Now that the full spoiler is out and I've had to test, I've found out some interesting things about the metagame, and I thought I'd share some thoughts here.
1) The fact that the second set of duals is tap-lands makes the mana slow enough and awkward enough for 1-drops to punish.
This fact means that mono-red, Boros, b/r, or whatever other 1-drop based aggro build you want to play are, in fact, viable. Of course, it goes beyond just putting one drops in your deck, but, if you build your deck to punish stumbles, opposing decks WILL stumble enough for you to actually take advantage of it. You don't have to force your opponent to stumble.
I approve of this fact.
2) The lack of "incidental value" forces focused strategies.
There aren't a lot of cards in this format that grant "incidental value" in the same way that Thragtusk and Huntmaster of the Fells did. For the most part, a lot of the cards are pretty straightforward. This speaks to my favorite distinction in games - strategy vs. tactics.
This format rewards strategic strength, which is something I like.
Why?
Consider a card like Thragtusk. Thragtusk is NEVER bad. It is, tactically, a very strong card. This makes it strategically a very weak card because it does not cater or support one particular strategy significantly more than it supports neighboring strategies (e.g., being slightly more controlling doesn't make your Thragtusks better than the next guy's, neither does being slightly more aggressive). In formats with lots of tactically strong cards, the interactions revolve around these cards and how best to exploit these cards tactically.
Now, consider a card like Sphinx's Revelation. Sphinx's Revelation is a card that greatly rewards playing it strategically. Understanding how, when, and where to use Sphinx's Revelation has a great effect on the efficacy of the card. Strategically placing (in a deck) and utilizing (through play) the card will win and lose you games depending on how good you are at it.
The less cards you have that are tactically strong, the more you have to rely on cards that are strategically strong. The more you rely on strategically strong cards, the more you rely on how the individual moving parts of your deck interact with each other. Tactically strong decks are full of "good stuff" that happens to also interact well. Strategically strong decks can be full of "mediocre or bad stuff" that needs to come together to be much greater than the sum of its parts. Strategy is just as beautiful as tactics, although sometimes it is harder to see.
This is not to say that previous formats have been exempt from strategic play, but overall, I think Magic in recent years has been more centered on tactical play. In the end, many decks recently have been strong because they have been tactically overwhelming. They simply have more options that are equal or superior to what the opponent can do. Strategic play, on the other hand, is beautiful to watch, and has been very lacking. I am glad to see it making a return.
Limited will always be there for players who want to play tactically, as sealed and draft inherently revolve around board states and tactical options. Constructed should always reserve strong aspects of strategic play to balance things out. After all, knowing why and how to use (read, when to put in a deck, how many, and when to play) cards is, in fact, a necessary skill as well in Magic.
3) Tactical play hasn't gone away
There are still a lot of really interesting tactical interactions in this format. Individual card synergies present many different opportunities to utilize interesting aspects of your cards. An example of this is the Whip of Erebos/Obzedat interaction. Cards like Boon Satyr and Ghor-Clan Rampager also create really interesting tactical decisions, never mind something like Boros Reckoner.
Needless to say if you want your deck to have tactical strength and the capability of winning tactical battles, you can still do that.
Conclusion
I have other thoughts, but they've escaped me at the moment, so I'll end this here, but in the meantime I would ask you to think about how your cards are connecting in the decks you build. Not only is having a proper strategic focus important, but it is also important to understand how EACH card fits in that strategic plan, and not just be playing a card because it is "good."
I have a feeling there will be very few objectively "good" cards in this format, but there will be many cards that are excellent at fulfilling a smaller subset of functions, and thus utilizing each card to its maximum potential and having your cards support each other will be more important than it has been in a while.
An MTG blog focused on deck construction, format analysis, theory, and always, new tech.
Thursday, September 19, 2013
Sunday, September 15, 2013
Thoughts after the full reveal
So, Theros is completely spoiled, and I want to talk a little bit about how I feel about the set.
In many respects, I am underwhelmed by Theros, and in others I am very excited. The set as a whole seems very flavorful, but I'm not a fan of the way it looks like the mechanics will play out in limited. This format seems to either be about voltroning dudes up or playing with large monsters. IMO it looks very swingy or board-stally, maybe both. Neither of those factor are things I enjoy in formats. I'm concerned by the lack of good removal, particularly at instant. Also, I wish some of the Bestow guys were better, but maybe the mechanic is stronger in limited than I think it is.
