Tuesday, April 19, 2022
Shame Those Boys Couldn't Be More Copacetic
Monday, April 4, 2022
Some Rise Some Fall Some Climb
Let's go.
Mode one is Crackling Doom that hits Planeswalkers but doesn't deal 2 damage. This would be a Standard playable card in its own right, probably wouldn't see much play because of the restrictive mana cost, but a deck in these colors might consider it. It hits Goldspan at a mana advantage, so that's a big deal in its own right. This is likely worse than a Hero's Downfall, but there will be cases where this wins you games where Downfall wouldn't, like against stuff with Hexproof or against Dive Down type stuff. One of the reasons I like Abrupt Decay at the moment in Pioneer is to stop Graveyard Trespasser cleanly, and this does that as well, plus you don't take 2 damage from Bonecrusher Giant.
The fact that this hits planeswalkers is a huge deal. I try to incorporate things like Dreadbore, Murderous Rider, and Bloodchief's Thirst into my decks when I can, so it's very welcome to be an answer to hard to answer things. The decks that run few creatures and your removal is bad against will often have planeswalkers, which can be hard to deal with if you're not getting under them. I lost a game to Jace, Wielder of Mysteries on stream this weekend when I had a Phoenix opponent locked out of the game, so this would put a stop to that. This mode is excellent, about as good as could be expected.
Mode three is just a Tormod's Crypt activation, which seems like it's not worth three mana until your opponent has three Arclight Phoenix triggers on the stack. What makes Dredge and Dredge-adjacent decks so good is not that there aren't graveyard hate options, it's that you actually have to put those cards into your deck. When it's good, it will be really good, and when it's not, the other two modes on this card are flexible enough that you would play it with just two modes.
Mode two is the big one and maybe most important one, because it's the proactive one. The problem with removal spells is that if your opponent doesn't do anything, and all you have is removal in your hand, then you don't do anything either. This mode lets you punish your opponent for wasting their mana by giving you some advantage. It also lets us play it in the main deck and we'll never run into a matchup where it's dead. Also, it's just a lot of cards. Lots of times your opponent doesn't have anything going on with their graveyard, lots of times they don't have creatures or planeswalkers in play, but even if they do, you might use this mode anyways. When discussing Abzan Charm, Patrick Chapin once said that if you're on the fence between exiling a creature and drawing two cards, you should usually draw two cards, and that is likely to be the case with Riveteers Charm too.
I wouldn't say that this effect is restrictive on your deckbuilding, but some cards are going to be better to flip than others. The first thing that comes to mind is Bonecrusher Giant, who can just be cast as a 4/3 if the removal spell doesn't line up. The same is true with Bloodthirsty Adversary, which can either go top rope in the late game or just be a 2/2 haste and allow you to cast multiple spells off one Charm. Kolaghan's Command and Witherbloom Command are great because there are lots of options and you can usually find one that will work. The removal spells you do play will want to be as versatile as possible so they can be useful more of the time, so things like Maelstrom Pulse or Mythos of Nethroi. Also, of course, cheap creatures. I think you're going to want to keep your mana costs down a little bit so you're more likely to be able to cast two cards out of it. Casting this on their end step turn three and flipping a five drop won't work, so four might be as high as our curve wants to go. But that's okay now, because you can get away with cheaper spells when you have card advantage built into your deck. Funny enough, Riveteers Charm itself isn't the greatest hit, but again, you might use the draw mode even if your opponent has creatures in play, then use the edict mode on your turn.
It's also not out of the question to main-phase this in the ultra late game. Similarly to something like a topdecked Inscription of Ruin when you have eight lands in play, this should set up a pretty explosive turn to try and turn the corner.
In Pioneer, as I've mentioned before, the metagame is combo-heavy, which rewards having the right sideboard card at the right time, and therefore digging for those specific cards becomes very useful. Courser of Kruphix, Grim Flayer, Fable of the Mirror-Breaker, all these cards get much better when you're not just gaining an extra card here or there or ditching lands and finding action, but you're getting one card closer to your Damping Sphere or Culling Ritual or whatever to put the game out of reach. Riveteers Charm adds just a little bit of extra juice to your sideboard and allows you to lean into the knockout-blow kinds of cards over the general purpose cards, because you're more likely to find them when you need them.
