Tuesday, October 13, 2020
Don't Shake The Tree When The Fruit Ain't Ripe
Saturday, October 3, 2020
It Don't Take Much To Get Me On The Ground
Happy with this list.
Not a ton of updates to anything as of late, except that I'm interested in Maelstrom Pulse quite a bit right now. Murderous Rider is a perfectly fine card, but it doesn't shine in any of the biggest matchups at the moment. Pulse can hit Felidar Retreat, Shark Typhoon, and gives you some free wins if your opponent draws multiples of stuff. Murderous Rider's 2/3 Lifelink body isn't really doing much right now, and in the matchups where that would be good, they have sacrifice abilities to counter the spell and not let you adventure anyways.
Omnath has certainly reared its ugly, uh, head I guess. And in Historic, not only is there Uro still around, but there's Oracle of Mul Daya and Explore and Growth Spiral if you're so inclined. It's a strong deck, but Historic has a lot more tools. We've definitely moved to a place where Historic isn't just Standard plus some other stuff, it's its own beast. Omnath is certainly good, perhaps even the best thing going on, but it's beatable and amongst a crowd of other very good stuff.
I'm going to go in-depth a little bit on each of the major matchups.
Goblins
-1 Klothys, -1 Radha, -1 Mammoth, -3 Gifted Aetherborn, -2 Liliana
+3 Shivan Fire, +2 Abrade, +3 Cage
I'm not certain that this is actually the best sideboard plan, but it's what I've been going with. Mostly, I'm on the fence about Thoughtseize, because the game will turn into a topdeck war at some point. In the first game, it's the only really good way to deal with Muxus, but when there are Cages in the deck, you're a little safer. This matchup is one of the reasons I like Abrade over Eliminate, because we can take out a Krenko, which is their only realistic way of beating a Cage that sticks. Shivan Fire, in a pinch, is also good against Krenko, while Disfigure is not for that slot. Chevill is incredible in this matchup, Ooze is okay.
Sultai/Bant/Nonsense
-3 Bonecrusher Giant, -1 Mammoth, -1 Gifted Aetherborn, -1 Bloodchief's Thirst
+2 Duress, +2 Davriel, +2 Phyrexian Arena
I very much dislike bringing in Grafdigger's Cage in these matchups. Uro is their biggest problem for you, but letting it hang out in their graveyard and waiting for them to find an answer to Cage isn't a good plan. Lately I haven't run into a lot of Ugin, so that makes Klothys a big problem for them. Try to empty out both hands and win with Castle Locthwain.
Jund Sacrifice
-1 Radha, -2 Liliana, -2 Mammoth, -1 Gifted Aetherborn
+3 Cage, +2 Abrade, +1 Shivan Fire
I like leaving in the Thoughtseizes against this matchup because Collected Company and Korvold are so deadly and it's important to know if they have Claim the Firstborn. Chevill and Ooze are great again here, of course, but don't get attached to them because they can get hit by Claim the Firstborn pretty easily. This is one of the matchups where Inscription of Ruin shines, because it deals with their best creatures but also is able to get back Ooze.
Red
-1 Radha, -4 Thoughtseize, -2 Mammoth
+1 Sporeweb Weaver, +3 Shivan Fire, +2 Abrade, +1 Cage
If you see Hazoret, then definitely don't bring in Cage. If you see Experimental Frenzy, bring in a couple, or if you don't want to, then bring in Duress. Drawing one Cage usually isn't going to make or break anything, plus it's not a terrible hedge if they have Earthshaker Khenra. I've been seeing a lot more Frenzy than Hazoret lately, so be prepared for that reality. The games themselves go about how you would expect. Protect your life total above all else. They can certainly kill you if you stabilize the board at 7 life, but 15 or something is not going to happen.
Rakdos Arcanist
-2 Liliana, -4 Thoughtseize, -1 Mammoth
+3 Cage, +2 Abrade, +2 Shivan Fire
First of all, they can't really beat a Klothys, so that's good to know. Ooze is your best card here of course, but again, don't get too attached. I like cutting Thoughtseize because it doesn't seem like it really does anything of substance. If you take their creature, they Claim/Fame it. If you take their Claim/Fame, they flash it back on Arcanist. I like just playing to the board better. I spent a long time thinking that I should use Thoughtseize to protect Cage in post-board games, but it never really works out that way. I like just having more knock-out cards than they can deal with through their Bedevil effects, and we have that in Chevill, Ooze, Inscription to rebuy them, Klothys, and Cage. Let them Thoughtseize your hand apart, sure, but if you can keep the board somewhat stable, you'll eventually draw something they can't really deal with.
