Jeskai 1.5

jeskai 15

ddt avatar final

Here’s a very nice Jeskai Ascendancy decklist from a man that many people believe comes from the future or at the very least has very good ‘Future Sight’ Yuuya Watanabe.

Jeskai 1.5

Standard Format

Creatures: 8
4 Goblin Rabblemaster
4 Soulfire Grandmaster

Instants: 13
Valorous Stance
4 Wild Slash
4 Raise the Alarm
4 Stoke the Flames

Enchantments: 7
4 Jeskai Ascendancy
3 Citadel Siege

Sorceries: 8
4 Hordeling Outburst
4 Treasure Cruise





Lands: 24
2 Plains
1 Island
2 Mountain
3 Battlefield Forge
3 Shivan Reef
3 Flooded Strand
2 Temple of Epiphany
4 Temple of Triumph
4 Mystic Monastery

Sideboard:

Valorous Stance
1 Glare of Heresy
2 Negate
3 Disdainful Stroke
3 Anger of the Gods
2 Outpost Siege
2 Sarkhan, the Dragonspeaker

It’s indeed a very cool deck with some spice. He’s running the full playset of Soulfire Grandmaster as well as some Citadel Siege (about time we see this card in Standard decks). Another note of interest is that he is forgoing Lightning Strikes in favor of Wild Slash. I’ve seen quite a few Jeskai builds without all 4 Goblin Rabblemasters, but I’m guessing since you always want something attacking your opponent on turn 4 with the help of Citadel Siege, you need to increase the odds of it happening.

citadel siegeI guess he ate something spicy, hence the firebreathing

I’m used to playing the Jeskai deck with 4 Seeker of the Way so that it can confidently attack past would-be roadblocks like Sylvan Caryatids. While you do gain life by attacking into them with Soulfire Grandmasters, we’re not really advancing our game plan versus decks like GW Mastery of the Unseen or most midrange Green decks. You’re mostly glad to have them against speedier decks, where those little chunks of life being gained matter more. Also, having guaranteed lifelink is much better when you’re boosting your creature each turn via Citadel Siege.

sarkhanOut of the board!

I really adore the Sarkhan, the Dragonspeaker out of the sideboard. He too, works well with Citadel Siege and can do wonders with a couple of +1/+1 counters (like taking out an Elspeth, Sun’s Champion). He’s also that extra piece of removal for those pesky Whisperwood Elementals. Another cool card out of the sideboard is Outpost Siege. While the Khans option will be used more often than not, it is worth nothing that it effectively functions like a burn spell when you cast it in Dragons mode quite often (since your little tokens tend to die).

I tested the deck a few days ago and it under-performed, however there was this really long game where all I drew were about 12 lands (Scryed 3 at the bottom and fetched twice) as well as 3 x Soulfire Grandmasters.That’s it! no other spells … You kinda have to shrug that one off at that point. I went back to a more conventional build for today’s local Standard tournament and it fared only slightly better. It’s almost as though I could have swapped versions and done much, much better.

Artifice

artifice

francis avatar final

Grand Architect is an awesome magic card. A real swiss army knife, the best part is being able to use the mana ability the turn you cast it. The printing of Chief Engineer added another hasty blue artifact mana producer, and allows this deck to exist:

Artifice

Modern Format

Lands: 20
4 Blinkmoth Nexus
1 Academy Ruins
2 Cavern of Souls
1 Oboro, Palace in the Clouds
1 Minamo, School at Water’s Edge
11 Island

Artifacts: 5
4 Aether Spellbomb
1 Bident of Thassa

Creatures: 35
4 Signal Pest
4 Judge’s Familiar
4 Vault Skirge
4 Myr Superion
4 Chief Engineer
4 Etherium Sculptor




4 Grand Architect
3 Master of Etherium
4 Lodestone Golem

Sideboard:
4 Thorn of Amethyst
2 Quicksilver Fountain
2 Relic of Progenitus
1 Torpor Orb
2 Mindlock Orb
2 Echoing Truth
2 Monastery Siege

 

All 3 vedalken artificers give this deck explosive mana, allowing multiple artifact spells to be cast right away. They are all blue so they get the buff from Grand Architect and can produce artifact mana as well. This allows us to accelerate into a 4+ mana cost artifact turn 3.

grand architectLooks like he’s giving a pretty epic speech

All of the artificers also allows us to play the deck’s Tarmogoyf: Myr Superion. Landing that guy on turn 2 or 3 is serious aggro. We can use Grand Architect mana, Convoke from Chief Engineer, double Etherium Sculptor, single Etherium Sculptor + animated Blinkmoth Nexus or double animated Blinkmoths if we need to. Myr Superion is bigger than Siege Rhino and can grow even bigger with Master Of Etherium and Grand Architect making it blue. A 5/6 for 2 mana is pretty crazy provided you have enough ways to play it, which i think this deck does.

