Commander Jarad

by Francis Jodoin

commander jarad

Jarad is one of my favorite commanders ever. I’ve been tweaking my jarad deck ever since it was printed. I love having a commander that is a sac outlet, it allows you to build your deck around sacrifice abuse. Jarad is also a powerful win condition, especially in multiplayer since his ability affects all opponents. Today i will share my current list which is the result of a lot of playtesting:

Commander Jarad

Commander Format


Creatures: 45

1 Artisan of Kozilek
1 Avatar of Woe
1 Bloodgift Demon
1 Burnished Hart
1 Dawntreader Elk
1 Dimir House Guard
1 Disciple of Bolas
1 Eternal Witness
1 Farhaven Elf
1 Fauna Shaman
1 Fertilid
1 Fleshbag Marauder
1 Genesis
1 Golgari Grave-Troll
1 Graveborn Muse
1 Hermit Druid
1 It that Betrays
1 Jarad, Golgari Lich Lord
1 Kokusho, the Evening Star
1 Krosan Tusker
1 Lord of Extinction
1 Mikaeus, the Unhallowed
1 Necropolis Regent
1 Necrotic Ooze
1 Nezumi Graverobber
1 Nighthowler
1 Phyrexian Delver
1 Pupeteer Clique
1 Sakura-Tribe Elder
1 Savra, Queen of the Golgari
1 Scavenging Ooze
1 Sepulchral Primordial
1 Sewer Nemesis
1 Sheoldred, Whispering One
1 Shriekmaw
1 Slum Reaper
1 Solemn Simulacrum
1 Splinterfright
1 Stinkweed Imp
1 Triskelion
1 Wickerbough Elder
1 Wood Elves
1 Xiahou Dun, the One-Eyed
1 Yavimaya Granger

 

 

 





Artifacts: 26

1 Altar of Dementia
1 Bonehoard

Sorceries: 11

1 Black Sun’s Zenith
1 Buried Alive
1 Damnation
1 Death Cloud
1 Green Sun’s Zenith
1 Jarad’s Orders
1 Life from the Loam
1 Living Death
1 Profane Command
1 Spider Spawning
1 Toxic Deluge

Enchantments: 7

1 Dawn of the Dead
1 Deadbridge Chant
1 Grave Pact
1 Pernicious Deed
1 Phyrexian Arena
1 Survival of the Fittest
1 Tortured Existence


Lands: 35

10 Forest
10 Swamp
1 Barren Moor
1 Bojuka Bog
1 Command Tower
1 Evolving Wilds
1 Golgari Guildgate
1 Golgari Rot Farm
1 Grim Backwoods
1 Llanowar Wastes
1 Mosswort Bridge
1 Rogue’s Passage
1 Shizo, Death’s Storehouse
1 Strip Mine
1 Svogthos, the Restless Tomb
1 Terramorphic Expanse
1 Tranquil Thicket

The lands

svogthos 1Jarad, in land form

My mana fixing lands can obviously be improved, eventually i will get more fancy duals because the deck is pretty color intensive. We have a few utility lands and I think the usefulness of those lands justify the downside of have a few colorless lands. Shizo can give Jarad evasion, sometimes he gets big enough that a commander damage win is possible. Rogue’s Passage does the same but for any of our numerous potentially very large creatures. Bojuka Bog is free graveyard hate, it also makes Living Death better for us. The cycling lands are here for when we flood and they also go well with Life from the Loam. Svogthos for when the board is empty and the grave is full, people tend to forget about him so he can be a good surprise. Strip Mine goes into any Commander deck.

The Ramp

sakura tribe elderSometimes referred to as ‘Steve’

We want mostly land fetching creatures that die. Land fetchers are better than artifact mana because lands are harder to destroy than mana rocks. We want creatures that die so we can recur them and also because them to add to the creature count for our ‘graveyard matters’ cards. Some of our creature ramp can even search for two lands, which is very good if you don’t have much else to do in the first 4 turns.

The Card Draw

disciple of bolasThanks goodness this is no longer Standard-legal !

Card advantage is good and we already have plenty of it in the form of sweepers and recursion. Regular card card draw helps as well. Graveborn Muse is pretty good with a zombie commander. Disciple of Bolas has saved me from many losses because of the lifegain aspect. Remember that the more creatures you dump in your graveyard, the better thing get.

The Removal

Sweepers are good in Commander. They are even better here because we can recur creatures from our graveyard or fill our graveyard for our “graveyard matters” cards. We have a few removal-creatures that can be recurred as well. Also, Savra and Grave Pact take advantage of our sac-outlet commander. I picked Wickerbough Elder over Acidic Slime because it is fetchable with Dimir House Guard and also because you can get extra value with a small Black Sun’s Zenith (more counters on it and reuse its ability) ! Toxic Deluge is my new favorite sweeper because with enough life investment, nothing can survive it. Pernicious Deed gets rid of all those mana rocks and tokens so you sometimes play it early and discourage opponent from playing their stuff.

black sun zenithRemove, reshuffle, re-use

The Fatties

kokushoHuh, they unbanned this thing?

Many of our heavy hitter are also creature killers and recursion as well. It That Betrays is crazy with all our sacrifice stuff. Death Cloud with him on the board is usually GG with overkill. Necropolis Regent is a lot better than she seems as  I’ve gotten to crazy amounts of counters with her. The longer she lives the deadlier she gets, especially with Jarad. Kokusho is also rather good with Jarad. Things tend to degenerate after that point.

The ‘Graveyard Matters’

We have many cards that grow bigger as we fill our graveyard. Any huge fatty can be game winner with Jarad’s sacrifice ability. Spider Spawning is a card people tend to forget about. It usually just stays in your graveyard and then late game after a sweeper you spam the board with cute Spider tokens. Reach is also a nice bonus. Nightholwer bestow and Bonehoard equip allows us to win through even a Humility. They also can turn any creature into a huge fatty for winning via Jarad’s ability.

The Recursion

Bringing back stuff from the grave is pretty powerful. Genesis acts from the grave so you can gain card advantage and card quality just by dredging forever. Living Death tends to win games, especially when you can play it again and again with Eternal Witness or Xiahou Dun (try getting the Fudge Promo if you want a affordable version). Xiahou Dun + Profane Command allows you to repeatedly kill stuff. Dawn of the Dead is very effective with a Commander that has a built-in sac ability. You can recur something then sac it so it doesn’t get exiled and recur it again next turn.

xiahouYeah, you read the text right. There’s no errata – any card

The Dredge

Filling our graveyard is important and we have many ways of doing so. Life from the Loam can help you not miss land drops by casting it (even with no targets) and Dredging it next turn. It is also good if you Dredge a Strip Mine. Golgari Grave-Troll is also another ‘graveyard matters’ creature. With 8 mana and jarad out, you can win by casting it, saccing it and then Dredging it next turn and so on. Stinkweed Imp is the second best Dredger and also happens to be a nifty political tool, discouraging your opponents from attacking you. Deadbridge Chant‘s self-milling ability is good, the recursion is nice too if you can abuse it with Scavenging Ooze and a small graveyard: just exile things you don’t want from your own graveyard and you’ll always get the good stuffback !

deadbridge chant +scavenging ooze

                                                PB and J !

The Tutors

Tutors are good in EDH. You can put Genesis in your graveyard with Buried Alive with any two other target creatures you want. With Jarad’s Orders you can put any fatty in your graveyard and put Phyrexian Delver in your hand and reanimate the fatty the next turn. Survival of the Fittest is the best card of the deck, it tutors and fills your graveyard. The deck is built so that you can search for anything you would need in any situation with Dimir House Guard. The fact that he is a creature allows you to recur it for more searching. With all the tutors, you can also search for combo pieces you need to end the game.

The Combo Pieces

I like to have combos in my Commander decks because the game has to end at some point if no one can win via the traditional route. Altar of Dementia is much more than just a combo piece. You can win by milling your opponent. You can also sac stuff for free and self mill for value. The combo is with Altar, Mikaeus and Puppeter Clique. When you sac Clique you choose if the Persist trigger or the Undying trigger resolve first. You can just alternate between the two and go infinite, milling everybody. The other combo is with Mikaeus and Triskelion. Remove a counter from Triskelion to deal one damage to an opponent, then remove the two other counters to deal the damage to himself, killing him (since Mikaeus gives him +1/+1). With no counters left Triskelion will come back, allowing you to deal damage again and so on. The third combo is with Triskelion and Phyrexian Devourer in the graveyard with a Necrotic Ooze in play. Phyrexian Devourer has been reworded so you can ignore the text on the card. The correct wording is:

When Phyrexian Devourer‘s power is 7 or greater, sacrifice it.

Exile the top card of your library: Put X +1/+1 counters on Phyrexian Devourer, where X is the exiled card’s converted mana cost.

phyrexian devourerQuite an oddity

With Necrotic Ooze, you use Devourer’s ability to exile your library and win with Triskelion‘s ability. The final kill is with Jarad and Phyrexian Devourer. You just keep using Phyrexian Devourer’s pump ability, letting it resolve each time. When the sacrifice trigger goes on the stack, you pump it again in response. You will end up with a huge creature that you can sacrifice with Jarad for the win. This also works with Necrotic Ooze and Phyrexian Devourer in the graveyard. I’ve counted the total mana costs of the cards in the deck and the total is 266. If you milled most of your deck you might want to count the mana cost of the cards outside your library just to make sure you can go for the kill and not mill yourself only to lose. Both Necrotic Ooze and Mikaeus, the Unhallowed are also pretty good cards straight up even without the combos.

In Conclusion …

jarad's ordersJarad orders you to have fun !

Jarad is a very fun and powerful commander. He can attack from many angles, with either life loss from his ability, commander damage (since he can be huge) and value from sacrifice. Sometimes when you have lots of lands in play, you’ll want to put him in your graveyard when he dies in order to use his recursion ability and cast him for the normal 4 mana so that you can activate his ability right away. The deck is designed to abuse the commander but it can win without him, thanks to the powerful interactions amongst the other cards. I’ve been playing Commander with Jarad since he was printed and I’m never bored/tired of playing with this particular deck.

I urge you to give the deck a try and have as much fun with it as I do!

Born of the Gods: preview art

We haven’t directly received new spoilers per se, but we do get a few new shots of what look to be the God cards of the upcoming set: Born of the Gods.

Here’s one that is most surely Pharika (Pharika’s Cure, Pharika’s Mender)

pharikaPharika (aka. Medusa)

Here’s a shot of what appears to be Mogis (Fanatic of Mogis, Mogis’s Marauder)

mogisUnleash the Beast!

Dimir Devotion

Dimir Devotion

by Steve ‘DDT’ Giannopoulos

dimir devotion

I just recently started getting a little fed up of the current Standard environment when low and behold: some new decks showed up! Well, the card pool not being exactly huge … we’ll just called them new takes/ variants on existing archetypes. One such deck caught my eye when I saw that it Top 8’ed a local PTQ here in Montreal. I recognized the deckbuilder/player and immediately thought the deck was very interesting and obscure enough that it was worth trying out and writing about.

