May 26, 2013

Dragon's Maze Gameday 2 : American (WUR) Aggro (Minotaurs and Clerics)


On the second day of the Dragon's Maze Gameday Weekend, I finished in the top 8, at least an upgrade in the performance in day 1. I used the WUR aggro version with full sets of Boros Reckoners and Geist of Saint Trafts in the main deck. This deck is commonly known as Blue White Red Geist or Blue White Red Minotaurs and Clerics.


What I really like about these 2 creatures in the main deck is that with them, you can possibly deal with both control and aggro match-ups. Geist of Saint Traft is very good against control. Geist is one of the fastest beaters in the format right now and can finish the game if left unanswered or if there are no blockers on your opponent's side of the table. The problem is when your opponents is aggro and has a lot of creatures that can block your Geist. The deck will try to solve this by playing a lot of removal spells and by saving your Geist of Saint Traft via removal spells, Snapcaster Mage + removal spell in graveyard and via Resotation Angel. This is also the reason for the Boros Reckoner. While Geist shines in the control matchup, Boros Reckoner shines in Aggro and midrange matchups.

What is also amazing in this deck is that you have access to infinite life via Boros Reckoner, Azorius Charm and Boros Charm. What you just need to do is to make sure that your Boros Reckoner will be damaged (it can be by your own damage spells or via blocking or when is becomes blocked). Then cast Azorius Charm to add lifelink to the minotaur. Then cast Boros Charm to give the Reckoner indestructibe.


When the reckoner is dealt damage, you need to redirect the damage to itself. The now-indestructible Boros Reckoner will keep damaging on itself an essentially infinite amount of times.. Since it has lifelink from Azorius Charm, in addition to dealing infinite damage, it gives you infinite life. Wash, rinse, repeat however many times. The only problem that you have to deal with now is mill or cards like Sorin Markov that takes you life down to 10 (but no worries, those cards are not in standard right now).

Lastly, this may be for American decks both the Midrange version and the Flash version, one of the main reasons why I continue to run this deck is that I really like Turn / Burn. This card technically answers almost every strong creature in the format except those with hexproof and can also quickly transform any combat scenario to your advantage.


Here's the complete list.

WUR Geist (Minotaurs and Clerics) May 2013
Lands:
4 Hallowed Fountain
4 Glacial Fortress
4 Steam Vents
4 Sulfur Falls
3 Sacred Foundry
4 Clifftop Retreat
1 Island

Creatures:
4 Boros Reckoner
4 Geist of Saint Traft
3 Snapcaster Mage
3 Restoration Angel
Sorceries:
3 Pillar of Flame

Instants:

4 Azorius Charm
4 Boros Charm
3 Searing Spear
3 Turn // Burn
3 Think Twice
2 Sphinx's Revelation





Sideboard:
1 Pillar of Flame
2 Clone
2 Izzet Staticaster
2 Supreme Verdict
1 Assemble the Legion
2 Dispel
2 Negate
1 Counterflux
1 Rest in Peace
1 Detention Sphere





Matchups:
Round 1: vs Grixis Control (Win 2-1) : 1-0
Round 2: vs Naya Aggro (Loss 1-2) : 1-1
Round 3: vs Bant Control (Loss 0-2) : 1-2
Round 4: vs MonoRed Aggro (Win 2-0) : 2-2
Round 5: vs WUR Reckoner (Win 2-1) : 3-2

I finished the tournament being in the top 8. So I was fortunate enough to go home with both of the Dragon's Maze Game Day promos. The full alternate-art Trostani's Summoner as a participation promo. And a foil full alternate-art Melek, Izzet Paragon promo for those who manage to Top 8 event.




Dragon's Maze Gameday 1 : American (WUR) Flash


On the first day of the Dragon's Maze Gameday Weekend, I used the WUR flash version with 2 Aetherlings in the main deck.

I stayed with this build because I was more comfortable and I got used to playing WUR Flash in the past FNMs and the sheer power of Aetherling made this a good choice for me. An answered Aetherling can steal games for you, this is just an amazing win condition for control decks right now, I really suggest trying to use this card if you are running blue control.


In the current meta is Standard, I still think that running Supreme Verdicts and Sphinx's Revelation is still viable in the format. the sheer card advantage that these cards bring on the table still outweighs all the hate that people bring in for these cards. Although there might be certain matchups that you will need to sideboard out either of these cards, I think that whether or not you have these cards in you main deck, your opponent will still try to side in hate cards or cards that will try to work around them.



