All Ones, Take Two

Posted: August 2, 2011 in Cube

I’ve been eager to get another crack at the One Cube ever since my first games with it—I could immediately see so many problems and flaws, and my obsessive nature compelled me to start brainstorming for solutions.

The first problem was that the Genjus, which I assumed would be good, were a lot tougher than I wanted them to be. Entire archetypes folded over, and solutions were so few and far between that games could even be unfun—I certainly played a few. Other issues came from mana stability. It was really interesting that some decks wanted ten lands while others wanted fifteen, but coordinating color was pretty tough. Adding some fixing would help that problem, and the options definitely exist. Last, but not least, conventional Limited rules seemed inappropriate.

See, games could go very fast or be grinds, but there weren’t a lot of ways to advance on card quantity or quality—you trudged through sometimes, which wasn’t fun at all. Shrinking the size of the decks, an idea I can credit to Brad Nelson (@fffreakmtg), helped that issue and focused the decks to ensure that players actually got to play with the cards they wanted to draft. His other idea, decreasing hand size, was a bit too big a change in my book—I wanted people to be able to play relatively intuitively, and different starting hand size tends to throw people off, as they’re used to sitting down and drawing seven. I decided that thirty cards, using three 13-card packs, would work just fine as an experiment. I’m not sold on it yet, but it’s at least worth a try.

The ideal quantity would be 12-card packs, but I frankly couldn’t trim the cube down to 216 cards. If I ever do, it will probably come at the expense of the generic 2/1s for one—they are surprisingly poor but serve to supplement hyper-aggressive strategies and provide players with a base pool of creatures to fill with in a pinch. Should the cube increase in size, it will certainly be to 288 for 8-mans with 12-card packs, assuming these rules on deck size stick. Otherwise, boosting to 252 for 14-card packs and 40-card decks will be the next step.

Black

Creatures

Carnophage

Carrion Feeder

Circling Vultures

Death’s Shadow

Duskwalker

Entrails Feaster

Festering Goblin

Fume Spitter

Guul Draz Assassin

Guul Draz Vampire

Plagued Rusalka

Quag Vampires

Shadow Guildmage

Vampire Lacerator

Will-O’-The-Wisp

Zulaport Enforcer

Pseudo-dudes

Genju of the Fens

Lab Rats

Phyrexian Reclamation

Quest for the Gravelord

Reanimate

Sarcomancy

Unearth

Removal

Darkblast

Disfigure

Duress

Evil Presence

Executioner’s Capsule

Ghastly Demise

Innocent Blood

Inquisition of Kozilek

Midnight Charm

Thoughtseize

Vendetta

Wring Flesh

Card Manipulation

Bloodchief Ascension

Shared Trauma

Vampiric Tutor

Black’s changes were small, but important. Evil Presence might look odd, but in addition to its minor manascrew capabilities it also gives black an out to Genjus (a recurring theme in this update). Alongside the discard spells included, black can now actually beat Genju of the Cedars from time to time. Will-O’-The-Wisp can function as something of an answer in this capacity as well, but it’s also a fine fighter with some equipment and pretty easy to keep around, even against pingers. Lab Rats offers black another way to go long and make use of equipment, although I’m not sure if I love the card yet or not as I haven’t had an opportunity to play with it.

Cards worth considering: Bone Splinters, Deathmark, Dread of Night, Imperial Seal

Blue

Creatures

Cathartic Adept

Drowner Initiate

Enclave Cryptologist

Faerie Squadron

Hedron Crab

Kraken Hatchling

Phantasmal Bear

Reef Shaman

Screeching Sliver

Skywatcher Adept

Stormscape Apprentice

Tidal Warrior

Tideshaper Mystic

Vedalken Certarch

Pseudo-dudes

Genju of the Falls

Wind Zendikon

Removal

Mark of Eviction

Mind Games

Mind Harness

Pongify

Psychic Purge

Seal of Removal

Unsummon

Vapor Snag

Annul

Dispel

Divert

Mental Misstep

Card Manipulation

Ancestral Recall

Ancestral Vision

Brainstorm

Minds Aglow

Preordain

Serum Visions

Dizzy Spell

Mystical Tutor

Tome Scour

Vision Charm

As a color, blue suffered in the last version from low power level and a severe lack of identity. Fortunately, that’s changed with the new rules and playtesting results.

The switch to thirty-card decks makes mill a much more viable strategy, although I haven’t tried it out yet. Adding some new dimension to Ancestral Recall and honorary one-drop Ancestral Vision appeals to my enjoyment of bending cards in new directions. To help these decks, I’ve added a few more cantrips and pseudo-Stroke Minds Aglow. All of the one-cost “join forces” cards seem fine, because it’s so easy to time it when an opponent is mana-light while not being completely bonkers. I am concerned with the strength of this archetype, but I think that once players realize it’s the “infect” of the format, they’ll avoid dipping into it due to fighting and know to cut the important bombs.

In addition to the strength of the Genju, playtesting showed that splashing colors was hard. Blue, strangely enough, offers effective solutions to both. Cards like Tidal Warrior, Reef Shaman, and Tideshaper Mystic can disenchant opposing Genjus, and the latter two can fix your own mana for a variety of spells. Reef Shaman can even act as a way to manascrew the opponent a la Spreading Seas.

Cards worth considering: Spell Pierce, Turn Aside, Spindrift Drake, Drifter il-Dal

White

Creatures

Akrasan Squire

Ardent Recruit

Auriok Glaivemaster

Caravan Escort

Cenn’s Tactician

Court Homunculus

Devoted Caretaker

Elite Vanguard

Gideon’s Lawkeeper

Glint Hawk

Goldmeadow Harrier

Haazda Exonerator

Icatian Javelineers

Infantry Veteran

Isamaru, Hound of Konda

Kitesail Apprentice

Kor Duelist

Mother of Runes

Mystic Penitent

Order of the Stars

Savannah Lions

Student of Warfare

Weathered Wayfarer

Pseudo-dudes

Genju of the Fields

Removal

Condemn

Detainment Spell

Dispatch

Dispeller’s Capsule

Harm’s Way

Path to Exile

Porphyry Nodes

Reciprocate

Soul Snare

Sunlance

Swords to Plowshares

Card Manipulation

Argivian Find

Enlightened Tutor

Land Tax

Steelshaper’s Gift

White’s “equipment matters” theme worked very well in the first draft, and I saw no reason to change it. In fact, I added more artifact-centric cards to encourage these choices. Rather than fill white with Demystify effects, considering it’s already a strong color, white can rely on its excellent removal and a few creatures capable of doing the job. Not certain if this is the correct approach or not, as some enchantments are downright miserable.

