Thursday, July 29, 2021

But Wait, Tiamat

It's odd, but the card that is underperforming for me is Fist of Suns. One would think that with so many cards with high mana values, Fist of Suns would be perfect for the Ur-Dragon. What I've found though is that I'm usually spending five mana to do whatever I want to do anyway. Or, if I'm spending six mana, the difference isn't enough to matter-spending five mana instead doesn't let me do anything with the sixth.

Enter Tiamat. I've said that I'm not really amped about the Adventures to the Forgotten Realms set but Tiamat is a card that solves a very specific problem for the Ur-Dragon; what to do when your board is wiped out. It also solves that problem by allowing me to tutor for particular dragons that might be critical to mapping a strategy out for the next few turns. 

That's a win-win. 

Even better, in the two games I've gotten under my belt, Tiamat has appeared in both of them. In one, she was a 'win more' card. That happens: when your game plan involves attacking everyone with giant fliers, and nobody does anything about your plan...well, another flyer isn't going to tilt the scales.

In another game however, Tiamat was crucial, allowing me to rebuild after a board wipe and find a handful of problems that my opponents would have to answer. 

As a nice coincidence, Kendra Smith at Coolstuffinc is building a Tiamat deck right now! What interests me, though, is the manabase. There are some cards I've overlooked, like Arcane Signet, which has me rethinking the manabase a little. While I won't go as far as she did, it's certainly possible that reviewing the manabase could be very helpful. 

There are also a few dragons I hadn't considered, like Amareth, the Lustrous. So I'll have another pass at this deck before calling it good, but it's pretty close.

Tuesday, July 27, 2021

High Fliers

Commander Ur-Dragon vs Yurion
Bringing the Ur-Dragon with updates (mostly! I didn't have a card so Fortunate Few stayed in because removal is always good to have) my opponents were:

Caitlin: Tana, the Bloodsower and Ravos Soultender

Matt: Hazezon Tamar

Lauriel: Mimeoplasm 

I got out to a quick start, with Farseek getting me the mana I needed to put a Deathbringer Regent into play. From there it was easy to scale up with a Temur Ascendancy and a Frontier Siege. These enchantments kept me in cards and kept opponent's stuff off the battlefield. 

It was starting to look like I might run away with things before Matt put a Humility on the battlefield and then the game halted like Ep 5 of Falcon & The Winter Soldier. 

Which is how it was until I got a Dragon Tempest out. A card that works under Humility is pretty good. 

So despite everyone having all the mana and no reasons to play creatures, I was still able to get in chip damage. Even Wrath of God couldn't stop my beats and once I took Matt out and his Humility with him, attacking with Dragons meant that Lauriel could be defeated, and Caitlin in short order after that.

That feels pretty good. 

A week later, I ran this out against Caitlin on the same deck, and Matt running Merieke Ri Berit

Dragons did dragon things. I feel like this is very much how Commander should feel: I am casting insanely stupid expensive big critturs and I don't know why anyone isn't doing that. 

Dragon's Hoard has been a rockstar for this deck. Mana fixing and the opportunity to cash in card draws in the later game when resources get tight? Yeah, that's helpful. I think I had my doubts about it initially-a mana rock is rarely something to be excited about. But the Hoard has proven its worth. 

Thursday, July 22, 2021

Dragons Don't Need This

The cuts:

Mirror of the Forebears
Crucible of Fire
Orator of Ojutai
Taigam, Ojutai Master
Curse of Opulence, Verbosity, Bounty
Dreamstone Hedron
Nihil Spellbomb
Fortunate Few

Ryusei is a maybe cut. Board sweepers, especially one sided ones, are hard to pass up, even though under a Wrath of God effect, Ryusei will do nothing. The fact that it can sit back on defense and wipe out many creatures opponent's have is a thing and a 5/5 flyer is nothing to sneeze at. 

But first, a short treatise on Dreamstone Hedron

This card is bad, and they should stop putting it in every fucking commander set

Dreamstone Hedron was bad in Rise of Eldrazi, released in 2010 in a set that wanted mana ramp, and time has not been kind. 

It has been reprinted NINE TIMES. 9. NINE! What in the actual fuck. I get why you reprint Giant Spider: it's an excellent example of a baseline card that is never going to be great, but it's never going to suck, either. Most of the time you don't want it, but it's rarely going to make you sad.

There is never a time when I have drawn Dreamstone Hedron and thought: This is exactly what helps! Ever. It is always bad and I feel bad when I see it. 