Here's the complete list.

WUR Flash May 2013
Lands:
4 Hallowed Fountain
4 Glacial Fortress
4 Steam Vents
4 Sulfur Falls
2 Sacred Foundry
4 Clifftop Retreat
1 Island
1 Desolate Lighthouse

Creatures:
3 Augur of Bolas
3 Snapcaster Mage
3 Restoration Angel
2 Aetherling
Sorceries:
2 Pillar of Flame
2 Supreme Verdict

Instants:

2 Dissipate
1 Rewind
1 Syncopate
1 Essence Scatter
4 Azorius Charm
3 Searing Spear
3 Turn and Burn
3 Think Twice
3 Sphinx's Revelation


Sideboard:
1 Pillar of Flame
2 Clone
3 Izzet Staticaster
1 Supreme Verdict
2 Assemble the Legion
2 Dispel
2 Negate
2 Purify the Grave








Matchups:
Round 1: vs BR Unleash (Win 2-1) : 1-0
Round 2: vs WUR Reckoner (Loss 1-2) : 1-1
Round 3: vs WUR Aggro (Loss 1-2) : 1-2
Round 4: vs Bant Control (Win 2-0) : 2-2
Round 5: vs Naya Midrange (Draw 1-1) : 2-2-1

I made several changes in the decklist for day 2 and fortunately I made it to the top 8. View the decklist here.

May 8, 2013

July 2013 FNM Card - Rakdos Cackler with Picture


This July's Friday Night Magic Promo Card is Rakdos Cackler!

 

And here is the regular Rakdos Cackler card from Return to Ravnica.


June 2013 FNM Card - Izzet Charm with Picture


This June's Friday Night Magic Promo Card is Izzet Charm!


Here is the regular Izzet Charm card from Return to Ravnica.



May 5, 2013

Featured Deck: Standard Grixis Delver


This week I would like to feature the deck of my friend Bryan Jeffrey Borromeo. Although Grixis decks tend to be more control-ish with great access to a wide variety of removals, counterspells and card draws, I liked what Bryan did in this deck that he incorporated this advantage of Grixis to an aggressive based strategy.

Why Grixis Aggro?
Bryan explained to me that he tried Grixis Control but the metagame was just too aggressive and powerful for a very reactive deck like Grixis Control. It was very slow against midrange decks like UWR reckoner and Jund mindrange builds. With the Grixis Delver Aggro build, it gave him opportunities to deal early damage and deal about 10 damage before the opponent drops his or her threats. That way, employing the flying creatures and the burn spells like Searing Spear + Snapcaster Mage combos can still steal a win for you.

Choice of Cards.
I asked Bryan about his choice of cards. Basically what he did was to put value creatures early in the game and dump Olivia Voldaren and Duskmantle Seer in the late game to finish the game off. Duskmantle Seer is a card that I expect to be used more after the release of Dragon's Maze with the printing of the Split cards and since those cards are very useful, people would definitely use split cards in their deck lists. Duskmantle Seer can single-handedly punish those decks with split cards (split cards when revealed with Duskmantle Seer's ability deal damage equal to the total mana cost of both halves of the split card). The classic Runechanter's Pike + Thought Scour combo can let you race with any creature that you play in the late games, giving this deck it's needed reach. Also, the removal and counter package of this deck was designed to deal with virtually anything that your opponent may have. Dreadbores for Planeswalkers. Rakdos Return for control match ups. Searing Spears, Izzet charms, Mizzium Mortars can deal with creatures your opponents will play against you.

Delver of Screts


The comeback of Delver in standard? It might be outrageous to say this ^_^ but Bryan's deck is definitely a good start. Delver has proven its power before but since Standard didn't have access to cards fixing the top cards of your library to ensure flipping of Delver early in the game, Delver may not be the powerhouse that it used to be. However, with many spells in this deck, flipping Delver early is not that difficult. But the thing is, this deck doesn't solely depend on Delver of Secrets to win the game. Delver is just another win condition in the deck which I think makes the deck strong.

Frostburn Weird

One of the cards that I like to discuss in this build is the four Frostburn Weird in the main deck. Frostburn Weird is a common card and I think many people just didn't care about it and has underestimated this card. I think this card is very strong for what it's worth. It blocks virtually any aggressive creature in the format right now. It can also kill and survive Geist of Saint Traft. Although Boros Reckoner can still be a problem, at least you can save damage for 1 turn since reckoner will surely deal the damage it took to this creature instead. Against Control decks, Frostburn Weird can attack 4 damage each turn until it is dealt with by the control player. You can save your other creatures for later after waiting for the control player to cast a Supreme Verdict. You might end up watching many control players wasting their removal in this 1/4 common creature.

