Imagine this card. A middle-to-top part of the curve that can stem the bleeding when you're being attacked or can threaten an opponent's life total. It's good power and toughness rate spread out over two bodies to fight against targeted removal. At the very worst, it's two 2/2 bodies that trades with opposing attackers, but has the potential for a lot more. There are a lot of tricks you can do with it to gain a bunch of value if given the opportunity, so not only is your opponent in a bad spot if they try to use removal on it, they almost kind of have to because it can run away with the game if they don't. You can build around it to really maximize it, but you also don't have to. By playing a deck that is both looking for a one-card threat that can win the game by itself and also is a huge defensive roadblock, you've already built your deck to maximize it.
Saturday, January 30, 2021
Lost Now On The Country Miles In His Cadillac
Sunday, January 24, 2021
It Costs A Lot To Win And Even More To Lose
Saturday, January 23, 2021
Every Damn Thing But The Jailhouse Keys: Removal
Jund has a simple game plan against aggressive decks. You use removal to keep your life total high, then you play your more powerful stuff and turn the corner. It's easy in theory but it's hard in practice, mostly because not every deck you face is an aggressive deck. I can't just jam 20 Fatal Push and 14 Thragtusks and call it a day, because that's 20 dead cards against a pretty significant portion of the field. Choosing your removal suite is a delicate balancing act between efficiency and versatility. If you have all Maelstrom Pulses and Vraska's Contempts, you'll lose to fast aggro draws. If you have all Fatal Pushes and Heartless Acts, you'll lose to any resolved Planeswalker. You should be willing to change up what you have going on based on what you expect out of your opponents.
This is why I like Bloodchief's Thirst so much. You can't make this thing any cheaper as a way to pick off cheap creatures and make sure you don't get tempo'd out of the game. But, you also have a lot of flexibility later on to get rid of big creatures and planeswalkers. There's honestly not much else to say. I would currently say that Thoughtseize is the best card in the deck, but Bloodchief's Thirst might be a close second. It's hard to tell. They're all good cards.
Fatal Push is another card that's extremely efficient and has a lot of flexibility. I think I should go over some reason why I don't play it.
I would consider this deck and Sultai to be both midrange decks, but they attack their matchups differently. Against aggro decks, they both play cheap removal and turn the corner with powerful threats. That looks a little different between the two decks, but it's basically the same. Against control decks however, Jund seeks to answer their threats and try to keep its own threats on the board, which is basically what the control deck is trying to do as well. Sultai's plan is simpler, they try to establish their threats and then their threats win the game, because Sultai's creatures and planeswalkers are just too powerful. That means that Sultai can afford to just be okay with having a few dead cards in their hand because Hydroid Krasis will win the game by itself. I think it's also important to note that Sultai plays Fabled Passage and Uro, both of which turn on Revolt pretty easily.
Fatal Push is an incredibly good card. As the metagame and the rest of the makeup of Historic Jund Midrange looks at the moment, I don't think it has a place in this deck, but that could change. In fact, I'm going to make a prediction right now that Mono Blue Tempo is going to make a resurgence after Kaldheim. Fatal Push is the perfect card to fight that deck, so I'm thinking that I'll be adding a couple to the main deck. Push is also a great sideboard card if you're expecting a wide range of quick aggro decks and you need to lower your average mana cost.
This card reminds me a lot of Fatal Push. It's instant speed, kills creatures for extremely cheap, and has the ability to hit some bigger stuff if you jump through some hoops. The ability to hit a Zhur Taa Goblin or Robber of the Rich before it hits you is huge, and you can do the same thing with Questing Beast with this same card. 2 damage instead of converted mana cost 2 or less is better against Goblins with their Chieftains and Warchiefs, but worse against stuff like Dreadhorde Arcanist and Knight of the Ebon Legion. But still, you can't get any cheaper, and it's got quite a bit of versatility, but might not be better than Fatal Push and Bloodchief's Thirst. Before those two were printed, this was a go-to 4-of in my board at all times. You can certainly do worse.
I guess I should talk about why I like cheap removal spells in the sideboard. Usually you're going to find stuff like Witch's Vengeance or Languish as anti-creature sideboard slots. The problem I find myself facing against most creature decks is not that I need to gain card advantage by sweeping up multiple creatures with one card, but that I need to have enough time for my powerful cards to come online. We don't need to get card advantage from our removal spells because when we have stuff like Castle Locthwain, Planeswalkers, Chevill, and Scavenging Ooze we have a lot of real or virtual card advantage baked into our decklist just by having the game go longer. If you and your opponent are both in topdeck mode but you have a Castle Locthwain, you're gaining an advantage every turn, not to mention that your deck contains bigger hits.