This is what I'm going with:

Temur Ascendancy
Sarkhan's Triumph
Sarkhan Unbroken
Sarkhan, Fireblood
Sensei's Divining Top
Dragon's Horde
Primevals' Glorious Birth
Balefire Dragon

A real mix of card here: search, mana, Planeswalkers, a recovery from wipeout states: there's a lot going on! But these ideas (many from EDHrec) seem good and I'm looking forward to trying this out. 

Tuesday, July 20, 2021

Rules Review

Hey, the creator behind the BoshNRoll YouTube channel has done a tournament rules review and I found it to be a pretty good way to spend an hour of my time. The layers explanation was especially helpful. 

I've been trying to follow some channels like PowrDragn, ThrabenU and the aforementioned channel to draw some inspiration but also hear people talk about their play decisions. It's been pretty neat!

But I still would like to sit down for more games this year, so let's hope that can happen soon. 

Thursday, July 15, 2021

Commander: The Ur-Dragon

Because who doesn't love dragons? Especially The Ur-Dragon? We will start with the stock list given to us a few years ago-because I'm just getting around to this deck now.

Instant Artifacts
1 Fist of Suns
1 Herald's Horn
1 Mirror of the Forebears
1 Armillary Sphere
1 Commander's Sphere
1 Darksteel Ingot
1 Dreamstone Hedron
1 Lightning Greaves
1 Nihil Spellbomb
1 Sol Ring
1 Wayfarer's Bauble
Enchantment
1 Kindred Discovery
1 Monastery Siege
1 Palace Siege
1 Crucible of Fire
1 Dragon Tempest
1 Frontier Siege
1 Curse of Verbosity
1 Curse of Opulence
1 Curse of Bounty
1 Elemental Bond
Sorcery
1 Fortunate Few
1 Fractured Identity
1 Crux of Fate
1 Painful Truths
1 Earthquake
1 Cultivate
1 Farseek
1 Kodama's Reach
1 Rain of Thorns
Lands
1 Crucible of the Spirit Dragon
1 Haven of the Spirit Dragon
6 Mountain
3 Swamp
3 Forest
3 Plains
3 Island
1 Path of Ancestry
1 Arcane Sanctum
1 Command Tower
1 Crumbling Necropolis
1 Frontier Bivouac
1 Jungle Shrine
1 Mystic Monastery
1 Nomad Outpost
1 Opulent Palace
1 Sandsteppe Citadel
1 Savage Lands
1 Seaside Citadel
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow

Creatures
1 O-Kagachi, Vengeful Kami
1 Ramos, Dragon Engine
1 Scalelord Reckoner
1 Boneyard Scourge
1 Territorial Hellkite
1 Taigam, Ojutai Master
1 Wasitora, Nekoru Queen
1 Ryusei, the Falling Star
1 Scourge of Valkas
1 Utvara Hellkite
1 Sunscorch Regent
1 Deathbringer Regent
1 Hellkite Charger
1 Tyrant's Familiar
1 Atarka, World Render
1 Bladewing the Risen
1 Broodmate Dragon
1 Crosis, the Purger
1 Dromoka, the Eternal
1 Intet, the Dreamer
1 Kolaghan, the Storm's Fury
1 Niv-Mizzet, Dracogenius
1 Ojutai, Soul of Winter
1 Scion of the Ur-Dragon
1 Silumgar, the Drifting Death
1 Spellbound Dragon
1 Teneb, the Harvester
1 Steel Hellkite
1 Orator of Ojutai
1 Dragonlord's Servant
1 Dragonspeaker Shaman
1 Savage Ventmaw


The first thing I notice is that there are no instants here. Which makes a little sense: this is a brute force deck. Do I have a dragon? Good. Should you have a dragon? No. 

However, there's clearly room for improvement from the stock list. Cards like Taigam and Orator of Ojutai are dragon adjacent at best, the curse cycle here is a deceitful thing, there to convince you that there are early plays when they don't do nearly enough, and Crucible of Fire is one of the most 'win more' cards Magic has ever produced. Dreamstone Hedron is...awful. And Mirror of the Forebears is misplaced in a deck that has a bunch of legendary dragons. 

Part of me wants to replace all of these cards, or nearly all, anyway, with instants. Let's give this deck something to do on opponent's turns! But, looking at EDHrec, I can see that there are better ideas, from thematic fixers like Dragon's Hoard, to ways to keep the gas on like Temur Ascendancy, to clever helpers like Sylvia Brightspear.

