Gatecrash Preview: Consuming Aberration

consuming abberation

 

A ‘goyf’ type creature that provides aggressive mill.

Here we have a variant on the whole Lhurgoyf theme (Tarmogoyf, Mortivore,etc.) Five mana is a little steep though, but it is somewhat more self-sufficient than the rest of its family. This thing is definitely a bomby draft/sealed card. It doesn’t target a specific player ad it gets pretty nuts in multiplayer as well.

Even better if you choose to go Dimir in your local pre-release as you get it in your guild pack. You are even encouraged to not play random cards like a newbie as well. Every card you keep in hand before this hits the table will just give you more value, so play conservatively!

Gatecrash Preview: Clan Defiance

clan defianceYet another Blaze/Fireball variant?

Continuing with more recenr Gatecrash previews, we have this bad boy! It seems like the lovechild of Blaze and Branching Bolt. A nice complement to the massive amounts of ramping Gruul players will be doing. It’s probably a great time to preorder these as well, because they feel a little undercosted at around 3$. A great game-ender if there was one and this one doesn’t require you to ‘miracle it to get maximum value out of it.

Pick yours up quickly, before everyone catches one!

Turbo Grixis

turbo grixis

by Charles Trottier

Hey, I’m Charles.  I’m from Montreal and am mostly renowned around here for spicy brews and strategy.  For this first article, I won’t focus on competitive play, but on a list that will perform and impress your local FNM.  I’ll let you enter into my thought process for building this sweet original decklist.

As usual, all started with a conversation regarding what could have potential in Standard.   One card came out: Havengul LichHavengul Lich is one of those cards that has those desired shenanigans going.  Oh!  Didn’t I tell you?  I love finding shenanigans and messing up with the group of players I play with to find some sweet interaction they need explanations to.  That said, I know I wanted to build something around a graveyard-based recursion of some sort.  One interaction that came across my mind was the Heartless Summoning and Priest of Urabrask combo.  With Heartless in play, Priest’s mana cost basically becomes one Red mana. Also with the -1/-1 he dies as he enters the battlefield. You cast him for R, he dies giving you RRR and you then use RR with the Lich to bring him back giving you RRR as many times as you want for “infinite mana”.

Of course, checking out the Gatherer database, I realized that Priest is currently out of Standard. I had to find something else, but remembered this interaction as it will become useful.  As a matter of fact, Heartless Summoning would bring somewhat of a much needed mana acceleration aspect to the desired shenanigan.

The idea was implanted.

What was the best deck and angle I could build involving around Lich and Heartless combo.  The first aspect I thought of was the mana.  Often you will see that manabase is the key to a deck being viable or not. Mana curves and tempo are too important to ignore.  Still speaking of the deck, Rooftop Storm came to mind.  The idea was simple: what if we can just recreate a Melira Pod kind of layout in Standard?

  Melira, Sylvok Outcast    Birthing Pod

Some old Modern T3ch !

If we could just use a triggered ability of some sort to make creatures enter the battlefield and deal damage somehow to the opponent.  For this idea, Rooftop Storm seemed perfect, it was enabling a combo. By putting Havengul on play, activating it and bringing a bunch of Zombies back from the grave without paying their mana cost.

I brainstormed some more and here was the result :

Lands

6 Island
1 Alchemist’s Refuge
5 Swamp
1 Woodland Cemetery
1 Isolated Chapel
1 Hinterland Harbor
1 Glacial Fortress
4 Drowned Catacomb
4 Cavern of Souls

Creatures

4 Gravecrawler
1 Diregraf Captain
3 Armored Skaab
2 Grimgrin, Corpse-Born
4 Havengul Lich
1 Geralf’s Mindcrusher

Other Spells

3 Chromatic Lantern
4 Heartless Summoning
4 Forbidden Alchemy
2 Jarad’s Orders
2 Increasing Ambition
2 Unburial Rites
4 Rooftop Storm

Havengul Lich

To use Havengul Lich at maximum capacity, we needed to find a way to fill the graveyard. 