Here’s the list:

Dimir Devotion

Standard Format


Creatures: 14

2 Desecration Demon
4 Gray Merchant of Asphodel
4 Nightveil Specter
4 Pack Rat

Instants: 12

3 Dimir Charm
3 Far/Away
4 Hero’s Downfall
Psychic Strike

Sorceries: 4

4 Thoughtseize

Enchantments: 4

4 Underworld Connections





Planeswalkers: 2


Ashiok, Nightmare Weaver


Lands: 24

4 Watery Grave
4 Temple of Deceit
12 Swamp
4 Mutavault


Sideboard

1 Ratchet Bomb
2 Cyclonic Rift
3 Doom Blade
3 Gainsay
4 Lifebane Zombie
2 Notion Thief

When you think mono black devotion you’re probably thinking something along the lines of this. It’s pretty similar to the Dimir list : Devour Flesh is replaced by Far/Away and Doom Blade is more or less Dimir Charm now. The newer cards aren’t direct ports however, simply different ways of interacting with our opponents.

What, no more Whip?

whip of erebosWhip it! Whip it good!

While Whip of Erebos was sometimes an MVP in the more classic Monoblack build, it’s now fallen out of favor for more creatures (now running 4 Pack Rat) or more removal. It’s just not the beast it once was. Opponents got to know how to play around it, expect it and it was probably the worst card to draw in multiples without having a Pack Rat in play. Sure, it allowed you to ‘rebuy’ cards that your Azorius/Esper opponents countered or destroyed and perhaps reanimate a game-ending Gray Merchant of Asphodel, but things have changed. The lifelink ability is still good enough to maybe warrant it as a one-of somewhere in the 75 but just like Nykthos, it’s too ‘iffy’. The deck prefers consistency over random fancy cards. Don’t trade them off too hastily though, it’ll probably see play before long in some reanimator deck (I’m fairly sure of this being a thing).

The ‘Core’

The changes made are mostly in place to be better able to answer cards that are traditionally problem cards for this deck. For example:

blood baron bubbleDo you not just hate this card?

While Devour Flesh was a pretty good answer to this guy, Far/Away is just a touch better and more versatile. In the scenario where they have two creatures in play, one of them being Blood Baron of Vizkopa, you get to bounce the other guy back to their hand and get them to sacrifice their Blood Baron (since the card resolves from left to right). Another pretty nice move if you’re in a bind is to bounce Blood Baron back to their hand and then Thoughtseize it. It seldom comes up, but it’s nice to be aware of. This is true of any creature you absolutely want to get rid of when they just have too many things on board (Precinct Captain and two soldier tokens).

far awayUnsummon and Diabolic Edict all in one

You might have read the previous paragraph and wondered: how can you cast Far on a Blood Baron of Vizkopa? Isn’t the card multicolored (Blue and Black) thus making it impossible to target Blood Baron with it? Well, if you read up on the rulings found here, you will note that:

On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

This is pretty interesting information. Unless you’ve had this come up before, you probably weren’t fully aware of it. I’ve actually had to look it up myself in a local tournament. Unfortunately, the person casting the spell was not aware of how it worked and had cast both halves. Fortunately for them, it would have made it impossible for them to legally cast the spell with Fuse so they were allowed to take it back and receive a small warning (FNM REL, so no biggie). It also interacts with an opposing Soldier of the Pantheon, so be sure to remind your opponent that they won’t be gaining that 1 precious life point if you only cast one of the halves.

Another interesting play is to cast both halves, the Away half on your opponent and Far on your Gray Merchant of Asphodel. It’s usually a win/win situation. If they kill your Gray Merchant in the process the Away half will still resolve because the spell had two targets. I really enjoy the fact that a card that’s basically a removal spell can now double as an extra Gray Merchant when you need to finish of your opponent, stabilize or just survive that extra turn.

Dimir Charm? What does that even do?

dimir charmLove that quote !

What? When did this become playable? Wasn’t this like an FNM promo a while back and nobody cared? Well, yes basically it was probably the most underplayed charm (along with Gruul Charm). Heck, even Simic Charm saw some play a while back (in Bant Hexproof decks). This thing was just unappealing until now.

The main problem of monoblack decks is that their 2 cost removal varies between Doom Blade, Pharika’s Cure and Ultimate Price. None of these hit Nightveil Specter. Two of the three can kill a Pack Rat,Mutvault, Burning-Tree Emissary. One of them hits Sin Collector, Rakdos Cackler, Master of Cruelties. Think of it as Dimir’s version of Last Breath (another card that is seeing much more play). Dimir Charm deals with all of these.

What about the other modes?

Being able to counter a sorcery is nice, but those are almost at an all time low these days. Supreme Verdict is something you would counter, only you can’t. Let’s take a look at other popular targets:

mizzium mortarsSay goodbye to your 4 or less Pack Rats

rakdos's return

Less played, but can be more devastating

thoughtseize

Who doesn’t run this ?

There are a few more that I’m probably missing, such as Read the Bones, Divination, Anger of the Gods, Dreadbore and Duress. They all see some play, so it’s nice to have this option too. It catches people off guard, which is nice. Obviously, this becomes less good once people become accustomed to the deck. This is something that happened to the original monoblack deck awhile back. A lot of players learned how to sideboard against it and what to play around. The lack of mass removal also made the original deck more vulnerable to an early rush of creatures.

Isn’t there a third option?

Glad you mentioned it, then again just pretend it’s not there. Much like Breaking/Entering‘s second half, you can just skip it. There are very few times it can come in handy (much like casting Entering from under a Shelldock Isle in a mill deck to grab their giant Eldrazi creauture in response to its triggered ability). Once of those times is when your opponent absolutely needs a specific top deck or a live draw when you are going to win the following turn. You’ll play it on them and most likely end up giving them a land. You can also play the ‘mill’ mode if they decided to Scry and keep the card on top. Note however that this is probably still not that great.

Another situation would be to allow you to dig for a game-winning Gray Merchant. In conjunction with Underworld Connections, it can be like a badly assembled Sensei’s Divining Top. Not too exciting, but it’s there and I hope you never have to go there.

Ashiok, playable?

One of the main problems of this deck is that it tends to lose games that go really really long (usually versus Azorius and Esper decks). The current Standard planeswalker, Liliana of the Dark Realms is just terrible from a competitive standpoint. Go ahead and jam her in your whatever Commander or casual deck, but at all costs: don’t try to make her ‘work’ in Standard.

In comes our Dark Knight in shinning armor, sort of. I have tried various BUG builds with Ashiok in them and it never really felt that I was winning with him in play, even when I was. merged with the monoblack shell however, things become more interesting. Even if all he’s doing is something along the lines of +2 into -1 to -3 to play one of their small dudes over and over, it’s just fine. He can stem the bleeding or just completely slow down their aggro. In a monoblack ‘mirror match’ taking a ‘milled’ Nightveil Specter is downright insane.

ashiok

One of the cooler features of the card is that it deals with one of the more hated deck quite well. I’m talking about Azorius control. No one can actually enjoy playing against a deck that almost literally does nothing for so many turns only to win off the back of an Elspeth, infinite recurring Sphinx’s Revelations with Elixir of Immortality or a Jace ultimate (unlikely). I don’t really enjoy playing where such a deck is ‘a thing’. Ashiok slowly grinds these decks down with his +2, almost never activating ability # 2 and then can go ultimate barring any Mutavault hits or Detention Spheres. At that point, you should be in a good position to win since they will need to rebuild their hand or you will have milled the Elixir of Immortality and their few win conditions.

Psychic Strike? Where’s the real list?

You might have to go and read what the card does and that’s understandable. Normally it’s an O.K limited card when you’re playing a mill archetype in Ravnica block draft (or if you were playing Sealed in Gatecrash). The card has one very interesting feature.

psychic strike

Did you spot it?

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That’s quite an interesting mana cost, is it not? One blue mana only? Counter anything? hmm…seems legit! The mill feature is probably not relevant most of the time, but it’s basically free. We get to play a counterspell in a deck that runs a minimum number of blue sources. Eight blue sources to be exact and that’s more than enough. We only ever really need one in play most of the time.

While Psychic Strike is nice to have, you must keep in mind that it’s a sort of ‘last ditch’ card. You want to be countering something ‘big’ like a Sphinx’s Revelation, Elspeth, Gray Merchant, Blood Baron, etc. I really like the fact that an Esper/Azorius player can’t reliably go: “End of turn Sphinx’s Revelation for a lot. What are you gonna do about it, monoblack player?”

What now?

Well, you can maybe go out and test it. I know I have, with favorable results. So far it’s been 7-0-1 (only two local tourneys) and its had some match-ups that were bad for regular monoblack. If it were to become more and more popular, the deck would generate more hate towards it and likely become less effective overall. For the time being, it does not look to very popular under its UB form as most people prefer the white splash for Blood Baron and Sin Collector.

I doubt the sideboard needs that much explanation, except that it has more counters specifically versus the blue deck (Gainsay). The Cyclonic Rifts seem pretty random but they can be used to bounce Detention Spheres back to our opponents’ hands. Following that, you can go ahead and Thoughtseize the Detention Sphere to get a Recoil or Vindicate-style effect.

In the end, the deck wins in typical monoblack fashion as usual. You’re just a little more flexible versus the hate cards and have more maindeck answers against certain cards that were harder to deal with when the deck was just all monoblack. I do of course really like that one of my original favorite sideboard cards found it’s way in there …

notion thief

Sphinx’s Revelation for how much?

Here are some words of advice from the deck’s creator:

“I really like playing against u/w you have an lots of threats and the counters are unexpected and give you an easy win, also Notion Thief is a beast against them as if they don’t answer it they cant Revelation or Divination. The match-up I hate the most is the ” mirror ” match, they have disruption and lots of removal so usually whoever gets Underworld Connections up first wins. The deck does well against aggro because of all the removal and Ashiok is a beast. Unless he gets answered,he starts to spit out blockers and the hardest threats to answer for the aggro decks are usually the cards they are playing themselves, like Reckoner.”

Simic Flash

simic flash

by Steve ‘DDT’ Giannopoulos

Here is a list of a cute little deck that won a PTQ in Brazil. It’s not your usual top tier deck and I encourage you to at least try it out or playtest against it. It probably will do pretty well at least in a local store FNM, especially if people are not aware of its contents.