Chief Engineer and Etherium Sculptor makes us want to play one drops, because we want to have cheap artifact creatures that we can chain convoke or cast for free off of Etherium Sculptor turn 2. Vault Skirge and Signal Pest are our best cheap artifact creature option. Judge’s Familiar is also a worthy one mana creature. It is blue, has evasion, it can delay many of our opponent’s early plays, keeping early counter magic and removal in check. Interestingly it saves us from Hive Mind by countering our own copy of any Pact. The taxing ability also adds up well with Lodestone Golem.

Lodestone Golem is an awesome creature. Some decks have a hard time beating it. Burn is forced to spend a Lightning Bolt on it. All of our artificers enable turn a 3 Lodestone Golem. You can even cast it on turn 2 with the ‘nut draw’. Lodestone is also a great threat, 5 power is no joke. Getting multiple golems on the field is ridiculously painful for the opponent’s mana and it usually doesn’t hinder our strategy since most of the deck is artifact-based. In the post ban meta there is a chance that not every deck you will face will have Lightning Bolts. Paying a single Blue mana with Grand Architect or having Master of Etherium out keeps it out of Bolt range.

Master Of Etherium boosts most creatures in the deck. In this deck, you get a lot of synergy from a creature that is both blue and an artifact. He might not be as big as in Affinity decks but he’s great nonetheless.

Non-creature Spells

Aether Spellbomb breaks every creature-based combo and can give us the tempo we need to beat the opponent. Once on the field, the ability can’t be countered and is unaffected by golems, as opposed to Vapor Snag, but there is no surprise factor. At worst it cycles or it saves a creature from removal.

bident of thassa

Bident Of Thassa is a sweet one of. This deck tends to be able to play a lot of evasive creatures by turn 2 so landing this on turn 3 with Convoke or Etherium Sculptor can give us tons of card draw. Sweepers are bad for us so drawing a bunch of cards can compensate for the incentive to overextend. At worst, we can still draw cards from our manlands if we lose our creatures. The ‘taunting’ ability is just a bonus.

Land choices

At first i was playing Tectonic Edge to add up to the mana denial plan of Lodestone Golem. I changed to Blinkmoth Nexus because we are aggro and manlands are more synergistic. I choose Blinkmoth Nexus in particular because they are cheap to activate, they come untapped (as opposed to Faerie Conclave), they are evasive (as opposed to Mutavault), they block as well as Mutavault (using the pump ability on themselves) and can be pumped via Grand Architect. Mutavault‘s creature types do not matter here.

Academy Ruins can easily be used while casting the recurred artifact with Artificers. It is just a great way of recovering key artifacts,since it can keep up the pressure by insuring us relevant draws.

Oboro an Minamo are good against Choke and Boil. You can also bounce Oboro to discard it instead of a better card in response to an opposing Liliana Of The Veil +1 activation

Cavern of Souls is always on Vedalken, sometimes on Golem if you draw another copy. It also fights Choke and Boil.

I think 11 Islands is the correct number. We do want double blue for a turn 3 Grand Architect. Playing with 11 Islands makes us almost Blood Moon proof, a card i hate losing to. We never run out of basics for Path To Exile and Ghost Quarters and we can’t get mana-screwed with an opposing Tectonic Edge.

Sideboarding

thorn of amethystOhhhhh! Shiny!

 

Thorn Of Amethyst basically comes in when Aether Spellbombs are bad, vs. creature-light match-ups like Storm, Scapeshift combo, Burn, etc. We play 4 so we can replace our 4 Aether Spellbombs. They are also better than Batterskull vs. Infect strategies. The taxing effect adds up with Lodestone Golems and Judge’s Familiars and makes winning very hard for those decks unless they get rid of it. Even if the opponent sided in artifact hate,they will still have to pay the extra mana to get rid of it which makes for great tempo.