This is one of the reasons why I like value lands in a deck like this. You don't have to actually pull ahead by that much to seal the game, you just have to keep pace. I'll talk about it more in a future post, but this is why I'm really interested in Gnottvold Slumbermound from Kaldheim.
Sunday, January 17, 2021
Every Damn Thing But The Jailhouse Keys: Five Drops
At five mana, we find ourselves some cards that are extremely powerful. Things that, when they're in your deck, can tangle with Uro, Nissa, and Teferi on raw power. As with all cards, they look amazing when they're on the battlefield, but not amazing when they're in your hand and you don't have the mana to cast them, or when the ability they have to turn the game around is dwindling.
Each of these cards listed is super duper strong, and each with their own set of pros and cons, which is kind of the problem in my eyes. If you're going to be paying this much mana on something, it's gotta be the right one every time, and as it stands, none of the cards are lights out against the whole format. Some of them are lights out against some of the decks, but beatable against others.
Gargaroth is usually just going to end the game when you untap with it. That seems like a quality that you'd want in a card, but for this mana cost, the downside if they do have the answer becomes huge. Unlike something like Chevill that is high floor high ceiling, Gargaroth is super low floor and super high ceiling, just because of the mana investment needed to play the two cards.
I think that there are times when Gargaroth could be better, but right now lots of decks are playing black removal spells or counterspells. When red removal is the most played way to deal with creatures, Gargaroth looks much better. If you think it will live, and you think you will live long enough to cast it, there's nothing better, but it doesn't seem like those two things are happening right now.
Glorybringer is similar to Gargaroth in that it is extremely good against an aggressive deck. If they don't have black removal or counterspells, then you're going to be getting some value out of it. It acts a little like a planeswalker, whever every other turn it casts a 4 damage Searing Blaze, but you can also just turn on the jets and try to close a game quickly.
I think of Glorybringer as an anti-creature huge-drop like Gargaroth but slightly worse against creatures and slightly better against UW Control. If your list has a more aggressive slant to it and the 4/4 haste can finish off an opponent from time to time, Glorybringer gets a little better. Out of all the five drops available to us though, I would say Glorybringer is among the worst options against Sultai, which certainly is public enemy number one. It matches up poorly against Uro, Krasis, Nissa, and Doom Whisperer, it's hard to attack Sultai's life total, and they have answers for it like Maelstrom Pulse and Aether Gust if needed. That said, if the format moves to a place of creature decks where Glorybringer shines, like Gruul, and planeswalker heavy control decks, like Grixis, then Glorybringer starts to look good.
Out of these first three cards on this list, Thragtusk is the one I like the best for a wide open format. It's got immediate value, it's got stats big enough to attack down a Teferi, and it's good against removal, instead of being bad against removal. It's a big enough roadblock against aggro decks that you can usually turn the corner with it.
However, being a Jack of all trades means you're an Ace against nothing, and if we're spending five mana for something big, it needs to have a lot of power. Thragtusk is most playable in a diverse metagame like we're in now, but that a five mana spell isn't too expensive for the speed of the format.
The Eldest Reborn is my favorite five drop if you expect to be playing fair magic and want some value. This thing gives a ton of value and is pretty hard to get off the board. It's one of the best things to be doing against midrange mirrors and control decks, but it lacks so much against aggro decks. Most of the aggro decks in the format go wide, so your opponent might be losing a Soul Warden, a Cauldron Familiar, or a Llanowar Elf.
Eldest Reborn, in my eyes, is more of a maindeckable version of Angrath, but I don't think that's something we're looking for.
Angrath shines against Uro, which as you could imagine is very valuable in this format, but it lines up nicely against other things out of that deck, like Nissa and Hydroid Krasis. It also can pretty nicely square off against Teferi out of U/W Control decks. It disrupts the opponent's hand and makes counterspells pretty weak, it pressures opposing planeswalkers by stealing their stuff and then attacking them with their own creatures. It also has a little bit of inevitability attached, since it Shocks them every turn.