The main colors also had to be Blue and Black for the deck to work.  Diregraf Captain was our way to deal that needed damage and we could bring back any zombies sacking them into Grimgrin for damage.   Geralf’s Mindcrusher also brought us an alternate win condition by milling our opponents.  Unburial Rites as first color splash, being easy with the incredible manabase brought by this set would make the self-milling strategy more efficient. Also to back the Lich up, as Jarad’s Orders would be the perfect tutor.  Armored Skaab seemed to be one of the stronger card of this archetype, just like Gravecrawler.  The first, self-milled 4 for U, which is what seemed to be needed for the deck, but most of all allowed to bring a milled Gravecrawler back into play.  Gravecrawler had the advantage of not needing any sacc outlet with a Heartless on the table.  Remember this, because eventhough this first take created a fun deck, this was only the first step towards a bigger picture.

As expected, Rooftop Storm was too highly costed and running multiple copies just felt like a hand cycler such as Faithless Looting was required.  Jarad’s tutor seemed pretty good, but it was also highly costed. In a game with 3 copies of Rooftop Storm and Heartless Summoning each made me see the inevitable truth that lies in this combo deck:

red mana

I had to go red.

The idea of Faithless Looting brought us our second angle on this deck take.

    Faithless Looting

Both drawings are cool, but I still prefer the original.

Here is what the brewing gave place to :
Lands

2 Island
1 Cavern of Souls
2 Dragonskull Summit
4 Drowned Catacomb
2 Glacial Fortress
4 Blood Crypt
2 Isolated Chapel
4 Steam Vents
2 Sulfur Falls
2 Swamp

Creatures

4 Havengul Lich
4 Gravecrawler
4 Armored Skaab
2 Grimgrin, Corpse-Born

Flayer of the Hatebound

Other Spells

4 Pillar of Flame
4 Faithless Looting
4 Heartless Summoning
1 Burning Vengeance
3 Forbidden Alchemy
1 Increasing Ambition
2 Unburial Rites
1 Rooftop Storm

Jarad's Orders

Jarad’s Green requirement  proved to be too much.

Cutting it allowed to also cut the Chromatic Lantern for some much more needed pieces, although Increasing Ambition seemed to be a good replacement.

Seeing as Rooftop Storm was expensive, but still insane when in play, the number of copies went down to one. More card draw was included as well.  The basic zombie entering the battlefield layout remained but Diregraf Captain was replaced by Flayer of the Hatebound and Burning Vengeance.

One was better at getting brought back by the Lich, and the other easier on the casting cost.  Althought, the best thing to come out of this list was the : ‘Machine Gun”. Burning Vengeance  paired with Heartless Summoning (which is not a natural expected pairing) just proved to be much broken with Gravecrawler.  Basically, with a zombie on board, you play it similar to the Priest combo.  You just cast your Crawler from the grave using its own ability then Burning Vengeance will deal 2 to any creature or player.Then Crawler will enter with 0 toughness and be sent right back to the graveyard for you to shoot some more targets.

        Gravecrawler Burning Vengeance Heartless Summoning

This was just way too good. 

The next angle had to be based around that combo.  But, what was the best way to use both Burning Vengeance and Heartless Summoning ?
Grixis Machinegun/Turbo Grixis

A while ago, in Scars of Mirodin Standard, there was some decks trying to base themselves on Burning Vengeance and flashback draw spells.  Filling the graveyard, cycling spells and Machine gun comboing was the way to make it all happen.  Althought, what would Heartless Summoning be used for?  Well, Gravecrawler needed some friends to get the combo going. the Lich was still good, but the remember that Armored Skaab ?  Filling the grave for 1 Blue mana (with Heartless in play)  and enabling the combo seems to be the perfect fit.

Armored Skaab

Also, he becomes a great target to simply block and be brought back with Havenghul Lich. 