Quicksliver Fountain is our Blood Moon. It isn’t nearly as powerful as the red enchantment, but it is our best option synergy wise. I side it in for Tron decks mainly.

quicksilver fountainBlue mana for everyone!

Relic Of Progenitus is our mandatory graveyard hate. We don’t do much with our own graveyard (except for Academy Ruins) so this is why i choose it here.

Mindlock Orb is a very powerful option, it used to be even better when Birthing Pod was around but it is still backbreaking vs. Scapeshift and Amulet of Vigor decks, preventing both their mana from developing and the combo itself. Being a blue artifact means that we can cast it on turn 3 with our Artificers.

Torpor Orb is mainly for Splinter Twin, but with Siege Rhino everywhere is is an option vs. Abzan decks as well. It is not a bad inclusion against Amulet combo on the play to prevent the first Primeval Titan trigger.

Echoing Truth is a generic creature/combo/hate solution. We need stuff to side in when facing Splinter Twin. It’s also good against Lingering Souls from Abzan or Orzhov token decks.

Monastery Siege is here mainly for the ‘Dragons’ mode. It is for the removal-heavy deck such as Abzan or Burn decks. The taxing adds up with Golem/Familiar/Thorn and at worst the ‘Khans’ mode is never terrible.

Artifacts…transform and roll out!

This deck can be a great budget-friendly alternative to Affinity, with some added disruption. We can’t play Cranial Plating since we don’t have enough artifacts and Darksteel Citadel is just bad in this deck, so a turn 3 kill is not a possibility. It has potentially explosive turn 2 plays that may lead to a turn 4 win.

On the plus side, the deck is not as affected by hate as much as Affinity is. Stony Silence doesn’t do much and Judge’s Familiars, Grand Architects and Chief Engineers aren’t affected by artifact destruction. Creeping Corrosion/Shatterstorm/Fracturing Gust are still devastating but we have Judge’s Familiars and Lodestone Golems to delay them and hopefully win before they are able to be cast.

Kataki, War’s Wage is pretty bad for us, especially when we have our explosive turn 2. Early Choke or Boil can be a pain. If we already have some Artificers on the field we can keep casting our artifacts which is the most important thing to do in this deck. Also our non-basics aren’t affected by it so with some luck we can overcome the hate.

Selesnya Aggro

selesnya ggro

monkey mealing

I love attacking, putting pressure on my opponents and forcing them to react. Mike Tyson once said: “Everyone has a plan until I punch them in the face.” In Magic it’s the same thing. Everyone wants to take time to set up their game plan, so by putting pressure on their life total it’s not as easy for them to take a lot of early turns to do so. Every experienced Magic player has a plan to deal with an aggressive strategy, so it’s my responsibility as an aggressive player to have a plan to counteract theirs. The issue with linear aggressive decks like “mono red “is that you can’t adjust your strategy very much post sideboard, so if your opponent has a solid sideboard plan for you then there’s not much you can do about it. The last couple of years I have adopted a deck building style that has explosive starts, but has enough sustainability that it can go longer and hang with mid-range decks with similar card quality. Let me show you what I mean with my new Standard Selesnya brew:

selesnya

Selesnya Aggro

Standard Format

Creatures: 25
4 Elvish Mystic
4 Warden of the First Tree
2 Sylvan Caryatid
4 Fleecemane Lion
3 Brimaz, King of Oreskos
4 Courser of Kruphix
4 Whisperwood Elemental

Instants: 3
3 Valorous Stance

Enchantments: 3
2 Mastery of the Unseen
1 Banishing Light

Planeswalkers: 5
2 Ajani, Mentor of Heroes
3 Elspeth, Sun’s Champion





Lands: 24
2 Blossoming Sands
6 Forest
1 Mana Confluence
Plains
4 Temple of Plenty
1 Temple of Malady
4 Windswept Heath

Sideboard:

1 Valorous Stance
1 Banishing Light
3 End Hostilities
2 Reclamation Sage
Glare of Heresy
2 Arbor Colossus
3 Mistcutter Hydra

 