Simic Flash

Standard Format



Creatures: 20

Boon Satyr
4 Briarpack Alpha
4 Horizon Chimera
4 Shambleshark
4 Skylasher

Instants: 15

Cyclonic Rift
4 Dissolve
Opportunity
4 Simic Charm
3 Syncopate

 





Lands: 25


4 Breeding Pool
6 Forest
7 Island
4 Mutavault
4 Temple of Mystery

Sideboard

3 Bident of Thassa
3 Gainsay
3 Plummet
4 Sensory Deprivation
2 Triton Tactics

As you can see, the purpose of the deck is to keep counter mana up and then play a flash creature if there was nothing to counter on your opponent’s turn. That’s right, you never play anything but land on your opponent’s turn. Kinda cool, huh? It’s obviously not the most powerful-looking deck in the format but it is pretty decent at what it does. Most of the time your opponents will be thinking that you are playing with draft deck leftovers until you beat them.

horizon chimeraLimited powerhouse, err… maybe not

You don’t absolutely have to get the 4 Mutavaults right away if you’re worried about the deck costing too much. The deck functions pretty well without it and you get to spend your money elsewhere. Give it a chance, you might end up liking it.

White Weenie

white weenie

by Steve ‘DDT’ Giannopoulos

The current metagame in Theros Standard is comprised of several UW/x control decks or as we refer to them ‘ Sphinx’s Revelation decks’ and Devotion decks. All colors are represented in the devotion shell, but one: White. There have been a few lists here and there with Angel of Serenity and Boros Reckoners, but nothing really solid. At one point when Theros was just released there was even a certain ‘Sphere of Safetydeck. There are a few good white noncreature permanents to try a controlish build but not enough to really glue it all together into a consistent deck. The other devotion decks are aggro to midrange, with monoblack devotion being a sort of control deck at times. The white deck has to go to its roots and play the weenie role. While it’s not immensely popular right now, it does win its fair share of games and may get much better when Born of the Gods is spoiled.

White Weenie

Standard Format


Creatures: 28

Boros Elite
Dryad Militant
4 Soldier of the Pantheon
Precinct Captain
4 Imposing Sovereign
4 Daring Skyjek
4 Banisher Priest

Enchantments: 2

Spear of Heliod

Instants: 4

Brave the Elements

Planeswalkers: 4

Ajani, Caller of the Pride

 





Lands: 24


4 Mutavault
18 Plains


Sideboard

2 Keening Apparition
3 Last Breath
3 Fiendslayer Paladin
2 Glare of Heresy
Celestial Flare
1 Gideon, Champion of Justice
2 Rootborn Defenses

Weenies?

The creatures in this deck are referred to as weenies, but don’t confuse this term in meaning they are not tough. A lot of them pack quite a punch. Of course you have your ‘stats matter’ creatures, such as Dryad Militant. Let’s face it: with Snapcaster Mage gone, this card is basically a vanilla 2/1 that can be played in either Green or White decks. That’s just fine with us – we weren’t really looking to utilize its ability against the dire Spellheart Chimera. We also have a 3/1 for two mana in Daring Skyjek. Reminiscent of Future Sight’s Blade of the Sixth Pride with an actual ability. Having this be a 3/1 flier is very nice as the rest of this deck’s creatures don’t exactly have great forms of evasion (read : none). Pounding down your opponent’s life total early on with him is good too and even maybe having it trade with a more mana-intensive creature can be fine later one (but we aim to avoid trades in this deck).

soldier of the pantheonMake sure not to miss the lifegain triggers

Soldier of the Pantheon is our other 2/1 for a mere 1 white mana and his ability can be extremely relevant. Just to list a few creatures he can attack past: Boros Reckoner, Nightveil Specter, Burning-Tree Emissary, Loxodon Smiter, Fleecemane Lion, Voice of Resurgence, etc. You get the point I suppose. It’s more or less ‘evasive’. While you may be focused on bringing the beatdown, you’ll want to remember that you can gain quite a bit of life with his other ability as well. It might not seem like a ton, but it can really give you the edge when you’re racing against another aggressive deck like Monored Devotion.

The 2CMC+ Drops

While our one drops are all about bringing the aggro, the majority of 2-drops are there to give us some board presence. Whether you’re making extra 1/1 tokens with Precinct Captain, exiling an opposing creature with Banisher Priest or slowing your opponent down by a turn with Imposing Sovereign, you are advancing your board state.

imposing sovereignFinally seeing some play

There is an interesting point on having both Banisher Priest and Imposing Sovereign in play. While in most normal situations your opponent can simply use a removal spell such as ‘Doom Blade‘ on your Banisher Priest in order to retrieve his exiled creature, he cannot during your attack step and then hope to be able to block with it. The creature he will get back will returned tapped and thus unable to block. It’s rather obvious, yes, but it’s extremely relevant to be aware of too. Of course I don’t need to explain that it’s somewhat risky to attack in a similar scenario without having Imposing Sovereign in play on your end. In this case, we probably want to make sure we keep a single white mana up for the eventual Brave the Elements we will need to counteract this nasty surprise.

Banisher Priest is pretty sweet but you shouldn’t just play it whenever you can either. If you would lose one of your creatures in combat but then still manage to inflict a lot of damage to your opponent, you probably want to keep it in hand if you anticipate a larger blocker, board wipe or even an opposing Banisher Priest in the future. I have seen many players moan about how their opponent just drew the right card to recover and now they lost a chunk of their board presence. Truth is: their opponent was probably waiting for the right time to play his card as well. If you used your Banisher Priest on Monoblue’s 0/1 Cloudfin Raptor just because your really wanted to get in for the extra 2 damage, then don’t go complaining when you hit a brick wall in his following play of Frostburn Weird, Nightveil Specter or game-changing Master of Waves.

banisher priestYou don’t run 8 of them, so don’t play as if you did

Just because this is a white aggro deck does not give you the excuse to play sloppily. You need to make sure you make optimal plays, good attacks and pressure your opponent whenever possible. Throwing in an extra attacker which is going to get freely killed is terrible. I’ve seen this often and it makes me wonder if people understand combat. If your opponent is going to take the same amount of damage because X number of creatures will most likely go unblocked then what is the point of also attacking with an extra creature that will get blocked and just die. Note that this is different than actually trying to push through extra damage.

I had come up with these example scenarios, but it’s like 3 AM, so I’ll keep it simple. But basically doing something like attacking with an extra Dryad Militant which you know will get blocked, die and not trade is usually bad if the creature your opponent used to block it was not originally going to be blocking anyhow.

Finally, Precinct Captain makes life very difficult for those decks that choose to not play any mass removal . Granted that monoblack devotion can’t really do that right now, not without a support color (green for Golgari Charm or White for Merciless Eviction). Once you start churning out those tokens with Precinct Captain you should be really making life difficult for those decks. You can also just flat out ignore Desecration Demon as well. He’s probably on of the best WW costed weenies of all time. Sure cards like Ratchet Bomb can hurt, but no one is really playing that right now. Also, it’s probably going to just take out a small wave of tokens, once. I even started to run Illness in the Ranks sideboard in my own monoblack deck against White Weenie (and Orzhov Weenie) and so far it’s been hit or miss.

precinct captain

Non-creatures?

While a lot of decks play tons of creatures they still sometimes need the odd support cards for removal, pump spells and other utility. Spear of Heliod does its best Glorious Anthem impersonation here,only it can’t stack (since it’s Legendary). This is also the reason the deck packs two; we never ever want to draw more than one per game but we do want to at least draw one. I realize that it also has another ability, but the odds that you will be utilizing it are slim. If you find yourself needing it, it may be because

A) it’s a really grindy and tight game.

B) you are on the defensive (not where you want to be with this deck)

C) you randomly killed a Guttersnipe after it resolved its triggered ability. Congrats!

ajani caller of the prideWhat? and aggressive planeswalker?

Ajani, Caller of the Pride has not seen much play recently but he is truly at his best in this deck. He boosts your little guys so they can become more battle ready against your opponents slightly bigger threats. He also allows you to go in for the killing blow with his flying/double-strike ability. If you find yourself needing his ultimate, well… good luck!

Spear of Heliod

spear of heliod art

“Spear! Spear! Spear! ” – some random wrestling announcer, somewhere

While Heliod does not make an appearance in this deck, his legendary weapon sure does. It’s still a Glorious Anthem with a random upside. You probably won’t be activating it often, but it’s there. The downside? Legendary! Yeah …

brave the elementsDoes quite a few things rather well

This little beast of a card is back in force to make white weenie a more legitimate contender. Whether it’s protecting one of your guys from a removal, making profitable blocks or making sure your dudes go in unblocked – it’s pretty damn good. Remember to leave that lone white mana up in order to make many opponents think twice before casting something they may regret. You often only need to lower your opponent’s life total to just under 10 life so that you can cast Brave the Elements and win in one big swing. Nowadays decks are very mono-colored that you probably only need protection from a single color to let your whole team through. Remember however: it doesn’t do anything for your Mutavaults.

Sideboard Plan

While the sideboard may seem all over the place, that’s because well … it is. It’s a bit of a mess but the cards do serve their purpose well. Keening Apparition is not something we are accustomed to seeing in most 60-card decks at all. It deals with: Detention Spheres, Bident of Thassa and Underworld Connections.That’s just a few things I came up with right off the top of my head, but there’s more. You definitely want to side these in against Esper and UW Control variants. They can be brought in to answer a Detention Sphere that’s already in play or simply played pre-emptively. I prefer to just hold them in hand and cast them as pseudo-Disenchants. However, if it’s Detention Sphere that you fear … there’s always : Glare of Heresy.

glare of heresySo much hate !

Glare of Heresy also doubles as removal for cards like Elspeth, Sun’s Champion, Voice of Resurgence and Boros Reckoner (just to name a few). It’s a really good card in the mirror (duh!) as well as versus Esper. You might even get to hit some more random stuff with it (Loxodon Smiter ?) as well.

Fiendslayer Paladin is no stranger to White Weenie deck sideboards. He basically gives you a good edge against Red Devotion decks as well as doing a good job at dodging Monoblack Devotion removal spells (just watch out for Devour Flesh). Don’t forget that he only can’t be targeted by red/black spells, so don’t have him randomly die to a Boros Reckoner damage redirection effect or commit him to a board that would still end up dead to Anger of the Gods.

The presence of Last Breath in Standard sideboards sure has been increasing as of late. This can be attributed to creatures like Nightveil Specter, Gray Merchant of Asphodel, Pack Rats and a few other devotion enablers. In a format where cards like Doom Blade, Ultimate Price and co. have a somewhat tough time of hitting their mark, you might have an easier time sniping things with Last Breath (or Orzhov Charm if you splash Black).

last breath shadowmoorI much prefer the Shadowmoor artwork to the Theros one and the Mercadian Masques one

Celestial Flare is also no stranger to the White deck sideboard party. It does pretty well against things with Hexproof and protection from white. Of course the catch is that they more or less have to be the only creature attacking/blocking. It’s not the best solution against Blood Baron of Vizkopa, but we’ll take it. Don’t forget to keep your Imposing Sovereigns in the deck though, as they slow down the Bloodbaron quite well ( a turn is still a turn).