Also, why am I always boarding out Mammoth? Can't really think of anything else to take out, but also you've gotta imagine that your deck is a little more streamlined post-board that flexibility isn't quite as necessary. You can kind of adjust your land count in your 60 by trimming Mammoths.
Gruul
-4 Thoughtseize, -1 Radha
+3 Shivan Fire, +2 Abrade
If you can keep pace early, you're usually good to go. Chevill is awesome here, but don't be afraid to just throw it out there early and cross your fingers. If they have Domri's Ambush it kind of stinks, but lots of them play Primal Might instead, and even if they have it, it often means they have to take a turn off from curving out. Don't be afraid to just nail their last two cards with Inscription of Ruin to try and play around Embercleave.
Mono Blue
- 2 Mammoth, -1 Klothys, -1 Radha, -2 Inscription of Ruin
+3 Shivan Fire, +2 Abrade, +1 Sporeweb Weaver
Inscription is just a little slow for what's going on here. The idea is that you want to just have as much instant speed and cheap interaction as possible. Unlike most of the other aggro decks in the format, I don't usually like to just jam Chevill on turn 2 if I can help it. If you run into this a lot, try putting Murderous Rider back in the deck over Pulse, it's really good here.
Omnath
-3 Gifted Aetherborn, -4 Mammoth
+2 Duress, +2 Davriel, +2 Phyrexian Arena, +1 Shivan Fire
My best results against Omnath have come from turning into a control deck that seeks to win with discard and just amass more cards. That seems a little crazy, I know, but the games really don't come down to Elvish Warrior and Trained Armodon. A much better plan is to play a low-land count and answer everything you can, snag their key pieces, and keep up on cards from Chevill and Phyrexian Arena. Try to save Maelstrom Pulse for Felidar Retreat if possible, which is strangely their best card against us. Please, if given the chance to kill a Lotus Cobra, take it.
~
Magic is a weird game. Omnath is clearly the most powerful deck out there, but in a format like this, you can't really ever be too far ahead of everyone else. Historic is in a pretty nice spot right now where the power level is low enough for interesting games but the card pool is large enough to provide you with lots of answers for the stuff you might see. I like where we're at with this list, but I would imagine the Omnath lists get streamlined some and we might have to adapt. It's a tough deck to attack, but when you've got Thoughtseize and Chevill on your side, anything is possible.
Tuesday, September 22, 2020
Bebop Baby How Can This Be
Omnath seems to have destroyed Standard. Somehow, I haven't run into it in Historic. Why is that? Someone please kill me with this thing. I can't try to figure out how to beat it if no one plays it. And if the answer to all of this is "It's not as good in Historic because there's more discard and removal for Cobras" that's just serious balogna. Look at this thing! That deck plays like a Vintage deck, it's obscene.
In the meantime, the format hasn't shaken up a huge amount in Historic. After a little less than a week of Zendikar Rising, this is where I'm at now.
I've cut all the five drops from the deck. I'm not sure that they're too slow for the format, but between Glorybringer, Thragtusk, Elder Gargaroth, or Angrath, you really want to have the right one for the right moment, and that's not super easy to pull off. If that's the case, then I'd rather have stuff that's less powerful but hits the board earlier. This was my initial thought with Nighthawk Scavenger, a card that's cheaper but has the ability be strong in the late game and close the game. Scavenger has been fine, but I cut them because I wanted another Mammoth and I wanted to add Radha and Klothys back into the deck. Don't sleep on Scavenger, depending on what you're looking for, it could definitely be right to include. With rate like it's got, you can't really mess up too bad by playing it.
Mammoth has been great. Five damage a turn is nothing to sneeze at. Mostly with Mammoth originally I was worried that the added flexibility and draw-smoothing wouldn't be worth it because neither the land side or the creature side would really be worthwhile, and I can officially say that that's not the case. By lowering the curve of the deck, a couple lands that enter tapped aren't the end of the world, so the land fits in fine. And also since we're lowering the curve of the deck, an aggressive blunt object 3-drop has a much more synergistic role in the strategy. We're moving away from the Thragtusk/Huntmaster/Bloobraid Jund strategy where you win through two-for-one threats and more of the Thoughtseize-Tarmogoyf strategy where you use your opponent's dwindling life total as leverage.
