‘Misprint’

by Steve DDT Giannopoulos

Imprint: the worst mechanic ever

I know what you’re thinking : “Why the random Imprint hate? Isn’t it like soooo last Standard season?”

You would be right too, IF that was the Imprint I was referring to. No sir! Today I am examining what a lot of players tend to do when playing Magic: the Gathering : Assuming they know card text and effects by heart.

A lot of you out there most probably have a good grasp of what all the cards actually do in Standard right now. Or do you?

I’m sure a few of you have tried to play Inaction Injuction as an Instant. I’m also quite sure you have mistakenly put a Rootbound Crag into play tapped even though you controlled a Temple Garden. These are somewhat ‘common’ errors and they are due to the fact that a lot of us use Mental Shortcuts.

In the case of Rootbound Crag, we have just been re-introduced to duals with Return to Ravnica, so it’s a matter of habit. We are used to, since a few years now, playing basics earlier on in order to have our Core Set duals come into play untapped. This pattern is somewhat ‘hard coded’ into our brain that it almost becomes second nature.

The solution to this mistake is obvious: “Read the cards!”

It’s not so simple you see….it’s just a land…a land that produces mana. It also produces 2 kinds of mana and sometimes comes into play untapped. There…simple…Right? Wrong!

You now have a new pattern to learn: Turn 1 Ravnica Dual, Turn 2 Core Set Dual. This is rather important for those of you planning on playing cards like Syncopate without randomly losing 2 life because you played your lands in the wrong order.

In the case of Inaction Injuction, we just assume that based on the card text, the card should be an Instant. I mean, it’s Blue for crying out loud! Why would it be a Sorcery? Well, it just is…most Detain cards are Sorcery speed.

We don’t have to go too far back to see a similar card being ‘Mis-Imprinted’ in our memory. The card is Revoke Existence.

Revoke Existence

Which bears a resemblance to a good old classic most of us are familiar with:

DisenchantDisenchantDisenchant

I was never a big fan of the last image. It somewhat reminded me of that fat guy in Dune.

The evil Barron.

Yeah, I know…you just threw up.

We basically associate Revoke Existence to Disenchant. Our mind makes that link almost immediately. Then it sees ‘remove’ instead of ‘destroy’ and we are like ‘Woah!’. We then eventually notice that it’s Sorcery instead of Instant. We then think “I guess that’s fair, it does remove the card after all”.

I am sure a few people out there have tried to end-of-turn Snapcaster Mage a Revoke Existence. Usually in game 2 of a UW Delver mirror-match. You are not necessarily a bad player for trying, you’re just accustomed to the way certain similar cards work.

Another common mistake is with cards like Mizzium Mortars. Sure it’s red and deals 4 damage most of the time and it kills Planeswalkers. Uh what? It doesn’t? but I thought Red cards burned stuff.

See, this card is more the exception to the rule that most red burn spells can either target players or creatures. Unless you have conditioned yourself to see it more as a Doomblade than Lightning Bolt, you might sometimes hastily try and target a player with Mizzium Mortars.

No worries, you’re not alone.

These are simple examples to more commonly played cards.

Let’s look at something different:

Gideon Jura

Ah! Yes…the famous Gideon Jura. He who has brought numerous aggressive decks down to a halt with his +2 ability.

Easy enough right? Your guys have to attack Gideon on your next combat phase.

Or…is it?

Hero of Bladehold

Enter Hero of Bladehold. She makes a few dudes while attacking and boost the morale of your attackers. Great!

What’s the point?

She does a few things that Mr. Jura does not want you to know:

The tokens that she puts into play are already attacking and can thus attack the player instead of just crashing into Gideon.

I’m sure some of you are aware of this interaction, but convinced that this is news to others.

That’s fine, really. Again, it’s a matter of what you picture Gideon to be. He’s the big bad wolf that makes your next attack phase futile most of the time. We’re just so used to him doing that and we assume that there is no getting around that. (Save for destroying him, removing him,etc).

A lot of times it comes to how we most commonly see a card get used. For instance let’s take another white planeswalker:

Ajani, Caller of the Pride

Easy enough to read the abilities and understand what they do. Pretty straightforward: boost your little weenies, hit your enemy with a major swing or maybe make tons of cat tokens.

That +1 ability is much more useful than you may think. It does for instance, allow you to put a +1/+1 counter on a Geralf’s Messenger and allow you to destroy it with say a Supreme Verdict later on without the fear of having it come back.

That +1 ability also meant being able to ‘target’ a Phantasmal Image a while back in Standard in order to ‘kill’ it.

If you read into it a little more, the fact that he starts at 4 counters could have been that they didn’t want any insane Sun Titan abuse on that -3 ability, but I digress…

Another card that I sometimes see people play sub-optimally is Sever the Bloodline.

Sever the Bloodline

This usually happens in Jund mirror matches. One player will try to remove the other’s Huntmster of the Fells from the game with it only to realize too late that it will remove his as well. Yeah….

On that same note, back when it was first released, a lot of people thought it played a bit like Cranial Extraction or Slaughter Games and that it also affected cards in hand, graveyard and library.

No, I’m not kidding!

Again, it is the cause of certain patterns we see and we jump to conclusion.