At the other end of the spectrum, we run Rootborn Defenses. Yes, it’s obviously to save our army from something like a Supreme Verdict. We will rarely get the Populate benefit from it, unless we already have Precinct Captain soldier tokens in play. It’s not as awesome as Brave the Elements is, but even Brave the Elements does not save us from a total board wipe such as Supreme Verdict.

Gideon ?

gideon championYou were expecting someone else?

I think this is more of a wildcard versus control decks that anything else. You at least get a 5/5 that can keep attacking them every turn on an empty board and is fairly safe from removal (not counting Detention Sphere). It’s probably better off as a third Keening Apparition or something, but it’s always fun to give more play time to the underused planeswalkers, no?

If anything, the White Weenie deck will over time teach you how to play a tight game of aggro. When to attack, trade, block and protect your creatures. It’s all going to be combat damage, so no lucky top-decked burn spell or Gray Merchant of Asphodel here! Try it out at your local FNM or whatever other day of the week your store holds Standard constructed events. You might be pleasantly surprised.

FNM Promo for February 2014

feb 2014 fnmAnother foily elf to pimp your decks with

Well, they printed another mana dork FNM Promo. We have LLanowar Elves and Avacyn’s Pilgrim as past FNM cards and now we get Elvish Mystic. I honestly think the original artwork is ten times nicer, but this one is not terrible either. It’s better than quite a few FNM cards as of late and will be very tradeable.

elvish mystic og

Remember that you can only get these in February 2014, which is still quite some time from now. Go to your local brick and mortar store FNM events for a chance to win them either randomly or by finishing in the Top 2.

FNM_logo

Naya Hexproof

naya hexproof

by Steve ‘DDT’ Giannopoulos

The Standard puzzle has pretty much been solved at the current juncture. It’s all about Mono decks (Blue, Black, Red and Green)  Esper, Gruul and the odd Rakdos aggro. With only five sets to work with, the number of competitive decks is not staggering. It can be quite frustrating for a hardened rogue deckbuilder to come up with something that is both competitive and fun. We’ll end up with decks that are similar to some established ones because of too many good cards they’ll have in common and then just say :” Why don’t I just play the one that I know can win?“.

thassa

Thassa, of Monoblue Devotion fame

It’s not about wrong or right and you don’t have to necessarily be the ‘creator’ of the deck you are playing. Yes, you can take some pride in that, but no one is going to be all that impressed if the deck goes 0-3/4 at your local store event. A common mistake is to ‘force’ a slightly less pricey deck on someone. I truly am against this as it more or less limits the person’s fun based on his/her budget. Let’s face it: Magic is a luxury. It’s a hobby, much like videogames are and very much like comic books or other sorts of collections. You can generally find a good ‘middle ground’ for a Standard deck that your friend/client can appreciate, learn from and win with all the while not burning too big of a hole in their wallet.

I don’t think that the deck I am about to divulge is especially fun or cheap per se, but it is an attempt at breaking through the current meta. It should seem a little bit familiar to most of you that already played in Innistrad Standard where Bant Hexproof was viable. I decided to give it a test run at a local store to see just how it would fare. Keep in mind that it did perform rather well during the swiss portion of a Magic Online tournament recently, starting at 6-0.

Here is the decklist:

Naya Hexproof

Standard Format


Creatures: 17

Boon Satyr
Fiendslayer Paladin
4 Gladecover Scout
Skylasher
4 Voice of Resurgence
4 Witchstalker

 

Enchantments: 19

Chained to the Rocks
4 Ethereal Armor
Gift of Orzhova
4 Madcap Skills
4 Unflinching Courage


 





Lands: 24


4 Forest
Plains
Sacred Foundry
4 Selesnya Guildgate
4 Stomping Ground
4 Temple Garden
1 Temple of Triumph

Sideboard


3 Banisher Priest
2 Boros Charm
3 Fiendslayer Paladin
2 Holy Mantle
3 Mending Touch
2 Skylasher

It is in essence all about enchanting one of your hexproof creatures and going to town. Turn 1 Gladecover Scout into Turn 2 Madcap Skills is already hard to beat. Piling up the enchantments on your hexproof dude can’t hurt unless your opponent is running mass removal or ‘edict’ effects (Devour Flesh). The deck runs somewhat less creatures than your average aggressive deck so it’s sometimes tricky when deciding to go ‘all in’ with one creature or to save up some buffs for the next creature you draw/play. Also, sometimes casting an actual second threat can seem redundant but you do get a guy to block counter attacks with (usually a Witchstalker). Surprisingly the deck does not play any maindeck Loxodon Smiters ,which have become a mainstay in most Naya/Selesnya builds. The other creatures all have some built-in removal protection or can replace themselves (Voice of Resurgence).

On the Aura side, we notice that they are basically cheap and efficient buffs. Eight of them can grant our creatures Lifelink, which allows us to edge out our opponents when we are in a damage race. Gift of Orzhova furthers the cause by giving our creature flying as well. Ethereal Armor plays nice on both offense and defense, but we clearly want to be the aggressor here. Don’t forget to count your Boon Satyrs as enchantments when you have Ethereal Armors in play though. Chained to the Rocks is very cute, but as I witnessed, it was not very easy to ‘connect with’. You sometimes keep good hands with no Mountains because they allow you to ‘get there’ quickly. You then get into situations where you have a Madcap Skills or a Chained to the Rocks in hand with no Mountain/red source. This is very embarassing and gives your opponent almost all the time in the world they need to stabilize.

zen mountain

Runs 8, only needs one

As far as the lands go, we can’t really ask for much. Until the ‘Selesnya Temple’ is released, we are stuck with the Selesnya Guildgate which is a necessary evil for running a tri-color deck. We have to run 4 Stomping Grounds and 4 Sacred Foundry in order to support our filthy Mountain habit. Regular Mountains would just make the mana base even worse and Temple of Triumph, while providing us with red mana would screw over our ‘Enchant Mountain’ aura. It’s not easy being Naya right now. Esper is very much the easier Shard to play (since black is strictly a backup color in that deck).

I test the deck out at a local store with what should have been more or less a soft field. Here is a run-down of the action:

round 1 banner

VS. Mono Red

I win the die roll and keep a Selesnya two-lander. I land a turn 2 V0ice of Resurgence but am already on the defensive when he’s swinging with a Firedrinker Satyr, Firefist Striker and Mutavault. A Chandra’s Phoenix joins the party on his end. I get a third land, Temple Garden, shock myself only to play Unflinching Courage on the Voice of Resurgence. I have to attack because blocking is not even an option thanks to Firefist Striker. My damage output is < than the damage I am taking and I go down in Game 1.

voice of resuregenceReally good, just not on its own

Game 2 is very frustrating as I mulligan down to five with a Sacred Foundry and a Plains, but with a Chained to the Rocks and Fiendslayer Paladin in hand. I want to say it was close, but I never ever drew my third land and simply scooped up early on. My opponent always had that turn 2 Firefist Striker, so I’m not too sure how much resistance I would have provided with my Fiendslayer. Granted I would of had to use Chained to the Rocks on his Firefist Striker early (which I did), but he just had so much gas and was set with his 3 lands in play for the rest of the game.

0-1

round 2 banner

VS. Green Devotion (with blue splash)

I’m playing against a more competent player this time (not that it really mattered in the first round) so I can better gauge if the deck is a worthy contender or a flash in the pan. Of course this is barring any form of mana/color screw. I get some early Gladecover Scout action but when he accelerates into a Garruk -3’ind an Arbor Colossus, I pretty much scoop up my cards when I fail to find Mountains for Chained to the Rocks or Madcap Skills.

Going into Game 2, I immediately side in 2 x Banisher Priests since his deck had little to no removal for those, save Polukranos. I get early Gladecover Scout beats and decide to split up my enchantment distribution with Ethereal Armor x 2. I Gift of Orzhova one of the scouts and later on I draw a Chained to the Rocks which I actually have a Mountain for.Would you looks at that? I actually attacked and won. Good old aggro!

gift of orzhovaSurprisingly good!

Game 3 is looking somewhat similar to Game 2 without my red source for Madcap Skills. He gets a Garruk, Caller of  Beasts into play and -3 for a Prophet of Kruphix. On my turn he untaps everything and I attack him thinking that I’m covered for whatever he will sneak into play since I have a Voice of Resurgence and can recoup whatever losses I may incur. He taps Nykthos for an insane amount of mana and flashes in an Arbor Colossus. He uses the rest of that mana to Monstrous it. My 7/7 First Strike Lifelink Gladecover Scout falls to a gigantic 9/9. Getting 3-for-1’ed was never so brutal. At least I get a 2/2 Elemental token, yay!

0-2

We play some more games for fun versus his Selesnya aggro deck. It’s pretty much split even except that, you guessed it: the Selesnya deck is just way more consistent.

round 3 banner

VS. Nivmagus Elemental deck

I start off with a turn 1 Gladecover Scout followed by 2 x Ethereal Armor and a third one on turn 3. He starts doing some random stuff with Hidden Strings and Nivamgus Elemental + Young Pyromancer. I never ever draw land # 3 for Gift of Orzhova to just win the game . This is just not my day for drawing appropriate colored land or even an appropriate quantity of them.

nivmagus elementalOne of the last cards I would expect to be playing against

In game 2, I telegraph my opponent’s play of playing a Hidden Strings on his Judge’s Familiar, which is why I play an untapped Sacred Foundry. He still plays into my obvious trap and casts Hidden Strings ciphering it onto the Judge’s Familiar. I flash in a Skylasher and block the little owl. He takes his time to read Skylasher and frowns. I try to play a Unflinching Courage on my little insect that following turn, but my opponent happened to have drawn Magma Jet. Bye bye spider guy! Just as luck would have it, I am stuck with a handful of Auras and no little hexproof dude to enchant.

0-3

round 4 banner

VS. Junk Aggro

I noticed that I am playing against John, the same dude who wrote the Olivia Commander article. We always have some amusing matches and now since we are both 0-3 we can let loose and just joke around. It’s all about fun right? Game 1,  believe I did the usual Gladecover ‘shenanigans’ and won by giving it flying thanks to Gift of Orzhova (yeah, it does that too).

The second game was rather long since I was drawing blank for quite a few turns and I had split my enchants, making it hard to attack past a Reaper of the Wilds (good card). I also had a Chained to the Rocks in hand, waiting for John to tap out so that I can hit his Reaper with it. That never occurred though and I just ended up using it on his Loxodon Smiter later on. John also stabilized back to almost twenty life thanks to a Whip of Erebos. I just know that eventually I will draw a Madcap Skills or Gift of Orzhova to finish this, but for the meantime  I am stuck with a pair of useless Witchstalkers holding the fort while I attack with my 5/5 lifelink Gladecover Scout trying to force a trade with his potentially Deathtouch Reaper of the Wilds. At some point I lose an enchantment to a Golgari Charm. I decide to keep a couple of creatures in my hand fearing something like a Gaze of Granite for 1-3, which would blow up all my nonland side of the battlefield. I get him to low enough digits that I can finally draw and play Madcap Skills/Gift of Orzhova and win.