This is my final take on the deck:

Machinegun Grixis

by Chuck Trottz

Lands

2 Swamp
1 Island
4 Dragonskull Summit
4 Sulfur Falls
4 Steam Vents
4 Drowned Catacomb
4 Blood Crypt
1 Mountain

Creatures

4 Gravecrawler
4 Armored Skaab
2 Havengul Lich

Other Spells

4 Faithless Looting
2 Pillar of Flame
4 Heartless Summoning
3 Desperate Ravings
3 Think Twice
2 Izzet Charm
2 Syncopate
4 Burning Vengeance
2 Tamiyo, the Moon Sage

Sideboard

3 Vampire Nighthawk
2 Olivia Voldaren
4 Bloodgift Demon
3 Sphinx of Uthuun
1 Pillar of Flame
1 Syncopate
1 Izzet Charm

In essence, your main plan is to self-mill, get the combo going and do some damage by flashing back spells on the way.  It is a Burning Vengeance deck, with the “Machinegun” combo. Izzet Charm can also protect your combo with the help of Syncopate and can also act like a 5th – 6th Looting or even as Pillar of Flame number 3-4.  Tamiyo, is simply there to deal with threats by buying you some time. She can also become an alternate win condition: her ultimate with Pillar of Flame being quite ridiculous.

Post-side, you have responses to the graveyard hate.  As a matter of fact, you just transform the deck into a full-on Heartless Summoning deck, gaining  acces to cantrips and also bigger and better threats that don’t rely on your graveyard.  Of course, you still o keep Havengul Lich in for value.

This is a deck with a lot of choices to be make, but mostly is an alternate way of playing the game.  If you are tired of doing UWRFlash/RB Aggro/GW mirror matches then you should definitely give this deck a try at your next local FNM.

Until next time, with more Shenanigans to come,
Chuck Trottz, Montreal’s own Rogue Deck Builder.

Gatecrash Preview: Whispering Madness

whispering madness

 

Cipher? Well, it sure sounds cool. Kinda futuristic and cryptic.

So we have a Windfall effect that you can recur by dealing combat damage with one of your guys (probably with something like Invisible Stalker). Pretty neat, just put the card under your creature card kind of like an aura or equipment. Play some stuff out of your hand and reload before your opponent can really profit from his new hand. In theory it all works out great eh? Probably in limited too.

Will it have the power level required to see some serious constructed play? It’s hard to say, but I can see it in some kind of weird mill deck.

Gatecrash Preview: Treasury Thrull

treasury

 

Extort? Yeap, that definitely sounds Orzhov-ish!

So this is like a kicker cost that you can apply to all your random spells you cast when the Thrull is in play. Not bad, especially in limited if it’s been like pacified or tapped and can’t attack anymore.

Speaking of its second ability: It reminds me of the titans from M11 only slightly toned down and a bit more interesting. What nice little trinkets will you be able to re-use with this beast?…errrr…Thrull? It’s also the ability that will make it fun to use in EDH decks and I can imagine that FOIL versions of this card will be sought after early on. Any self-sacrificing creature can be great with it too (kinda like Sakura-Tribe Elder).

This is the coolest Thrull I’ve ever seen. It’s nice to know they’re making a comeback since Fallen Empires and Guildpact. Go Thrulls!

Gatecrash Preview: Simic Fluxmage

simic flux

 

 

This card was apparently opened in a Return to Ravnica booster (reminiscent of the Rootbound Defenses, which was opened in a pack of M13). It seems to be Wizard of the Coast’s way of ‘accidentally’ spoiling new cards. It’s kind of cool in my opinion.

Other than that, the card is sure to be a good casual seller. It boost your little army and can give itself a +1/+1 counter by boosting an equal powered creature upon its enter the battlefield trigger.

I know that I’ll definitely be trying to abuse this in limited formats.

Gatecrash Preview: Fathom Mage

fathom mage

 

 

 

We now have the Simic guild’s keyword spoiled: Evolve.

It’s a nice twist on the old one: Graft (from Dissension). This card rewards us for playing bigger and bigger creatures. Also, you can combine it with other things like Mikaeus, the Lunarch’s ability or things like Scavenge from the Golgari guild to get some nice card drawing.

It looks a tad on the week side, but most of the set is yet to be spoiled. Who knows what the future has in store for Fathom Mage?

