Thursday, September 24, 2026

Set Review: Reality Fracture

Link to set here, and mechanics article here. 

I have to say, the first two mechanics are possibly the most boring mechanics I have seen in years. Making a planeswalker token is something I dislike for multiple reasons, not the least of which being that planeswalkers have provided unfun experiences for me in limited formats. I can't get excited about the notion of getting to scry or draw a card off a token and I certainly cannot get excited about having to worry about a rechargeable battery my opponents get to use to keep them scrying/drawing.

Similarly, getting to create a mana token just doesn't get my brain sparking up ideas. Cool, we made a mana rock. Why is this rock tied to R/G? How does this rock advance the themes and ideas of the set? You get a rock. 

The last one, Prepare, is one I've enjoyed before and I appreciate the mirroring of this in the Hexhaven university. 

Unfortunately, I don't really have a lot of positive things to say about this set. I don't have much negative to say either; Reality Fracture occupies the unfortunate space of being "fine, I guess?"

Part of this might be expectations: Hexhaven seems like an amazing setting and I would've really enjoyed a set exploring that. Set up how powerful Hexhaven is for the coming battle and really see those politics and powers play out in advance of Jace's plans coming to close. 

Instead we just get glimpses into it, with a kind of timidity in design that makes Planar Chaos- a set that is 18 years old- seem innovative. 

Part of this might be because of the decision to not commit to the alternative universe, instead telling the big climatic story: how does a card like Return To The Light Realms really stand out in alt-universe White vs. White in the regular Magic universe? It it just because Liliana is casting the spell?

Solemn Simulacrum vs Simulacrum Shaper? THIS is supposed to demonstrate the contrast between realities? A Green ability stapled onto a Green creature instead of an artifact?

If the only thing that changes is the faces of the cast, how truly different can the Echoverse be? Apparently different enough that it must be stopped, but not so different that we might be concerned about the result.

I will say, there's a fun bit of contrast with the 'mirrored cards', like Proft Consulting Detective and Proft Sinister Mastermind. But I don't see the rhyme or reason to it. 

Ajani has a Red and White version-clearly these characters are meant to contrast each other enough that they are in opposing colors. They are meant to fight each other! Why doesn't Proft follow the same kind of contrast? The inconsistency bothers me, and it happens all through this part of the set. 

Is it interesting that Pia goes from an artifact oriented character to an enchantment one? Sure! But the colors that she's in don't emphasize that contrast; this is strictly a mechanical thing and those mechanics don't even have anything to do with each other. There's no other contrast. 

Also, Planar Chaos was meant to show spots where the colors would be 'shifted'- Wrath of God becomes Damnation, for example. That set allowed for certain things to be changed permanently, because those mechanics were seen as important to the color. In some cases mechanics that should have been there all along! People were excited to see cards like Damnation, Frozen Aether, or Mana Tithe. Sure, it didn't all take but at least it was different. 

But I don't see similar experimentation in Reality Fracture. White and Green doing +1 counters? Where have you seen that before? (Everywhere). And that they don't so anything interesting with those +1 counters feels like a huge oversight, especially since philosophy behind the Vigorbloom school in Hexhaven is "invasive healing". 

Invasive healing? That shit sounds like some body horror stuff! Instead...it's just +1 counters. 

The set feels extremely safe and in a game like Magic, safe is boring. 

This is the first set in awhile that I've found difficulty working up any enthusiasm over. It's probably fine and the gameplay is probably alright. But I don't feel excited about it. 

We'll see how I feel after the pre-release, which is this weekend. Hopefully I won't be validated! But the last time I felt this way was around Aetherdrift and that set...was not great. 



Be Careful What You're Asking For

The match I played against Noah clearly showed that in this deck, The Mindskinner is the glory of cool things. 

But then Noah said something odd to me: "Daze is the wrong countermagic for this deck."

In my head, it seemed so clear: T1: Island, crab, go. Then Daze whatever they played and I can replay the land for a counterspell AND 3 cards!

However, this deck is already operating on some Glory of Cool Things. Maybe I can't afford to think about the ideal turn 1, when my deck doesn't realistically win until turn 4 and that's if everything goes well. 

So: Mindskinner out, but maybe Daze, too?

Really, the call here is to make this deck as focused as it can be. It's a four card combo: I don't have the space to mess around. I need to be able to execute it consistently, or at least as consistently as possible. 