Standard Grixis Delver by Bryan Jeffrey Borromeo
Lands:
4 Watery Grave
2 Blood Crypt
2 Dragonskull Summit
2 Drowned Catacomb
3 Sulfur Falls
3 Steam Vents
1 Desolate Lighthouse
3 Island
2 Mountains

Creatures:
4 Delver of Secrets
4 Frostburn Weird
4 Snapcaster Mage
2 Vampire Nighthawk
2 Olivia Voldaren
2 Duskmantle Seer
Sorceries:
2 Dreadbore
2 Mizzium Mortars
1 Rakdos's Return

Artifacts:
2 Runechanter's Pike

Instants:

4 Thougthscour
4 Searing Spear
1 Devour Flesh
2 Counterflux
2 Izzet Charm



Sideboard:
2 Psychic Spiral
2 Dissipate
2 Desecration Demon
2 Izzet Staticaster
2 Rolling Temblor
2 Negate
1 Dreadbore
1 Jace, Memory Adept


Playtesting vs Bant Control: 3-0
Playtesting against the Bant Control of our fellow friend, the deck was undefeated 3-0, not counting the games which the opponent kept less than 6 cards in mulligans or playing with only 2mana for the rest of the game because they may not be optimal games to measure the strength of this deck.

Feel free to test and tweak this decklist for your FNM this week. Feel free to comment and post your experiences and ideas about this deck.

Enjoy and win!

May 1, 2013

Standard Esper Planeswalkers (Superfriends) And Dragon's Maze Additions


Last week, I finished 1st in our local shop's FNM after tweaking my Esper control list into an Esper Planeswalkers deck - or what others know as - Esper Superfriends. Last week was the last FNM before the release of Dragon's Maze so I would like to talk about cards that I think can be helpful in further improving the deck.

First of all, why move to Esper Superfriends? That decision in my part has a lot to do with the current meta game. If you want to win, the traditional Esper Control would take a very long time to win the game and while you are milling your opponent with only one Nephalia Drownyard (yes this happens a lot of times), your opponent can eventually regain board advantage, and you will be trying to control the board again. I'm not saying this is not a winnable situation, but when games end up in draw because of the lack of time per round, a draw can sometimes be equal to a loss especially if you are trying to be in the top 2 or 3 for the tournament.

Too much aggressive decks in the format right now. The cards that I added are very good in dealing with aggro decks in the early to mid game just enough to give you support after casting Supreme Verdict.  Lingering Souls for example is very good in slowing the game for you as it can serve as a chump blocker that can help you delay the game for a while and in waiting to draw your removals. In the later part of the game, these spirits can serve as attackers and they are very deadly especially when you already have Sorin's Emblems in play. I will try to briefly discuss the roles of each Planeswalker in this deck.

Sorin, Lord of Innistrad
Sorin is probably one of the best Planeswalkers for this deck. He works well with Supreme Verdict as you can always make a token after casting Supreme Verdict to give you a 1/1 lifelink blocker ready to defend Sorin. Sorin's lifelink tokens is also very useful in a format filled with aggro. Once you start making emblems, the lifelink will become very insane and can get you back out of the range for burn and small aggro creatures.
Playing with Sorin involves a lot of patience. It may also be one of the Planewalkers that is more challenging (if not the most) to use since you should be able to think carefully when to create tokens for blockers and when to create Emblems to set you up for your Spirit tokens attack via Lingering Souls. For me, if you want to play a deck with Lingering Souls, you should play Sorin in your deck. They just "complete" each other. Period.

Liliana of the Veil
Many would probably argue that this may not be a place for Liliana. But Liliana is a very strong card and I would like point to out that in my experience of using Liliana, it can definitely be used now, in this metagame with a lot of Aggro decks. Liliana is a powerhouse as you can see in Modern. But in standard, I'm actually a bit sad that she's not being used because of the super aggressive metagame of standard right now. But for me, the best time to cast Liliana of the Veil in a deck like Esper is after casting Supreme Verdict or Terminus. Her +1 ability is very good late game as cards like Think Twice and Lingering Souls or other flashback cards that you may opt to add in the deck are very good with Liliana's +1 ability. Liliana usually draws out the burn spells and removals in your opponent's hand, it is better to have those burn spells thrown to Liliana than to your face. Lastly, if you are still waiting to draw your removals, don't hesitate to drop Liliana and use her -2 ability. By doing so, you remove one of your opponent's creatures and you will have a virtual fog next turn since your opponent will surely attack Liliana in the following turn.