Exile…same name… all other… Seem familiar? Haunting Echoes?

Haunting EchoesCranial ExtractionEradicate

Let’s check out a card that does not see much play:

Séance

Now a question:

How many of you thought that you could attack with that creature before you had to Exile it?

No?

I’m sure there are some who did something else that is not recommended in this wonderful game:

Read the card too fast.

Sure, it has a lot of text and we want to summarize it by just thinking : “Cool! I get to reanimate a guy each upkeep and lose him at end of turn” Somewhere in there you associate that kind of effect with these similar cards:

Corpse DanceApprentice NecromancerPostmortem Lunge

Again, this is perfectly understandable. You need to associate it with something similar.

Back when Doom Blade was spoiled, people referred to it as a ‘better Terror‘ or an ‘undercosted Dark Banishing‘. They needed to compare it to an existing card, because let’s face it : It’s pretty much another Instant Black removal spell we have seen so much of.

Mis-Imprinting an actual card with Imprint?

The card:

Mimic Vat

I have seen this misplayed quite a few times, but the common ones are:

A) NOT making a token at end of turn.

Yes, despite what a lot of you might think: a lot of players are still not used to the  ‘end of turn’ trigger having passed and then being able to active this afterwards. So they would wait and use it on their turn or just make a token to block.

B) Doing the end of turn token, but then making another one on their main phase. Only to find out that they just made 2 tokens of the same Legendary creature.

This really happened and the guy seemed pretty competent too. He made a token of Griselbrand and then another one on his Main Phase 1 so that he could deal a ‘lethal’ 14 points of damage. You can only imagine how red his face got when he realized his error.

Even in return to Ravnica, there have been a few misreads. Most notably:

Jace, Architect of Thought

It’s easy,no? I’m sure most of you have corrected it during lots of games.

-2 : the cards not chosen go back at the bottom of the library.

Yeah, it’s obvious. It has to be, it’s on the card. Really?

People familiar with Fact or Fiction will always just go ‘Fact’ when activating the -2.

Fact or Fiction

In fact, it’s not ‘Fact’ at all. The remaining cards do not go to the graveyard. That would be a little too good in this format.

It’s easier for newer players that are not used to the older cards with similar effects, I guess.

Until next time: Read the F&*n cards!

Twice over if you must. Never assume you know what they do

Commander’s Arsenal Complete Spoiler

We now have all the cards in the sough-after product:

Normal-sized FOIL cards:

1) Chaos Warp

Chaos Warp

Nice utility and randomness all in one. Monored EDH decks rejoice as they can now finally have a FOIL version of this cool card!

2) Command Tower

Command Tower

A more affordable way to now have your own FOIL Command Tower. However, due to the limited availability of this product..affordable might not be the right word.

3) Decree of Pain

Commander's Arsenal

Cool huh? It was never really a ‘money’ card until recently and even at that. I remember playing this in Legacy as a counter to Decree of Justice. Cycle it…making it uncouterable and killing all the peasky 1/1 tokens. Of course, if you wanted t kill the Angel tokens it was so much sweeter!

4) Desertion

Desertion - Commander’s Arsenal Spoiler

A great EDH card. Sort of like a Commandeer but sometimes better as it can simply counter something at worst.

5) Diaochan, Artful Beauty

Commander's Arsenal

Ah! Good times! It was kind of fun playing this in EDH knowing it was a somewhat rare and unique inclusion. Putting a Lightning Greaves on it made it sooo good. A veritable Avatar of Woe in Red at half the cost.

Now even more players will be able to experience it’s awesomeness in a color that has long been the underdog in EDH.

6) Dragonlair Spider

Dragonlair Spider

Well, they sometimes print a few oddball cards. It’s allright, I guess.

7) Duplicant

Commander's Arsenal

A definitive EDH staple. Colorless Removal at its finest. New art to boot! WOOT WOOT!

8) Eric, Spymaster of Trest

Commander: Edric, Spymaster of Trest

Another Commander reprint! This one is a lot more playable and sometimes makes the cut in some more fringe Legacy decks. Great in multiplayer as well. Others will get to draw cards if they attack someone other than you. Pretty cool for redirecting aggro from yourself onto others. Of course, you can play some unblockable dudes and draw free cards as well.

9) Kaalia of the Vast

Kaalia of the Vast

Another Commander FOIL reprint as well. This one is probably the most popular of the commanders as it makes for very interesting deckbuilding. Dragons, Demons and Angels! Oh my!

10) Loyal Retainers

Hm….definitely great if you never owned one. As a collector though, I must admit I am rather steamed.

On the plus side, this is a really limited product and I don’t expect the original value to drop much.

11) Maelstrom Wanderer

Maelstrom Wanderer

I must admit, it’s pretty Sweet!

I am a big fan of randomness in multiplayer games and this guy is basically a boosted Enigma Sphinx. Lots of fun to be had with this guy. As a commander, yyou can cast him, pop the board, draw cards, then he hits play and attacks. (Cascade into Devastation and Tidings for example)

12) Mind’s Eye

Mind's Eye

This was getting tough to find in regular trades. People were definitely hoarding this thing. Probably the reprint I can most appreciate.

13) Mirrari’s Wake

Commander's Arsenal

Lookin’ good! Everyone wants this card. From the casuals to the EDH pros. It’s probably one of the best selling cards of all time.