Would this have been too much to ask for?
Bestow Griffin - 2W
Creature - Griffin
Flying
When Bestow Griffin or enchanted creature dies, put a 2/2 Griffin token into play
Bestow 2W
2/2
Or maybe this:
Bestow Elephant - 2G
Creature - Elephant
When Bestow Elephant or enchanted creature dies, put a 3/3 Elephant token into play
Bestow - 2G
3/3
Astute observers will recognize these as Bestow versions of Griffin Guide and Elephant Guide. Obviously these are too strong at common (maybe even at uncommon), but I think they would've made cool rares and are likely constructed playable.
Anyway, I don't want to spend a whole ton of time on limited because it's not my forte, but my initial impressions of this limited format are mediocre, although I'll reserve judgment until I actually play it. I'll be playing quite a few prerelease flights, as well as SCG Worcester team sealed, so by the end of that I'll have a decent idea of what the format looks like.
Constructed, on the other hand, looks excellent. There's a strong variety of decks and strategies, and even strategies that look similar can diverge in interesting ways. I'm still not a fan of the creature-focused-ness of Standard in general, but I've long since accepted that I can no longer play creature-less 75's on a regular basis, even if I would like to; doesn't mean I have to like it :-p.
Anyway, the way I see it, this is how the metagame is shaping out.
Aggro
There seem to be a wide variety of aggro strategies. I'm sure some of these will float to the top, but right now it appears if you want to be attacking early, there are quite a few options. Red-based aggro (RG, Mono-red, Boros) all looks good, especially with Madcap Skills, which has proven extremely strong in testing. Of the three, I like RG the best, but only because it seems to have the best game against Control. Mistcutter Hydra and Xenagos have both proven to be very resilient threats, and alongside some good aggressive openings can generally cause problems.
I think the mono-colored options outside red are for White Weenie and maybe mono green. I haven't tested Mono-green, but WW looks promising. Heliod and Mutavault give the deck a bit more of a mid-game than is historically present in WW, and Imposing Sovereign often allows WW to establish tempo advantages. The quality of the threats WW has is actually very high, which definitely works to the deck's benefit. It is still vulnerable to Supreme Verdict, but that's to be expected.
Midrange
I'm not really sure what's going on here. I'm sure there's a midrange deck, but I can't seem to find it. The manabase seems to be the primary issue. The Scry lands essentially prevent you from being 3 colors, but being 2 colors I feel it's better to tilt more aggressive, as the pressure you can apply just wins you games. Also, this makes Madcap Skills better, a card which often allows you to just run over the slightly slower 3-color midrange decks.
The only real exception to this has been GW Tokens. Tokens has performed very well in the creature match-ups, but hasn't been great against control. There may be a strong sideboarding plan to fix that, but I haven't found it yet. Even so, I don't expect control to be a huge part of the field, so playing Tokens and hoping to get lucky may be a viable choice.
I'll be keeping my eyes out, but I haven't really seen a good option for midrange or mid-range control. Mid-range aggro like RG is pretty good, but I discussed that in the "aggro" section.
Control
Esper has been our control deck in testing, and it's performed fairly well. I haven't had the time to really take a second look at American or a look at Grixis, but I don't really see many other options beyond those three. I still think Ashiok, Nightmare Weaver is an excellent metagame choice given the number of creatures I expect to see, but Steam Augury is a compelling reason to play red. American will have serious issues vs. Mistcutter Hydra (not something I look forward to, as it is one of the strongest threats, even with Esper's suite of Black removal and Far//Away), and Grixis only has Anger of the Gods as a sweeper.
I find it hard to believe a control deck other than Esper will rise to the top, as I feel like that deck has the best tools. It is, of course, not impossible, because Steam Augury is VERY good, but I just don't think the supporting tools are there yet.
Other
There are quite a few interesting brews (Whip, various devotion builds, maybe something with Bestow or centered on the new Cabal Coffers), but I am unsure that any of those can genuinely stick. The Aggro decks all look very good at applying pressure, which puts a real constraint on trying to do something interesting/cool. It's definitely possible, but there's a lot of work involved.
Ramp has been okay, as long a it runs Hammer of Purphoros. Without that card, the deck is simply too vulnerable to Doom Blade. But, for those of you who like to cast giant monsters, you can do that. Just make sure you have Mistcutter Hydra and Hammer.
Anyway, that's what I've seen as far as playing this new Standard format. I'm happy to talk ideas with people.