But that doesn't mean I should ignore the fact that there are no instants: recommendations like Spit Flame, Terminate, or Sarkhan's Triumph have a place and could go a long way towards making this deck better.

I also want to use a Sensei's Divining Top in this deck, so perhaps just raw draw and land search effects would be fine. Let's take this for a ride.


Tuesday, July 13, 2021

Forgotten Realms Overview

 I swear, Modern Horizons 2 hasn't even cooled off yet but here we are with the Forgotten Realms expansion.

So let's talk about it.

After my initial impression of the set, I was hoping that once we saw the whole thing, I'd be won over and interested in giving Forgotten Realms its due. Unfortunately, I've found that the more I looked at it, the cooler I became towards the set. It feels stuffed with art and names and fluff but less with solid, interesting mechanics, or giving players a genuine sense of setting. Is this a problem of being released in the shadow of one of the most bonkers sets WotC has done, or is there less meat on the bone? 

The Class subset of enchantments are an interesting example. A Saga players can 'level up' as desired? That's neat! It gives players options and uses Enchantments in mechanically interesting ways, while being a good mana sink so there are options across many formats. But there are twelve of them. Was that necessary, or is that just trying to shove all the D&D things in it can? How much room to grow is there? They've...done all of them.

I'm not saying that there cannot be Monks or Barbarians in Forgotten Realms but Magic sets are just as much about what is not there as they are about what is. That contrast helps give the Plane identity and defines the unique properties just as much as art and mechanics do. What it seems like is that Forgotten Realms is trying to throw everything in a blender and then at the wall in order to appease...everyone? 

Let's talk about what I see as one of the big shifts: the die rolling. This is a big deal because Magic is already a game with a great deal of variance, so a mechanic that steps up the variance is a massive questionmark in my mind. When it's appeared in an Un set, it's a different story because we know those sets are supposed to be a more relaxed version of the game. On the other hand, rolling dice is so important to D&D that I'm almost surprised there aren't more. And White not having a card involving this mechanic seems weird-even Paladins roll dice. 

That said, they generally did the correct thing and make it so you can't miss on most of the cards. Even on the pushed card- Delina, Wild Mage- this mechanic isn't likely to break out of limited and that's probably for the best. 

Lastly, we've got the dungeons. Here's an idea that I wish they'd taken further! But it's absolutely a Limited mechanic and likely a Commander annoyance. The shortest dungeon takes three triggers to complete, with the longest taking seven. 

Forgotten Realms has 36 cards that care about dungeons but not all of them let you venture, and more than a few aren't under your control as a player. 

Heck, in some ways I think you can look at one card -Dungeon Descent- and take what you need about this mechanic, in the same way that you could look at Base Camp from Zendikar Rising and draw your conclusions about whether or not Party was worth your time.

There's no logical reason I can see for either of those lands to ETB tapped, but they both do, which means they punish you for wanting to play the mechanic WotC invested in. On top of that, Dungeon Descent wants to use 4 mana, plus the land, PLUS a creature you control and you can only do this as a sorcery. 

What payoff are you working for that costs so much? It really feels like dissuasion, not encouragement. 

But wait. The spoiler from the Commander set for Forgotten Realms has been released. Add another five cards to that. Is this interesting or good enough to make it in Commander? Can a dedicated Dungeon deck actually work? I think it would be cool if it did, I just don't see the pieces coming together. (It's also a place with more die rolling, which again for the more casual tilt of the format, makes sense).

So I'm getting the sensation that this set is a Commander set, maybe even an Un set, rather than a Magic set. My friend Sean has noted that nothing seems very cohesive and nothing connects to the larger Magic universe-which is, admittedly, on purpose. These mechanics aren't going to come around again-unless they do another D&D set. 

But how are they going to make that set feel different from this one? This already feels generic. There's something incredibly forgettable about Forgotten Realms.

Lastly, while I don't think this is bad, I do wonder if having so many cards with italicized text before an ability will be confusing to new players. Moon-Blessed Cleric doesn't have an ability called Divine Intervention, for example-and possibly gets more confusing when players discover there's already a Divine Intervention card.

Maybe it doesn't matter but I would prefer to err on the side of less confusing, especially since it's essentially flavor text but it's flavor text in a place where that doesn't usually go. 

As a result, this set is hard for me to look at because I'm just not sure who it's for, what the audience it's looking to serve is asking. 

In White, I'm surprised to see the return of phasing as a thing. Guardian of Faith seems cool but also extremely situational. I do like Minimus Containment and I'm interested to see if stapling Enlightened Tutor to a creature (Moon-Blessed Cleric) is a strong enough idea. 