As you can see we are playing the best three aggressive cards in our colours, Warden of the First Tree, Fleecemane Lion, and Brimaz, King of Oreskos. On the other end of the spectrum we have the four best mid to late games cards our colours have to offer in Mastery of the Unseen, Whisperwood Elemental, Ajani, Mentor of Heroes, and Elspeth, Sun’s Champion. Bridge those cards with some mana ramp and the best removal we have access to and you have the most durable and flexible aggressive deck in the format. The most common question I get asked is “why no four drops?” Although we don’t have any cards that cost four mana, we certainly have lots to do on turn four. You can activate Mystery of the Unseen, level up Warden of the First Tree or just ramp into a 5 or 6 drop. I feel all the cards at 3 and 5 are more important to our deck than anything we have access to at 4. We also have ten 1 or 2 mana cards that perform great in the late game, mana sinks if you will. Let’s get into the cards, and their roles in the deck.

mastery of the unseenThe next Jeskai Ascendancy? perhaps…

The Mana Ramp

4 Elvish Mystic
2 Sylvan Caryatid
4 Courser of Kruphix

A concession to playing a large number of 5 and 6 mana spells is that you need mana ramp. I found six mana dorks to be the right number in the deck, as we function best with one by turn 2 but we want to avoid flooding on them too often. Although Courser of Kruphix isn’t necessarily mana ramp, he does help us hit our land drops to cast our expensive cards. It’s also nice to be able to see the top card when Mastery of the Unseen is in play so you can fix your draws a little bit if you want.

 

The Removal

3 Valorous Stance
1 Banishing Light

I started with 4 Valorous Stance as the versatility of protecting your guys and killing theirs is so good. I changed one to a single Banishing Light so we had an out to problematic permanents game 1. If you feel like you need one more removal spell main deck then I would cut an Elspeth, Sun’s Champion for the second Banishing Light, but be conscious that you will become more vulnerable to Stormbreath Dragon as a result.

The Bombs

4 Whisperwood Elemental
2 Ajani, Mentor of Heroes
3 Elspeth, Sun’s Champion
3 Brimaz, King of Oreskos

elspeth suns championThe best planeswalker for the longest part of the Standard format

These cards tend to pull you ahead in the mid-game, most midrange games coming down to who draws more Whisperwood Elementals. Ajani, Mentor of Heroes can pull you far ahead if you have established an early board presence by making all your creatures bigger than your opponent’s. Most importantly it will win those grindy games where you are trading card for card with your opponent. Lastly, we come to Elspeth, Sun’s Champion. When I first built the deck she over performed, but now with the all the Whisperwood Elementals being played she is not quite as good. She’s still a necessary evil due to our weakness to Stormbreath Dragon, but I wouldn’t fault you for moving one to the sideboard.

The Soul

4 Warden of the First Tree
2 Mastery of the Unseen
4 Fleecemane Lion

These three cards are the reason the deck wins so much. And that is for one simple reason: they are good at any point of the game. The big thing I learned was if you have other things to play, then do that and don’t sink mana into these cards unless you are afraid of board sweepers. You will start to notice a trend, if you play this way, that your opponents will ignore these three cards to deal with your “bigger” threats. Once your opponent is hellbent, or when you feel there’s a safe opening, you can start investing mana into these three cards. You never want to invest 5 mana into the monstrous ability of Fleecemane Lion when your opponent is representing Lightning Strike and you could do other things with your mana. For Warden of the First Tree there are some scenarios where you spend mana early on leveling it up if you feel it’s safe. Getting it to level 2 then playing an Ajani, Mentor of Heroes and giving it three counters is pretty backbreaking. Also remember that you can activate the third ability of Warden of the First Tree more than once. I have won many games with a 13/13 trampling lifelinker.

warden of the first treeNot to be underestimated

I am not one to have a set sideboarding plan, as not every build or player of an archetype is the same. I do follow four golden rules though:

1. Against control I want constant pressure on the board without overextending.
2. If they are faster than you, lower your curve.
3. If they go wider then you, control them.
4. If they have a problematic card for you, board in all available answers.

I will have a video ready next week to post. If you can’t wait until then check out the archives on my twitch channel.
Until next time,

Monkey Mealing

twitch.tv/monkeymealing
@monkeymealing
http://www.illusionsofgrandeur.ca/

Tiny Squee

tiny squee

ddt avatar final

Here’s a quick little pictorial of the Squee, Goblin Nabob Tiny leader deck I saw recently. Squee gets cast about once and then dies to be used as discard fodder for all the other cards in the deck. Enjoy!