Tamiyo, the Moon Sage
Tamiyo is there only to stop... Thragtusk! Just kidding, but it may also be true. :) Late in the game, Tamiyo can be very useful. In scenarios like you have Nephalia Drownyards to mill the game for you, Tamiyo can tap the bigger creatures your opponents control. Tamiyo can also lock down creatures that your oppenents cast after you cast a board sweep. If you are lucky enough to have a Tamiyo emblem, it may already be an automatic win especially in a deck like Esper since you can cast your spells, draw cards, and remove threats in the board repeatedly. But of course, in times where your opponent has a lot of creatures in play and you need to draw a Supreme Verdict or Terminus, Tamiyo's -2 ability is the perfect effect in this situation since you can draw multiple cards and can eventually get you the removal spells that you need.

Jace, Memory Adept
Jace is the alternative win condition in the deck. For me, Jace is the quickest mill engine out there and can win you the game in a few turns if left unanswered. What's good in milling is that when you can put the best cards or the cards that your opponent needs into his or her graveyard, and then, he or she won't have answers anymore and this may somehow affect his or her mind state while playing the rest of the game. I usually (only) use Jace's 0 ability to mill out my opponent. But in times that I (or you) desperately need to draw a card, Jace's +1 ability can also give you that draw.

Esper Superfriends April 2013
Lands:
4 Watery Grave
4 Hallowed Fountain
3 Godless Shrine
2 Drowned Catacomb
4 Glacial Fortress
4 Isolated Chapel
3 Nephalia Drownyard
1 Island
1 Plains

Creatures:
2 Snapcaster Mage


Sorceries:
3 Lingering Souls
4 Supreme Verdict
1 Terminus

Planeswalkers:
3 Sorin, Lord of Innistrad
2 Liliana of the Veil
1 Tamiyo, the Moon Sage
1 Jace, Memory Adept


Enchantments:
1 Detention Sphere


Instants:

3 Azorius Charm
1 Dimir Charm
3 Think twice
2 Dissipate
1 Syncopate
2 Devour Flesh
1 Ultimate Price
3 Sphinx's Revelation
Sideboard:
3 Negate
1 Curse of Death's Hold
1 Jace, memory Adept
1 Terminus
3 Geist of Saint Traft
2 Purify the Grave
1 Rest in Peace
1 Witchbane Orb
1 Detention Sphere
1 Victim of the Night


Matchups:
Round 1: vs Primespeaker Bant (Win 2-1) : 1-0
Round 2: vs UW Humans (Win 2-0) : 2-0
Round 3: vs WUR Reckoner (Draw 1-1) : 2-0-1
Round 4: vs Reanimator (Win 2-0) : 3-0-1

Possible Dragon's Maze Additions:

The uncommon Esper-colored Split cards can be very helpful and are sources of good utilities. I think I can easily swap my Devour Fleshes for Far//Away since my current list can use the bounce ability of far and the Away part is basically the same as Devour Flesh but is more expensive to cast but minus the life gain. I can see Profit//Loss in decks that use Lingering Souls and Sorin, Lord of Innistrad. The increase in damage for your part and the reduction in your opponent's part can come very handy in finishing the game or in extending your life in combats. I also like the Loss part since this can help you deal with those pesky mana dorks (especially Avacyn Pilgrim and Arbor Elf) in green ramp decks.

I really like Warped Physique because for me, it can become a better Ultimate Price but with the drawback of depending on your current cards in hand. I can see this being one of the usable removals for black-blue for standard. But I think it is perfect for Esper because cards like Think Twice, Azorius Charm and Sphinx's Revelation ensure you will always have cards in your hand. Also, this can give the deck a direct answer to Boros Reckoner. Lastly, Aetherling. I am currently playtesting Aetherling as a one-of in the deck. I believe the card is very strong individually and it can be the perfect finisher for any control deck. With an ability to dodge removals and board sweeps and the ability to become unblockable, Aetherling can be the one-of creature that will suite your needs. Attack, defend, finish!

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