In many respects, I am underwhelmed by Theros, and in others I am very excited. The set as a whole seems very flavorful, but I'm not a fan of the way it looks like the mechanics will play out in limited. This format seems to either be about voltroning dudes up or playing with large monsters. IMO it looks very swingy or board-stally, maybe both. Neither of those factor are things I enjoy in formats. I'm concerned by the lack of good removal, particularly at instant. Also, I wish some of the Bestow guys were better, but maybe the mechanic is stronger in limited than I think it is.
Would this have been too much to ask for?
Bestow Griffin - 2W
Creature - Griffin
Flying
When Bestow Griffin or enchanted creature dies, put a 2/2 Griffin token into play
Bestow 2W
2/2
Or maybe this:
Bestow Elephant - 2G
Creature - Elephant
When Bestow Elephant or enchanted creature dies, put a 3/3 Elephant token into play
Bestow - 2G
3/3
Astute observers will recognize these as Bestow versions of Griffin Guide and Elephant Guide. Obviously these are too strong at common (maybe even at uncommon), but I think they would've made cool rares and are likely constructed playable.
Anyway, I don't want to spend a whole ton of time on limited because it's not my forte, but my initial impressions of this limited format are mediocre, although I'll reserve judgment until I actually play it. I'll be playing quite a few prerelease flights, as well as SCG Worcester team sealed, so by the end of that I'll have a decent idea of what the format looks like.
Constructed, on the other hand, looks excellent. There's a strong variety of decks and strategies, and even strategies that look similar can diverge in interesting ways. I'm still not a fan of the creature-focused-ness of Standard in general, but I've long since accepted that I can no longer play creature-less 75's on a regular basis, even if I would like to; doesn't mean I have to like it :-p.
Anyway, the way I see it, this is how the metagame is shaping out.
Aggro
There seem to be a wide variety of aggro strategies. I'm sure some of these will float to the top, but right now it appears if you want to be attacking early, there are quite a few options. Red-based aggro (RG, Mono-red, Boros) all looks good, especially with Madcap Skills, which has proven extremely strong in testing. Of the three, I like RG the best, but only because it seems to have the best game against Control. Mistcutter Hydra and Xenagos have both proven to be very resilient threats, and alongside some good aggressive openings can generally cause problems.
I think the mono-colored options outside red are for White Weenie and maybe mono green. I haven't tested Mono-green, but WW looks promising. Heliod and Mutavault give the deck a bit more of a mid-game than is historically present in WW, and Imposing Sovereign often allows WW to establish tempo advantages. The quality of the threats WW has is actually very high, which definitely works to the deck's benefit. It is still vulnerable to Supreme Verdict, but that's to be expected.
Midrange
I'm not really sure what's going on here. I'm sure there's a midrange deck, but I can't seem to find it. The manabase seems to be the primary issue. The Scry lands essentially prevent you from being 3 colors, but being 2 colors I feel it's better to tilt more aggressive, as the pressure you can apply just wins you games. Also, this makes Madcap Skills better, a card which often allows you to just run over the slightly slower 3-color midrange decks.
The only real exception to this has been GW Tokens. Tokens has performed very well in the creature match-ups, but hasn't been great against control. There may be a strong sideboarding plan to fix that, but I haven't found it yet. Even so, I don't expect control to be a huge part of the field, so playing Tokens and hoping to get lucky may be a viable choice.
I'll be keeping my eyes out, but I haven't really seen a good option for midrange or mid-range control. Mid-range aggro like RG is pretty good, but I discussed that in the "aggro" section.
Control
Esper has been our control deck in testing, and it's performed fairly well. I haven't had the time to really take a second look at American or a look at Grixis, but I don't really see many other options beyond those three. I still think Ashiok, Nightmare Weaver is an excellent metagame choice given the number of creatures I expect to see, but Steam Augury is a compelling reason to play red. American will have serious issues vs. Mistcutter Hydra (not something I look forward to, as it is one of the strongest threats, even with Esper's suite of Black removal and Far//Away), and Grixis only has Anger of the Gods as a sweeper.
I find it hard to believe a control deck other than Esper will rise to the top, as I feel like that deck has the best tools. It is, of course, not impossible, because Steam Augury is VERY good, but I just don't think the supporting tools are there yet.
Other
There are quite a few interesting brews (Whip, various devotion builds, maybe something with Bestow or centered on the new Cabal Coffers), but I am unsure that any of those can genuinely stick. The Aggro decks all look very good at applying pressure, which puts a real constraint on trying to do something interesting/cool. It's definitely possible, but there's a lot of work involved.