Final record :1-3

Final Verdict

I can maybe see how this would do really well versus things like monoblack devotion and such, but it just felt really inconsistent. You always want that Madcap Skills on turn 2 and the mana seems to be working against you often. Against a few other decks, it might seems like you are going to win and then they sort of stabilize if you have no Chained to the Rocks to get their big blockers out of the way. It just never seems like you have a clear advantage in a lot of matchups. Of course I only played 4 rounds with it and I was not particularly lucky at times. I can more or less see how this can get some quick wins in, but it’s probably not something I would like to play again. I also found that maybe 2 Boon Satyrs is not enough.

gladecover scoutThis is nowhere near as good as in the Modern Aura deck

To say that this is not my kind of deck would be an understatement. I sort of like the Ethereal Armor interaction with cards like Gods, God Weapons and Boon Satyr. I can maybe see myself running it in some kind of brew where enchantments really matter (hopefully next set will help with that). Otherwise, it just really feels like we are playing a strictly inferior version of the old Bant Hexproof deck . Madcap Skills is fine and all, since it gives you a sort of ‘evasion’ as well as a good pump in stats but I can’t help but feeling that we might want to go back to Bant colors and run something like Aqueous Form and some other blue cards. That way also be a dead end, but something  to examine for a little while. We would also gain a 3/2 flying hexproof creature in Ascended Lawmage, however that doesn’t seem relevant enough for something we play on Turn 4 at the earliest. Fleecemane Lion can gain hexproof but I really like a turn 2 Voice of Resurgence better in most matchups. Perhaps having a couple of Fleecemanes in the sideboard can be decent.

fleecemane lion artThey’re Grrrrrrrrrrrrreat!

In the end …

The deck is just not what it used to be. It’s not as fast as some of the devotion decks and is sadly not always the aggressor, which is terrible. If you fall behind with this deck, it’s very very hard to come back into the game. This is a prime example of a deck that would perform better online than it would in real life.  I would dismiss it for now and wait until we maybe get something new for it in Born of the Gods.

Mono Black Devotion

mono black devotion

by Steve ‘DDT’ Giannopoulos

The new standard format has been around for almost 2 months now and Devotion decks are pretty much where it’s at. We all pretty much know about Mono Blue Devotion since the Pro Tour, but there’s another devotion deck that made a smaller splash on that Pro Tour. It’s gained quite a bit of popularity and it’s not that expensive to assemble. I would pretty much recommend it to anyone looking to build a Standard deck since it will probably be a good archetype for pretty much most of Standard without necessarily needing any new cards (aside from a mass removal spell) to be released in the rest of Theros block.

Mono Black Devotion

Standard Format


Creatures: 15

Desecration Demon
Erebos, God of the Dead
4 Gray Merchant of Asphodel
4 Nightveil Specter
Pack Rat

Instants: 10

4 Devour Flesh
2 Doom Blade
4 Hero’s Downfall

Sorceries: 4

4 Thoughtseize

Enchantments: 6

4 x Underworld Connections
2 x Whip of Erebos

 





Lands: 25


4 Mutavault
1 Nykthos, Shrine to Nyx
16 Swamp
4 Temple of Deceit


Sideboard


1 Dark Betrayal
2 Duress
1 Illness in the Ranks
3 Lifebane Zombie
2 Notion Thief
2 Pharika’s Cure
1 Pithing Needle
2 Ratchet Bomb
1 Ultimate Price

The first thing you will notice is the amount of removal this deck packs. It actually seems pretty excessive, does it not? Well there are a few reasons for it.

Hero’s Downfall

hero's downfallIf 300 had minotaurs …

This spell is definitely as good as advertised. It destroys pretty much any creature as well as chipping in against pesky planeswalkers. If you are aware that your opponent is playing some powerful planeswalkers, you’ll probably want to save this removal spell for them and endure the pain of whatever creature is making you miserable. I too often see players burning through their removal spells like they had a gazillion of them in their decks. It’s hard to inform them that this is a bad thing – especially if they end up winning their game. If all that’s attacking you is a lowly Elvish Mystic you probably won’t mind taking one in order to destroy a Polukranos that your opponent is likely to cast shortly after. It’s all about the read you get on your opponent and how you can anticipate plays. This is obviously something that is acquired over some time with much experience and knowledge of the format you are playing.

For those of you that are not 100% percent familiar with how planeswalker abilites work, you will probably only get the destroy a planeswalker after it has activated one of its abilites first.

Here’s an example:

hero's downfall bigImagine that hoof a little lower … Ouch!

You are holding a Hero’s Downfall with appropriate untapped mana and your opponent just cast Elspeth, Sun’s Champion. He declares that he will be activating Elspeth’s +1 ability in order to make 3 1/1 Soldier tokens. You choose to respond with a Hero’s Downfall. You will be destroying the much hated planeswalker but its ability will still be lingering on the stack waiting to resolve.

I know that newer players actually have an easier time understanding this than older ones, but once you remove the source of an activated or triggered ability – the ability will still resolve afterwards. I say this because I play pretty much everywhere around my area (Montreal, Canada) and see constant arguments about this. It’s usually an older grizzled veteran arguing with someone younger. I sometimes get asked for my thoughts/rulings which I provide much to the chagrin of the player who is wrong.

The above example can also be used when deciding your next course of action if it were another planeswalker. Meet Jace, Architect of Thought. He’s single, smart and knows his way around Ravnica …. uh, I mean he’s very annoying to deal with when he’s on your opponent’s end of the battlefield.

jace architectHe sure does get around

Your opponent just cast a Jace, Architect of Thought and you have a Nightveil Specter in play plus a bunch of lands and one card in hand (Hero’s Downfall). He activates the -2 ability on Jace revealing 2 lands and an Aetherling. You make two piles and he chooses the Aetherling pile. Knowing that he can only realistically cast Aetherling on turn 7 and this being his Turn 5, what is your course of action? Do you just burn the Hero’s Downfall now or simply finish Jace off with Nightveil Specter, thus forgoing the ability of Nightveil Specter (since it actually needs to damage a player)?

To many of you the answer is simple: just attack Jace with Nightveil Specter and ignore whatever possible 1 mana (Azorius-colored) solution your opponent may or may not have. In the medium to long run you probably made the right call, but newer players are more impulsive and will probably not want to take any chance on Jace staying in play. They’ll just use Hero’s Downfall because they think they have ‘no choice’. I know the example is a little oversimplified but you get the point, I hope. A big part of the game is all about choices whether game-changing or not. What land to play first, when to cast Thoughtseize,etc all involve you making an educated guess or strong technical play. On turn 1 versus an Azorius control deck you probably want to play a Mutavault to start things off, knowing that you can start attacking him as of turn 2. You probably don’t want to play a Swamp into a Thoughtseize since he won’t really be casting much up until turn 3 anyways. The opposite is probably true versus a Red/Green Devotion deck. You can’t just blindly play the same way regardless of the matchup. Of course if it’s Game 1 and you have no idea what your opponent is playing then by all means consider the turn 1 Thoughtseize play as it will give some much much needed information as well as getting rid of their best/most threatening card in hand.

Thoughtseize

thoughtseize1Looks like something just blew up in Socrates’ face 

While technically not a removal spell, you can still view it as one and sometime even more like a counterspell since it more or less prevents your opponent’s card from resolving. It’s sort of like a proactive counterspell. On the surface, Thoughtseize is pretty basic: you cast it as soon as you can and get rid of your opponent’s best card or whatever card you would allow him to deal with your threats. Sometimes it’s a card-drawing spell, planeswalker, big creature or another Thoughtseize. It’s really always varied and the card is trickier to cast than you think.

thoughtseize2Most people prefer the original artwork

The thing with discard spells is that they lose their effectiveness later in the game where players tend to have less cards in hand. It’s also probably a really bad top deck past a certain turn as well. This is the cast most of the time, but it’s not set in stone. As I said before, you would want to hold onto it versus a control deck so as to hit a more relevant card later on. If you are afraid of a Sphinx’s Revelation then wait to cast it on turn 4 or 5 since the chances of your opponent having it in hand is slightly increased. They would have drawn 3-5 extra cards at that point. If your opponent is playing an Esper deck, which also runs Thoughtseize, it becomes a little more difficult to figure out when you have to cast it. Do you want to prevent them from casting their Thoughtseize or do you have enough gas in hand to not care if they do. Do you think they’ll just Thoughtseize your Thoughtseize ?

If you wait too long, maybe you’re going to cast it only to see that your opponent was holding a handful of lands or even worse:

loxodon smiterSucks to be you

A lot of times, especially against Red decks, you will probably side out some amount of Thoughtseizes. You don’t want to be damaging yourself since it will just cut down the amount of damage your opponent has to deal you to win. It’s not entirely bad against them, but you probably don’t want to draw more than 1 early on. You can still make them discard something like a Boros Reckoner or a Fanatic of Mogis.

Enough about disruption for now, let’s see how the deck eventually wins:

Creatures

Gray Merchant of Asphodel

gray merchantWhat a cute little zombie !

This little cute is not from the Walking DeadHe usually has a big impact on most games and usually drains for about 8-10 life which is extremely significant. Of course your opponent can actually destroy him in response thus lowering the life drain by 2. The great thing is that he also allows you to stabilize by giving you a half decent blocker as well. Say you were getting beaten down by some Lotleth Trolls or Ash Zealots or even Fleecemane Lions (with your opponent stuck at 4 mana). Gray Merchant of Asphodel can come down on turn 5 and recoup some lost life and stem the bleeding. Sure, often times he will just chump block something but that’s fine because he can also gain us more life via Whip of Erebos (both by lifelinking and being reanimated). I have had situations where I needed to Hero’s Downfall my own Gray Merchant only to reanimate it with Whip of Erebos causing a massive game-winning life swing.

This playful zombie is also the main reason we want to maximize on our black permanents. Underworld Connections or Nightveil Specter is most likely than not going to be cast on turns 3-4. Both of these cards are somewhat hard to remove permanents and they stick around long enough to make our opponent miserable. Nightveil Specter is fairly immune to a lot of commonly played removal spells (Doom Blade, Ultimate Price, etc.) Of course he gets hit by Detention Sphere, Hero’s Downfall, Supreme Verdict, Lightning Strike but that pretty much gets anything out of the way. It’s a shame that it’s loss of life and not ‘deals damage’ because that would have really been wrong with the Whip of Erebos.

Nightveil Specter

nigthveil specterAt one point you couldn’t even give these away

As seen in the Mono Blue Devotion deck, this little flyer is extremely good. It’s not for nothing that his selling price skyrocketed from 50 cents to almost 10 dollars. I like to think that my original assessment of it was more or less decent. I never dismissed it as a junk rare or said it was unplayable. I would love to say that I traded heavily for it and have infinite copies of this stocked up in a closet somewhere but that is not the case.