 

squee blog 1 squue blog 2 squue blog 3

Dragons of Tarkir Promos

Game Day Promos

scaleguard thunderbreak

The winner of the Dragons of Tarkir Game Day also get this sweet looking playmat, which I can only assume depicts Sarkhan in the new altered world as WWE’s Seth Rollins.

dragons mat

 

Tarkir Dragonfury Game

dragon fod dragonlord serv evolving promo foe razer

 

You get these depending on how well you do in the mini-game shown here

 

Buy-a-Box

ojutai promoWow! even a toned down Cryptic Command is great

It’s also hinted that these will be part of a cycle (Pretty obvious, since it’s name after one of the five new Elder Dragons, eh?) Let’s hope the other ones are just as good if not better.

 

Waste Not

waste not

 

ddt avatar final

Waste Not

Standard Format



Creatures: 7
3 Tasigur, the Golden Fang
4 Gurmag Angler

Instants: 7
3 Bile Blight
1 Empty the Pits
Hero’s Downfall

Enchantments: 2
4 Waste Not

Sorceries: 19
4 Dark Deal
4 Rakshasa’s Secret
4 Sign in Blood
3 Thoughtseize
4 Treasure Cruise
 








Lands: 23
1 Island
5 Swamp
4 Bloodstained Mire
4 Polluted Delta
4 Temple of Deceit
1 Urborg, Tomb of Yawgmoth
4 Dismal Backwater

Here’s a little concoction featuring Dark Deal and the MTG community created card: Waste Not. It did really well in the side event of a Grand Prix and is so totally different from any other Standard deck at the moment that I thought it was worth posting. The fetches are great since the fill up your graveyard fast and get you an early beater (Tasigur or Gurmag Angler) which can allow you to win early even if you don’t go Turn 2: Waste Not into Turn 3: Dark Deal.

Couldn’t find a sideboard, but one thing you can do is try and make it into a transitional UB Control one and catch many people off guard.

tasigurToo much mana to be a Tiny Leader eh? I’ll show them!

G/B Constellation

gb constellations

ddt avatar final

Here’s a look at a Devotion/Constellation/Whip build in the current Standard format. It’s pretty robust and does well against a lot of the smaller creature decks out there.

 

G/B Constellation

Standard Format


Creatures: 27
1 Arbor Colossus
4 Courser of Kruphix
3 Doomwake Giant
4 Eidolon of Blossoms
1 Elvish Mystic
3 Hornet Queen
2 Pharika, God of Affliction
1 Reclamation Sage
4 Satyr Wayfinder
4 Sylvan Caryatid 

Enchantments: 3
3 Whip of Erebos 

Sorceries: 4
2 Thoughtseize
2 Commune with the Gods 

Instants: 4
3 Murderous Cut
1 Hero’s Downfall 





Lands: 22
7 Forest
1 Jungle Hollow
4 Llanowar Wastes
2 Nykthos, Shrine to Nyx
1 Swamp
4 Temple of Malady
1 Urborg, Tomb of Yawgmoth
2 Windswept Heath


Sideboard: 10
1 Thoughtseize
1 Hero’s Downfall
1 Murderous Cut
3 Arbor Colossus
2 Reclamation Sage
1 Doomwake Giant
1 Pharika, God of Affliction
2 Extinguish All Hope
1 Bile Blight
2 Garruk, Apex Predator 

It’s somewhat similar to the Sidisi Whip deck played at worlds, without the unnecessary Sidisi, Blood Tyrant and requires one less color. It doesn’t have any ‘fancy’ tricks, but that doesn’t exactly matter much. You get Pharika to make a ton of little deathtouch blockers which will trigger constellation at instant speed as well (drawing cards with Eidolon of Blossoms or shrinking their army with Doomwake Giant)

“Just because they know whats coming, doesn’t mean they can play around it.” – David Schnayer, GB Constellation player/ PPTQ winner

pharika wallpaper picYou also get to play with this sweet card

garruk apexand this one too! 

 

Tiny Sygg

tiny sygg

ddt avatar final

Here’s an old Sygg, River Cutthroat list that’s still really cool to play with. It was made by Bramwell Tackaberry (format creator) earlier last year. we just never got around posting it before.