Cards that are going into my Garbage Cube: Flumph, Half-Elf Monk

Blue's suite of cards are a bit weirder and much if that is owed to the die rolling. But Tasha's Hideous Laughter is quite the nasty card for milling decks. Exiling cards like that is probably going to surprise a few people. There's also a Dragon Turtle and it's hard to be upset about that. 

Cards going into the Garbage Cube: Sudden Insight and Contact Other Plane.

Black probably has one of my favorite wins in the set in Check for Traps, with Gelatinous Cube coming in close second. The reliance on the use of Treasure mana though makes things pretty weak as cards don't seem worth it unless you have a Treasure and the acquisition of Treasure doesn't seem very consistent.

Cards going into the Garbage Cube: Forsworn Paladin (it's...bad), Herald of Hadar

Red, oddly, has fewer die rolling cards than Blue (10 vs 12)-which is strange because the chaotic element of die rolling has traditionally highest in Red. There isn't much that I'm finding likable here though. I'm not fond of the "Pack Tactics" mechanic and I don't know that Goblins needed any help or gets anything unique here. I do like You Find Some Prisoners, though. Neat set of options there.

Cards going into the Garbage Cube: Tiger-Tribe Hunter, Farideh's Fireball.

Coming to Green, as we do there's Circle of Dreams Druid which is going to draw every piece of removal opponents can throw at it. You Find A Cursed Idol is nice and Werewolf Pack Leader is too efficient to ignore. 

Cards going into the Garbage Cube: Loathsome Troll, Wild Shape

The Other Stuff is something I wish I could get excited about-there's nothing awful about it but I'm not gravitating to anything either. The exception is the creature lands: those are cool and I'm glad to see new versions of those, because they're always welcome and never useless. 

The card going into the Garbage Cube: Treasure Chest. 

And that's it. I don't know that I'm viewing this set negatively because of Modern Horizons 2 but I do feel like this set isn't just a step down in power level but it's a step back in the qualities that make Magic engaging to me as a game-a unique property. The way that they pulled other source material into Magic just doesn't feel like it jibes with the game and that's unfortunate, honestly. 

If there was something that I thought would go easily into Magic it would be a D&D setting. But they seem to be opting to put in a D&D game instead and I am not feeling it. 

Thursday, July 8, 2021

All of the Time

Stone Meadow isn't working with black cards

(Ed. note: I meant to post this on Tuesday but...)

The addition of Black was a quick experiment. The option to add Hunted Horror and Clackbridge Troll was too good.

However, the mana just didn't work out. Even after taking apart Motormaster for lands/ideas, the mana just isn't there. For a deck like this that wants double blue by turn three, double black by turn two and white mana on turns one or two...well, it would require an investment into the manabase that I am unwilling to make. Games were clearly not working well and even when I would resolve a threat, it was too little, too late. 

So, I'm going to stick with the U/W build and I'm doing this because I think Blue offers me more options. 

I was definitely thinking about Strict Proctor as an addition to Stone Meadow: another way to duplicate Hushbringer's effect and as a flier, the possibility of attacking is higher than the Honor Guard. 

However, Proctor impacts every triggered ability, not just creatures. That means that my Banishing Lights no longer banish, without paying 2 more. And I can't pay that kind of tax on my removal.

The Planeswalkers have also been suboptimal. That's a bummer, because I was really hoping for something here but: Jace isn't helping and Dovin is more of a sideboard solution card. 

I think I've hit the "this is pretty frustrating" portion of the build. The cards I want to have aren't working out and I'm not sure what I should be doing. Except I know that as it's going, the deck should be U/W. 


Tuesday, July 6, 2021

Hope They Never See Me Fall

 

Stone Meadow vs June
I think I stumbled on an answer: Reverent Mantra. Honestly, I believe this card is strangely forgotten, but it's pretty good.

I'm keeping the one Force of Will I have one, because it's Force of Will.

However, a couple copies of Reverent Mantra gives me a total of three spells that I can cast for free (under the right circumstances) to get my Scary Critturs on board. 

I've also replaced Nahiri's Binding with Conclave Tribunal for two reasons. First, the Tribunal can hit more permanents than the Binding can and second, I can use the small creatures that wouldn't have much use in the midgame for mana. It's something, at least. 

The tests have been positive! Games against Noah and Fuz have said that this deck is...well, it's about as good as it can be. It's goin to suffer against ago decks but against others it really can have a shot. And sometimes, it just drops a 12/12 on turn two or three. I'll take that. 