Inscription has also impressed me. What's funny is that Mind Rot is a perfectly reasonable thing to be doing on turn three in quite a few matchups, but just not enough matchups where you'd actually want the card Mind Rot in your deck. However, sometimes even in matchups where you wouldn't necessarily expect it, the Mind Rot mode turns out to be useful. If you have a board that's stable and suspect your opponent's last two cards are Hazoret or Collected Company, nail em. The other thing that makes Inscription so good is that having a Scavenging Ooze that survives is critical in a lot of matchups, and so having the ability to rebuy an Ooze in the late game is enormous, something I overlooked. Even against a board of opposing creatures that are more expensive, Ooze still is the king of a board stall.
My belief, at least for now, is that Bloodchief's Thirst is just too good of a card to not play four of. Unlike Fatal Push, drawing two of these against something like Blue White Control is not a death sentence, but similarly to Fatal Push, drawing one significantly hampers your opponent's ability to tempo you out of the early game. Just an unreasonably good card.
In my last post, I said that I would stream an MTGMelee tournament last weekend, but some stuff came up, but this weekend I've definitely got the weekend cleared. My plan is to play in the MTGA Zone tournament that they usually hold on Saturdays at 1pm Eastern, and I'll stream it.
Sunday, September 13, 2020
List
First draft of what I think the list looks like on Thursday, when Zendikar Rising comes out on Arena.
A couple posts ago I said that I'd be annoyed if they only printed six of the Pathways, and only the red/green one for us, and guess what, they did and I am. Not a huge deal though, I'm not really certain that I would play them anyways. I think the mana is pretty reasonable here, and we'll try out the Kazandu Mammoth and see how it goes. I could honestly see any number 0, 1, 2, 3, or 4 being right on those and also having no clue how to decide if they're good or not.
I'm lowering my count of 2-drop creatures to just 9 and I honestly don't love it. I think it's really important to have the ability to just establish something on the board early so we don't waste mana if our opponent doesn't have anything that needs answering. The most important things that I would say we are missing are the last two Gifted Aetherborns and a 1-of Klothys, which I've liked a lot.
I also am back on my Angrath bullshit, as you can see. It's such a house against Uro, which is just about the most popular card in the format. Beyond that, it's a great threat against control decks, and at worst steals and kills our opponents' best creature, since most decks aren't playing anything more than three mana. At the moment, I feel like Angrath is the best 5 drop for how the format looks right now, but I'm also interested in lowering the curve in total, so who knows. Thragtusk is on the chopping block.
We also have gotten to a place where Maelstrom Pulse isn't in the deck anymore, and that could certainly be wrong. We cannot destroy an artifact or enchantment in the main deck, and while that's kinda scary, sometimes you gotta just let Thoughtseize be enough security against that kind of thing. I'm excited to try out these other removal spells in its place, like Inscription and Bloodchief's Thirst, but if those don't line up well with what's being played in the format, well, Pulse always lines up.
Also, a whole separate issue: at some point it might be right to *gasp* cut red? Between Eliminate and Bloodchief's Thirst, and Disfigure out of the board, we kind of have enough cheap removal in Black to make up for what Red's really good at in the deck. That's an issue for later, but Bonecrusher Giant's utility sure has gone down now that all the best decks with small creatures play Village Rites, Phyrexian Tower, and Woe Strider, and it doesn't kill the two of the most important creatures, Mayhem Devil and Dreadhorde Arcanist. That said, no other removal spell can just yolo as a three mana 4/3 when you wanna clock em. It's an incredible card.
This boy is so exciting to me and it makes me pretty sad that I just can't see it being right to play it. I love Sprouting Thrinax, but Historic in general does not seem to be about this kind of thing right now. This card is phenomenal at the things that it actually does, like getting into combat on the ground, one-for-one removal, giving yourself wrath protection. I keep talking about how Claim the Firstborn is going to wreck this thing, but I mean, if those decks were to drop in popularity, Grakmaw isn't especially good against Uro or Ugin, either, whereas something like Nighthawk Scavenger is pretty solid against everything in the format right now. I think there's a world where printings, bannings, and just trends transform the format into something where Grakmaw can shine, but we certainly aren't there right now. Keep this one on the back burner.