14) Rhystic Study

Commander's Arsenal

Power common of commons! I remember how common these were when I started playing. People would randomly play them sometimes. For a common, it’s not very common to see anybody trading these. Eventhough, it is probably one of the most annoying EDH cards, I’m glad to have to see it in this Collector’s box.

15) Scroll Rack

Commander's Arsenal

The sometimes ‘Super Sensei’s Divining Top‘ is very much at home in this box. Having gone up to 30$ and being mostly an EDH card made it somewhat hard to acquire.

Interestingly enough, Land Tax, the card that made Scroll Rack escalate is not in this box. Also, nothing super broken has been done with it in the Legacy format….thus far.

16) Sylvan Library

Commander's Arsenal

The one we all knew about!

It changes little to the fact that this is one of the coolest reprints since…when…whenever.

Serves as a mini-Sensei’s before you draw and gives you extra cards when you’re greedy. Or in EDH, since you start at 40 life, pretty much almost always.

Also a great way to ‘pimp out’ your Maverick Legacy deck.

17) The Mimeoplasm

Commander's Arsenal

A nice little Clone variant. FOIL reprint of this scores many casual points. Er…I mean…casual FOIL points. No wait, FOIL casual FOIL points!

18) Vela the Night-Clad

Vela the Night-Clad and friends

They can’t all be awesome…

Oversized cards:

1) Azusa, Lost but Seeking

Commander's Arsenal

2) Brion Stoutarm

Commander's Arsenal

3) Glissa, the Traitor

Glissa, the Traitor

4) Godo, Bandit Warlord

Commander's Arsenal

5) Grimgrin, Corpse-Born

6) Karn, Silver Golem

7) Sliver Queen

8) Zur the Enchanter

 

Starke EDH

by Xavier Biron

Commander 

Stark of Rath

Starke of Rath

Lands (33)

21 x Snow-covered Mountain
Thawing Glaciers
Scrying Sheets
Mouth of Ronom
Strip Mine
Wasteland
Tectonic Edge
Vesuva
Homeward Path
Maze of Ith
High Market
Miren, the Moaning Well
City of Shadows

Creatures (23)

Goblin Welder
Anger
Urabrask the Hidden
Jiwari, the Earth Aflame
Karn, Silver Golem
Stuffy Doll
Conquering Manticore
Bloodshot Cyclops
Ryusei, the Falling Star
Homura, Human Ascendant
Wurmcoil Engine
Charmbreaker Devils
Hoarding Dragon
Solemn Simulacrum
Obsidian Fireheart
Zealous Conscripts
Inferno Titan
Duplicant
Greater Gargadon
Steel Hellkite
Akroma, Angel of Fury
Rimesclae Dragon
Mindclaw Shaman

Artifacts (21)

Claws of Gix
Sol Ring
Lightning Greaves
Gaunntlet of Power
Gauntlet of Might
Umbral Mantle
Crucible of Worlds
Dreamstone Hedron
Spine of Ish sah
Expedition Map
Mimic Vat
Mana Crypt
Thousand-Year Elixir
Oblivion Stone
Skullclamp
Batterskull
Sensei’s Divining Top
Extraplanar Lens
Swiftfoot Boots
Tormod’s Crypt
Liquidmetal Coating
Caged Sun
Culling Dais

Spells (22)

Starstorm
Vandalblast
All is Dust
Blasphemous Act
Shattering Pulse
Wheel of Fortune
Glacial Crevasses
Grab the Reins
Reroute
Act of Aggression
Chaos Warp
Unwilling Recruit
Insurrection
Karn Liberated
Stranglehold
Mass Mutiny
Recoup
Word of Seizing

Reforge the Soul
Reiterate
Devastation

The deck is basically about stealing and sacrificing your opponent’s permanents or destroying them with Starke after you are done with them. The deck could have maybe used a Helm of Possession or a Trading Post as well, but it seems pretty tight already. Give it a try or examine the list to see if you can find some sweet interactions to include in your own EDH deck.

Contrary to most EDH decks, the manabase is also rather affordable. No duals, just a bunch of snow-covered mountains!

Return to Ravnica GAME DAY Promos and Playmat

Here’s the exclusive Game Day playmat:

The Game Day Top 8 Promo card:

And finally, the Promo card that everyone gets:

Dryad Militant

Go down to your local gaming shop and bring your latest Standard concoction to see how it fares versus the rest of the field!

Return to Ravnica: Top 5

by Zac Clark

Here’s an RTR preview of top 5’s. (Limited and Constructed)

In the past (WAAAAAAY in the past), I was sort of averse to spoilers. I liked being surprised by the new cards and I wanted to experience a set in a face to face kind of way. Things change (I’m still not using a freaking playmat!), though, and I really dig the way the MTG community uses the weeks before a set’s release to generate interest, speculate and brew on SH*T THAT’S NOT EVEN REAL YET! It’s genius, really. So, I’ll back it up. I’d like to talk about my favorite 5 cards from the Return to Ravnica and their various applications. 5 for Contructed and 5 for Limited.

Here goes nothing…

Constructed

5. Epic Experiment

Right, I know what you’re thinking. JOHNNY!

