very good!)

I have explained much of why these spells are currently included above.  I will continue to update this list as the meta evolves and explain my choices.  This will allow you to follow along with me as I evolve my pet list to meet the demands of the meta.  I am confident it will remain competitive going forward and look forward to sharing each iteration of the list with all of you.
As Always, Happy Gathering!

10 Best Underplayed Cards in Standars

We recently worked on using the 10 Best Cards in Standard and how to use them. We are still collecting the data on these decks but keep an eye out for that.


Today I would like to talk about 10 cards you probably aren't playing with with maybe you should be.


Here's the list:

10. Calcite Snapper
9. Nature's Claim
8. Leonin Arbiter
7. Terra Stomper
6. Sunblast Angel
5. Spell Pierce
4. Clone
3. Grave Titan
2. Elspeth Tirel
1. Rite of Replication


So we will start at the top:


#10- Calcite Snapper
Ok. I know what you are thinking. But lets examine what blue is missing. Walls and non Jace Beleren 3 drops. This card is essentially both of these things.

I didn't think this card was very good until I started using it against RDW and Elves. This card is in my Pyromancer Ascension sideboard. The landfall abilities "may" trigger allows you to keep your wall or create a beater. Even if you switch the power and toughness this card still can't be bolted. Its power and toughness switch back at the end of turn so it doesn't die to pyroclasm or damage dealing board sweepers.

#9- Nature's Clain
This blog loves Quest for the Holy Relic and Pyromancer Ascension. This card deals with this and while gearing up for what we can only assume will be an artifact heavy metagame in the near future this card deals with it at instant speed.

This card wouldn't have been as good a few sets ago when green decks were playing 3/3s and 4/4s as their beaters. But in todays green decks where playing a 6/6 is your small creature and 15/15 isn't out of the question. But giving your opponent 4 life just isn't that big of a deal.

#8- Leonin Arbiter
I hate this card. As someone who has been playing a lot of ramp recently this card is very hard to deal with. Not only does this card shut down all deck searching until your opponent has at least 2 extra lands, it is a 2/2 for 2 that fits well into U/W Control decks that are lacking early game beaters.

I'm not saying this should be a main deck card. But if you are in white and playing ramp this card should come in. Not only come in but you should have 4 to bring in. I lost a game recently (video to come) to a pair of these that shut down the ramp and beat me in the face.

#7- Terra Stomper
This card is for those people that want to play Gaea's Revenge but don't have it. In a green ramp against control having something that you know will hit the board can be a game changer. Ramp loves trample. I don't like the fact that this card doesn't do anything the same turn as it hits the board but beggers can't be choosers.

Again, probably not a main deck card. But against the control matchup this card runs over Wall of Omens and still hits Jace, Gideon or you opponent.

#6- Sunblast Angel
Apparently I like this card much more than I thought I did. But it just keeps coming up on lists that I write. A great card in control because it wipes boards. But your Wall of Omens live through it. If you are in green and can trap your way into this or playing u/w and can flash it in it it is fantastic. This card may also be on of the best cards to blink with Venser.

#5- Spell Pierce
It seems like most of the Blue or White cards on this list make me mad. This is one of them. Tap out for a Primeval Titan, it gets mana leaked, you are pumped because they have 1 blue left and you have a summoning trap and bam. You are done. This card just wrecks days and until people become more aware of this cards playability it will continue to do so.

#4- Clone
A 4 mana answer. I just reread this card and it doesn't say the all important "Target" so, you can clone cards with protection from Blue. You can clone Frost Titan without paying those dreaded 2 mana. It kills legendary creature through the legened rule. It takes your opponents biggest threat and uses it against them. It also takes your threats and doubles them. 2 Frost Titans sure. More mana from another Primeval Titan. Thank you very much. All of the enter the battlefield triggers happen with this card.

#3- Grave Titan
I really thought this card would be used way more than it is. But I do think it is on the rise. Thanks to the success of UB Mimic Vat control I think this card is going to to reach its potential right along side of Frost Titan. Although the deathtouch abililty seems almost pointless, get and extra 4 power out of each attack is awesome. As far as being attached to Mimic Vat, who wouldn't pay 3 mana to get 2 2/2s?

#2- Elspeth Tirel
I want great things for this card. It is hard for white decks to play it because of the other 3WW drops available. It just doesn't seem as good as Gideon Jura or Baneslayer Angel. I think the deck is coming where this will be a star. GW Tokens is becoming more and more viable. I think the lists need some more work but this card will always be in the lists that are winning.