Kirtar’s Desire was terrible, as white is rarely being beaten down and has tons of better solutions to problematic attackers. I decided to substitute in Detainment Spell, which is an interesting way to solve pingers and can even follow around something odd like Shuriken or Viridian Longbow. I don’t know it this card will stay, but I think it’s worth the look.

Cards worth considering: Demystify, Hyena Umbra, Quiet Purity, Salvage Scout

Green

Creatures

Basking Rootwalla

Birds of Paradise

Elves of Deep Shadow

Elvish Lyrist

Elvish Scrapper

Fyndhorn Elves

Gladecover Scout

Granger Guildmage

Greenseeker

Joraga Treespeaker

Joraga Warcaller

Jungle Lion

Llanowar Elves

Llanowar Mentor

Mtenda Lion

Nettle Sentinel

Nimble Mongoose

Noble Hierarch

Pouncing Jaguar

Quirion Ranger

Rogue Elephant

Scavenger Folk

Scute Mob

Scythe Tiger

Skarrgan Pit-Skulk

Twinblade Slasher

Pseudo-creatures

Gather Courage

Genju of the Cedars

Mutagenic Growth

Rancor

Removal

Crumble

Drop of Honey

Hornet Sting

Nature’s Claim

Oxidize

Card Manipulation

Collective Voyage

Glimpse of Nature

Noxious Revival

Green’s pretty cool—there’s a very draftable Elf deck in there, for the record. The only real revision I made was to add some beaters and cut the creature tutors for Mutagenic Growth and Gather Courage. I like the trickiness of these free pump spells, both in combat and in conjunction with other cards, and the creature tutors sucked. Frankly, none of the creatures are worth mulliganing and losing a mana to grab, especially when you also have to draw it! Blue has plenty of ways to locate Hedron Crab. It’s possible that they’ll make it back in, but I personally dislike them enough that I doubt I’ll add them.

Cards worth Considering: Reclaim, Sylvan Tutor, Worldly TutorVines of Vastwood, Withstand Death, Mold Adder

Red

Creatures

Bloodfire Dwarf

Bloodhall Ooze

Dragonmaster Outcast

Frostling

Goblin Bushwhacker

Goblin Guide

Goblin Patrol

Gorilla Shaman

Grim Lavamancer

Jackal Pup

Kris Mage

Magus of the Scroll

Martyr of Ashes

Mogg Fanatic

Skitter of Lizards

Spikeshot Elder

Pseudo-dudes

Devastating Summons

Genju of the Spires

Removal

Crush

Overload

Burst Lightning

Chain Lightning

Death Spark

Firebolt

Firestorm

Flame Jab

Flame Slash

Forked Bolt

Galvanic Blast

Lava Dart

Lightning Bolt

Magma Spray

Seal of Fire

Searing Touch

Shard Volley

Shattering Spree

Shock

Tarfire

Few more beaters, burn, and artifact destruction. Nothing to see here!

Cards worth considering: Engulfing Flames, Goblin Gaveleer

Artifacts

Removal

Aether Spellbomb

Blazing Torch

Brittle Effigy

Cursed Scroll

Engineered Explosives

Leonin Bola

Pithing Needle

Pyrite Spellbomb

Shuriken

Viridian Longbow

Mana

Mana Cylix

Sol Ring

Springleaf Drum

Fieldmist Borderpost

Firewild Borderpost

Mistvein Borderpost

Veinfire Borderpost

Wildfield Borderpost

Enhancement

Basilisk Collar

Bonesplitter

Copper Carapace

Darksteel Axe

Flayer Husk

Shriekhorn

Slagwurm Armor

Sylvok Lifestaff

Trusty Machete

Card Manipulation

Grindstone

Sensei’s Divining Top

Skullclamp

The biggest shifts in the artifact department came in mana. I set out to make this update with a dedicated interest in making mana-fixing available and open to every color—I didn’t want junk like Utopia Sprawl defining that aspect of the cube. The Borderposts are a cute and sensical “cheat” on the one-drop rule, as I highly doubt they’ll be cast for three in this cube the vast majority of the time. If I’m somehow wrong about that, I’ll be cutting them and looking at other options. I like the idea of Springleaf Drum and Mana Cylix alongside the blue creatures making five-color decks possible—it’s an interesting notion.

I also boosted the equipment and added in Grindstone, a house for the mill deck. Early playtesting showed Cursed Scroll to be a very difficult card to beat, and possibly the best card in the cube—Grindstone may actually have the potential to surpass it.

Explosives does technically violate the X rule, but as it will only be cast for one I decided to make it an honorary one-drop. Contrast it to Chalice of the Void, which will never be a one-drop and thus is excluded. In the process of this exception, I’ve created a new contender for top overall pick!

Cards worth considering: Blade of the Bloodchief, O-Naginata, Horizon Spellbomb, Wayfarer’s Bauble

Gold

Elvish Hexhunter

Figure of Destiny

Memory Sluice

Odious Trow

Rhys the Redeemed

Seedcradle Witch

Slippery Boggle

Wax/Wane

I excluded several of these cards before because I didn’t see a home for them and didn’t want to overly weight gold one way—I don’t care about either of those things now. The Boggle is a fine man in equipster/exalted decks and Memory Sluice is a likely bomb for mill. The rest are just reasonable cards that cost one mana to play!