Calm down I’m not brewing with this yet, I’m simply saying this: someone will break this. It might not be until the next set or maybe the set after, but it’ll get some play. You’ll groan like you do now when you loose to infect, it’ll be second tier likely, but man! when this card gets cast you’ll be sorry. It’s a real good thing Overload won’t work with this. I expect this to be a set-up for Grixis tap-out or a one of in a Delver variant (which will need a mid and late game strategy with a lack of free spells). I don’t know, I think it’ll be important eventually. Mark my words! (shakes cane in the air).

4. Cyclonic Rift

I remember Boomerang… man I loved Boomerang. So many great applications. Turn 2 bounce a land and TIME WALK. All sorts of cool stuff… You could save your Air Elemental from dying. You could bounce a potential blocker, and you could bounce an attacker. Nothing was safe from, well, bouncing. Cyclonic Rift can’t target your stuff to save it, but it does have another application… AND THE BOARD IS CLEAR! and by “THE”, I mean “YOUR”. OH, I don’t not look forward to being on the business end of a C-Rift. It’s got the early game thing down, the mid game thing it’s still very important, and the late game it just wins games. Mizzium Mortars doesn’t do this as well. Sure it kills things dead but if your deck is built right, you shouldn’t have a problem making the next untap count.

3. Rakdos Return

Can you say late game Combos?

C-rift End of Turn… Rakdos Return during my main phase… RESPONSES?! Mike Flores said it first, but I’ll repeat. DON’T C- Rift a Snapcaster with open counter mana and a Dissipate or Syncopate or other counters without PATE in them, … (You will be laughed at). But like C-Rift (yea I’m gonna keep calling it C-Rift), it deals with Planeswalkers. It’s a mid-game phase 2 kinda card and it doesn’t affect the board, so stop crying and build around it, you baby.

2. Angel of Serenity

Did you read the part about when your opponent inevitably deals with this creature (ala Ultimate Price) the things you chose go to hands, AND NOT BACK INTO PLAY? SHEEEIT! wait you can target things in Graveyards? And ANGELS? Just sayin’ bro. She’s even easy on the eyes without making me feel all pervy (I’m looking at you Liliana of the Veil).

1. Jace, Architect of Thought

The Magic: The Gathering version of Batman, Jace is in full Dark Knight Returns mode here (He’s not the Planeswalker this city wants, but he’ll be the Planeswalker this city needs).

Plus, look at that sweet cape flair. I bet he conjured a large fan to blow that breeze. He’s got a defense, and a sweet a$% -2 ability. You’ll be card advantaging the willies out of you opponent. I’m not really thinking the Ultimate will see much action (You’ll be too busy drawing to want to build him up) but if that goes off I bet you’ll figure out a way to make it good.

Limited

5. Lyev Skyknight

It’s an Uncommon so i bet you can find this guy in the draft. NO! I don’t know what # pick. But he’s good.

I remember night unto a day when (gset up from rocking chair) 3/1 blue fliers for 3 mana couldn’t block non-fliers. AND WE LIKED THEM JUST FINE! This guy can block if you need him to. And he’s a Twiddle (for all intended purposes) at his least effective. You won’t always wanna throw him down the second you draw him.

4. Dramatic Rescue

I like tempo strategies in draft. This card helps. It saves your guy, it stops his, it buys you a turn, it gains you 2 life. It has a sexual joke between a man and a fat Hawkman in the flavor text. Did you know that in Ravnica they use the American system of measurement? TONS. 4000lbs of Pure HAWKMAN LOVE!

3. The Charms

  

 

Duh! Options are good – taste the rainbow.

I think Izzet is the best in Limited then Selesnya, Azorius and then Gogari and Rakdos are tied.

2. The Guildmages

  

 

Mid and late-game mana sinks, expect to lose if your opponent gets to produce 3/3 centaurs each turn while you draw another land.

1. Mercurial Chemister

The John Wayne Gacy of the set, in that he’s goofy looking but deadly. Pogo the Clown here draws two cards then he kills things. Untapping with this guy twice should win you games. With 3 toughness though, he’s a lightning rod. Mostly he’ll trade 1 for 1. When he gets going, look out! I’m playing Izzet at the prerelease based on Hypersonic Dragon and maybe maybe opening up this guy.

Special SUPER SECRET TECH

0. Pack Rat

After playing some online sealed with a friend, we both immediately notice the raw power of this card in limited. What’s that you say? Never draw a land and wish it was something else.

If you play this card on curve its good. But even though I believe this set is removal poor I’d suggest waiting until you can copy him. Once copied nothing short of two removal spells or a detention sphere can stop you. If you play this turn 5 and copy it. On turn six with a land drop you have 2 2/2’s. Not bad but nothing to write home about. You attack and create (with the land you dropped) two 4/4’s with two 4/4’s blocking from there it just gets insane. I’d switch to splash black in the third pack for this card. It won the board each time I untapped with it. It’s my favorite card in limited and it’s power might just be good enough for constructed.

So that’s my take on the RTR scene. What’s your favorite card for Limited/Constructed?

Disagree with me? You’re probably not correct but I’ll read your rants in the comment section.