Gatecrash Preview: Rubblehulk

rubblehulk

 

 

 

While Boros seems to have gotten the ‘quicker’ creature spoiled, the Gruul guild does indeed bring the beef. The Bloodrush keyword is reminiscent of the Channel ability from the Kamigawa block. This guy just gets better the more you ramp, only that he is smaller if you accelerate via mana dorks. Fair enough, but does this mean that there is another Rampant Growth-style spell in Gatecrash?

Stay tuned…

Gatecrash Preview: Firemane Avenger

firemane avenger

 

 

Staying true to their more aggressive archetype, the Boros guild receives an ultra-aggressive 3/3 flyer for 4. You can always swing with it and a couple of friends n turn 5 by probably dropping a little guy on turn 5 and activating Slayer’s Stronghold to haste it. It will definitely be a staple to watch. Only time will tell if this deck will be fast enough to compete.

What are everyone else’s thought on this?

Enchanted Laboratory

enchanted laboratory

by Steve ‘DDT’ Giannopoulos

 

 

I was looking over a few bulk rares and my mind wandered off. What makes these cards unplayable? Some are over-costed, inefficient, require other cards to work or just plain don’t do much. One such card I came across was:

Search the City

Wasn’t Volatile Rig bad enough DDT?

It made me wonder what would allow me to trigger its extra turn ability. You would definitely need 4 of almost everything in your deck while generating some kind of card advantage or advancing your board position. Now creatures were good since they attack and stuff, but I wanted this deck to be a little quirky. Then it hit me:

Laboratory Maniac

What if indeed?

The only thing more discouraging about a bad card is when it requires another bad card to work. I originally thought of trying to make a more stable version of the Laboratory Maniac/Mirror-Mad Phantasm/Seance build.

It was going to be Bant-colored and be able to win without the ‘combo’.

For those of you that are unfamiliar with the combo:

1) Resolve a Seance

2) You get a Mirror-Mad Phantasm in the grave

3) On your opponent’s upkeep: make a copy of Mirror-Mad with Seance and mill yourself. Of course, you only play 1 copy of the card and the original is now exiled. You will flip card after card until you have none left in your library.

4) On your upkeep exile a Laboratory Maniac from your graveyard to put a Spirit copy of him in play.

5) On your draw step … Win the game!

Obviously the Moon and the stars need to properly align with your Zodiac sign and… well, you get the point! Tough to come up with a consistent decklist.

Obviously there is a step 6

6) If your opponent responds by bouncing/destroying the Maniac, simply Flashback a Think Twice (just like in the good old Innistrad draft days!)

I long thought of the possibilities, one of which involved the deck being a UWG dek with a Lingering Souls and Jarad’s Orders black splash. I know, I know… daydreaming again!

The deck took a new direction keeping the maniac element with another self-mill concept. You don’t want to play cards that just randomly mill with no other benefit as they clearly do nothing (aside from their specific function). You probably want cantrips (cards that draw you other cards) while having a minimal effect on the board/game state (ie: Thought Scour).

One such card that I wanted to try was Ground Seal. There is some graveyard abuse in this format and this card stops some of it. It won’t prevent Gravecrawlers from being recast. it definitely won’t stop reanimator decks from simply casting their creatures. It also will not do anything versus Flashback.  That’s ok.

It does however stop Snapcaster Mage/Angel of Serenity shenanigans, reanimation tricks and Deathrite Shaman from potentially screwing you over. That’s actually kind of nice bonus considering the current meta.

Obviously, the deck was going towards the enchantment route and it needed to contain the aggressive decks. I then included this little gem:

Sphere of Safety

Ghostly Prison’s descendant?

Then it just piled on:

Abundant Growth

Oblivion Ring

Detention Sphere

Nice little elements of control and mana-fixing.

I needed a better way to win than just rely on chaining Search the Cities or Oblivion Ring’ing my Search the City to then Detention Sphere them or vice-versa. I did a quick gatherer search:

Standard cards that are enchantments

You will probably notice something interesting on this list. If you are rather impatient you can just scroll down

Chronic Flooding

I think we’ve all been the victims of ‘Chronic Flooding’ at one point in our Magic the Gathering experience.

I think you know where that’s going: you will be enchanting your own lands. What?