Ramp has been okay, as long a it runs Hammer of Purphoros. Without that card, the deck is simply too vulnerable to Doom Blade. But, for those of you who like to cast giant monsters, you can do that. Just make sure you have Mistcutter Hydra and Hammer.
Anyway, that's what I've seen as far as playing this new Standard format. I'm happy to talk ideas with people.
Friday, September 13, 2013
White Weenie in Theros?
I came up with some ideas yesterday that look promising if you are an aggressive player. White Weenie in particular seems interesting, and RG aggro has potential but I don't have a good list yet. Here's WW though
4 Dryad Militant
4 Soldier of the Pantheon
4 Precinct Captain
4 Daring Skyjek
4 Imposing Sovereign
4 Boros Reckoner
3 Spear of Heliod
3 Heliod
3 Banisher Priest
4 Brave the Elements
19 Plains
4 Mutavault
Normally I avoid White Weenie like the plague, but this deck actually has some game, so I thought I'd throw it out there. Cedric Phillips would be happy.
Thursday, September 12, 2013
More format shifts from Theros spoilers
So, I finally got around to testing Mono-Red, and it was surprisingly good against a deck filled with Watchwolves. The culprit is simple - Madcap Skills. I didn't expect that card to completely turn around the match-up, but it almost does that single-handedly. Post board is a different animal, but even Unflinching Courage may not be enough by itself, and, if Unflinching Courage needs help vs. Mono-Red, well, the format is really going to be interesting.
The plan of the Watchwolf deck is to use one larger creature (Watchwolf/Loxodon Smiter/Boros Reckoner) to hold off a swarm of smaller creatures (Foundry Street Denizen, Rakdos Cackler, BTE, Gore House Chainwalker, whatever). The problem with that plan is that Madcap Skills turns it on its head. Combined with sufficient burn, it's not hard to delay the critical "2-creature" count until its too late.
Legion Loyalist also has its part to play, as an army of watchwolves isn't necessarily so good when you can force through Foundry Street Denizen (because it can have 3 power).
Here's the kicker - I did my mono-red testing without the new Jackal Pup. The new Jackal Pup only makes the deck stronger, as Legion Loyalist now has another 1-drop to help push past an army of 3/3's. I'd look at the following list:
4x Firedrinker Satyr
4x Rakdos Cackler
4x Foundry Street Denizen
4x Legion Loyalist
4x Burning Tree Emissary
4x Firefist Striker
4x Madcap Skills
4x Skullcrack (could be a number of things, but Skullcrack seems to be the best for now)
4x Lightning Strike
4x Magma Jet
16x Mountain
4x Mutavault
Note: Goblin Shortcutter is also available to this deck, and it might be a viable sideboard card
Now, this deck definitely has a lot of weaknesses. It's not amazing, but it IS blisteringly fast and dirt cheap to build, so likely similar decks will show up from time to time in this format. It likely won't dominate the format, but mono-red is a constraint you have to think about when building. You do need a plan against this deck, and it will likely come and win a few tournaments when people forget it exists and thus underprepare for it.
The other card spoiled that changes things is Anger of the Gods (the new Slagstorm). Here's what that card does:
1) Counters much of the pressure put on the format by mono-red
2) Makes the watchwolf plan much, much, much worse as there is a sweeper at 3 now as well as 4
3) Gives American Control support for Verdict (not that it needs it)
4) Gives Grixis Control a much needed sweeper for early game dudes
5) Deals SIGNIFICANT splash damage to the RG ramp/rampish strategies. Zhur-Taa Druid, Llanowar Elves, and the Caryatid will suffer a lot of splash damage as Control decks will now have an effective means of slowing ramp down.
Anger of the Gods will be the next place I go in my testing, to see how it impacts how various control decks are positioned. Before, I felt Esper was slightly better positioned than American (even with Steam Augury), and I don't think Anger changes that, but it may push Grixis into the territory of viability. After all, having access to 8 Duress effects as well as Steam Augury seems very strong in the control mirror. No Sphinx's Revelation, but American will never resolve that card against Grixis and Esper might have some trouble doing the same.
This format continues to excite me, as the strategic and tactical tensions are very tight. I approve.
Also: Ashiok continues to perform very very well in testing. I think it's time to get on the train people.