Junk or Jank?

by Steve Giannopoulos

The new Standard has arrived and with it many brewing options. A lot of big mana strategies seem to be the thing and the aggro strategies seem to be relegated to Zombies, WG Aggro and Mono Red.

Mono Red is always the kind of deck that thrives at the beginning of a format and has pretty much no late game to speak of. Cards like Vexing Devils kind of just hit play and sit there staring at bigger dudes not doing much but probably chumping. You can always rip a Thunderous Wrath and randomly win but that’s sort of like relying on luck a weee but much for my taste.

I was personally inclined to the play a Green-based Aggro deck with Rancors as they seem rather well-placed in the current metagame. I called a friend and asked him for his decklist for the upcoming Grand Prix Trial the day before. He was kind enough to provide me with one:

JUNK by Xavier Biron

Creatures
4 x Arbor Elf

4 x Avacyn’s Pilgrim

4 x Strangleroot Geist

4 x Loxodon Smiter

4 x Dreg Mangler

2 x Deadbridge Goliath

3 x Disciple of Bolas

2 x Sigarda, Host of Herons

Spells
3 x Rancor

4 x Abrupt Decay

2 x Tragic Slip

2 x Sever the Bloodline

Lands

4 x Overgrown Tomb

4 x Temple Garden

3 x Isolated Chapel

1 x Sunpetal Grove

1 x Woodland Cemetary

2 x Gavony Township

1 x Vault of the Archangel

1 x Swamp

1 x Plains

4 x Forest

Sideboard
2 x Crushing Vines

2  x Thragtusk

2 x Ray of Revelation

1 x Sever the Bloodline

2 x Tragic Slip

1 x Sigarda, Host of Herons

3 x Knight of Glory

2 x Rest in Peace

You might recognize the deck designer’s name. He recently got in the Pro Tour and will be going to Seattle to battle it out with some of the world’s best players. He won a Pro Tour Qualifier with a Green/Blue Infect deck. It was a somewhat rogue deck and caught a few people by surprise. He usually has a good understanding of the metagame and can back up a lot of his card choices by indicating a lot of situations in which they would be better than the cards that are usually played or proposed to him.

The Junk deck above is not exactly revolutionary, but it is somewhat unusual. You will notice that the color white is very minorly represented in the list but it does pack quite a punch.

Sigarda, Host of Herons

This little angel has become increasingly better for a few reasons. The main one being that 2 out of 3 monoblue clones just hit the curb with the arrival of the new Standard format. Incidentally, this was a big reason Olivia Voldaren was held back for quite some time. The only option now for clone shenanigans is Clone or Evil Twin. At the moment, they are suboptimal, but you never know…

                       

Remember these guys?

She invalidates Liliana of the Veil’s -2 ability as well as making Killing Wave, Barter in Blood, Tribute to Hunger and targeted removal utterly bad. She is definitely a good target to slap a Rancor on. There’s not much slowing her down save mass removal or a bigger angel like Angel of Serenity, which is seeing some play.

Loxodon Smiter

This bad boy makes Liliana of the Veil’s +1 rather risky. Often compared to Obstinate Baloth minus the lifegain, this guy is a lot more relevant as he comes down a turn earlier AND cannot be countered. It almost seems like the ‘cannot be countered’ cycle came out a set too late. With Mana Leak no longer in the format and Syncopate not nearly as effective, a lot of decks can afford to play less carefully around counters. It also helps that the control decks start to shape up more after the aggro ones do, since you obviously need to know what you need answers to. The best answer in this case is Mizzium Mortars, which incidentally is also the answer a lot of times your opponent ‘Miracles’ Entreat the Angels on his upkeep. Early on this guy just goes through unmolested against most decks and he is sizeable enough to play with the big boys later on. As a side note, I believe he is probably a very valid addition a Maverick-style Sideboard in Legacy, but most probably more in Modern. He punishes Jund’s discard and steers clear of the Lightning Bolts. this is similar to Obstinate Baloth of course, but the Smiter feels more Maindeck-worthy.

Gavony Township and Vault of the Archangels

                     

The Township has been gaining popularity as of late. The only real risk in activating it is put a counter on Strangleroot Geist and not being able to bring it back after a Supreme Verdict or the like. It definitely gives your mana dorks (Avacyn’s Pilgrim and Arbor Elf) some value in the mid to late game. It can also fatten up one of your creatures to sacrifice to Disciple of Bolas and get a pretty massive card draw and lifegain advantage.

The Vault offers somewhat different benefits. It allows your little dorks to trade with bigger creatures, thus warding off some aggro at times. Also, it’s really great with Strangleroot Geists since you have no qualms about trading them against other creatures and having them come back for a repeat performance. In mirror-matches (well, kind of . ie: Zombies and GW aggro) it can present a real dilemma to your opponent when he is trying to decide how to attack and not incur a major life swing  in the process. You would activate it on after blockers are declared to make some unfair trades and then on your turn when you hit him back for more life.

The Scavengers

Deadbridge Goliath and Dreg Mangler are really well-costed for their size. Not only that, but they allow you to recover pretty well post-board whipe. Everything went boom and you just drew an Avacyn’s  Pilgrim? No problem! just play that bad boy and ‘equip’ him with some +1/+1 counters courtesy of the Scavenge mechanic. As a side note, don’t forget that they can also add +1/+1 counters to an Unleash creature and make it unable to block. This is really marginal, but probably an interaction people should be aware of (mostly in limited).