Tuesday, September 22, 2026

An Ode To Locksmiths

 It's mill deck time

4 Hedron Crab
3 Ruin Crab
3 The Mindskinner

4 Manabond

4 Daze
4 Brainstorm|
2 Mana Leak

13 Island
3 Forest
4 Misty Rainforest
4 Temple of Mystery

2 Stock Up
3 Scouting Trek
3 Treasure Hunt
4 Serum Visions

Named after the Type O Negative song, there's no rhyme or reason to that name. I just like Type O. 

The real trick: Have a crab out, have a Manabond out, play Scouting Trek and then Treasure Hunt. Go to end of turn, drop all the lands in your hand and mill your opponent out. 

Is it pie in the sky? You bet. But let's go.


Tuesday, September 15, 2026

We Do What We Do To Get By

 OK, I think I've got this deck where I want it. It can do some crazy things and the curve is pretty good. 

Is it going to be tier one? No, not without some mana reworks. But I'm not mad about this! I've build this deck into something that does stuff as opposed to just hoping.

4 Harmonic Prodigy
4 Ignoble Hierarch
2 Judith, the Scourge Diva
2 Flamekin Harbinger
4 Taurean Mauler
4 Wolf-Skull Shaman
4 Rage Forger
3 Vexing Shusher
3 Deathgreeter

4 Infernal Grasp

1 Overgrown Tomb
6 Mountain
1 Jund Panorama
4 Savage Lands
4 Swamp
3 Forest
4 Darigaaz's Caldera

3 Crippling Fear

I like this build quite a bit, as there is a great deal of redundancy and good mana fixing. Of everything, Deathgreeter is probably the most replaceable creature, but it's super cheap-not unlike this deck.

I'm out of town for the next week, so let's see if I can get a new post up in seven days!

Thursday, September 10, 2026

Worked All Week Long

So there have been a few developments. 

First, I have discovered that Jetmir's Garden does not, in fact, produce Black mana. Sooooo that's kind of embarrassing. However, it did make the decision to cut that land much easier! 

Infernal Grasp has come in as the spot removal of choice, and I was leaving Dark Banishing in as my extra copies of removal until last night when I was just being overwhelmed by tiny-but-growing creatures, all of whom were Black. 

I've had Crippling Fear in my sideboard: but why? This does what I want it to do with no drawbacks to my deck! There isn't a plague of shaman decks running around Magic and there never has been. 

Similarly, Hit/Run should come out. Before the deck's tune up giving all my creatures +1 on attack or making my opponent sacrifice a permanent was useful. But now it's just an expensive card that is fighting for space against having a fourth copy of Harmonic Prodigy, a card that has been an absolute banger, or maybe even some card draw. 

Tuesday, September 8, 2026

There's No One That Can Stop Her

Out: Ashling the Pilgrim, Dark Banishing, Fulminator Mage, and Sapling of Colfenor

In: 4 Ignoble Hierarch, 3 Harmonic Prodigy, 2 Judith, the Scourge Diva.

On the block: Titania's Boon.

Cut Boon, added Banishings, 

Cutting Caludron Haze (it's win more) and adding removal, in this case Bogslither's Embrace.

It took all of one match against Noah to find the problems: it's the lands.

With 8 lands that enter tapped and 4 that bounce a land when they come into play, that is a debilitating blow to the pace of this deck. For a deck that generally tops out at the 3 spot, I need to re-evaluate how many lands I have that stunt my mana. 

The other issue was the removal: Bogslither's Embrace is a Christmasland card. I just assumed that I'd have have plenty of creatures with +1 counters on them to negate the Embrace's drawback.

I do not. 

So a little more work to do here. 

But I'm glad I swung big on those first changes: seeing that Ignoble Hierarch was a Shaman is a HUGE boost for this deck.

Thursday, September 3, 2026

Thrash Unreal

I took  this from an Against Me! song. And what we have here is a shamans deck.

2 Sapling of Colfenor
3 Ashling the Pilgrim
2 Flamekin Harbinger
4 Taurean Mauler
4 Wolf-Skull Shaman
4 Rage Forger
2 Fulminator Mage
2 Vexing Shusher
3 Deathgreeter

4 Hit // Run
3 Cauldron Haze
2 Dark Banishing

6 Mountain
1 Jund Panorama
4 Savage Lands
2 Swamp
2 Forest
4 Darigaaz's Caldera
4 Jetmir's Garden

2 Titania's Boon

Let's put some +1/+1 counters on things and swing, right? Make extra wolves, and see what can be done!

Well. Quite a lot, really. So let's have at it.