Tiny Sygg

Tiny Leader Format


Creatures: 10
1 Sygg, River Cutthroat
1 Snapcaster Mage
1 Dimir Infiltrator
1 Baleful Strix
1 Phantasmal Image
1 Nightveil Specter
1 Pili-Pala
1 Duskmantle Guildmage
1 Thassa, God of the Sea
1 Grand Architect 

Artifacts: 2
1 Elixir of Immortality
1 Mindcrank 

Enchantments: 1
1 Declaration of Naught 

Sorceries: 6
1 Drown in Sorrow
1 Chainer’s Edict
1 Ponder
1 Black Sun’s Zenith
1 Serum Visions
1 Preordain 

Planeswalker: 2
1 Jace Beleren
1 Ashiok, Nightmare Weaver 









Instants: 10
1 Brainstorm
1 Impulse
1 Forbidden Alchemy
1 Smother
1 Dissipate
1 Blue Sun’s Zenith
1 Far/Away
1 Stifle
1 Dismember
1 Counterspell


Lands: 19
8 Island
2 Swamp
1 Dismal Backwater
1 Jwar isle Refuge
1 Underground River
1 Drowned Catacomb
1 Temple of Deceit
1 Creeping Tar Pit
1 Bojuka Bog
1 Nephalia Drownyard
1 Reflecting Pool 

It’s a grindy Dimir Control Deck with Sygg almost never getting to use his ability, but rather serve as an early blocker more than anything else. You can infinite combo your opponent with Duskmantle Guildmage and Mindcrank for the win. Another combo is Pili-Pala and Grand Architect for infinite mana into a gigantic Blue Sun’s Zenith targetting your opponent (there’s ‘only’ 50 cards in these decks after all, eh?).

You can of course just slowly mill them out the hard way with cards like Ashiok, Nightmare Weaver and Nephalia Drownyard. A lot of the Brainstorm effects are to help you dig for one of your combos and you can even Transmute for one of the pieces with Dimir Infiltrator.

nephalia drownyard big

 

Tiny Leader Links

Tiny leader Blog Site

Tiny Leader Facebook page

Tiny Leader Ban List

Basics

Tiny Leaders Deck Construction:
– Deck Restrictions:
• 50 Card decks.
• Singleton (Only 1 of each card except for Basic Lands)
• All cards must be Converted Mana Cost 3 or less.
• Must include a LEGENDARY CREATURE as a General, which IS included in the 50 cards.
• Starting Life Total: 25
• No free Mulligan.
• No ‘Commander Damage’ rule.
• Tiny Leaders is a 2-Player format.

Give it a try!

Tiny Maga

tiny maga

Here’s a very basic version of a Monoblack control list for the Tiny Leader format featuring Maga, Traitor to Mortals :

maga traitorHe looks like a very short wizard

 

Tiny Maga

Tiny Leader Format


Creatures: 8
1 Maga, Traitor to Mortals
1 Pack Rat
1 Crypt Rats
1 Nezumi Shortfang
1 Vampire Nighthawk
1 Gatekeeper of Malakir
1 Vampire Hexmage
1 Dark Confidant 

Artifacts: 7
1 Phyrexian Totem
1 Pristine Talisman
1 Elixir of Immortality
1 Druidic Satchel
1 Expedition Map
1 Sensei’s Divining Top
1 Oblivion Stone 

Enchantments: 2
1 Phyrexian Arena
1 Bitterblossom 

Sorceries: 6
Hymn to Tourach
1 Inquisition of Kozilek
1 Thoughtseize
1 Black Sun’s Zenith
1 Drown in Sorrow
1 Toxic Deluge 









Instants: 7
1 Smother
1 Devour Flesh
1 Diabolic Edict
1 Geth’s Verdict
1 Tribute to Hunger
1 Dismember
1 Go for the Throat

Planeswalkers: 1
1 Liliana of the Veil


Lands: 19
1 Dark Depths
1 Thespian’s Stage
13 Swamp
1 Urborg, Tomb of Yawgmoth
1 Mishra’s Factory
1 Mutavault
1 Cabal Coffers


Sideboard: n/a

The deck usually wins with the Thespian’s Stage and Dark Depths combo, but can also win via Pack Rats, a giant Maga or regular combat damage (Phyrexian Totem when the coast is clear). It’s quite effective and aside from a few bombs, relatively affordable as well. You can even further win attrition wars if you opt to play Volrath’s Stronghold and Fleshbag Marauder.

vamp nighthawkQuite the efficient creature


Tiny Leader Links

Tiny leader Blog Site

Tiny Leader Facebook page

Tiny Leader Ban List

Basics

Tiny Leaders Deck Construction:
– Deck Restrictions:
• 50 Card decks.
• Singleton (Only 1 of each card except for Basic Lands)
• All cards must be Converted Mana Cost 3 or less.
• Must include a LEGENDARY CREATURE as a General, which IS included in the 50 cards.
• Starting Life Total: 25
• No free Mulligan.
• No ‘Commander Damage’ rule.
• Tiny Leaders is a 2-Player format.