The Goliath is Blastoderm-sized and probably slightly better than even Blastoderm would be these days. Sure he isn’t Hexproof or Shroud, but he does provide an advantage after his untimely demise. Blastoderm would probably just 2 for 1 a couple of creatures which is ok in the current Standard. Goliath can do the same or eat a removal and probably force another removal when scavenged. The difference is that the Goliath stays in play much much longer and is better if Counterspelled (also probably a reason why it’s a Rare).

Dreg Mangler is basically Strangleroot Geists # 5 through 8. Again, with some added value if they are Countered or milled (unless of course, if they get Dissipated or Syncopated). Just like pretty much most of the aggressive creatures, it’s really good with Rancor. 5/3 trample haste? Yep! Sign me up!

Card Advantage?

Yes, there are many forms of it. The more direct advantage comes from recurring Rancors and drawing cards off of Disciple of Bolas. Disciple is so good in this deck since you can probably recoup the things you sacrifice. Sacrifice a Rancored Deadbridge Goliath, get Rancor back to your hand and scavenge the Goliath later on. Did I mention this thing is the Release Party card? I would probably get a playset on the cheap at the moment as they are probably undervalued.

Removal? in Spades!

Tragic Slip continues to be good in this metagame. It kills early game accelerators (Pilgrim Arbor Elf) and also is a card that deals with Falkenrath Aristocrats. Obviously, you can get more value out of it when you trigger its Morbid ability, since it can kill other nuisances such as Lotleth Troll and Wolfir Avengers.

Sever the Bloodline was somewhat hyped for a small time during the past Standard season but never really saw play. Now with the absence of Doom Blades and Go For the Throats, it is much much better. Add to that the fact that it removes the creature, so it’s an ideal removal for Geralf’s Messengers and other Zombies. In other cases, it will just board-whipe tokens, namely Entreat the Angels tokens. The fact that it has flashback is rather nice, since control decks can cast it after having dumped it in the grave with Forbidden Alchemy later in the game.

Abrupt Decay is somewhat pricey at the moment with good reason. In the current environment it can really kill way to many things. Oblivion Rings, Keyrunes, some Planeswalkers, tokens, Detention Spheres and the list goes on. The fact that it cannot be countered simply adds to its goodness. It seems to be a good future staple in formats that are more mana-efficient as you can deal with more permanents. It’s also quite better than Murder, since using your turn 3 to cast a Murder is not quite what you want to be doing in a mostly aggressive deck (unless your turn 1 was a Pilgrim and turn 2 was a Loxodon Smiter, of course).

Sideboard

This sideboard is basically an anti-graveyard, anti-aggro one. Also, as the Knight of Glory indicates, we are prepared for a heavy black metagame. Crushing Vines versus Angels mostly and perhaps the odd artifact here and there as Scars Block has come and gone. Ray of Revelation do a great job against Oblivion Rings and Detention Spheres.

More removal follows, just in case you are not always the aggressor.

Value is now harder to spell… T h r a g t u s k

Thragtusk is just overall good, so why not? Also, he is a great ‘target’ for Disciple of Bolas.

This covers our small trip to Ravnica Standard for today. Stay tuned for further decks and articles!

Real Steel

by Steve ‘DDT’ Giannopoulos

Well, Return to Ravnica is soon upon us and it will be pushing out a Scars of Mirrodin Block from Standard. Lots of the older Magic: the Gathering players are happy to greet this new set as they have great memories from the original Ravnica block. Not too many people are concocting any new Standard decks in the current metagame now, but I always try to play a few rogue-ish decks in the final weeks of a month were a block will rotate.

I was never a huge fan of the Mirrodin artifact theme personally. It took a lot of color-specific abilities and put them on artifacts, thus negating the color-commitment aspect. I did eventually slowly got over that and think they did a great job with the artifact theme this time around. One thing that I think most people didn’t fully exploit in Constructed was the Living Weapon ability. It basically allowed some of your equipment to come into play pre-equipped, while not allowing you to do much else with the Germ token.

The deck we will be examining today makes fine use of these equipments and I believe positions itself pretty well in the current Standard environment (for however long it has left). On the plus side, if you decide to build this deck, acquiring the necessary cards should not be a huge problem as they are almost all from the old block (Scars). In addition, I believe this is a deck you can keep sleeved up and play many casual games with for a long time to come.

Here’s the decklist:

Real Steel

Lands

4 x Cavern of Souls

4 x Glacial Fortress

4 x Inkmoth Nexus

1 x Moorland Haunt

6 x Plains

4 x Seachrome Coast

Creatures

2 x Etched Champion

2 x Glint Hawk

2 x Grand Abolisher

2 x Mirran Crusader

1 x Phyrexian Metamorph

4 x Puresteel Paladin

2 x Spellskite

3 x Trinket Mage

Artifacts

1 x Accorder’s Shield

1 x Batterskull

4 x Flayer Husk

1 x Grafdigger’s Cage

3 x Mortarpod

1 x Silver-Inlaid Dagger

4 x Sword of War and Peace

1 x Sylvok Lifestaff

Other Spells

3 x Dispatch

Sideboard

1 x Celestial Purge

1 x Dispense Justice

1 x Divine Offering

2 x Leoning Relic-Warder

2 x Mental Misstep

2 x Mirran Crusader

2 x Oblivion Ring

1 x Snapcaster Mage

1 x Spellskite

2 x Sword of Feast and Famine

The first thing you will probably notice is that Puresteel Paladin plays a key role in the deck. In fact, you can pretty much say that he is at the heart of the deck. He pretty much gives all your equipment extra value and makes it extremely easy to attack safely with swords and then re-equip them for free to be able to defend  against whatever counterattack your opponent might have planned.