Nightveil Specter is just really good right now. It can exile opposing lands thus helping you hit your land drops each turn to the point where you can start casting pretty much anything from under it. I enjoy it against control decks when you start taking their counterspells from them (since you also have a smallish blue splash thanks to Temple of Deceit). It’s worded differently than Daxos, since it says ‘play’ and not ‘cast’. I mention this because the Daxos thing came up a lot in all the Theros pre-releases I played in/judged. Originally the Mono Black deck ran 4 main deck Lifebane Zombies but Nightveil Specter is clearly better at the moment. The zombies have been relegated to the sideboard. To be honest though, I have to say that sometimes you really hate having 4 Mutavaults in the deck because you will draw them early on and have problems casting early Nightveil Specters. It’s a small price to pay to run 2 of the best cards in Standard though.

Desecration Demon

desecration demonIt’s a win/win situation

This is another Nightveil Specter type of card. It was definitely not a bulk rare though, but it was like 2-3 dollars. Some fringe Golgari control decks emerged towards the end of Inninstrad/Return to Ravnica Standard which brought its value up quite a bit. I’m not sure many people would have guessed it would one day be worth 10-15$. I surely did not. Most viewed it as a borderline playable card with no home. I remember thinking Abyssal Persecutor was pretty good back in Zendikar block, but Desecration Demon is probably the best Juzam Djinn ‘reprint’.

The original list ran 4 Desecration Demons , but with cards like Elspeth, Sun’s Champion it becomes slightly less good. This is why it’s fine to just run 3 at the moment. It, like Nightveil Specter is somewhat harder to get rid of than your average creature. It gets hit by Ultimate Price but not Abrupt Decay (which hits Nightveil Specter). Desecration Demon is also way out of range of pretty much all played burn spells. If your opponent is willing to trade two Lightning Strikes to kill it then that’s fine by us. That’s six less damage we have to worry about from an aggro deck. He also contributes 2 black mana to our all-important ‘devotion to black’ count.

Pack Rat

pack ratLooks just like the Pack Rat token !

Wait! this isn’t Return to Ravnica limited, is it? Nope, it’s just that Pack Rat has now become constructed playable. One of the main reasons being that the tokens it creates are actual copies. This means that they have a mana cost and everything, which contributes to our devotion count. Also, since we usually draw an extra card each turn with Underworld Connections the Rat is just that much better. It’s great to pitch extra lands to it but there’s even more. You can discard a Gray Merchant of Asphodel to Pack Rat if you fear something like a Syncopate counter (since it would exile the Pack Rat). If you happen to have a Whip of Erebos in play then you can discard it at the end of your opponent’s turn and return it to the battlefield with the Whip on your turn. This basically makes for an ‘uncounterable’ Gray Merchant. You even get to haste attack with it in order to really rub it into your opponent’s face.

Against decks like Selesnya Aggro and company, the Pack Rat is at its finest. Their removal suite is almost non-existent. You don’t even care if your Pack Rat gets within Selesnya Charm range because you will probably have 4 other Pack Rats in play. That’s a good thing. Another small detail is what happens when we have this card in play:

mutavaultIs there anything it can’t do?

Mutavault is just an awesome inclusion in M14. It messes up our opponen’ts combat math when paired with Pack Rat (yes, it counts as a rat too). It basically reads as:

1: +1/+1 to all Pack Rats in play.

Of course if you have to cast Pack Rat and are worried about removal you can always wait until turn 5 so that you can activate it and get another copy of itself. In that same vein, you can always bring it back with Whip of Erebos if it got destroyed by something like a Supreme Verdict or whatnot. Eventhough the original card will be exiled at end of turn you will get an opportunity to discard a card to make a Pack Rat token and keep the party going. Detention Sphere might sometimes ruin your day though, but if you think it’s worth it … you can always destroy your Pack Rat in response if there is another copy in play (and most importantly, if it’s worth it to do so). The target of Detention Sphere won’t be there when its ability to exile resolves and your other Pack Rats will be safe.

Card Advantage

Let’s go with the simple definition for this: drawing more cards than our opponent. +1’ing ourselves. One particular card in this deck does it (well, two actually).

underworld connectionsSomewhat of a Phyrexian Arena

I recall suggesting that many people jump on this card before Theros was released and I for one am glad I did. From a monetary standpoint it didn’t really jump much in value but they are super easy to trade. My reasoning for its value jump was not exactly what it ended up being. I thought it would be bolstered by some Theros ‘enchantment matters’ sub-theme but that was not the case. Nope, it’s just because of good old Mono Black. For once the people that ‘foretold’ of the resurgence of mono black decks were correct (after about oh, fifteen or so times of being wrong?)

“Mono Black is back in Standard!” – Some Guy at the release of some recent set

You are basically drawing an extra card a turn at the cost of 1 life and one mana. Technically it doesn’t cost mana but in reality it does, since you have to tap your enchanted land to activate Underworld Connections. Casting this on turn 3 will not immediately net us one card and thus make it worthless if our opponent manages to Detention Sphere, Golgari Charm or Abrupt Decay it on their following turn. It’s sort of important that if we are going to waste a card like this early on we at least get to cycle it in case it gets dealt with. On turn 3 you probably want to be casting a Nightveil Specter instead anyhow. Of course there are times when that is not feasible as we discussed above due to the triple black mana requirement. Most of the time you should be fine though.

Dropping one of these early on against another control deck will grant us a ridiculous advantage. If you draw multiple Hero’s Downfalls at this point – feel free to burn them on whatever you see fit (just kidding!). A lot of the time we will just be making extra Pack Rats or using Underworld Connections to draw our Gray Merchants in order to end the game. This card is almost always sided out against the mono red decks though, since we basically waste a turn doing not much against them AND we lose life. That is not a good combination of things to be doing against that particular archetype.

Erebos, God of the Dead

erebos god of the deadI prefer Erebos, God of the Greedy

Contrary to Thassa, God of the Sea we don’t want to be drawing this guy all the time. He’s either really good or just terrible. The great thing about him is that his static ability half-nullifies Sphinx’s Revelation and the drawback of Devour Flesh. He’s obviously really good in the mirror match. The older deck list even ran one copy of Erebos in their sideboard because of that. He randomly has a really high toughness thus making him the ‘toughest’ of the five gods. This is sometimes really good since it minimizes trample damage, though there is not much trample to be had these days.

The life payment on the card draw ability is the same as Greed but with an extra colorless mana tacked onto it. It’s sometimes necessary to use when you’re really digging for that hard to find Gray Merchant to finish your opponent off. When you’re attacking with him you’re probably winning or you might just be doing it to gain enough life to survive (with Erebos’s Whip out). Just like all the other gods, he is very vulnerable to Selesnya Charm (though you probably won’t encounter much of those).

On a side note, I have seen many people play this guy as their Commander and he seems to be pretty insane since creature removal won’t work on him early on. Since you start games at 40 life, his card-drawing ability is rather great. I actually run one in my totally random Teysa Commander deck as well as a Heliod, God of the Sun just for laughs. I try to get devotion with some black and white enchantments but the overall deck is very underpowered. Most of the time making them into creatures is worse.

Side In, Side Out

Finally we have what seems to be a very strange sideboard. I must admit that the Notion Thieves are my touch, so you might just want to add an extra Duress and Doom Blade or Pharika’s Cure instead of those. I wanted to make the opponent second guess the blue mana from Temple of Deceit. Most people will just assume it might as well be a Temple of Silence and that it’s purely for Scrying purposes. That’s pretty much correct, but I like the ‘spiciness’ of having Notion Thief in the sideboard versus Blue/White and Esper decks. Sometimes you get to that point where no matter how many Duress or Thoughtseizes you resolve against them they get that one topdecked Sphinx’s Revelation that just puts them back in the game. Notion Thief somewhat takes care of that. With four Temple of Deceit and some card draw, you get to eventually be able to cast a Notion Thief. It’s fine if it’s late game because their game-breaking Sphinx’s Revelation will also be late game.

notion thiefJust try it

Give Notion Thief a try, you might end up liking it. It’ also not too bad in the mirror match since it nullifies their Underworld Connections (though it dies to their Dark Betrayal and Hero’s Downfall). I would pretty much obviously take out a couple of Doom Blades for it.

Lifebane Zombie is there for the odd Boros Reckoner, Loxodon Smiter, Polukranos and such. I used to prefer running it over Nightveil Specter maindeck since it was easier on the mana and could Intimidate its way past would-be blockers to kill planeswalkers like Elspeth (since it also doesn’t die to the -3 ability on Elspeth). It can even 2 for 1 Green or White decks if it trades with one of their in play creatures as well. I usually take out a couple of Nightveils to fit in the Lifebanes.

Pharika’s Cure is mostly for mono red decks which usually demolish mono black. I would run four if your local metagame is infested with Red aggro decks. It deals with early threats like Ash Zealot, Rakdos Cackler and the like. You can also use it on one of your own creatures in desperate times to gain some life if your opponent has no creatures to speak of. A lot of mono black decks just don’t run this card at all and ignore the mono red matchup since it’s already so bad for this deck.

Illness in the Ranks is there to shore up our weakness against tokens, namely 1/1 soldier tokens created by Elspeth, Sun’s Champion. It also contributes to the ‘Mono Black Devotion Fund’ which can make a small difference (every black mana counts). Other tokens might come from Voice of Resurgence, Hammer of Purphoros, Assemble the Legion, Heliod, Master of Waves, Precinct Captain or even opposing Pack Rats. That’s the more likely sources but there are quite a few more (Trading Post, Vraska, Xenagos). It’s not terrible but we don’t want to waste our sideboard slots on more than one.

Duress is obviously there against the Blue/X control decks since it basically one for one’s their best noncreature card in hand (of which there are usually many). You might be kicking yourself if you used up a Thoughtseize earlier on and Duress them with an Aetherling in their hand.

Finally, the Ratchet Bombs are somewhat of a catch all solution to things like tokens, Detention Spheres and other bothersome permanents. This deck has a lot of trouble killing stuff when there are too many opposing permanents on the battlefield at once. It would of course greatly benefit from a Damnation or Mutilate kind of spell in the future, but for now other options include:

A) Splashing White for Merciless Eviction. Costs too much but can get rid of other permanents that mono black has problems dealing with (artifacts and enchantments).

B) Splashing Green for Vraska, Putrefy, Abrupt Decay and Golgari Charm. The problem is figuring out which and aside from Golgari Charm, the rest don’t do the mass removal thing.

C) Not Splashing, not caring and just play good old Mono Black Devotion.

I’m pretty sure you’ve figured out that I just like option C for the moment since the other ones are just plain inefficient or awkward.