Cards worth considering: Scar, Tattermunge Maniac, Riot Spikes

Lands

Evolving Wilds

Rupture Spire

Strip Mine

Terramorphic Expanse

Thawing Glaciers

Cards worth considering: a lot!

Rupture Spire was actually the card that gave me the first idea for a one-drop cube, as it’s a land that costs a mana. All of these, in some way, imitate the cost of a mana for an effect. In the case of Glaciers and the other fetches, you’re “paying a mana” on the turn you drop the land in exchange for access to its effect. Glaciers seems particularly powerful, especially alongside Hedron Crab, and it’s the least loyal to the theme, so it may get sliced.

I’ve contemplated adding bouncelands because I think they’d be healthy for the format and also kind of apply to the theme. For some time I was certain I’d add the one-cost manlands because manlands are sweet (Inkmoth Nexus, Blinkmoth Nexus, Mutavault, and Mishra’s Factory). I’m aware that my “cheat” for allowing lands essentially legalizes any tapland, but my goals are clear: I want to facilitate omni-fixing. Manlands like Creeping Tar Pit, Raging Ravine, and Treetop Village would clearly be quite over-powered in the format, well beyond their color utilities. Some archetypes would be ice-cold!

I’ll be thinking very carefully about how many lands and their functions as I tool more with this. It’s entirely possible I’ll go back to zero, but I’m attracted to the idea enough that I prefer experimentation.  Very close to making it in on this draft were Shimmering Grotto and Unstable Frontier, for example; I let the Borderposts consume their slots for the time being. If I decide to add cards in order to increase supported players or pack sizes, adding lands will be where most of that size boost comes from. There are plenty of good spells, and sideboarding is deep enough already.

Right now, the major questions are:

1) Which lands belong?

2) Is 30 cards the right deck size, and does it make mill too strong?

3) If I go back to 40-card decks and to 14-card packs, will mill still be viable? Blue really needs that identity.

If you’ve got any questions about the cube, especially about reasons for exclusions/inclusions, you can leave a message here but I’d really prefer you hit Twitter—I’m way more likely to see it and be able to fire off a reply there!

-Glenn

@SecludedGlenn

Forgemaster Combo in Standard

Posted: July 8, 2011 in Articles

I played in a Columbus, Ohio $3k tournament and a PTQ this weekend. Given that this event would be among the first competitive tournaments to feature the new Banned & Restricted list with Stoneforge Mystic and Jace, the Mind Sculptor, I knew it was a ripe opportunity to show up with something different. I also knew it was a format that would die soon, as M12 is sure to shake things up.

To figure out a deck, I decided to start with contemplating the PT Paris metagame, and the decks that were both successful, and did not rely on Jace or Stoneforge. Valakut would be the deck to beat, so any deck I played would need a strong Valakut matchup. New kid on the block, Exarch-Twin, also presented a problem—few decks from Paris would happen to beat up on Deceiver, because that deck had not yet existed.

One of the most unique strategies from Paris was definitely Martin Juza’s Kuldotha Forgemaster deck, played by Lucas Blohon as well (I believe). The deck had a very good Valakut matchup, and I knew the tools were available to make it beat the remaining decks in the field, especially Deceiver. My primary concern was that Forgemaster is essentially a combo deck based around a five-drop 3/5—hardly ideal, considering Wizards decided to break the color pie into tiny shards of glass and print Dismember, but I decided to see what I could do.

After a bit of testing, I knew I really liked the deck. Here’s the list I registered for the $3k:

4 Spellskite

4 Kuldotha Forgemaster

1 Blightsteel Colossus

1 Platinum Empirion

4 Everflowing Chalice

4 Sphere of the Suns

3 Torpor Orb

3 Tumble Magnet

1 Mindslaver

4 Inquisition of Kozilek

2 Preordain

1 Go for the Throat

4 Inkmoth Nexus

4 Drowned Catacomb

4 Darkslick Shores

7 Swamp

5 Island

Sideboard:

3 Phyrexian Revoker

4 Perilous Myr

2 Wurmcoil Engine

1 Black Sun’s Zenith

1 Go for the Throat

2 Duress

1 Surgical Extraction

1 Life’s Finale

I expected the metagame to contain a ton of Deceiver and Valakut, with Vampires, Birthing Pod, and Mono Red rounding out the most popular decks. I did not plan to see much U/B or U/W Control, so the sideboard addresses them very lightly and mostly hopes to win some 40% shots against those decks while crushing the rest.

The big change to Juza’s list is Torpor Orb, which was awesome. Being able to fearlessly tap out against Valakut is huge, and combined with Tumble Magnet, you can “kill” a Primeval Titan. Keep in mind that leaving a Titan on the field is actually better than chucking removal at it, because you most often want to use Mindslaver to kill them, with their own Titans. It’s not uncommon to sacrifice Torpor Orb, fetching Mindslaver, and then casting a Titan before attacking yourself with one. It did wind up forcing me to cut Myr Battlesphere for Platinum Empirion, which is definitely worse but the Vamps matchup needed some help and Empirion is awesome there in game 1. Torpor Orb also helps cold Vampires post-board, turning off their Gatekeepers and Manic Vandals.

I started with the full four Preordain, but I definitely came to understand what Juza meant when he maligned the card’s place in this deck’s curve. Games wherein you drew two Preordains were brutal, often slowing you down while denying you the cards you needed to survive. I didn’t run See Beyond because frankly, it came up very rarely that I needed a guy back in my deck.

Most of the sideboard cards are self-explanatory, but I’ll go over a few. The sideboarded Phyrexian Revokers were mostly there to answer Fauna Shaman or Birthing Pod as necessary, but they came in against Jace Beleren as well. Extraction was a bullet way to get rid of the Vengevine problem, while Life’s Finale was a cute way to remove Birthing Pod‘s more obnoxious searches: Acidic Slime and Phyrexian Metamorph in particular. Perilous Myr is amazing against Vampires and quite good against other aggro decks, as well.