Angrath represents a card advantage engine that also can help itself gain traction, but as long as it resolves, is never able to be answered on a one for one basis. The -3 is a tempo play that can completely change the focus of a game, from both players amassing board presence to your opponent being on the back foot immediately, and having to deal with an engine/clock planeswalker. Similarly to most of these cards, untapping with it in play gives you a huge likelihood to win the game.
I usually play Angrath in the sideboard, and the reason is that, the matchups where it's at its best are matchups where you can expect to get to your fifth turn. At this mana cost, you can play cards like this where they're included to fight a specific card (Uro) but are just strong enough cards to come in for a lot of matchups. Plenty of times when you're playing against another midrange brew, what you're really looking for is a disruptive value threat to try and go a little bigger than the opponent, so Angrath shines there as well.
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These are the five drops that I've considered playing in the last few months here, but there are others that I've tried out. Siege Gang Commander, Biogenic Ooze, both 5 mana Viviens, and Doom Whisperer come to mind, but they don't really seem to have the huge power swings that the cards I've listed here have. I also talked a bit about Battle Mammoth in an earlier post, and I think that one is a contender if, like always, a five mana spell is something we want to be doing. As for going further up the mana curve, Casualties of War is my favorite supermassive value card, but Garruk Cursed Hunstman is a pretty unbeatable force if you can get it into play. I don't think the Historic format lends itself to doing stuff like that but you kind of never know. If Uro gets banned ever, it will definitely shake up a lot of our preconceived notions about card assessment, and I'll probably have to rewrite this whole series. Anyways, I think I'll do two more of these, one on removal spells and one on sideboard cards. Thanks for reading.
Tuesday, January 12, 2021
Not A Chill To The Winter But A Nip To The Air
Taking a break from the Jailhouse series today to check in on Kaldheim spoilers. I've already talked about Sarulf here if you want to check that out, but we've seen a lot of new cards since then. There's some stuff that's between interesting and good for us, and there's some stuff that's between interesting and format defining against us.
FYI, I'm gonna talk about some cards that are leaked and not official spoilers. I'll let you know when that's going to start and we'll cover the non-leak cards first.
Let's start off with this thing.
Metagames get into a weird place when there are forces that push players to play one-color decks. If you were playing during the Return to Ravnica/Theros metagame, you probably remember Mono Black Devotion, Mono Blue Devotion, Mono Green Devotion, Mono Red Devotion, and Mono White Devotion. The devotion mechanic made you really want to play a single color to maximize its effect. That was one of the forces there, but the other was Mutavault. It was a card so strong that you'd rather play fewer colors and therefore weaker spells in order to cut dual lands from your deck and not get color-screwed. A hand of a bunch of black spells, swamps, and a Mutavault was usually better than a hand of multi-colored spells, dual lands, and no Mutavault.
This has a pretty significant homogenizing effect on deckbuilding. When you are strapped to playing one color, then you usually just play all the best cards in that color. There was a little bit of room to customize, but if your opponent played a swamp on turn one, you could usually guess about 55 cards that were in their deck. Customizing and tinkering your deck over time was reduced to which C- removal spells you wanted in your couple of flex slots. And the thing is, what can you realistically do to change it? If you try to come up with some neat new deck that attacked the mono-color decks, you were either just playing a mono-color deck with worse cards, or you were playing multiple colors and therefore not being able to play Mutavault.
To be fair, I honestly liked this format a lot. I was able to do a little bit of deck tuning and customization within the restrictions of the format, and the decks themselves were not the most egregious things to have to play against. Lots of players complained about Pack Rat and Thoughtseize, but players will always complain about whatever they lose to. However, a couple of 2019-2020 power-level printings and this format would have been awful. Imagine if there were only five decks you could play, and they were all one color, but one deck had a card as strong as Omnath or Oko or Uro.
Snow is a mechanic that's similar to Devotion and Mutavault because it draws you into playing just one color. We haven't seen all of the payoffs that we're going to get for Snow decks, but with Faceless Haven in the deck, it doesn't have to be much. It's not as good a card as Mutavault, but it does something that no other deck really can do to this level. The vigilance is very strong and it hits really hard.
I think that this card could make mono-blue tempo decks and mono-black aggro decks really good in this format. Those two decks aren't too far off of being solid metagame contenders on their own, and now they get to have something that few other decks will get to have, to go along with how consistent their game plan and mana bases are. I also think that we'll have to take a hard look at Mono-Black midrange. When you can cut color consistency issues out of your deck but not go down on power, it's very enticing. Either way, I also think this might just turn into a metagame staple, and something we have in the back of our minds when we build decks.