#1- Rite of Replication
This card is really amazing. Trevor will attest to this. What is scarier than cloning your Frost Titan, how about adding 5 of them. Need mana for your eldrazi, copy Primeval Titan 5 times. The tokens also have the same converted mana cost as the creature they target which is great against Consume the Meek and pretty dang good agains Ratchet Bomb.

Well there you have it. I hope that you all take a look at your deck list and see if these cards could help. Or maybe these cards don't fit your list. But it should get you looking at other cards and hopefully your deck will improve.

Saturday, November 13, 2010

Card of The Day 11/13/10 Sunblast Angel

I chose this card today for 2 reasons. I asked a girl at work to pick one of the 5 colors and she chose white, and I won a game off the back of this the other day at Saturday Night Standard.

A lot like the last COTD Sunblast Angel does some serious damage. If you opponent lets this hit the board something is going to be destroyed.

What is the best use of this card?

Playing it during your opponents attack step. It wipes boards. How are you going to play this during your opponents turn??

Option 1: UW- Leyline of Anticipation. This card give all non-land cards in your hand Flash.

Option 2: GW- Summoning Trap. This isn't a guarantee but it is the trickiest way to do it.

Now at 6 mana this is an expensive Day of Judgement. But if you have creature on the board worth keeping i.e. Frost Titan in UW or Primeval Titan in GW it becomes an effective way to clear their board without touching your own.

Deck List of the Day: G/W Ramp

Here is the list I have been running in tournaments:

Creatures
4 Primeval Titan
1 Iona, Shield of Emeria
3 Joraga Treespeaker
1 Sunblast Angel
1 Oracle of Mul Daya
1 Wurmcoil Engine
2 Baneslayer Angel
1 Emrakul, the Aeons Torn
1 Kozilek, Buther of Truth
2 Ulamog, the Infinite Gyre
(16)

Spells
4 Summoning Trap
4 Explore
4 Growth Spasm
3 All is Dust
2 Journey to Nowhere
(17)

Land
6 Forest
2 Plains
4 Khalni Garden
1 Sejiri Steppe
2 Sunpetal Grove
1 Stirring Wildwood
4 Eldrazi Temple
2 Eye of Ugin
3 Tectonic Edge
1 Mystifying Maze
(26)

Sideboard
2 Baneslayer Angel
1 Pelakka Wurm
1 Platinum Angel
2 Journey to Nowhere
2 Day of Judgement
2 Leyline of Sanctity
4 Nature's Claim
1 Demystify
(15)


This deck follows the normal Eldrazi Ramp base except it doesn't run Overgrown Battlement. Growth Spasm allows you to ramp into your 6 drops a turn faster than Cultivate.

The Magical Christmas Land play here is

Turn 1 Treespeaker
Turn 2 Level up and play explore. Drop 3rd land
Turn 3 Growth Spasm and a 2 Drop. This could be Explore, Journey to Nowhere or another Treespeaker.
Turn 4 Drop the Fatty Boom-Booms.

In the sideboard there is artifact and enchantment removal for Pyromancer Ascension and Quest for the Holy Relic (that's right Flores, I've got you in my sights.) Leyline of Sanctity for Red. Day of Judgement for the mirror. Platinum Angel for Poison.

Thursday, November 11, 2010

Pro Conspiracy

Wally hinted that we have been brewing up a conspiracy theory of the ages that is based around deck design and deck play.  In its simplified form here goes...

Our theory is based on the fact that all the pros secretly want to play Pyromancer's Ascension type decks, because it is the most powerful card in current standard and when it is online is nigh unbeatable. Unfortunately for all these pros, some crazy deck designer came up with the Quest deck.  Because of this deck's popularity, low costs, and high win percentage people have been playing it like crazy and yet pros continue to hate on it.  Why?
Because if the Quest deck gains in popularity eventually people's sideboards will start reflecting this popularity and will move artifact/enchantment hate into relevance. The unintended side effect of all this artifact/enchantment hate directed at Quest and Equipment means that Pyromancer's Ascension would also suffer greatly.  Therefore many pros have committed themselves to claiming the Quest deck is not a real deck in order to hide their true pet deck of choice...Pyromancer's Ascension!

In order to combat this and to force the meta to adapt let me share some stats with you...the quest deck costs less than $150 to build, it has an MTGO win percentage of over 60% (courtesy of TCGplayer.com), and has a good amount of draws that simply can not be beat...period.

If you want a cheap deck that smashes the competition I would look no further than the Quest Deck.  Check out a list here--> http://magic.tcgplayer.com/db/deck.asp?deck_id=721890

As always Happy Gathering!