My way too early diagnosis on this card is that you're going to want to play two or three copies in Pioneer and Historic, probably a four of in Standard if a Jund deck is viable there, and I even have a little optimism for it in Modern as a flex slot. The Light up the Stage effect has a pedigree for being strong enough in powerful formats, as Expressive Iteration has shown us. The older the format, the more value an extra card has, and the more likely you are to be able to cast the stuff you hit because it's cheaper. Plus, a Tormod's Crypt can actually steal a game in Pioneer and Modern from time to time, whereas in Standard this is almost always going to be a removal spell or a draw spell, which is totally fine with that power level. All in all, I think this is about the same power level as the Obscura and Maestros Charms, and possibly even better. It feels like the kind of card that's going to take some practice to play correctly and some reps to tune a deck around, but I'm optimistic.
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Still a long ways to go before we actually get to play with this, so I'll be continuing to play the Pioneer Challenges every weekend. My first run was a 10th place finish, but this weekend I bombed out pretty severely. I've been toying with a Jund version of the deck that has Fable of the Mirror Breaker and it's been impressive so far, so maybe I'll try that this weekend if I can tune it up during the week here. I'll see you then, thanks for reading.
Thursday, March 24, 2022
Spring From Night Into The Sun
For the last two winters, my wife and I have taken on this little project. We make donuts in our kitchen on Sunday nights, then early on Monday morning, we hand them out to folks driving to work. I live in a very small town in Vermont, so we set up shop on the busiest road in town. The whole ordeal takes all of Sunday and some of Saturday to actually do, so it's hard to really get anything else done during those times. During the week I've been doing a lot of work on the road away from home. Hence, not a lot of streams or blog posts recently.
Additionally, it's been hard to really nail down what I want to be doing. I've dipped my toes into Historic here and there since the Alchemy release, but I still kind of hate it. Part of that is the Alchemy cards, but another part is that I'm more interested in formats that match up with paper so I can practice IRL formats again, anticipating maybe playing in them in the near future.
Modern is okay but there are two problems, one is the Lurrus ban, which is lame, and two is that Ragavan and Urza's Saga cost a lot. I have Cardhoarder rental, which is awesome, but it's not enough to cover all of that. And I think you do want to be playing those cards if you're going to be playing Jund in Modern. I really like what Sanitoeter on twitch has been doing lately in Modern. He writes (and maybe runs?) a website called Greatnessatanycost.com, which is dope.
Anyways, the donuts project is done for the winter now, and I'm looking for something outside of Historic to stream and do. I decided a neat project for me would be to make a goal of winning a challenge on Magic Online at some point this year on stream. Then I put out a poll on Twitter to ask what format people wanted to see me do this in, and the most voted answer was Pioneer. That's cool, I like Pioneer.
This is what I've been toying with lately.
Friday, February 25, 2022
Daddy May Drive A V8 Vette
I'm enamored with Courser in Pioneer. Just phenomenal. In the same way that Chevill is in that sweet spot in Historic, Courser is in a good place in Pioneer, where you are interested in a cheap-ish creature that gives a little bit of value every turn. An extra land off the top here or there can swing a game, but you aren't out flat if it gets removed.
This is the list I've settled on after the latest Pioneer challenge. Playing Courser in your deck isn't a given, of course, since it takes away your ability to play both Jegantha and Lurrus, so if we're going down that path we have to make it worth it. The key to this deck is that I've cut red, even though I love Bonecrusher Giant and Dreadbore. That way we can afford to play both BB and GG costed cards easier, and we get to have some good tools in the mana base.
Grim Flayer is a card that pairs well with Courser, and also happens to be excellent in the format. Flayer lets you set up the top of your library to almost always hit a land off the top if you want it, plus a Courser in the graveyard is two card types, setting you up for easy Delirium. As far as the format, Grim Flayer has always been one of my favorites when you are expecting combo decks. Every time Grim Flayer connects, it helps you dig for the specific cards you need. Against combo decks, card selection tends to be more important than card quantity, because a single Damping Sphere or Necromentia is priceless in the right matchup. Also, Grim Flayer hits hard if left on the table, and against combo decks, you can expect it to be left on the table, and hitting hard is appreciated, not giving the opponent time to set up their combo. It's been great against Lotus Field decks and other combo decks.