I'll know more about it by the weekend, but Thursday afternoon should be some fun. I'm hoping to fire up the stream when the new set's out but may have to wait until Sunday to actually get a good session in.
Saturday, September 12, 2020
A Few More Zendikar Hits
I think that this card is exceptional, but I also think that you can't really play it in the Claim the Firstborn format. It's really too bad, because this thing does everything we want. It's a low-ish mana investment, it has reasonable stats, and it loves getting into combat with opposing creatures. It's like a toned-down Thragtusk, and that's a pretty great place to be, unless, like I said, the two top decks in the format all play Claim the Firstborn and sacrifice outlets.
Here's the first, and I think only, double faced card that I'm really interested in, and it's a real nice one. The rate on this is solid enough, and attacking for potentially 5 is a really nice spot against things like Teferi. It certainly does close the game quickly if you have the lands, which is fine because if you're casting it as a creature then you probably will have the lands. Double green is not our favorite, but you know what? If you don't have the double green for it, you'll have it for the next one you draw. I'm guessing that at least a few of these have a spot in the deck.
I don't think that this is a Historic card, at least not for us, but how about Jund in Modern? I've talked about the graveyard trap before, where a lot of Jund's cards are good because of how they utilize the graveyard, but the more you lean on that the better our opponent's graveyard hate becomes. Channeler seems like it's still totally fine against a Rest in Peace, and even if you don't warp the list to maximize on instants and sorceries, Channeler helps fuel itself, first by discarding unused spells, and second by digging for more. I would even go so far as to say that this is a card that's tailor-made for Modern in general, since decks are often so focused and sideboard cards are so good. You can discard your blanks and help dig into your hate cards. I'm talking myself into it while sitting here writing, but it still just might be too slow to work in Modern for Jund. We'll have to see, but the potential is there.
Saturday, September 5, 2020
Thank You For A Real Good Time
Saturday, August 8, 2020
Cowboy Neal Behind the Wheel
Just as we get to a place where I feel like I know what's happening in Historic, another massive change is around the corner. Amonkhet was an interesting block with some really busted stuff like Hazoret and The Scarab God, and also solid midrange stuff I liked quite a bit. There's also apparently some other goodies in the remaster set for some reason, so let's take a look.
Yeah, this gets to be in Historic for some reason. This would have been useful before Nexus of Fate and Wilderness Reclamation were banned. It's certainly a 4-of in the list, but the life loss is pretty crucial, since we can't play Blackcleave Cliffs or Blooming Marsh, and we also aren't fetching Swamp on turn one. Starting the game at 16 isn't ideal, but will be necessary sometimes. Thoughtseize certainly makes me want to lower the mana curve of the deck, for two reasons. One is that we're going to be doing additional damage to ourselves, so there will be an increased need to play shocklands tapped. The other is that we need to keep pace with the more aggressive decks, or at least aggressive hands, since we're starting the game at 18 instead of 20. That, and having cheap cards is just good to do.
What else does Thoughtseize do for the deck? To be fair, I'm already playing Agonizing Remorse in the deck and it's been okay but not great, so it's an effect that I'm looking for. Thoughtseize speeds us up considerably though. The fact that you're spending one mana instead of two is crucial, because no matter what card you take, your opponent has spent 0 mana on it. You're only losing half the tempo you otherwise would from Thought Erasure or Agonizing Remorse.
I think that Thragtusk still stays in the deck, because it's so good to counteract the shocklands, Thoughtseizes, and Castle Locthwains that we're running. I think it'll be necessary since it enables all those cards, but also is a straight up two for one against removal and attackers and blockers. Moreso than in decks in the past, this deck actually utilizes lifegain even when the opponent isn't pressuring you, since you have Locthwain, and life total management is going to be key going forward.
The Triomes were appealing to me a while back and Canyon Slough is just a strict upgrade from Savai Triome. I dislike Barren Moor, but I also dislike how much mana it costs to cycle a Triome. I'll start by trying three of these.