That’s right! You need to mill yourself and it’s actually a card that boosts the rest of your other cards in a way. Multiples on the same land are fine since they will stack. It’s something you can get with Search the City and get an almost immediate effect. It’s a repeatable effect and technically costs nothing to activate ( note: having thought about splashing nephalia drownyards in an awkward way to mill oneself. It also bolsters our Sphere of Safety.

Another way to look at it is that your Search the City is like a Verduran/Argothian Enchantress only slower and clunkier with a potentially insane ‘Time Walk‘ upside. It’s definitely an odd comparison but not an unreasonable one at all. You do get great value off of each cantrip once it’s in play. You almost guarantee that if you have a Sphere of Safety under it and play another Sphere, your opponent will almost never be attacking you. Well that’s the plan at least.

Without further ado, here’s the list!

Enchanted Laboratory

Creatures:

4 Laboratory Maniac

Other Spells:

4 Abundant Growth
4 Search the City
4 Sphere of Safety
4 Ground Seal
4 Oblivion Ring
4 Detention Sphere
4 Think Twice
4 Chronic Flooding

Lands:

4 Sunpetal Grove
4 Temple Garden
4 Glacial Fortress
4 Hallowed Fountain

4 Forest
4 Island

Sideboard:

3 Supreme Verdict
3 Geist of St Traft
3 Centaur Healer
3 Rhox Faithmender
3 Etheral Armor

The sideboard was rather difficult to properly construct. In the end, I wanted a ‘aggro’ Geist plan with Etheral Armor and something like invisible stalker. I settled for just Geist of St Traft because I wanted more help versus red decks that could just burn you without necessarily attacking too much. I concluded that some lifegain was in order. In comes Rhox Faithmender and Centaur Healer!

Rhox Faithmender

Making sideboards everywhere!

Our little rhinoceros friend started making some sideboard appearance a month or so ago in the Blue/White Flash deck. He became rather insane with a Runechanter’s Pike on him and multiple copies of him made aggro decks cry a little. For those of you that are not 100% sure: Yes, the double lifegain stacks.

So you start off by gaining say 1 life when he deals damage, then it’s multiplied by two then doubled again if you have another copy. He is rather insane in decks that run Sphinx’s Revelation as well ( and no, you don’t draw twice the number of cards). His 5 toughness is rather good, making him a great ‘wall’ against things like Loxodon Smiter, Geralf’s Messenger,Ravager of the Fells, Centaur Healer sand the like. It’s sometimes pretty wrong if comboed with Thragtusk (like it really needed other cards to make it good, LOL).

The Invisible Stalkers were dropped when Supreme Verdict went from making the maindeck to a maybe 3-4 of in the side. The reason being that the sideboard also had a full set of Rancors and was purely a full aggressive side in plan. (Although some further playtesting may cause the deck to revert back to that state). It basically would grab the best elements from the bant aura deck and make it into the 15 cards sideboard.

4 Geist of St Traft

3 Rancor

4 Invisble Stalker

4 Ethereal Armor

Well, something like that. It was more random brainstorming until we saw that the numbers didn’t exactly seem right and maybe Rancor could just be another creature like Wolfir Avenger or the like. Most control decks will usually side out their sorcery speed removal against you since you probably won’t cast Laboratory Maniac until the last or before last possible second. With the # of early cantrips it is not unreasonable for us to find an early game Geist of St Traft and simply blow them out of the water early on before they can draw an answer (that they probably sided out).

Against the even more controlish decks we can play the long game and get our maniacs in multiples via Search the City. They only need to be cast and not actually resolve (ie: successfully cast) for you to grab the other card under Search the City. It kind of makes their counterspells less effective (as if the multiple aggressive decks playing Cavern of Souls didn’t already do that). If you are playing versus an Esper Control deck and they are trying to mill you out with Nephalia Drownyard when nothing is happening, try not to thank them too soon.You should also hope that they don’t make you mill a Laboratory Maniac since that will probably cause them to reconsider that plan. You should also try to max out your Detention Spheres on their Lingering Souls tokens and hope they flashback it  so that you can achieve full value with you Spheres.