The tournament didn’t go great. We misread the field, and both Forgemaster and control variants were more popular than Birthing Pod decks by a lot, with Vampires nearly nonexistent. I and a friend, @BenIsgur piloting the deck for the first time, combined to go 11-5; not great, but a reasonable win % against out misread. Ben somehow lost to Valakut and punted a match against a white aggro deck, while I mulled to death against Mono Black aggro (a good matchup) and allowed myself to be cheated out of a match win against U/B Control by a ruling situation, which was a punt in and of itself. Lesson relearned.

For the PTQ, I altered the list, and thought this was much better.

4 Spellskite

4 Kuldotha Forgemaster

1 Blightsteel Colossus

1 Wurmcoil Engine

4 Everflowing Chalice

4 Sphere of the Suns

3 Torpor Orb

3 Tumble Magnet

1 Mindslaver

2 Despise

2 Inquisition of Kozilek

3 See Beyond

4 Inkmoth Nexus

4 Drowned Catacomb

4 Darkslick Shores

7 Swamp

5 Island

Sideboard:

3 Jace Beleren

4 Perilous Myr

1 Wurmcoil Engine

2 Doom Blade

2 Inquisition of Kozilek

1 Despise

2 Stoic Rebuttal

I added See Beyond because Ben and I drew Colossus about twelve times on Saturday, and having Mindslaver in your deck against Valakut was essential. Sigh.

The Despise was a mistake—it should have been a third Wurmcoil Engine, fourth Jace Beleren, or third Stoic Rebuttal, but I ran out of time to get it. I split the discard in the maindeck because Inquisition is essential post-board in order to disrupt their Dismembers, Nature’s Claims, Beast Withins, etc. I knew Despise was awesome against the mirror, which was important considering many of the best players were on Forgemaster, and it was still good against Valakut and control decks, while basically equivalent against aggro. The switch to Doom Blade was also for the mirror.

The hard counters made us a bit better in a variety of matchups, and also took a lot of opponents by surprise.

We managed 11-4-1 on the PTQ, with me losing to a topdecked Koth from 14 life after being forced to take a draw in a match I would’ve won given three more turns to attack. Losing two games in a single match to Mono Red—one of our best matchups—with Wurmcoil Engine stuck useless in my hand both times definitely stung. Bricking on a sixth mana source in a deck with thirty-two is rough, especially when you know your opponent’s hand to be just a pair of Scalding Tarns. Ben again managed a loss to Valakut, and I have no idea how he did this. I lost a single game to this matchup over four rounds and literally killed myself with a punt in that one.

I did lose to U/W Control, a build featuring numerous hard counters, maindecked Leyline of Sanctity, and Elspeth Tirel—Elspeth is a nightmare card, incidentally. I wouldn’t be surprised to see her value picking up soon, and this version of the deck can’t do much to punish anyone playing her.

This list is strong, but weak to control and certainly not likely to remain as awesome as I think it was this weekend. I do think Tezzeret has a place in this metagame, but it might not be alongside Forgemaster. I think our deck was definitely good enough to Top 8 these events, but winning might have been tough considering our skimp on metagaming against control decks. This deck is highly favored against Valakut, Deceiver, Mono Red, and also good against Vampires in the above configuration, so solving the control matchups could be enough to make it a definite Tier 1 contender.

Oh, and Torpor Orb is sweet. I’ll have more cube decks going up soon; I’ve just been really busy at Star City lately, and it cuts into my blogging.

-Glenn

 

Cube Draft: U/W Control

Posted: June 23, 2011 in Cube

It’s been a while since I’ve updated this; apologies. Between the Open Series, friends’ weddings, and illness, I’ve been pretty distracted. All of that’s not even including the awesome, super-special secret projects I’m working on at Star City!

I found some spare time at the Denver International Airport en route to Las Vegas, where I’ll be checking out the World Series events and taking the weekend to compete in the WoW TCG North American Continental Championship. While all of that’s going to be fun, and I’ll certainly post about it in the coming days, today’s offering is just another day in the cube!

4 Plains

4 Island

Flooded Strand

Scalding Tarn

Underground Sea

Watery Grave

Hallowed Fountain

Mystic Gate

Library of Alexandria

Academy Ruins

Arcane Sanctum

Waterfront Bouncer

Gilded Drake

Coalition Relic

Calcite Snapper

Exalted Angel

Man-o-War

Serendib Efreet

Shadowmage Infiltrator

Phyrexian Metamorph

Glen Elendra Archmage

Karmic Guide

Teferi, Mage of Zhalfir

Venser, the Sojourner

Brainstorm

Preordain

Swords to Plowshares

Vampiric Tutor

Mana Drain

Exclude

Dismiss

Engineered Explosives

Sacred Mesa

Control Magic

This deck managed a 3-0 (6-0) in our weekly cube draft, which surprised me a little bit at the time, but less so in reflection. It’s not the sort of deck I’m specifically entertained to be drafting, but the cards were there and I wound up moving in.

Clearly a control deck, this one relies on an impressive quantity of two-for-ones in addition to powerful card selection and a fair number of creatures. Calcite Snapper, Exalted Angel, and Gilded Drake were the all-stars, but every creature earned his place. The Sacred Mesa was subpar, and should probably have been the Cloudgoat Ranger in my sideboard, although that’s debatable.

The Waterfront Bouncer and Man-o-War were also especially good at generating tempo. My deck’s own threats proved too often outclass their early drops, resulting in bounce winding up nearly as effective as removal. A turn 1 Dauthi Marauder was defeated in precisely this fashion.

I was fortunate that the only true combo deck was drafted by my teammate, but I’m not certain that he would’ve been super-favored. Tinkering out Inkwell Leviathan early enough would certainly have left me dead, but few of the other tricks worried me.

I should have more cube decks posting in the coming week, so look forward to that! I’m also designing a new Commander deck, as most of my League opponents have grown pretty tired of Glissa and I don’t really relish creating such a negative experience.

-Glenn

Cube Draft: Tog and Friends

Posted: May 20, 2011 in Cube

Hey everyone, been a while. Very busy time at Star City between multiple Open Weekends, the Invitational, and Season 2 of SCGLive. All kinds of awesome stuff in the works!