Scavenging Ooze as a four of has been solid. It seems to do something against everyone, including Greasefang, Arclight Phoenix, Cauldron Familiar, etc. Of course, it's also just a creature that is cheap and can be cast early and grows against aggro decks. Not a lot to say about Ooze, it's good.
I like the Witherbloom Command package. To start, straight up getting a land back is always good if you're hitting an opponent's permanent, so the baseline here is solid. Lots of opponents are going to have stuff that Command can hit, like Witch's Oven, Llanowar Elves, Soul Warden, Portable Hole. Beyond that, Boseiju and Field of Ruin turn out to be excellent in the format. Field does good work against Lotus Field, even though the Field itself has Hexproof, Thespian Stage does not. The same goes for Boseiju, which has some extra flexibility in hitting Parhelion and other stuff. So, since those cards are going to be good, fetching one up with Witherbloom Command turns out to be a real solid play, whether you save a Command in hand until you actually pop your Field of Ruin, or you blind flip one of them. There's a little bit of synergy with Grim Flayer and Courser there, but not so much that it's crippling if the opponent has graveyard hate.
To round it out we've got some Planeswalkers. Not having a companion means that we can play whatever we want for Planeswalkers and top end stuff, but that we are also in the market for some late game value. Sorin is at a nice place in Pioneer, where you can expect your average mana cost to be pretty low, a Vampire token has some real value, and four mana isn't too expensive. Lolth is excellent at creating a board stall and then taking over the game, which is what you would expect from a five mana card, but she also has the added benefit of giving you your value even if they have the removal spell. I tried Elder Gargaroth in that slot but Lolth has been more consistent. Vraska Golgari Queen or Liliana, Waker of the Dead could both be okay here too if you wanted to try those.
During the lastest Pioneer Challenge, I had a Chevill package in my sideboard, and I've since cut it for two Sarulf and two Culling Ritual. For one, the Red/Black or Jund sacrifice deck is all over the place and very good. Chevill would be okay there, but Sarulf and Culling Ritual are knockout blows. Also, there are a lot of removal spells in this deck, but not quite as many as Chevill would really like to see. In the Historic Jund lists, for instance, Bloodthirsty Adversary and Inscription of Ruin count as Chevill trigger enablers in addition to our late game value plan. Here, that stuff manifests as Courser and Lolth, where the plan is more to create a board stall. Sarulf and Culling Ritual love a board stall.
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Pretty quick update here today, but I just wanted to get something in because I haven't had time to lately. Expect more frequent updates and streams and stuff when I'm done my latest work project, which should be soon. Thanks for reading.
Tuesday, January 11, 2022
Pioneer Jund and Some Deckbuilding Theory
Monday, December 13, 2021
Moving Into Modern
For the time being I'm done with Arena. I don't expect that to be totally permanent, but I'm dipping my toes back into Modern and putting Historic on the shelf for now.
Jund in Modern can come in a few flavors. There's the extra low-to-the-ground, almost Delver-like Sagavan, which features Ragavan, Urza's Saga, and Lurrus. There's also a non-Lurrus build that has Liliana and Bloodbraids to go along with Urza's Saga.
Again, I'm just getting myself started in this format, basically, since the last time I earnestly played was pre-Modern Horizons 1. Pretty much a different format. So I'm kind of starting from scratch, taking old-school Jund and moving some stuff around until I find something I like, somewhat disregarding the Urza's Saga packages for now.
This is a list that I like so far, but by no means can I put any stamp of approval on it. It's just doing things that I think have potential.
Wrenn and Six has been awesome. There are a lot of one-toughness creatures running around, between Esper Sentinel, Ragavan, and DRC, plus stuff like Teferi Time Raveler that often winds up at 1 loyalty. It's so cheap, it usually can net you some value before any graveyard hate comes down if they even have any, and it still has value for you even if they have Rest in Peace or whatever. So I wanted to sort of maximize Wrenn and Six.