Sphere of Safety is the card you will always want to get against all the non-red aggressive decks as it will prevent you from getting swarmed and allow you to put your O Rings and Spheres on the creatures that will deal you the most damage instead of actually having to deal with everything. Your opponent will probably suspect that you run maindeck Supreme Verdicts, so you should try and use that to your advantage as much as possible. It will be especially suspicious when you do not commit any creatures to the battlefield. I think my favorite part of Sphere is that it renders heavyweight Thundermaw Hellkite slightly less impressive. It pretty much almost takes away his haste ability, giving you an actual turn of respite. It also allows you to slow things down and take care of him at sorcery speed (read: Oblivion Ring/Detention Sphere).

Your opponents may also try and play around counters you don’t have. Make sure to ask them what creature type their Cavern of Souls are set to and act disappointed regardless of their answer. It’s sometimes useless when playing a known deck, but this thing is anything but run of the mill. Also try to hold off on playing the Chronic Floodings until you actually have a Laboratory Maniac in hand or you can get more via Search the City.

Fun fact: Search the City triggers on you playing a land which is why there are 4 of each land and no random number of Plains. Every non-basic gives you white mana, so you should be ok. There is no Blood Moon or Magus of the Moon effect in Standard after all.

                                Blood Moon Magus of the Moon

Well, not yet anyhow

Whew! Imagine those things in Standard! Although you might be seeing them at your local FNM’s when Modern becomes a sanctionable format, you needn’t worry about that otherwise.

The Endgame

The basic strategy here is to cast Laboratory Maniac at the very last possible second only when you really need him. It is not uncommon to be able to cast 2 of them and the win by flashing back a Think Twice on an empty library. Against counterspells you can simply cast  the Think Twice from your graveyard and even if it’s countered you will grave one from Search the City and cast that one to win! You will also note that Chronic Flooding will probably dump a Think Twice in your ‘yard which gives you another possible way to dig for your Think Twice.

Against decks which most likely don’t have an instant answer, you don’t really need Think Twice (but probably will have some in your graveyard). You can just cast Lab Maniac and then a cantrip like Ground Seal to ‘Seal the Deal’. Worst/best scenario: you don’t even need to resolve a draw spell. Just pop a Search the City to take an extra turn and win on your draw step! Well, one can dream right?

Oh snap! It’s Magical Christmas Land! I knew it!

The cards seem to flow well together and like I stated earlier, cutting Supreme Verdict may end up being my biggest regret. It’s just that super Propaganda/Ghostly Prison promises sooo much more. Most current deck usually win by turning their dudes sideways and if we can prevent that from happening, well we’re half way there.

Search the City also ‘slow mills’ you for 5. It’s likely you will want to spam as many of these as possible to get the ball rolling. If you have any in hand, try to play it before you play something that’s under one that’s already in play. You might end up getting double value!

Disclaimer: You probably won’t…

brouillon

I think I could have used this paper for something less silly.

You can notice that I considered splashing red for Huntmaster of the Fells when I was considering playing Farseek. It’s probably possible if this list ever gets properly tweaked but it seemed really rough to include in the deck. It’s more ideal than a Thragtusk since it comes down a turn earlier and allows you to properly play out your fifth turn. It allows you to cast either Search the City or Sphere of Safety.

You need to be careful about decks that are packing Oblivion Rings and Detention Spheres of their own sometimes, since your only real answers to those are your Oblivion Rings. Remember : you can’t Detention Sphere a Detention Sphere. You probably want to keep that in mind if you don’t have an Oblivion Ring in hand. It can suck if they can double up removal especially on Chronic Flooding. It’s probably their best target. Anything else, like Search the City can be good for you since it can later on still allow you to ‘mill 5’ if you exile their Sphere/Ring. In doing so, it also allows you to see 5 more cards. Don’t play cantrips later on when you don’t really need to if you think you can bring back an exile City (you might be rewarded for your patience).

During the holiday season yoou may be ‘searching the city’ for gifts for your loved ones, but I urge you to Search the City for a little bit of Magic. You may be pleasantly surprised.