Here’s my latest cube draft. I think the deck ended up really strong, and I went 3-1 without playing a couple of opponents, both of which seemed to be good matchups. The sole loss was to Evan Erwin’s red deck, which was probably a bad matchup but I believe I could have defeated in the games we played with different choices, but it’s hard to say—a lot of interactions and possibilities were available.

Ancestrall Recall

Animate Dead

Recurring Nightmare

Barter in Blood

Sword of Fire and Ice

Umezawa’s Jitte

Wheel of Fortune

Tangle Wire

Scroll Rack

Engineered Explosives

Mesmeric Fiend

Looter il-Kor

Dark Confidant

Bitterblossom

Bone Shredder

Psychatog

Shadowmage Infiltrator

Lu Xun, Scholar General

Nekrataal

Reveillark

Body Double

Bloodstained Mire

Arid Mesa

Terramorphic Expanse

Scrubland

Sacred Foundry

Grand Coliseum

Mutavault

Mishra’s Factory

Lavalclaw Reaches

Creeping Tar Pit

6 Island

3 Swamp

Notable exclusions: Grafted Wargear, Abyssal Persecutor

The draft began with me picking Dark Confidant, Scroll Rack, and Sword of Fire and Ice in that order. I was set to go into a few different archetypes with that start, but decided to plan for a base black deck splashing one other color. The reason was I’d seen the Mishra’s Factory and Mutavault already, and knew I wanted to incorporate them into my deck because of their strength against most decks in conjunction with my Sword.

The draft was going as planned with a Maelstrom Pulse on the side when I was passed Jace, the Mind Sculptor and Recurring Nightmare for my second pick of Pack 2. I took the Nightmare, but the Ancestral Recall that followed convinced me to splash blue. I snagged Wheel of Fortune immediately afterward, and then took a Body Double from a very lackluster pack knowing that Reveillark was in my pack. Once [card]Reveillark looped back from my opening pack, I decided it was time to start mana-fixing.

I already had the four manlands at this point, so I spent pack three snagging the fetches and duals while rounding out my draft. Once I’d taken a look at the deck, I liked it a lot. The splashes were painless for a predominantly B/U deck, and I didn’t even have to run basic Mountain or Plains to hedge my sources. The combination Lark with Nightmare and/or Body Double was very powerful, while Psychatog would make Ancestral Recall and Wheel of Fortune legitimate win conditions.

You may notice I ran 19 lands. I had a lot of things to do with my mana, and my high number of manlands in addition to my four-color mana base warranted the attention. I knew I had enough card advantage in the deck to get through flood, and I don’t believe I lost a single game to flood or even felt like it was a problem. In fact, I defeated a Cataclysm and an Armageddon from two of my opponents largely on the back of my mana base.

Plus, manlands are awesome.

In the end, I think the deck was very close to perfect. I never used Scroll Rack once although I drew it rarely, and it perhaps should’ve been cut for Abyssal Persecutor. If I make that change, then I’d need to incorporate Wargear as well, however. The Rack is powerful, but probably unnecessary in this deck. Most games were all about hammering the opponent into a vulnerable position with Tar Pit or Faerie tokens, and then using a one of a few powerful interactions to close out the game. Any equipment, Nightmare, or the Tog usually did the trick.

Mesmeric Fiend really proved himself in this draft, surviving surprisingly long and forcing weird tempo from my opponents. I kept Evan off a Pillage by forcing him to burn through the dork first, kept Lauren locked out of a Harmonize for an entire game, and removed Phil’s Beast Within from the game until after he cast Cataclysm, allowing my enchantments to run rampant. Fiend is a card I’ve occasionally questioned in cubes, but this draft was an all-star series for him.

-Glenn

@Secluded Glenn

Commanding Glissa, the Traitor

Posted: May 11, 2011 in Commander

Like cube, I enjoy playing Commander when I have the time to do so. Unlike cube, by far my favorite part of playing Commander is building and tuning a deck. I’m a pretty cutthroat player, and early on I turned off a lot of opponents with highly competitive strategies. My first general was Vendilion Clique, which frequently combo-killed with infinite mana or Tunnel Vision and was generally unpopular.

Considering the brokenness of the format, it had seemed obvious to me to try and build the most busted deck to compete. I decided to try and build a less nasty deck, but still avoid losing to other players regardless of tactics.

Mangara of Corondor was loads of fun, and Merieke Ri Berit was almost a strictly better version of that deck. Each was designed to leverage a very specific win condition, which I also enjoy building towards. Mangara used mana and attrition before closing the game with Sacred Mesa or Humility plus equipment, while Merieke virtually always won with Thopter Foundry and Sword of the Meek while managing the board the entire time. These are clear, concrete goals–while I didn’t win every game this way, and I always packed the occasional backup plan, I’d wager that of my wins, more than 70% came from putting together a very specific sequence or combination.

You probably noticed that I like my commanders cheap; that’s no coincidence. Since it’s basically a card that starts in your hand, deploying it multiple times over the game generates a lot of value, and deploying it early when your deck is well-designed will let you create the same game state more and more often. I want my commander to very deliberately help me sculpt a win.

When Mirrodin Besieged came out, Glissa, the Traitor naturally fit the bill. After thinking about her for some time, I knew that Mindslaver was the kill mechanism I wanted to use. A well-placed Mindslaver aggressively disrupts the opponent and helps Glissa loop Mindslaver by destroying their creatures and making them cast more, grinding them to death. In multiplayer, the effect improves by allowing you to send one player into the other, stressing both of their resources. While I wait to bring that online, Glissa will provide card advantage and combine very favorably with a defensive strategy and the many artifact accelerants available.

I’d been tweaking and working on the deck a bit when Brad Nelson dropped by Star City HQ before our prerelease to film some Magic Shows with Evan before heading out to Richmond as our prerelease gunslinger. Given that he needed a Commander deck, and given that Glissa was pretty flavor-appropriate for the New Phyrexia celebration, I sent him with the deck. He said it performed very well, and after playing it in my own league a bit, I agree.

The decklist, before I talk any more specifics.