[edit] This means I'm basically putting down Naya. I will still look at it periodically, but the deck needs major revisions, and I will probably only come back to it after the full spoiler is released. Potential exists, but it really is being stretched very thin, and may be past the breaking point at this juncture.
[edit] This means I'm basically putting down Naya. I will still look at it periodically, but the deck needs major revisions, and I will probably only come back to it after the full spoiler is released. Potential exists, but it really is being stretched very thin, and may be past the breaking point at this juncture.
Tuesday, September 10, 2013
Naya - The Reveal
So, I've had a change of heart about revealing my gauntlet Naya list. It's not really revolutionary, but no one is talking about the deck and I really don't understand why. It stomps most of the random brews we've thrown against it. The deck is really strong, really consistent, and really good (it's also really expensive, but we won't go there yet). I haven't really done much with the sideboard, as the full spoiler isn't out yet, but you can get a decent idea of what cards are good looking at block sideboards for the deck. The key here is to realize that the Theros temples mean Naya cannot run 1 drops, and thus becomes a bigger deck.
Big Naya:
4x Voice of Resurgence
4x Fleecemane Lion
2x Scavenging Ooze
4x Loxodon Smiter
3x Boros Reckoner
4x Ghor Clan Rampager
4x Stormbreath Dragon
3x Purphoros, God of the Forge
4x Domri Rade
4x Flex Slot (currently 2x Mizzium Mortars and 2x Selesnya Charm)
4x Temple Garden
4x Sacred Foundry
4x Stomping Ground
3x R/W temple
3x R/G temple
3x Selesnya Guildgate
2x Forest
2x Plains
Throw your random brews against this monster, because I'm pretty sure this is the gatekeeper deck of the format. Some notes:
Domri + Purphoros is really really really good. You can only run 2x Purphoros if you want to get to 60 cards, but I think the 3rd one is correct. 25 lands is definitely correct.
The flex slots are genuinely flex slots. Run whatever you want, the deck will perform fine as long as the cards in those slots are fairly functional in aggressive builds.
Voice is the card that is underperforming the most. You'll still want the card, but we're playing around with lists that don't have the full 4 maindeck right now.
If you play the deck correctly, the mana doesn't generally get too much in the way of playing your threats in a timely manner, as your curve is so strong. Sometimes you might play a 3 drop on turn 4 but that's fine, given the quality of threats in your deck. This deck is simply very consistent at producing a stream of 3/3 and 4/4 threats to beat your opponent's face in. It works.
This is the gauntlet list we've been testing against and why we feel Naya is the gatekeeper deck of the format. Seriously, run stuff up against it; you'll see how good it is.
Big Naya:
4x Voice of Resurgence
4x Fleecemane Lion
2x Scavenging Ooze
4x Loxodon Smiter
3x Boros Reckoner
4x Ghor Clan Rampager
4x Stormbreath Dragon
3x Purphoros, God of the Forge
4x Domri Rade
4x Flex Slot (currently 2x Mizzium Mortars and 2x Selesnya Charm)
4x Temple Garden
4x Sacred Foundry
4x Stomping Ground
3x R/W temple
3x R/G temple
3x Selesnya Guildgate
2x Forest
2x Plains
Throw your random brews against this monster, because I'm pretty sure this is the gatekeeper deck of the format. Some notes:
Domri + Purphoros is really really really good. You can only run 2x Purphoros if you want to get to 60 cards, but I think the 3rd one is correct. 25 lands is definitely correct.
The flex slots are genuinely flex slots. Run whatever you want, the deck will perform fine as long as the cards in those slots are fairly functional in aggressive builds.
Voice is the card that is underperforming the most. You'll still want the card, but we're playing around with lists that don't have the full 4 maindeck right now.
If you play the deck correctly, the mana doesn't generally get too much in the way of playing your threats in a timely manner, as your curve is so strong. Sometimes you might play a 3 drop on turn 4 but that's fine, given the quality of threats in your deck. This deck is simply very consistent at producing a stream of 3/3 and 4/4 threats to beat your opponent's face in. It works.
This is the gauntlet list we've been testing against and why we feel Naya is the gatekeeper deck of the format. Seriously, run stuff up against it; you'll see how good it is.
Sunday, September 8, 2013
SCG Worcester Prep - Standard
So, I'm looking ahead to SCG Worcester and have been preparing for the event. I'm going to keep the specific list I've been running a secret, but, I'm willing to talk about the format in general and what I have found. Here's the primary thing to realize:
Naya Midrange is EXTREMELY efficient and very hard to deal with. If your strategy isn't focused and prepared, the deck will simply tear it apart.