Olivia’s Coven

olivias coven

by John Tuvida

Let me just say this once and get it out of my system: I LOVE vampires!

twilight thingyUh….maybe not these ones

They were always an interest I had, both drawing my attention and terrifying me as I grew up. So when I picked up Magic: the Gathering  a little over a year ago and learned of all the formats available in the game, I steadily became interested in building a Commander deck around one of my favourite vamps: Olivia Voldaren. But rather than build a deck with my best black and red cards in it, I opted to build a Commander deck that was vampire themed, a Vampire Tribal deck if you will. A deck that adhered to the lore of the vampires, where they stripped their opponents of resolve and resources and then bled them dry. Building this deck took several months of research online and was also slow going due to not having a huge budget. But as time passed, the deck became stronger … so much to the point that amongst my friends I’m usually the first one they move to take out of the game. While I believe this deck can still become much stronger with some tweaks and dropping more cash into it, the deck is already fun to play and plays to the vampire theme pretty faithfully. … did I mention I LOVE vampires?

 

true blood*Sigh*

The Commander

Olivia Voldaren

olivia voldarenNow that’s what I’m talking about!

Choosing Olivia as your commander does mean she’s going to be the target of removal or counterspells (unless someone else is playing a lower-costing and/or more annoying commander… Zur comes to mind). For me, it was a no-brainer with the theme I was developing. Afterall, best way to kill off a coven is to slay the leader right? Her first ability can be abused to the point where if she goes uncontested, your opponents will have to deal with a flying commander who could be swinging for a ton of commander damage (I’ve actually gotten her up to 25 power once). Biting opponents’ creatures also leaves them open to Olivia’s second ability where she beckons them to cross over to the dark side… or in this case, your side of the field. Of course, these two abilities don’t normally warrant concern from most commander players, but an Olivia wearing a Basilisk Collar or swinging a Quietus Spike is definitely cringe-worthy. Granting the vampire queen deathtouch turns her first ability from a simple ping to a shotgun blast to the face! Of course, that’s IF your opponents let Olivia live long enough to go bat s*it crazy. Luckily for her, she’s bringing some backup to the battle.

Olivia’s Coven

There are 25 creatures in this deck, and all but one are vampires. Let’s see what each creature brings to the party:

Beatsticks
Baron Sengir
Chancellor of the Dross
Drana, Kalastria Bloodchief
Falkenrath Aristocrat
Falkenrath Mauraders
Malakir Bloodwitch
Mirri the Cursed
Necropolis Regent
Sengir Vampire
Vampire Nighthawk

Olivia’s Elite Guard

The big guns of the coven. Basically, the guys that will beat faces in. Amongst these vampires, those who do not grow in strength carry other nasty abilities.

Baron Sengir
Sengir Vampire

Mirri the Cursed

mirri the cursedCould have been the Commander if the deck was mono-black

 

They all grow larger when they kill (Baron Sengir and Sengir Vampire) or deal damage to opposing creatures (Mirri the Cursed). This makes them effective blockers that grow bigger and bigger until they start flying in for big damage. Necropolis Regent adds to this growth by placing +1/+1 counters onto creatures that deal damage to players. Falkenrath Marauders grows on its own, but also has haste, so it can fly in immediately. Chancellor of the Dross is a HUGE Flying Lifelink creature at 6/6, but having him in your opening hand will immediately strip 3 life from each opponent and give it to you at the start of the game (probably painting a target on your forehead from the get go). Rounding out the lineup are big vampires with additional abilities. Falkenrath Aristocrat, another one of my favourite vampires, is a 4/1 flying haste creature that can be difficult to kill when she has friends around. Drana, Kalastria Bloodchief has the ability to grow bigger while simultaneously shrinking (and potentially killing) another creature. Malakir Bloodwitch, while being pro-white, can steal life from other players. With a big enough of a party of vampires and enough opponents, the Bloodwitch can net you a ton of life points. And finally, Vampire Nighthawk‘s versatility as an attacker or blocker comes from his built-in Deathtouch ability.

 

vampire nighthawkGood enough for the old Standard means good enough for Commander

 

Utility and Removal

Sangromancer
Stromkirk Captain
Vampire Hexmage
Captivating Vampire
Bloodhusk Ritualist
Blood Seeker
Pawn of Ulamog
Bloodlord of Vaasgoth
Rakish Heir
Butcher of Malakir
Grul Draz Assassin
Gatekeeper of Malakir
Bloodline Keeper
Anowon, The Ruin Sage

 

anowonAlso a potential mono-black Commander

After the Elite Guard comes the Acolytes, and while smaller than their bigger and more powerful brethren, these vampires provide the Elites with nasty bonuses versus their enemies. Bloodline Keeper in its flipped state, Lord of Lineage, continues to pump other vampires while being able to drop more vampires every turn with a simple tap. Then there’s Rakish Heir, who applies Falkenrath Maurauder’s ability to ALL vampires you control. Bloodlord of Vaasgoth pumps himself via his Bloodthirst 3, but also bestows Bloodthirst 3 to other vampires coming into play. And to round out pumpers, Stromkirk Captain and Captivating Vampire both give other vampires +1/+1, while the Stromkirk Captain has the added bonus of granting First Strike to other vamps. Captivating Vampire along with four other bloodsuckers can steal an opponent’s creature.

 

captivating vampireOne of the cooler Tribal lord abilities

 

Butcher of Malakir, Guul Draz Assassin, Gatekeeper of Malakir and Anowon the Ruin Sage all provide varying levels of creature removal. Sangromancer and Blood Seeker both drain life from opponents when they try to play cards or lose cards. Rounding out the Acolytes is Pawn of Ulamog, who turns creatures you control into mana-producing Eldrazi tokens when they die(ensuring their demise was not in vain). Vampire Hexmage can sacrifice itself to remove all counters from a target permanent, perfect for dealing with cards that need quest counters and planeswalkers. And finally, Bloodhusk Ritualist‘s kicker can strip an opponent of their hand if you have mana to burn.

 

vampire hexmageShe is saddened to learn that there is no Dark Depths in this deck

 

Non-Vampire Creatures

Dread

 

dreadThat’s right! any damage

The last creature to discuss is that one sole creature who is not a vampire: Dread. Think of this elemental incarnation as a strange pet of Olivia‘s that hangs out in Voldaren Manor. With Fear built in and 6/6 stats, it’s already a threat on the board. But when it ALSO says “whenever a creature deals damage to you, destroy it” and “if its destroyed, shuffle it back into its owner’s library”, its quite clear that Olivia‘s idea of a pet is NOT a fluffy little chihuahua named Bubbles. Dread makes your opponents think a little more before sending attacks your way, whether or not Dread is tapped. Definitely something you’d want to have around when other creatures start swinging.

Sorceries/Instants

Removal 

Disaster Radius
Sever the Bloodline
Mutilate
Black Sun’s Zenith
Life’s Finale
Wrecking Ball
Bonfire of the Damned
Terminate
Blasphemous Act

 

sever the bloodlineVampire-flavored Removal

 

Utility

Shattering Pulse
Curse of the Cabal
Mana Geyser
Syphon Mind
Exsanguinate
Blood Tribute
Diabolic Tutor
Beeseech the Queen
Torrent of Souls
Stitch Together

The removal package probably doesn’t need any explaination, so I’ll skip over describing any of them as their purpose is simply to blow stuff up. The same applies to the mana ramp spells, card draw spells, revival and tutors. Let’s look at some of the utility spells and what they add to the deck’s flavor.

Shattering Pulse can destroy artifacts for one red and one colorless, but you can buyback it for and additional three mana. Pretty useful with the amount of artifacts that show up in a common game of Commander. Curse of the Cabal will put your opponents into a bit of a bind, forcing one of them to sacrifice their permanents in one of two ways. The first is playing it for its suspend cost and each opponent has the option during their upkeep to sacrifice a permanent to place two more suspend counters onto it. Of course, some players may opt to just let it resovle, which leads to its actual ability of forcing a player to sacrifice half their permanents! This can also be done by hardcasting it, which would be more of a late game play but the option to suspend its effect adds the ticking time bomb feel to it. That is definitely pretty cool.What vampire themed deck wouldn’t be complete without life-draining spells? Firing off a huge Exsanguinate will definitely save you and annoy your opponents to no end. The second of these life-draining spells is Blood Tribute, which can slice an opponent’s life in half with the option of kicking it by tapping a vampire you control. Doing so adds the life your opponent lost to YOUR life total! Why is this relevant? Well, that’s what the enchantments in this deck are for… and where the real fun begins.

 

blood tributeWorth every penny!

Enchantments

Exquisite Blood
Sanguine Bond
Bloodchief Ascension
Greed
Painful Quandry

 

Of the five enchantments, four of these cards are part of some combo that will cause massive chaos in any game you play. These four cards are the reason I become a target amongst my circle of friends when we sit down for a game of Commander. Let’s focus on Exquisite Blood and Sanguine Bond. Each card does the same thing, but each in a different order. This makes certain attacks and plays much more deadly. For example, remember when I mentioned Blood Tribute? Having Sanguine Bond out while kicking it won’t just slice an opponent’s life in half, it will outright kill them! Sanguine Bond in this deck is absolutely brutal as many of the creatures already have lifelink or have abilities that gain you life. But if both Sanguine Bond and Exquisite Blood are ever on the table at the same time and nothing could be done about either enchantment, the game is over. The same effect but different order of those drain and gain abilities means when either one fires off, the other one will as soon as the first enchanment resolves, triggering an infinite loop as they go back and forth. And as is the case in this deck, sometimes you don’t have to do anything to fire off the combo, as some effects that trigger life gain for you or losing life for an opponent are static… they WILL happen regardless of what they do. Bloodchief Ascension can trigger this loop when its active, but it can also cause havoc just by being out. With all the removal and discards this deck is packing between its spells and creatures, your opponents are often bled out and wondering what went wrong. And if Painful Quandry is active on the board, opponents must then choose between losing life or discarding everytime they play anything. There are so many ways to play these enchantments out, and the ones mentioned are my favourite scenarios. They definitely have the vampire’s theme of sucking the life out others while sustaining your own, and are a key reason I enjoy playing this deck so much.

Artifacts

blade of the bloodchiefIf Darth Maul was a vampire he’d be swinging this

Champion’s Helm
Blade of the Bloodchief
Gorgon Flail
Quietus Spike
Basilisk Collar
Heartstone
Vesner’s Journal
Swiftfoot Boots
Sword of Feast and Famine
Caged Sun
Coldsteel Heart
Extraplanar Lens
Rakdos Signet
Sol Ring

 

sol ringOne ring to rule them all?