Glissa, the Traitor

Artifacts: 21

Executioner’s Capsule

Horizon Spellbomb

Mana Vault

Nihil Spellbomb

Sensei’s Divining Top

Sol Ring

Wayfarer’s Bauble

Armillary Sphere

Cursed Totem

Grim Monolith

Scroll Rack

Tsabo’s Web

Umezawa’s Jitte

Crucible of Worlds

Darksteel Ingot

Forcefield

Loxodon Warhammer

Mimic Vat

Oblivion Stone

Memory Jar

Mindslaver

Artifact Creatures: 3

Sylvok Replica

Solemn Simulacrum

Duplicant

Creatures: 10

Sakura-Tribe Elder

Eternal Witness

Fleshbag Marauder

Yavimaya Elder

Oracle of Mul Daya

Acidic Slime

Puppeteer Clique

Primeval Titan

Avenger of Zendikar

Woodfall Primus

Planeswalkers: 1

Liliana Vess

Enchantments: 6

Mirri’s Guile

Seal of Primordium

Sylvan Library

Necromancy

Pernicious Deed

Phyrexian Arena

Instants: 10

Entomb

Vampiric Tutor

Doom Blade

Go for the Throat

Grim Harvest

Krosan Grip

Putrefy

Realms Uncharted

Slice in Twain

Chord of Calling

Sorceries: 10

Demonic Tutor

Life from the Loam

Regrowth

Maelstrom Pulse

Damnation

Harmonize

Decree of Pain

Praetor’s Counsel

Green Sun’s Zenith

Genesis Wave

Land: 38

13 Forest

10 Swamp

Bloodstained Mire

Marsh Flats

Misty Rainforest

Polluted Delta

Verdant Catacombs

Windswept Heath

Wooded Foothills

Bayou

Golgari Rot Farm

Overgrown Tomb

Twilight Mire

Urborg, Tomb of Yawgmoth

Maze of Ith

Strip Mine

Volrath’s Stronghold

Sideboard: 10

Vampire Hexmage

Brooding Saurian

Withered Wretch

Sudden Spoiling

Grim Discovery

Tormod’s Crypt

Bone Shredder

Dark Depths

Wasteland

Hatred

My league plays with a points system, but my deck isn’t really built specifically to abuse that, so I imagine it functions well in most playgroups. There are points to gain by playing multiple permanents or keeping a lot of different ones on the field, and it’s naturally quite good at that. Mindslaver also allows you to force opponents into helping you generate points via various achievements, which is again a boon.

A life loss clock forces games to end when they go to time, which is the primary motivation behind the equipment that gains life, although Jitte is excellent either way. The deck can take a while to finish the deed and being able to recur a Loxodon Warhammer is really useful in those spots.

We also use sideboards, which you are permitted to use for Wishes and for adding cards to your deck after commanders have been revealed, but before the game begins. Mine usually involves just a few tweaks for the specific generals, like Chainer or Memnarch, with an additional combo kill and Hatred kill when I think my opponent will be tough to grind out.

The deck began like a pretty typical green deck in the format, abusing Survival of the Fittest and Genesis along with Corpse Dance. I quickly realized that a second, much weaker win condition based on graveyard recursion was just unnecessary splash damage. No need to play multiple strategies that lose to a lot of graveyard disruption, after all. Lightning Greaves was one of the last cards to meet the chopping block, as it’s not  very relevant most of the time and fails to yield any card advantage. Any problems Greaves would solve can be worked around or beaten “the long way” via one of your many chains of removal or control.

This deck is very powerful and capable of withstanding a pretty healthy assault from multiple opponents. Glissa herself is a surprisingly tough wall, and players rarely want to waste a removal spell knocking her out—after all, she’ll be back very soon.

Above all, the archetype is designed to generate mana and card advantage in the beginning of the game, and looping a Solemn Simulacrum is one of your strongest early lines. The incredible amount of shuffling combines well with all the Top-like effects. The big finishers are your big spells, with Avenger of Zendikar being the primary offensive weapon. The green creature tutors find whatever you need, usually Oracle of Mul Daya or a Primeval Titan.

Listed is the deck’s current incarnation—naturally, New Phyrexia offers a few options. Beast Within is automatically going into the deck, and I think Praetor’s Grasp is also incredibly strong in the format. I’m making room for both immediately.

Beyond that, there are a few “maybes’ in the mix. Soul Conduit could make the cut, although I’ll start it in the sideboard since it’s a really weak big spell, but plays reasonably well in games with a lot of players. Vorinclex is a strong flavor option but a bad fatty, while Sheoldred isn’t searchable by Green Sun’s Zenith, but may be strong enough to warrant a slot. I don’t want her to get hit by Bribery though, and right now the deck is basically Bribery-proof, so probably not.

To make room for Beast Within and Praetor’s Grasp, I want to cut two of the following: Tsabo’s Web, Cursed Totem, or Realms Uncharted. The former two are very specialized but strong—Cursed Totem probably belongs in the sideboard, but Horde of Notions, Scion of the Ur-Dragon, Mereike Ri Berit, and a few other generals warrant the hate. Totem also doesn’t hurt this deck very much, only locking out 2.5 creatures, since Yavimaya Elder‘s sacrifice ability is really inefficient anyway, and occasionally crippling opponents. Same with Tsabo’s Web, although at least it cantrips. It does lock down two very good lands of my own, but it’s easy to get rid of it by the time they come online. Realms Uncharted frankly just isn’t very good, although I thought that it would be. Between these three it has performed the worst, although it looks like the best of the cards. Right now, I’m planning to slice out the Cursed Totem and the Realms Uncharted, although maybe I’ll cut the Web as well and get Thawing Glaciers back in the mix.

If you enjoy wrangling an opponent into submission as though they were an angry young calf, then Glissa may be the deck for you. Let me know your thoughts if you give her a spin!

-Glenn, @SecludedGlenn

Cube Draft: 5C Sneak

Posted: May 7, 2011 in Cube

I like to post up cube decks via my @SecludedGlenn Twitter when I do them during the week and at events, as it’s kind of cool to be able to remember the decks and to chat with others about them. I’ll be duplicating that here, with a bit more exposition.