Don’t get me wrong, I’ve won many games without ever having drawn a Puresteel Paladin. It’s just that it requires much more effort. On top of it, the effect is cumulative. This means that if you happen to have two Paladins in play, you will draw 2 cards per equipment that hits the battlefield.

Let’s give the deck a more in-depth examination:

Lands

We have our basic dual configuration: the 4 Scars of Mirrodin duals and the 4 M13 Duals. Not too costly and definitely needed.

Next up we have 4 Cavern of Souls. Now these are somewhat costly, but they should be viewed as an investment for anyone planning to play Standard or any kind of tribal deck. They make sure the majority of creatures in our deck do not get countered. Yes, humans again! Sometimes you might want to name Soldier so your Etched Champion comes down equips a bunch of stuff and goes for the throat.

It also does wonders with Grand Abolisher. You land a creature that can’t be countered that will make it so that all your other spells will not get countered.

Inmoth Nexus makes an appearance in this deck as a great utility card. Be it giving you Metalcraft or swinging with a few equipments on it, it plays its part well. Post Day of Judgment, it will either be chump blocking if your opponent recovers before you or attacking for 1 or 2 infect and giving you a slow but steady win condition. You can activate its ability to allow your Etched Champion to survive a Slagstorm or something like a doom blade.

The lone Moorland Haunt allows you to make more dudes at the end of your opponent’s turn and start equipping them and attacking on your turn. You realy don’t want this and Inkmoth Nexus in your opening hand as your only mana sources as you often times need at least 2 white mana to cast most of your nonartifact creatures.

Creatures

You obviously run 4 Puresteel Paladin here. He screams ‘build around me’ and he is always an affordable card. If you have to decide what needs to be equipped, make him your number 1 option. He will affect the board more than any of your other guys.

This deck uses a long-time favorite (Trinket Mage) extremely well. He fetches you a Zombie/ Birthing Pod hate card in Grafdigger’s Cage. Aside from that, he can get you a Sylvok Lifestaff in order to gain some life and stand a better chance in the late game. The staff will combo really well with Mortarpod. You shoot a creature for 1 while gaining 3 life, at the small cost of a Germ Token. Remember that you can also do the same with Inkmoth Nexus which will cause infect damage. This can be a great way to close out a game with a final 1 or 2 points of infect.

Trinket Mage can also fetch a chump blocker in Flayer Husk allowing you to spam the field and have a better mid to late game. He can also double block with the token to kill a 3-toughness attacker if needed. However, if you are trying to press your advantage, I believe the best option is Silver-Inlaid Dagger. This little knife will give almost any creature in your deck a +3 attack bonus. Keep in mind that even the base + 2 attack is pretty nice also, especially when equipped to an Inkmoth Nexus.

Usually reserved for White Weenie decks, I believe Grand Abolisher does an awesome job in this deck. It allows your equips to go uninterrupted and prevents nasty surprises on your opponent’s side (Restoration Angel). You just don’t want to see him too often, which is why we run only 2.

The previous statement holds true for Mirran Crusader. He’s usually a powerhouse against a lot of decks or even just when regularly equipped. There are however many decks against which he is not so hot. Games with him can end quickly if you are facing something like a Green/White deck and he is equipped with a Sword of War and Peace.

Etched Champion is your big bruiser. He may not seem like much, but he does pack quite a punch. When facing down against Wolfir Silverheart –enhanced creatures, you will be glad he is on your side. Metalcraft should never really be a problem and as mentioned earlier, you can always activate an Inkmoth Nexus if you need to protect your Champion. The main problem he has is playing defense versus a Rancored creature. That can become a huge problem really quickly.

Glint Hawk and Phyrexian Metamorph provide a nice little overall utility for the deck. Obviously we all know how awesome Metamorph is. Wether it’s killing a legend, doubling up a busted equipment or simply another copy of Etched Champion, he’s doing something useful.

The little Hawk on the other hand, is used mostly to reset living weapons or sometimes bounce back a Champion to give it pseudo vigilance. Oftentimes, you will even be bouncing back any equipment to your hand in order to replay it and draw a new card off of Puresteel Paladin. He can also fly over a stalled field and chip in to provide a few points of damage. There are also instances in which he will be equipped with a Sword of War and Peace in order to indefinitely hold off a Restoration Angel. These are good times!

Other Spells

This section is rather brief since we only run 3 Dispatches. This means we need to use them conservatively. If the creature you dispatch is in no way hindering your path to victory, it was a bad move. You usually want to use it on a Primeval Titan that will clearly become a problem. The same goes for Talrand, Sky Summoner. Again, use your judgment and avoid liberal uses of Dispatch.