Some folks in a Historic Midrange discord I'm in have been having good experiences with Shaper's Sanctuary out of the sideboard lately. It seems like you need a lot to go right, like they have targeted removal spells, you have a lot of creatures, and the strength of your creatures necessitates them killing them instead of just casting Uros and Nissas or Wraths and Sharks. If those things are in play, though, it's pretty amazing to be able to draw a bunch of cards for one mana, and it's even better in multiples. Battle Mammoth gives us that same effect but without costing a card, and it has huge stats.
Saturday, January 9, 2021
Every Damn Thing But The Jailhouse Keys: Four Drops
We're getting into territory here that's somewhere between top-end and middle of the road, depending on the speed of the format. In something like Modern, we can afford something like Bloodbraid Elf and Huntmaster of the Fells, but that's about as high as we can go up the mana curve for a deck like this. In Standard, Huntmaster and Bloodbraid were the cheap-to-middle of the curve threats. Same deck philosophy, same cards, different roles. That has a lot to do with the speed of the format, but it also has to do with the narrow margins that games are decided on when the cards are cheap and efficient. That same Huntmaster that takes over games in Modern looked pretty helpless in Standard when the opponent was casting Sphinx's Revelations and Angel of Serenitys.
Historic is in a speed and power level area in between Modern and Standard and maybe a little slower than Pioneer. You wouldn't quite say that four mana is expensive, but you really can't go much higher. Not only are a lot of games over quickly, but the power discrepancy between something like Chandra Torch of Defiance and Glorybringer isn't as pronounced, because both cards are pretty unbeatable if they stick. So, what we're looking for is something that can stabilize a board and then turn the corner. It's a tough ask, but at four mana, there are some cards that are up to the task.
Saturday, January 2, 2021
Every Damn Thing But The Jailhouse Keys - Three Drops
Three drop creatures in this deck are in a weird place. They aren't cheap enough to create an early advantage, but they're also not powerful enough to stabilize a board. That's not to say that they can't exist, but more that they don't at the moment. A printing like Kitchen Finks or Courser of Kruphix would slot nicely into this deck, but alas. For now, what we can get out of our three drop creatures is versatility.
Radha is very matchup dependent. The problem with her is that the matchups where she excels are the ones where removing a three mana 3/3 isn't a huge problem for the opponent. That said, she's good with Kazandu Mammoth et al, and she really only needs to hit one land off the top to be worth it. If you're the aggressor in the matchup, then she's definitely a must-deal-with threat, which is kind of all we can ask for. But again, the awkwardness of the three mana slot is that it's not always going get you value if they have the answer and also not cheap enough to be a good play if it trades one for one. She's also in this awkward place metagame-wise where she's a little more matchup-dependent than you'd like for a maindeck card but also not quite focused enough to be a sideboard card.
Where I've landed with Radha is that if you're gunning for Sultai, conrol, and midrange matchups, a one-of Radha is just fine. If you're spending more of you time on the back foot and facing Gruul, Goblins, and stuff like that, then Radha's maybe not what you're looking for.
Klothys is in a similar spot as Radha, in that having a one-of copy in your list is fine if the metagame calls for it, but it's not quite a focused enough card to be a sideboard card. That said, Klothys is less matchup dependent than Radha, and while it doesn't quite take over the game if left unchecked like Radha can, it provides a unique Uro-fighting ability, is hard to get off the table, and gives you inevitability against control decks. It seems that either gaining 2 life a turn, dealing 2 damage a turn, or exiling cards from the graveyard will be good against almost any opponent. That said, I would never go higher than one copy in the main deck because Klothys is uniquely hampered by the legend rule.
Jadelight Ranger might be the strongest three drop creature available to us, but the reason I don't play it is because of its mana cost. 1GG isn't impossible to cast or anything, but what Jadelight provides is an ability to make land drops and smooth your draws. Ideally our mana enablers are easy to cast, but adding Jadelight to the deck would decrease our consistency overall instead of increasing it. Jund Triome when????
I was high on this card when it was released, but quickly learned that it's not quite what we're looking for. The lesson for Nighthawk Scavenger is that, at least at the moment, you can't just pay three mana for power and toughness. Nighthawk is too easy to remove and also not powerful enough to stop any of the things our opponents are going to be doing.