First off, the deck, which was awesome! http://yfrog.com/gygoapsj

1 Plains
2 Island
3 Swamp
Mox Jet
Mox Emerald
Izzet Signet
Azorius Signet
Arid Mesa
Marsh Flats
Blood Crypt
Godless Shrine
Temple Garden
Tundra
Bayou
Graven Cairns
Boros Garrison
Volrath’s Stronghold
Kokusho, the Evening Star
Genesis
Reveillark
Karmic Guide
Glen Elendra Archmage
Academy Rector
Graveborn Muse
Loxodon Hierarch
Mulldrifter
Gathan Raiders
Kitchen Finks
Reanimate
Booster Tutor
Firespout
Deep Analysis
Gifts Ungiven
Sneak Attack
Makeshift Mannequin
Beacon of Unrest
Living Death

This deck was incredibly fun and pretty greedy, although I did leave Eternal Witness on the bench. The draft started with Mox Jet into Emerald and then Booster Tutor, followed by a Living Death. From there I drafted a lot of graveyard synergy, but eventually warped the deck so that Sneak Attack was the primary focus while the reanimation elements were just more threats. The early Moxes combined with Signets let me basically ignore weak low-drops and ramp straight for business.

The mana base was tricky, although I think I got it just right. I wish I had taken a blue dual during the draft, as I really didn’t need so many pure Islands. I decided not to run a basic Mountain because the deck wouldn’t often be Sneaking twice a turn unless you had Cairn or Signet anyway. The Hierarch was a waste of space and probably should’ve been either Wickerbough Elder or Blightning.

Among the sweeter plays were Living Death on Rector, Booster Tutor for Cunning Wish (rebuy!) for Ancestral Recall, and turn one Kitchen Finks. Anything involving Karmic Guide resulted in victory, generally.

The deck was a blast to play, and I was giggling the whole time. It had a lot of different interactions and setups, and solving the puzzle was both entertaining and challenging.

There Can Be Only Ones

Posted: May 5, 2011 in Cube

So here’s my first post on one of my favorite hobbies: cube design.

I like to design different cubes for pure entertainment, although I rarely build them after designing them because the fun of the exercise was in the design. Plus, it’s a lot of work to put physical cubes together! Among the ones I’ve designed in the past are an all-creature cube, a Spirit-themed cube (think Kamigawa plus other interactions/Spirits throughout Magic), and a mono-blue cube (with artifacts of course).
Designing cubes with concrete goals about the games and strategies players can create is very interesting and difficult, often very similar to designing a completely different game from conventional Magic. I’d really wanted to explore some directions that vastly changed the power level of cards after my work with the Spirit cube, and decided my next project would be an all one-drops cube. I wanted it to be small, a cube designed for 2-4 players at most and really only built for Winston/Solomon drafting, two of my favorite formats to play idly.

The idea of a cube where Sol Ring isn’t even good was very alluring, and the idea of making cards like Flame Jab and Scythe Tiger awesome was really attractive to me. I built the cube once on my way to the Memphis Open, to get a feel for the ideas, and trimmed it down to about 270 cards: 90 cards too many. I decided to let it sit for a few weeks, and then come back at it. That’s what I did yesterday!

One odd rule I set myself was “no X spells,” because I didn’t want all the games to be about Fireball and Feral Hydra while so many other strategies got overshadowed, and because those cards don’t feel like one-drops. I decided kicker was fine, as all of those cards were actually built to be cast for one mana enough of the time. Although a little cheating, it makes Sol Ring and such stronger, and I wanted to justify including them while not breaking them.

Here’s the list:

Black

Creatures
1 Carnophage
1 Carrion Feeder
1 Circling Vultures
1 Death’s Shadow
1 Duskwalker
1 Entrails Feaster
1 Festering Goblin
1 Fume Spitter
1 Guul Draz Assassin
1 Guul Draz Vampire
1 Plagued Rusalka
1 Quag Vampires
1 Shadow Guildmage
1 Slithering Shade
1 Vampire Lacerator
1 Zulaport Enforcer

Pseudo-dudes
1 Genju of the Fens
1 Quest for the Gravelord
1 Sarcomancy

Removal
1 Bone Splinters
1 Darkblast
1 Deathmark
1 Disfigure
1 Executioner’s Capsule
1 Ghastly Demise
1 Midnight Charm
1 Vendetta

Card Manipulation
1 Bloodchief Ascension
1 Phyrexian Reclamation
1 Vampiric Tutor
1 Reanimate
1 Unearth

You might notice the absence of some cards that seem good, like Inquisition of Kozilek, Duress, etc. These cards are deceptively weak in a format where everyone can dump their hands quickly. In fact, black is one of the strongest colors in the cube thanks to its strong creatures and awesome removal, but it is limited by an intense vulnerability to both artifacts and Genjus.

Blue

Creatures
1 Drifter il-Dal
1 Enclave Cryptologist
1 Faerie Squadron
1 Kraken Hatchling
1 Skywatcher Adept

Pseudo-dudes
1 Genju of the Falls
1 Wind Zendikon

Removal
1 Blue Elemental Blast
1 Hydroblast
1 Mark of Eviction
1 Mind Harness
1 Pongify
1 Psychic Purge
1 Seal of Removal
1 Unsummon

Card Manipulation
1 Ancestral Recall
1 Brainstorm
1 Curiosity
1 Preordain
1 Shared Discovery
1 Dizzy Spell
1 Mystical Tutor

Counterspells
1 Annul
1 Dispel
1 Disrupt
1 Divert
1 Force Spike
1 Mental Misstep
1 Spell Pierce
1 Turn Aside

I’m kind of worried about blue. It’s definitely only a support color, but it offers one of the best cards in the format—Ancestral Recall—and some of the strongest solutions to the Genjus. As my gut tells me that the Genjus are really strong, blue is more attractive as a result if I’m right. I also gave blue the color hosers but didn’t give them to red, because being able to attack red that way increases blue’s power level, while red doesn’t need to be picking on the crippled color.