Another small warning about this spell is that it it’s almost always cast with Metalcraft. Metalcraft is also checked on resolution, so be sure to have an Inkmoth Nexus ready to respond when your opponent busts one of your artifacts to make Dispatch lose its Metalcraft effect. You want to probably do it when you have 4 or more artifacts just to be sure.

Artifacts

Pretty much all equipments here except for the lone Grafdigger’s Cage.

We can afford to have a maindeck Cage here as our Trinket Mages can make sure we can find it when needed. One copy is more than enough, since we really do not want this in our opening hand.  It does a great job versus Snapcaster Mage, Zombies and Birthing Pod.

The lone Batterskull is just awesome in this deck. You can easily play it, equip it for 0 due to Puresteel Paladin’s ability and beat down your opponent while gaining life. Then comes the great part: you can re-equip the Batterskull on Puresteel Paladin afterwards in order to protect him from something like a burn spell, Black Sun’s Zenith or Mutilate. If you are digging for something like a Mortarpod or Dispatch, you can also always bounce the Batterskull back to your hand and replay it so you can draw a card off the Paladin.

Flayers Husks are the little drones of the deck. They get played early on, get a few points of damage in, die, get equipped and then enable Metalcraft. A nice little life for a 1-cost equipment,no?. Oh, I even forgot to mention: draw a card. Well, most of the time. Your opponent will almost never want to trade his 1/1’s with a Flayer Husk, so don’t be shy and attack him when you can.

A small amount of the deck’s removal also comes from Mortarpod. This mini-removal can be very effective as there are quite a few little creatures in the format. You will often be needing to take down things that have more than 1 toughness with it. That’s also where the Puresteel 0-cost equip ability comes into play. A word to the wise: use it almost immediately on a Blade Splicer. You don’t want to get greedy and keep the Germ Token to block an attacker and then try to kill the Blade Splicer. This will almost always be met with a Restoration Angel flash in response and you will be losing all sorts of ‘value’ because you opted to be greedy. It’s bad enough you didn’t kill a 1/1 token producer, now it’s back and it brought back a little friend.

The big difference making equipment in this deck is Sword of War and Peace. A lot of decks out there play white, making the protection very relevant. The life gain/burn ability gets out of hand quickly and can end the game in a flash. Although less decks are playing red creatures, but keep in mind that it will protect your equipped creature from something like a Bonfire of the Damned. It’s a hugely popular card right now and very effective. So slap your sword on the creature you value most.

Accorder’s Shield may not look like much but it does a few decent things for its 0 cost. It can be fetched by Trinket Mage and played immediately, usually drawing you a card off of Puresteel Paladin. It also give your creature vigilance, which is pretty insane with Etched Champions. It allows them to play both sides of the field and eventually win the game. The extra 3 toughness is hardly a laughing matter either. It makes even the lowliest creature useful on defense. You can even pretend you are swinging with a mini-Serra Angel when attacking your opponent with Glint Hawk.

The other two one-ofs were pretty much covered before. They are both retrievable with Trinket Mage and each fills a completely different role. Go get Silver-Inlaid Dagger if you are going on offense. Alternatively, go fetch Sylvok Lifestaff if you need the lifegain, or if you want to do Lifestaff/Mortapod shenanigans.

Sideboard

This sideboard is somewhat metagamed but I think it’s reasonably flexible. You don’t absolutely need a Snapcaster Mage in there, but he is rather good if you are planning on siding in the Instants. He’s also uncounterable with Cavern and another body you can remove to make a spirit token with Moorland Haunt. Other than that, I would maybe tweek it a little more to combat Curse of Death’s Hold. That is a huge card against this deck. The few games I have lost with this deck can be attributed to 1-2 copies of that card in play. When there are two copies, the Leonin Relic-Warder should be good to permanently exile one of them.

You cast the Relic-Warder. If he is not countered, he will enter the battlefield. Once on the battlefield, his come into play ability will go on the stack, however state-based effects will be checked and see that he is a 0/0 and thus dies. This will cause his leave the battlefield ability to go on the stack. The stack will resolve in a last-in/first-out order. The leave play ability resolves, doing pretty much nothing. Then the enter the battlefield ability resolves, removing the Curse forever and ever. It’s a neat little trick that is good to know, since aside from Oblivion Ring and Celestial Purge, is one of the only outs you have in that situation.

I would like to experiment more and see what the optimal number of Dispense Justices is. The environment is pretty aggressive right now. Anytime you can get a two-for-one out of this bad boy is just great.

You will usually swap out Swords of War and Peace for Swords of Feast and Famine if you are facing a deck that has anything Green or Black in it. I believe it needs to be stated even if it seems obvious to a lot of you.  Other commonly sided out cards are: Glint Hawk, 1 x Mortarpod, Flayer Husk, Grafdigger’s Cage and 1-2 x Trinket Mage. You always want to keep the core engine running in almost all situations. There are some really rare times you will want to take out the Dispatches. A good example is if your opponent is playing a version of the UW Hallelujah deck not aware that it was a Block deck and not a Standard deck. It happens more often than you think, since a lot of people will just do a straight port instead of adding in the non-block stuff.

That wraps it up for today. I will try to write more articles on a more regular basis.