This means that I would stay away from random brews and 1-drop based aggro unless you are convinced they can handle Naya. For the brews, that is possible but unlikely. I'm pretty sure anything playing Rakdos Cackler and/or Experiment One is just going to get its ass kicked by Naya.
I am not playing the strategy, but a friend of mine is, so I won't post our exact list, but, sufficed to say, it's not really that much of a mystery. Play a bunch of 3/3's and 4/4's with Domri and go to town, we do have some special tech prepared though, so that's why I'm not posting the full 75.
My own personal plan is to play Esper, as I indicated last time. The list has changed quite a bit with new reveals, and there is definitely a lot of tech in the Esper list. I will talk about it more publicly after the event. If you are interested in tap-out control though, let me know. It is not impossible for me to be persuaded to give out some tech.
Now, for something I can tell you. This deck is good, can handle Naya, and probably can handle the random stuff. I think Esper is slightly better, so I'm not playing it, but if you are inclined to play this sort of deck, you are welcome to start here:
4x Chain to the Rocks
4x Syncopate
2x Essence Scatter
3x Render Silent
2x Mizzium Mortars
4x Supreme Verdict
3x Detention Sphere
2x Elspeth, Sun's Champion
2x Turn//Burn
4x Steam Augury
3x Sphinx's Revelation
4x Steam Vents
4x Hallowed Fountain
4x Sacred Foundry
4x Azorius Guildgate
4x Island
2x Mountain
1x Plains
Weissman-style control is viable, and is a threat in this format. You can play Aetherling in the Elspeth slot if you really want, and some number of Heliod might be good. I threw this main together last night after seeing Steam Augury and played with it a bit. It definitely has a lot of teeth, but from testing against Esper and Naya, I still feel more comfortable playing Esper.
Well, that's all
Naya Midrange is EXTREMELY efficient and very hard to deal with. If your strategy isn't focused and prepared, the deck will simply tear it apart.
This means that I would stay away from random brews and 1-drop based aggro unless you are convinced they can handle Naya. For the brews, that is possible but unlikely. I'm pretty sure anything playing Rakdos Cackler and/or Experiment One is just going to get its ass kicked by Naya.
I am not playing the strategy, but a friend of mine is, so I won't post our exact list, but, sufficed to say, it's not really that much of a mystery. Play a bunch of 3/3's and 4/4's with Domri and go to town, we do have some special tech prepared though, so that's why I'm not posting the full 75.
My own personal plan is to play Esper, as I indicated last time. The list has changed quite a bit with new reveals, and there is definitely a lot of tech in the Esper list. I will talk about it more publicly after the event. If you are interested in tap-out control though, let me know. It is not impossible for me to be persuaded to give out some tech.
Now, for something I can tell you. This deck is good, can handle Naya, and probably can handle the random stuff. I think Esper is slightly better, so I'm not playing it, but if you are inclined to play this sort of deck, you are welcome to start here:
4x Chain to the Rocks
4x Syncopate
2x Essence Scatter
3x Render Silent
2x Mizzium Mortars
4x Supreme Verdict
3x Detention Sphere
2x Elspeth, Sun's Champion
2x Turn//Burn
4x Steam Augury
3x Sphinx's Revelation
4x Steam Vents
4x Hallowed Fountain
4x Sacred Foundry
4x Azorius Guildgate
4x Island
2x Mountain
1x Plains
Weissman-style control is viable, and is a threat in this format. You can play Aetherling in the Elspeth slot if you really want, and some number of Heliod might be good. I threw this main together last night after seeing Steam Augury and played with it a bit. It definitely has a lot of teeth, but from testing against Esper and Naya, I still feel more comfortable playing Esper.
Well, that's all
Sunday, September 1, 2013
Looking ahead to Theros
So, I think it's about time that we begin looking ahead to Theros. From what I've heard, the general consensus appears to be that we are looking at a control and mid-range dominated format. Here's why:
1) Naya loses very little.
2) Many of the good 2 for 1 creatures are rotating (Thragtusk, I'm lookin' at you)
3) Geist/Invisible Stalker are rotating
4) Monstrous, Heroic, and Bestow indicate a format focused around large creatures, either by their own making (Monstrous) or Voltron (Bestow). Heroic plays into this because it gives you side benefits for Voltron-ing smaller dudes.