Give it a try!

 

Fate Reforged thus far

ddt face avatar

fate reforged spilers thus far

Well, close to half the set has been spoiled so far and how is it panning out? We get a few dragons and some ‘sort of staples’ returning as well as a really interesting mythic lineup. Speaking of Mythics, let’s get started on those first.

Monastery Mentor

monastery mentro

 

It doesn’t take a genius to figure out that this card is incredibly powerful. You get the token-making ability of Young Pyromancer with the ability to grow via Prowess. I think initially people didn’t notice that the tokens it makes have prowess as well. This allows you to do some pretty ridiculous things with it, since he basically provides you with a small army pretty often. I do like how Wizards of the Coast is encouraging people to play more non-creature spells with the Prowess mechanic right now. We used to have a Standard format with decklists of  upwards of 20 creatures and sometimes way to close to 30. It just seemed so wrong. Using removal spells for value is downright fun as is playing something like Raise the Alarm to get more bang for your buck.

So far, this is looking to be the card of the set.

 

Soulfire Grandmaster

soulfire grandmaster

 

The ‘other with mythic’ is just about as exciting as the more talked about one. You get your base white 2-drop with an ability (Lifelink, this time) as well as 2 more abilities and its perfectly easy to cast as well. The ‘Instant and Sorcery spells you control have lifelink’ part is downright sweet. Cast some burn spells to kill their creatures and gain some life for it. Not bad at all. Obviously there’s the pretty epic interaction with Blasphemous Act in Commander games. Those factors alone are probably enough for people to like this card, but… we have this last ability which pretty much equates to : value!

You get a pseudo-buyback or Snapcaster Mage-like ability for your spells.It seems to be actually better than Buyback since the card will go back to your hand as you cast it instead of having to wait for it to resolve (which is the case with Buyback). This can basically mean locking out a lot of creatures in Modern games for 5 mana : Lightning Bolt plus 4 mana, repeat. Oh and, Lightning Bolt basically becomes Lightning Helix. In all fairness, however, I’m not sure you’ll have all that free mana in a format that is pretty much about mana efficiency.

The last little tidbit about it is that Tiny Leader players will want to try it out as well. This fast-rising format is going to become a thing very soon, so I urge you to check it  out !

Temporal Trespass

temporal trespass

 

It’s always fun when they print ‘Power’ variants. This one, like Temporal Mastery will definitely try and be broken early on. Like Treasure Cruise, it has a nice little Delve ability, however triple blue will have the more dedicated blue decks trying to make proper use of it. As long as you’re paying somewhere in the neighborhood of 5 mana for it, it’s basically in Time Warp territory (which did see play in Standard).

You do end up exiling the card, like Temporal Mastery so as to prevent ‘abuse’. It also doesn’t give us a one mana discount the next time we cast  another copy of it (unlike Dig through Time). More dedicated control decks like UB Control might run a few copies, so as to potentitally get a ‘quicker’ kill with Pearl Lake Ancient. Also, is that Liliana on the card? It somewhat seems like it, then again … Maybe it’s a new Sultai khan? or maybe Liliana is set to make some kind of appearance later on.

 

Torrent Elemental

torrent elemental

 

This card is all kinds of weird. Casting it from your exile pile makes it similar to Misthollow Griffin. It seems like the D.D. creatures (Different Dimension) in the Yu-Gi-Oh! CCG. Will it be added to Legacy lists alongside Misthollow Griffin in the Food Chain lists? There’s a small possibility. It, like Misthollow Griffin is good exile fodder for longtime Legacy staple Force of Will. It sort of makes all your creatures unblockable, barring your opponent flashing in something like this

I don’t think it will be as good in Standard,even if it does allow you to ‘Delve’ it away and cast it later on. There is one small exception though: BU Control decks would maybe want a creature that sort of survives Perilous Vault and has pretty much the same stats as Prognostic Sphinx. It’s also pretty amusing to have it always come back white Relic of Progenitus‘s first ability if it’s in your graveyard. Also, unlike it’s ‘exiled brother in arms’ it’s not cast from exile – it’s simply put onto the battlefield.