In the artifacts department, the coven has plenty of bright and shiny things to play with. This deck only runs 35 lands which means sometimes you need a little ramp and that’s where Caged Sun and Extraplanar Lens come in. All equipments in this deck can make any one vampire a powerhouse, but even more so when Olivia is wearing them. The trio of Gorgon Flail, Quietus Spike and Basilisk Collar in particular need mention here. All three of these grant Deathtouch to an equipped creature and, as I mentioned before, Deathtouch on Olivia is a pretty scary thing. Things get even more dicey when Olivia has Heartstone out as it reduces the cost of activated abilities by one. This means that to see how many times Olivia can bite comes down simply count how red mana sources you have. Lastly, the inclusion of Venser’s Journal is yet another way of gaining life, potentially triggering Sanguine Bond.

Lands

12 x Swamps
7 x Mountains
ShadowBlood Ridge
Strip Mine
Vivid Crag
Lavaclaw Reaches
Rakdos Guildgate
Dragonskull Summit
Rakdos Carnarium
Graven Cairns
Command Tower
Akoum Refuge
Rogue’s Passage
Blackcleave Cliffs
Bojuka Bog
Kher Keep
Auntie’s Hovel
Evolving Wilds

 

command towerWhat would a Commander deck be without it?

As I mentioned before, there are only 35 lands in the deck. Many lands tap for both red and black mana, but most of them come into play tapped. While most of the deck is black, having many red sources means Olivia should never have trouble biting creatures, which is one way of justifying all of these ‘enter the battlefield tapped’ lands. The lands that bear mentioning here, however, are Kher Keep and Rogue’s Passage. Kher Keep will be a source of tokens that you could use for blockers, tributes or even sacrifice fodder. Falkenrath Aristocrat will have a source to keep herself alive, while Olivia herself will always have something to ping and keep growing. Rogue’s Passage is here to take any big creature and send it in unopposed. Sure the deck has mostly flying attackers, but sometimes you want to make sure the hit gets through (Eespecially if you managed to make a giant Olivia Voldaren). So what’s next for Olivia and her coven of vampires? Probably some changes and additions now that Theros has been released. I also would like to add Sorin Markov to this deck, as he is THE vampire planeswalker and haven’t gotten my hands on him yet. As I have said before: I love vampire lore, and this deck is truly a guilty pleasure to play when I have Commander games with my friends. If you enjoy tribal decks with a theme then give this deck a spin. It may lack a lot of the force behind other great Commander decks, but its definitely a fun way to play. Having fun with the game is pretty much why I picked up Magic a year ago in the first place.

Happy gaming people!

 

sorin markov image

Zirilan of the Claw EDH

dragon apocalypse

by Francis Jodoin

This week i’m going to share my most infamous Commander deck. It is my oldest deck and I never got tired of playing it. The deck’s goal is to either win by beating face with dragons, Timmy-style or set up a combo win, Johnny-style.

Zirilan of the Claw

Commander Format


Creatures: 19

1 Balefire Dragon
1 Bogardan Hellkite
1 Dragon Tyrant
1 Fire Dragon
1 Flameblast Dragon
1 Hellkite Charger
1 Hellkite Tyrant
1 Hoarding Dragon
1 Hoard-Smelter Dragon
1 Moonveil Dragon
1 Rimescale Dragon
1 Ryusei, the Falling Star
1 Scourge of Kher Ridges
1 Steel Hellkite
1 Thunder Dragon
1 Thundermaw Hellkite
1 Utvara Hellkite
1 Worldgorger Dragon
1 Zirilan of the Claw

Instants: 3

1 Chaos Warp
1 Fault Line
1 Starstorm

Sorceries: 9

1 Apocalypse
1 Blasphemous Act
1 Chain Reaction
1 Jokulhaups
1 Mizzium Mortars
1 Pillage
1 Ruination
1 Shattering Spree
1 Vandalblast

 





Artifacts: 26
1 Caged Sun
1 Champion’s Helm
1 Coalition Relic
1 Conjurer’s Closet
1 Everflowing Chalice
1 Expedition Map
1 Extraplanar Lens
1 Gauntlet of Power
1 Gilded Lotus
1 Illusionist’s Bracers
1 Lightning Greaves
1 Mind Stone
1 Mycosynth Lattice
1 Quicksilver Amulet
1 Rings of Brightheart
1 Scroll Rack
1 Sensei’s Divining Top
1 Sol Ring
1 Strionic Resonator
1 Sundial of the Infinite
1 Sword of Feast and Famine
1 Synod Sanctum
1 Tawnos’ Coffin
1 Thran Dynamo
1 Wayfarer’s Bauble
1 Worn Powerstone

Enchantments: 3

1 Crucible of Fire
1 Glacial Crevasses
1 Repercussion

Planeswalkers: 1

1 Koth of the Hammer

Lands: 38

1 Valakut, the Molten Pinnacle
1 Homeward Path
1 Mouth of Ronom
1 Scrying Sheets
33 Snow-Covered Mountain
1 Thawing Glaciers

 

zirilanWith updated text comes great responsibility

The first thing i want to say about this deck is that it may seem strange. You must ignore Zirilan’s actual text on the card. Wait, what… ? That’s right! Magic is a game that evolved through its history and some old way of phrasing things don’t make sense in modern MTG language. That’s why we must always look at the “Oracle” text, the official text that is enforced by DCI rulings. So when you read Zirilan’s text, you should read:

1RR Tap: Search your library for a Dragon permanent card and put that card onto the battlefield. Then shuffle your library. That Dragon gains haste until end of turn. Exile it at the beginning of the next end step.

That changes everything!

This means that you can summon a dragon during your opponent’s end step (in multiplayer, you do this at the end step of the opponent who is last to play before your turn) and have it stick around until YOUR end step because the trigger happens “at the beginning of the next end step”. This allows you to have 2 dragons on the field on your turn, the one you summoned the turn before and the one you summon on your turn. This also allows you to save the 3 mana activation cost so you can use all your mana on your chosen dragon. As you play the deck you will learn to appreciate the options this most recent wording of the card allows.

The beatstick dragons

moonveil dragonShivan Dragon your whole team

Not much to say about them as they are simply pure raw power. You’ll want to summon Utvara Hellkite at the end of your opponent’s turn so you can summon another dragon on your turn, making 2 dragon tokens. If you can search for and activate Hellkite Charger on your turn you’ll end up with quite a few tokens! And then with all these tokens you can finish the job with Moonveil Dragon. Dragon Tyrant is used for one-shoting a single player. With all the mana available to you this should be easy to do mid-late game.

The removal dragons

steel hellkiteEngineered Explosives Dragon!

Being able to tutor for removal is pretty powerful. With these dragons you can get rid of most mid-sized creatures your opponents can put on the battlefield. Fire Dragon can kill most things late game (again, ignore the text and look at the Oracle wording, the “from your hand” clause has been dismissed). If you get Scourge of Kher Ridges to stick around you’ll likely control the board. Steel Hellkite can destroy problematic permanents while Hoard-Smelter Dragon simply eats artifacts, which as we all know are super popular in Commander.

Combo dragons and combo pieces

worldgorger dragonWeird to see this without Animate Dead

This is where things get interesting… and degenerate ! The most powerful combo this deck can pull out involves Worldgorger Dragon. Just cast Apocalypse or Jokulhaups and in response sneak in Worldgorger Dragon via Zirilan. The Worldgorger Dragon will exile all of your permanents, afterwards the mass destruction will resolve killing everything including Worldgorger Dragon . The dragon will leave the battlefield, bringing back all of your permanent while your opponents will lose all of theirs ! From there it will be very difficult to lose the game since most players will just scoop up their cards at that point. Worldgorger Dragon can also be used to save your permanents from an opposing sweeper but just make sure it’s worth it as you can use each dragon only once.

mycosynth latticeInnocent an unpleasant all in one

The second combo you can use involves Mycosynth Lattice. With it on the battlefield, just simply summon Hellkite Tyrant and swing at someone you want to eliminate. You’ll gain control of all of that player’s permanents (not for long though, people usually scoop when this happens…). Lattice also comboes with Shattering Spree/Vandalblast ! The best thing is you can tutor for Mycosynth Lattice with Hoarding Dragon, just send the dragon crashing into any attacking fatty and you’ll get your artifact. Also, Hoarding Dragon can search up any of the deck’s powerful artifacts or another combo piece: Sword of Feast and Famine …

sword of feast and famine art

I love/hate this card

With Sword of Feast and Famine on the battlefield, cheat Hellkite Charger into play (ideally on your opponent’s end step). Equip the Sword to the Hellkite Charger, attack and activate the Dragon’s extra attack step ability. Your opponent will take 7 damage, you then untap all your lands, rinse and repeat… You can then proceed to kill every player on the table who hasn’t got a a non-green/black flying blocker with infinite attack steps!

The last “combo” piece is Repercussion. I’ve killed people with this and Blasphemous Act/Chain Reaction quite a few times. It also makes blocking irrelevant. All our burn spells become free damage in addition to the removal ! To top it off, it’s not really a very commonly played Commander card in general so most people won’t see it coming.

Ramp

All those combos recquire lots of mana and this is why we have so many mana rocks. We also want to be able to cast dragons that end up in stuck in our hands. Sometimes we can’t make Zirilan stick or he gets shuffled into our deck (Oblation). Some of our dragon’s abilities also benefit from having access to tons of mana. Massive amounts of mana is key in the Commander/EDH format!

The non-dragon removal

Because we don’t always have Zirilan in play, we need other ways to interact with the board. Not much else to say about the board sweepers expect that they are good in Commander. The ones in this deck are among the best options we have in a mono red deck.

The ability copying artifacts

What’s better than summoning a dragon each turn with Zirilan of the Claw? Summoning two dragons each turn! Those work so well with our Commander General, but there are also quite a few other triggered/activated abilities generated from our other dragons that are worth copying.

illusionist's bracersGo ahead: do some stupid things

The dragon preservers

What’s better than cheating a dragon into play each turn? Summoning a dragon that sticks around forever each turn! Some of the deck’s artifacts allow us to abuse the stack and make our dragon stick around much longer. I don’t think I need much explaining on how powerful that can be.

sundial of the infinite synod sanctum

                                    You mean people found a use for these?

Utility

We also pack a couple of really useful Commander cards of course. Scroll Rack and Sensei’s Divining Top are pretty crazy with a general that has a shuffling effect tacked on ! Scroll Rack can also put dragons we want to put into play via our general back into our library. Glacial Crevasses makes its worth playing snow-covered lands. This useful enchantment has saved my life countless times.

Non-basic lands

Scrying Sheets is another reason to play snow lands, as is Mouth of Ronom. The last snow card is Rimescale Dragon, probably the only dragon you want to draw and not put into play through Zirilan. Thawing Glaciers ensures we never miss a land drop, something very important in this deck. It also work well with Valakut. Homeward Path is just randomly useful at the very low cost of having one more colorless mana source in the deck and not messing with our mana too much.

thawing glaciers

Making sure you hit your land drops every turn

In the End …

This is a deck you can play if you like doing nasty things in Commander and I know we all do. Beating face with dragons is fun. Also, Wizards of the Coast seems like they are obliged to print at least one red dragon in every set. This always gives us new cards to work with!