5) Cavern of Souls is rotating
All in all, I think this means that countermagic and spot removal become MUCH stronger post rotation. Now, we can look to the cards themselves.
As far as strategy-defining cards are concerned, I think Sphinx's Revelation is the strongest card we have. Other cards may prove to be stronger overall, but most of those are more generalist (e.g. Voice). I think 2nd place in this category goes to either Burning Tree Emissary or Domri Rade (yes, being mono-creature is strategy-defining).
So, why is Sphinx's Revelation the strongest strategy-defining card? Sphinx's Revelation is, right now, the endgame of control. Why is control good in the new format?
1) Naya is a big aggro deck. Traditionally, control is good against big aggro because they are still vulnerable to Wrath and are generally not fast enough to punish the control player for durdling. Domri Rade messes with this a little, but we have tools for him (will be addressed later)
2) Thoughtseize is very good for control (it is also good against control, but information is one of the most valuable assets to a control player).
3) Supreme Verdict gets a lot better
4) The introduction of Doom Blade provides a good removal spell
5) Many of the good haste creatures are rotating, so fast aggro will have less reach and slow aggro will have less ability to put pressure on post-Wrath.
6) The tools for control are there.
7) Standard has been very creature-based recently, and this format looks to be no exception. However, like I said before, the strategy of Wrath + removal + counters got a lot better.
The critical cog in the wheel of control is a card I think many people have not really thought about - Merciless Eviction. What does Merciless Eviction accomplish?
1) Allows you to leave in a couple Wraths for the control mirror, because it can kill Jace/new Elspeth, as well as the new gods.
2) It kills Fluffy without triggering him (Underworld Cerberus for the non-initiated)
3) Artificially inflates your Wrath count against big aggro because it kills Domri Rade
4) At the end of the day, it's still a six mana wrath, which historically we have always been willing to pay for in Standard
Merciless Eviction is not great at anything. Six mana wraths have always come with side benefits, and Eviction's ability to "handle" other threats is the benefit of playing the card. Combined with DSphere and Thoughtseize, Esper should be able to keep most of the major non-creature threats out of its hair, allowing the rest of the deck to focus on what control does best - stomping decks that want to attack a lot.
The best way to build a specific deck is, in fact, to build the 60 you want to be playing in each match-up, then aggregate. Right now, I'm looking at Control, Naya, and some form of faster swarm aggro as major archetypes. It's possible there will be some form of rock-ish deck incoming, but it lost enough in the last rotation that Theros is going to be a major component of either a Doran-colored or Jund-colored list. Since the specific threats this list is running will be greatly relevant to what I want to be doing against it, I'm leaving it out of the process for now. These are the lists I came up with.
vs. Esper:
4x Negate
4x Render Silent
4x Cancel
4x Thoughtseize
4x Duress
2x Read The Bones
3x Detention Sphere
2x Merciless Eviction
3x Sphinx's Revelation
3x Jace, Architect of Thought
vs. Naya:
4x Doom Blade
4x Thoughtseize
3x Essence Scatter
2x Celestial Flare
1x Warped Physique
4x Supreme Verdict
2x Merciless Eviction
3x Detention Sphere
3x Elspeth, Sun's Champion
3x Blood Baron of Vizkopa
4x Sphinx's Revelation
vs. Swarm Aggro:
4x Doom Blade/Ultimate Price
4x Warped Physique
4x Supreme Verdict
2x Merciless Eviction
3x Detention Sphere
4x Fiendslayer Paladin
3x Jace, Architect of Thought
3x Blood Baron of Vizkopa
3x Sphinx's Revelation
3x Read the Bones
Aggregate list:
4x Thoughtseize
3x Doom Blade
2x Far//Away
2x Warped Physique
3x Detention Sphere
2x Merciless Eviction
4x Supreme Verdict
3x Sphinx's Revelation
2x Read the Bones
2x Jace, Architect of Thought
3x Blood Baron of Vizkopa
2x Render Silent
3x Essence Scatter
1x Negate
Sideboard:
4x Fiendslayer Paladin
2x Elspeth, Sun's Champion
3x Negate
4x Duress
1x Render Silent
1x Sphinx's Revelation
Just my two cents on where I think this format is going.
1) Naya loses very little.