Overall interesting but very fringe card.

 

Brutal Hordechief

brutal hordechief

 

I’m obviously a little saddened that this card is one mana away from being Tiny Leader material. I must brave on however, there’s a bit more ground to cover for today. The creature type is really nice – Orc. I mean there can never be enough, right? Just kidding, I obviously meant warrior. It might be the beginning of a little Mardu warriors deck uprising. Dust off those little Bloodsoaked Champions and start building! Maybe not! It’s actually a decent fit in something like Mardu tokens, allowing your tokens to deal some damage even if blocked by your opponent’s guys. Which brings us to ….

brutal abilityMaster Warcraft, kind of

You can almost consider this guy a finisher in many ways. Make all their creatures block a lowly token and have all your other guys go in unblocked (obviously leeching a life per attacking creature to start off). It allows for nice little interactions if you were to have a deathtouch dude.

All in all, a nice little piece of cardboard for an overlooked color combination outside of Standard.

???

mtg black mythic

Each color seems to have 2 mythics to its name, so why does black only have one so far? Is Liliana going to show up or something? Maybe a multicolored black card will be mythic?

 

Shaman of the Great Hunt

shaman of the great hunt

 

“Weighing in at one red mana and three colorless, at 4 power, 2 toughness with Haste and a couple of good abilites!” Shaman of the Great Hunt! You can’t not like this card or at least appreciate it. Yes, it’s a mythic so it gets that little added touch of coolness to it. It has a decent chance of becoming a 5/3 on the very same turn too. In the same color combination, you could have cast Savage Knuckleblade the previous turn and then dropped this guy to make them into 5-power beasts for the attack step all while drawing 2 cards on turn 5.

This time we get another mythic Orc, a Shaman no less. Neither type is really relevant as of now in Standard though 😦

He’s a solid representation of the Temur color combination: Red for haste, Green for the ‘growth’/+1/+1 counters part and blue for the card-drawing. Shaman of the Great Hunt can sort of rebuild your army that might have died to End Hostilities or Perilous Vault the turn before, by drawing more cards which will hopefully be more threats to cast and by becoming bigger himself. The card draw ability is even sweeter in Commander games, where having a bunch of 4-power or greater creatures won’t necessarily mean the game is necessarily over.

???

mtg black mythic

Same as the second Black mythic. There is none so far. Perhaps a sweet new planeswalker that’s Red/Black?

 

Warden of the First Tree

warden of the first tree

 

At first glance, we can’t help but compare this little guy to Figure of Destiny and rightfully so. He ‘levels up’ at instant speed as opposed to the levelers from Rise of Eldrazi. The big difference with Figure of Destiny is that this little guy can just continuously grow with his last ability. You just keep paying 6 mana once he’s a Spirit and go nuts! In older or more casual formats, you can simply change his creature type and start adding tokens from the get-go.

He’s pretty much an auto-include in Anafenza  Tiny Leader decks and very possibly in Abzan aggro builds in Standard. You just need some kind of way to track his current type other than dice I suppose, since one of his own abilities put counters on him and it may possibly lead to confusing board states. He’s also got that smug little grin that says : “Oh, that’s right!” He knows he’s pretty good and I believe that he will be.The card is just an insane mana sink and it can basically become an attacking Fleecemane Lion as of Turn 2.

 

Whipserwood Elemental

whisperwood ele

 

I really like that the last mythic is a very odd one. You basically get a free 2/2 every time this guy survives at your end step. You then get some End Hostilities protection  as well (mind you, End Hostilities is nowhere near as played in Standard as Supreme Verdict was last year). Of course you really want to play as many creatures as possible if this guy’s in your deck. You get to unmorph them right before they die in order to Manifest more creatures if you activate Whisperwood Elemental’s ability. Is your ‘Manifested’ Elvish Mystic currently better as a 2/2 or do you want to unmorph him for more mana? It’s also neat with Legendary creatures, since you can technically have more than one in play provided it’s Manifested itself into play and decides to only unmorph once its doppelganger is no more.

Despite all the cuteness, he’s basically a decent-sized bodies that makes more creatures over time and potentially a decent b. Not sure if it’s going to be the next Master of the Wild Hunt, but I do know that it’s going to be fun trying to make a deck with it. It’s a card that can appeal to both the casual and competitive players.

More to come

We’ll have a brief overview of more Fate Reforged cards later this week.

fate reforged