Having said that, Nighthawk Scavenger might have a place at some point, because the numbers on the card are just so good. In Modern we play Tarmogoyf not because it disrupts the opponent, but because it kills them. If we get to the point where we're looking for threats just to attack people with, then Nighthawk is at the top of the list.
Mammoth has been fantastic. At first glance it doesn't seem like a card advantage card, but you've gotta remember, mulliganning is card disadvantage. Mammoth gives you more keepable hands, which is one of the advantages a deck like this is looking for. Unlike some of the other cards in this category, Mammoth doesn't just attack and block, but it does attack and block perfectly well for the flexibility it gives you. Five damage can kill in four hits, or it can kill a Teferi in one, so it's pretty important they get rid of this thing when it's on the table. Like I've been saying, the three drops in this format aren't going to blow you away with their power, and they're not coming out of the gates super fast, but what they can provide is some flexibility. Mammoth does this very well.
I wasn't writing in the blog at the time, but before the companion nerf, this was a Lurrus deck and it was fantastic. As for nowadays, Lurrus is still just a fine card to have in your deck. 3/2 Lifelink is honestly pretty good against a large portion of the field, and when your two-drops you can rebuy are things like Scavenging Ooze and Chevill, there's a ton of late game value and toolbox-ish gameplay available.
Lurrus runs into a lot of the problems that Legendary creatures have, where you can't really play too many of them. That would be fine, except that to get the most out of Lurrus, we'd like to be playing some specific things that are pretty subpar when you don't draw Lurrus. Dead Weight comes to mind, but you also want to have a lot of two drop creatures, more than you would probably play without Lurrus. Unlike Inscription of Ruin, where if you don't happen to have a creature in your graveyard you can do something else with it, Lurrus really wants to be reanimating things.
I like that Lurrus is a good three drop creature but also a good five drop creature. You have a lot of play with it and it's all powerful stuff that it's doing. But the downsides are pretty numerous, like how we open ourselves up to graveyard hate, how poorly it plays with Grafdigger's Cage, and how the legend rule can get us if we try to play too many copies. In the end, Lurrus is the perfect example of something I mentioned a while ago in a blog post (maybe it was a video? I forget). To get the most out of our cards, while also playing the midrange game of disruption, consistency, and being difficult to attack, start looking not only at tuning one deck but coming up with packages to slot in and out of the decks based on what the metagame is calling for. Lurrus doesn't have to have your whole deck built around it, but a 6-card "Lurrus Package" that includes two Lurrus, one Dead Weight, a Kroxa, and a couple Merfolk Branchwalkers might be a good trick to have practice with when you think the time is right.
Here is a pretty cool Lurrus deck that we can work from.
Deathgorge Scavenger is a little bit like Klothys in how flexible it is, but unlike Klothys the power level of this card is just a little too low. As I write this I have been playing one copy to fight Uro decks alongside the normal four Ooze and one Klothys, and it's been solid enough to keep in. While it does just about everything we want, it's probably just one mana too expensive, seeing how unlike Klothys, if it's really hampering the opponent's game plan then they can just kill it. Definitely a high-floor low-ceiling card.
Bonecrusher is a phenomenal card rate-wise and flexibility-wise, and it takes just about no work to make it good in the deck. Its only real problem is that the metagame right now is just not suited for it at all. Gruul's creatures are often too big for the Stomp half, and the other aggro decks of the format are running stuff like Witch's Oven, Village Rites, Alseid of Life's Bounty, and Skirk Prospector. The control decks can answer the 4/3 with stuff like Baffling End and Glass Casket without even taking damage from its ability, and it trades with Nissa Elementals.
Having said all of that, you still really can't go wrong by playing Bonecrusher Giant. Even if the deck isn't really focused too much on pressuring the opponent's life total, Bonecrusher can just end the game by itself pretty fast if left unchecked. Similarly to Kazandu Mammoth, if you're looking for a good creature to just attack and block with, choose the ones that give you some additional flexibility and consistency in your draws. This deck isn't blowing anyone's doors off in the power level end of things, so consistency and flexibility is where we make up ground.
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As ever, the next set coming out in a few weeks here will likely change things up, but I'm especially excited about Sarulf. I think it will add an important dimension to this deck and we'll have to revisit some of these things. Let me know if you think I missed anything or to give your own opinions. Thanks for reading.