2) Many of the good 2 for 1 creatures are rotating (Thragtusk, I'm lookin' at you)
3) Geist/Invisible Stalker are rotating
4) Monstrous, Heroic, and Bestow indicate a format focused around large creatures, either by their own making (Monstrous) or Voltron (Bestow). Heroic plays into this because it gives you side benefits for Voltron-ing smaller dudes.
5) Cavern of Souls is rotating
All in all, I think this means that countermagic and spot removal become MUCH stronger post rotation. Now, we can look to the cards themselves.
As far as strategy-defining cards are concerned, I think Sphinx's Revelation is the strongest card we have. Other cards may prove to be stronger overall, but most of those are more generalist (e.g. Voice). I think 2nd place in this category goes to either Burning Tree Emissary or Domri Rade (yes, being mono-creature is strategy-defining).
So, why is Sphinx's Revelation the strongest strategy-defining card? Sphinx's Revelation is, right now, the endgame of control. Why is control good in the new format?
1) Naya is a big aggro deck. Traditionally, control is good against big aggro because they are still vulnerable to Wrath and are generally not fast enough to punish the control player for durdling. Domri Rade messes with this a little, but we have tools for him (will be addressed later)
2) Thoughtseize is very good for control (it is also good against control, but information is one of the most valuable assets to a control player).
3) Supreme Verdict gets a lot better
4) The introduction of Doom Blade provides a good removal spell
5) Many of the good haste creatures are rotating, so fast aggro will have less reach and slow aggro will have less ability to put pressure on post-Wrath.
6) The tools for control are there.
7) Standard has been very creature-based recently, and this format looks to be no exception. However, like I said before, the strategy of Wrath + removal + counters got a lot better.
The critical cog in the wheel of control is a card I think many people have not really thought about - Merciless Eviction. What does Merciless Eviction accomplish?
1) Allows you to leave in a couple Wraths for the control mirror, because it can kill Jace/new Elspeth, as well as the new gods.
2) It kills Fluffy without triggering him (Underworld Cerberus for the non-initiated)
3) Artificially inflates your Wrath count against big aggro because it kills Domri Rade
4) At the end of the day, it's still a six mana wrath, which historically we have always been willing to pay for in Standard
Merciless Eviction is not great at anything. Six mana wraths have always come with side benefits, and Eviction's ability to "handle" other threats is the benefit of playing the card. Combined with DSphere and Thoughtseize, Esper should be able to keep most of the major non-creature threats out of its hair, allowing the rest of the deck to focus on what control does best - stomping decks that want to attack a lot.
The best way to build a specific deck is, in fact, to build the 60 you want to be playing in each match-up, then aggregate. Right now, I'm looking at Control, Naya, and some form of faster swarm aggro as major archetypes. It's possible there will be some form of rock-ish deck incoming, but it lost enough in the last rotation that Theros is going to be a major component of either a Doran-colored or Jund-colored list. Since the specific threats this list is running will be greatly relevant to what I want to be doing against it, I'm leaving it out of the process for now. These are the lists I came up with.
vs. Esper:
4x Negate
4x Render Silent
4x Cancel
4x Thoughtseize
4x Duress
2x Read The Bones
3x Detention Sphere
2x Merciless Eviction
3x Sphinx's Revelation
3x Jace, Architect of Thought
vs. Naya:
4x Doom Blade
4x Thoughtseize
3x Essence Scatter
2x Celestial Flare
1x Warped Physique
4x Supreme Verdict
2x Merciless Eviction
3x Detention Sphere
3x Elspeth, Sun's Champion
3x Blood Baron of Vizkopa
4x Sphinx's Revelation
vs. Swarm Aggro:
4x Doom Blade/Ultimate Price
4x Warped Physique
4x Supreme Verdict
2x Merciless Eviction
3x Detention Sphere
4x Fiendslayer Paladin
3x Jace, Architect of Thought
3x Blood Baron of Vizkopa
3x Sphinx's Revelation
3x Read the Bones
Aggregate list:
4x Thoughtseize
3x Doom Blade
2x Far//Away
2x Warped Physique
3x Detention Sphere
2x Merciless Eviction
4x Supreme Verdict
3x Sphinx's Revelation
2x Read the Bones
2x Jace, Architect of Thought
3x Blood Baron of Vizkopa
2x Render Silent
3x Essence Scatter
1x Negate
Sideboard:
4x Fiendslayer Paladin
2x Elspeth, Sun's Champion
3x Negate
4x Duress
1x Render Silent
1x Sphinx's Revelation
Just my two cents on where I think this format is going.
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