To do that, I'm playing a fairly low land count that's high on fetchlands. That's a little counterintuitive, because this is a medium speed deck and you can run out of fetchables. But there are some uses to excess lands. First, you can just pitch them to Liliana, which is what you're doing a lot of the time anyways and part of why Wrenn goes so well in a non-Lurrus deck. Second, you can just store them in your hand, threatening to unload a bunch of Bolts at the opponent if you ever ultimate the Wrenn and Six. The low land count of the deck is afforded because the Wrenn and Six will usually ensure you're hitting land drops all game. I've got one cheeky Barren Moor in the deck just for funsies, and that's clearly great with the Wrenn and Six, but if that was another fetchland, that would be fine too.
To maximize Wrenn and Six more, I'm trying to load up the deck with the types of cards that help protect it and are benefitted by it. Going down this path led me to want to try lots of planeswalkers. Wrenn and Six has some synergy with the planeswalkers in the deck, sure, but more than that, planeswalkers just kind of have synergy with themselves. There's a lot of reasons behind that, but when you untap with a planeswalker it's very good, when you untap with two it's overwhelming. Wrenn and Six makes this possibility a reality by costing two, so it can come down before your three and four mana walkers, and can protect them with its ping ability. Plus, it helps you hit the land drops required to cast your more expensive stuff. So far I've only got one Vraska, Golgari Queen as 4+ drops, but you could start going further down that road if you wanted to.
So since we're doing all of these planeswalkers, how we going to build the rest of the deck around them? Firstly, I want lots of cheap removal. Planeswalkers are expensive, so you need the rest of your stuff to be cheap in order to make them come down on a stable board. We've got 8 one-mana removal spells in the list right now, and the two copies of Ragavan are basically removal spells because they absolutely must be dealt with by the opponent. Ragavan doesn't really need an explanation. That helps protect the planeswalkers and make our opponents not able to get traction, plus we've got seven one mana discard spells. That's a little more than usual for the higher-up-the-curve midrange builds of Jund, but I want to be able to ensure that our planeswalkers can resolve and we can untap with them, and Thoughtseize effects are a cheap and easy way to do that. Plus, without Bloodbraids or Seasoned Pyromancers, our ability to clock the opponent is pretty poor, so I like having extra disruption for combo and control opponents.
To round out the deck, I've got a couple Dark Confidants and a couple of Crime/Punishment. I liked Crime/Punishment in the sideboard, but so many decks are going to either have Urza's Saga or cheap creatures that I thought it would work out, and it has. It's very versatile, and you can even cast Crime sometimes if you get some treasure tokens. Note that it doesn't hit planeswalkers, making it extra useful in this deck. Dark Confidant is sort of a planeswalker by itself and works well with a lot of the same support cards, the cheap removal to keep your life total high and the Thoughtseize effects to protect it. As I'm writing this paragraph I'm realizing that Crime/Punishment makes you take seven off the Dark Confidant, so maybe I'll change that, but the theory is sound. And oh yeah, four Tarmogoyf.
I also want to mention that Raging Ravine, while definitely is no Urza's Saga, has been performing very nicely. This deck doesn't need a quick clock, but it does need to close the game out with something once we've established the planeswalker hard-lock, and Ravine is able to do that. It's nice that some of the attacking power of the deck that's necessary doesn't take up the slots that we'd rather be using for threats and support spells.
Not a lot of the sideboard is set in stone, but there's a few things that I like. Leyline of the Void has been great. Graveyard hate is useful and all, but some of the midrange and aggro decks of the format lean into graveyard shenanigans more than they might have in the past, so a turn one Leyline is going to be worth it in a lot of matchups. Murktide Regent, Red/Black Midrange with Kroxa, and of course the Dredge nonsense, all gets shut down nicely. I also am really into playing one copy of Gaea's Blessing. The trick is that, against the Mill deck, you don't even have to draw it. There are a some times in metagames, few and far between, where you can swing a matchup by playing a card that doesn't even require you draw it. I like to take advantage of that when I can. Plus, I mean, Shadow Guildmage rules.
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That's where I'm at for the moment. I played in a Modern Challenge on stream on Sunday and I'm planning to do that every chance I get from here on out, but it's not the greatest time to be doing that kind of thing, with the holidays coming up. Still, I'm hoping to spend a lot of the next stretch of time here streaming and working on this deck. Thanks for reading.