In the meantime, the Mantra has been an absolute rockstar of a card, doing exactly what I hoped it would. It's been giving me an opportunity in games that I didn't have before. That's cool, for a card printed in one of Magic's worst blocks. 

4 Hushbringer

4 Hunted Phantasm

2 Hunted Lammasu

1 Phyrexian Dreadnought

3 Eater of Days

4 Tocatli Honor Guard


4 Banishing Light

2 Conclave Tribunal


4 Accumulated Knowledge

4 Stifle

3 Anticipate

1 Force of Will

2 Reverent Mantra


4 Hallowed Fountain

4 Hengegate Pathway

7 Plains

7 Island



Thursday, July 1, 2021

Names Are Hard

I think they've made a mistake with the next Magic set. I want to be clear up front: I do understand what's going on here but I think the execution is a problem. Specifically: they want to give you the sense of playing a D&D game instead of giving players the sense of playing in a D&D realm, and I think this shows up most in the names of the cards.

Check out the new cards from the Adventures in the Forgotten Realms (Forgotten Realms from here on out) set.

Some of these card names are pretty standard for Magic: Battle Cry Goblin, Werewolf Pack Leader, Devour Intellect. I wouldn't be surprised to see a card with that name in any set. Even something as silly as Froghemoth is pretty on brand for Magic.

Others I can't believe they hadn't used the word already, like Fly or Wish. Flying has been around since the game's inception, and wishing not long after

However, with most of the instants, while I appreciate the intent, cards like You See A Guard Approach or You See A Pair of Goblins are jarring. Magic has a story riding on its game, it isn't a story you play and the use of second person pulls me right out of the game. This isn't a D&D adventure and the attempt to make it feel like one, while clever, doesn't work for me. 

It will undoubtedly make for amusing gameplay moments, when some players riff off these statements, and I can see someone being interested enough to actually create a story off these cards. I find it weird though, and less like I am commanding a game and more like I'm stuck in a story. 

It's taken to a different immersion break with +2 Mace. There isn't even a lampshade over that card: it's just flat out saying what it is. They think there's a joke there but if there is one, what is the punchline? That card is literally saying what it is and, to my knowledge, people playing D&D don't call their weapons by such names. It's just a copy/paste from a rulebook-one that isn't even in Magic.

It's flat out defying players to engage in a fantasy setting.

Then there are the Very Eighties Names: Icingdeath, Frost Tyrant, Adult Gold Dragon, The Book of Vile Darkness, Purple Worm, Power Word Kill, Flameskull...I mean can't you just see the heavy metal album covers? There's something both awesome and icky about that, especially if you have any knowledge of what heavy metal album covers looked like.

Worse, they're references for something that feels dated, instead of cool. Like, Black Sabbath is cool but clearly doesn't sound like modern heavy metal, whereas there's nothing exciting about Bush when thinking about the grunge era vs. our modern fuzzed out rock bands. (I bet you didn't even remember Bush was a band until now.) Nostalgia in the worst sense, a shine being put on something that at the time was the best they could do but the bloom came off that rose quickly. Now we're stuck with it, instead of improving on it. 

Finally, there's the sadly banal names, like Black Dragon, Green Dragon, Dueling Rapier or Fifty Feet of Rope. Again, these things worked fine when they came up with them nearly 50 years ago. But now...calling something what it is feels generic. It's anti-worldbuilding.

There's always going to be a card in Magic called Fifty Feet of Rope and no one is going to be intrigued or excited about that. 

Perhaps what I'm experiencing is similar to what new players who got into Magic around the Time Spiral era went through. I got a lot of the references in Time Spiral block, because I've been playing since Ice Age. But at least those references were to Magic-there was a place for new players to go who enjoyed the game they were playing, to enrich their knowledge and fun. 

I understand that there are a lot of references in Forgotten Realms but those references aren't for me. They're for someone else, maybe someone who doesn't play Magic at all. But my issue is that these references arrive in a way that doesn't feel like visiting Forgotten Realms, but instead visiting a game of Forgotten Realms. 

Maybe there wasn't a better way to do this; maybe the point is that Magic, a game that is built off of the foundation that D&D built, must feel dated in order to give people that sense of where Magic came from. Even though D&D has evolved significantly from it's 70's roots and the 'satanic panic' to youtube series with celebrities, at least in some aspects, we're saddled with what people remember, and less with what currently is. 

Which is a shame. D&D is more than it ever was, and Magic should be, too.