White

Creatures
1 Akrasan Squire
1 Auriok Glaivemaster
1 Caravan Escort
1 Cenn’s Tactician
1 Devoted Caretaker
1 Elite Vanguard
1 Goldmeadow Harrier
1 Icatian Javelineers
1 Icatian Priest
1 Infantry Veteran
1 Isamaru, Hound of Konda
1 Kitesail Apprentice
1 Mother of Runes
1 Mystic Penitent
1 Order of the Stars
1 Savannah Lions
1 Student of Warfare
1 Weathered Wayfarer

Pseudo-dudes
1 Genju of the Fields
1 Hyena Umbra

Removal
1 Condemn
1 Dispeller’s Capsule
1 Harm’s Way
1 Kirtar’s Desire
1 Mana Tithe
1 Path to Exile
1 Sunlance
1 Swords to Plowshares

Card Manipulation
1 Argivian Find
1 Enlightened Tutor
1 Land Tax
1 Steelshaper’s Gift

White has a definite “equipment matters” theme but also offers you the ability to kill basically anything. It’s great as a beatdown and control color. I thought about just running ten more white cards than every other color and making it a color multiple players had to fight over, but didn’t like how that dynamic would play in Winston draft.

Green

Creatures
1 Birds of Paradise
1 Elvish Lyrist
1 Elvish Scrapper
1 Fyndhorn Elves
1 Granger Guildmage
1 Joraga Warcaller
1 Jungle Lion
1 Llanowar Elves
1 Llanowar Mentor
1 Mtenda Lion
1 Mwonvuli Ooze
1 Nettle Sentinel
1 Nimble Mongoose
1 Noble Hierarch
1 Pouncing Jaguar
1 Quirion Ranger
1 Rogue Elephant
1 Scavenger Folk
1 Scute Mob
1 Scythe Tiger
1 Skarrgan Pit-Skulk

Pseudo-creatures
1 Genju of the Cedars
1 Rancor

Removal
1 Crumble
1 Hornet Sting
1 Nature’s Claim
1 Oxidize

Card Manipulation
1 Glimpse of Nature
1 Noxious Revival
1 Sylvan Tutor
1 Utopia Sprawl
1 Worldly Tutor

I like green. Robust creatures, a little mana-fixing, and a healthy amount of artifact destruction mean that green decks are going to be pretty playable. It was the easiest color to design, because I knew exactly what I wanted. You’ll note I didn’t include pump spells—I don’t think that creature trading is going to be very good in the format, and green’s creatures are already pretty solid. Most games will come down to jockeying for board advantage against opposing removal and equipment, which pump spells won’t really assist. I may be wrong, at which point we’ll revisit the issue starting with Mutagenic Growth.

Red

Creatures
1 Bloodfire Dwarf
1 Bloodhall Ooze
1 Dragonmaster Outcast
1 Frostling
1 Goblin Guide
1 Goblin Patrol
1 Gorilla Shaman
1 Grim Lavamancer
1 Kris Mage
1 Magus of the Scroll
1 Martyr of Ashes
1 Mogg Fanatic
1 Skitter of Lizards
1 Spikeshot Elder

Pseudo-dudes
1 Devastating Summons
1 Genju of the Spires

Removal
1 Crush
1 Overload
1 Burst Lightning
1 Chain Lightning
1 Death Spark
1 Firestorm
1 Flame Jab
1 Forked Bolt
1 Lava Dart
1 Lightning Bolt
1 Seal of Fire
1 Searing Touch
1 Shard Volley

Card Manipulation
1 Gamble

Red’s definitely got the best removal, but it’s not amazing at attacking and has no strong card manipulation available, relying on advantages gained by Death Spark, pingers, and the like. Firestorm is certainly one of the biggest bombs in the format however, and red is both really good and very dangerous. Green is likely to be the color that plays best against red, although black may have that honor thanks to Death’s Shadow and the ability to keep it around, not to mention the nigh-unbeatable Bloodchief Ascension.

Artifacts

Removal
1 Blazing Torch
1 Brittle Effigy
1 Cursed Scroll
1 Leonin Bola
1 Pithing Needle
1 Pyrite Spellbomb
1 Shuriken
1 Viridian Longbow

Mana
1 Horizon Spellbomb
1 Mana Vault
1 Sol Ring
1 Springleaf Drum
1 Wanderer’s Twig
1 Wayfarer’s Bauble

Enhancement
1 Basilisk Collar
1 Bonesplitter
1 Flayer Husk
1 Trusty Machete

Card Manipulation
1 Sensei’s Divining Top
1 Skullclamp

These are just all awesome cards, although their value has changed from previous formats. The decks reliant on equipment and kicker creatures will consider Sol Ring and Mana Vault, while other decks will consider them unplayable. The Vault may wind up being bad enough to cut entirely, which will probably lead to Sylvok Lifestaff making it in. The fixers give players the option of splashing in powerful cards, although time will tell how viable fixing actually is in the format given the low land counts I expect most decks to run. Skullclamp and Cursed Scroll are certainly two of the very best cards in the format, but all of these are reasonable.

Gold

1 Figure of Destiny
1 Oona’s Gatewarden
1 Tattermunge Maniac
1 Wax/Wane

There wasn’t a playable U/W hybrid, and the R/B ones were all basically worse versions of existing black and red cards, so I choose to eschew them and just do the R/W instead. These are pretty basic choices, with Figure one of the best creatures and Wax/Wane one of the more versatile spells against the Genju.

I’ll hopefully be building this over the next few weeks, and I’d like to find some time to play with it leading up to and at the Invitational. I’m going to be working on an all-old face cube and an all-new face cube in the near future, but I’d love to hear any quirky ideas for cubes or see others that you guys have worked on. I know Alex Bertoncini has a fun combo cube and a tribal cube, and lots of players have built peasant cubes that are really gas.

Feel free to post here or tweet them to me, @SecludedGlenn on Twitter.

- Glenn Jones