Thursday, January 28, 2021

Call My Body Home

OK, so where was I going with retiring all those Blue decks recently?

This: 

4 Izzet Signet
3 Booby Trap

3 Precognition

4 Incinerate
4 Counterspell
4 Memory Lapse
2 Whispers of the Muse
2 Capsize

8 Mountain
4 Caldera Lake
8 Island
4 Temple of Epiphany

2 Ghitu Fire
3 Breaking Point
2 Rolling Thunder
2 Dream Cache
1 Argivian Restoration
This is a very old deck, named after a Monkeywrench song, (which just rips).

And what Call My Body Home wants to do is use Precognition to allow me to name the precise card that Booby Trap needs to trigger. Rolling Thunder and Breaking Point are there to help keep the board clear of creatures, but I'm not above using an Incinerate to help, nor a Memory Lapse to substitute for Precognition's ability.

With 10 damage done, another Booby Trap, or the use of Argivian Restoration should do the trick. But, helpfully, a lot of Magic decks are interested in using their pilot's life total as a resource, so I'm certainly not above using Incinerate to finish the game either, after they've drained themselves for four or mroe life. 

And now that I have freed up some Blue and Red cards, including lands that will produce those colors, I'm hoping that I can buttress this deck into something that can play a reasonable game. It might be a little weird, and if I can keep the deck creatureless I'd like to do that. Being creatureless is a very difficult thing in Magic now, but that's the direction this deck wants to go in, I believe. 

Tuesday, January 26, 2021

Kaldheim Overview

The spoiler list is out, and can be seen here

There is one issue that hangs over the set, and I think Danny West outlines it pretty well. I'm not sure how WotC is going to deal with the issue that Snow Covered lands are now fundamentally better than basic lands-there's zero downside and now an entire set worth of upside. 

But I can't imagine the people at Wizards don't know this already so how they answer that should be interesting. With that concern noted, let's move to the mechanics overview.

Foretell looks like the most dynamic of the mechanics. Always having something to do on turn two is excellent, and having a card that can be set aside and is now immune to discard or other hand manipulation seems like a win to me. I don't see why this wouldn't have some possible play in older formats, either; sure, there might only be one card that makes it but who knows? 

Boast is a limited mechanic and it's...fine. Since Boast costs mana to use and is reliant on a creature attacking, there's a a high bar for the mechanic to reach for it to be worth the effort. My feeling is that it generally won't be worth it: few of the effects are good and it follows a less awesome path: strong Boast effects are attached to creatures with glass jaws, weak Boast effects are attached to creatures who don't really need them. 

The cards do have fun flavor text though, which makes me wish Blue had gotten a card, just for the style of boasting. 

Double Faced-Cards are...what they are. I still prefer this implementation of them to that of Innistrad or the Core sets, and it looks like they're coming in the next set too, so there's no point in re-hashing the downsides. The lands are fantastic, the other cards are hit and miss but at least they're always usable. 

I don't know that 'Snow' is a mechanic, but since Mr West already outlined some of the issues there I don't feel a need to get into it.

Sagas continue their popularity and for good reason. I had wondered about the relevance of enchantments in a game that made colored artifacts and I'm happy to see that there is a use for the enchantment card type that artifacts really cannot do. 

Changeling isn't a mechanic in my opinion but it does fill in a gap left from the last Zendikar set, as well as playing into the tribal themes of Kaldheim, so I'm not mad at it, either. Good for what it is and it does it well. 

White
After going with the 'cast two spells in one turn' trick in Red and Blue, it looks like they're giving it a go in White/Black. From a color philosophy, I'm not sure why-Red and Blue want to be tricky and they want to cast cheap spells. But giving players a bigger payoff to the 'two in one' gambit by expanding it to other colors to play aside from Red/Blue can't be a bad thing. In addition, the payoffs seem better-lifegain, token generation and beefing up a 1/1 all feel good. (Though the payoffs in Black aren't as strong). 

That said, if Search for Glory isn't the card of the set, then it has to be in the top five. 

Blue
Alrund's Epiphany feels a little 'Glory of Cool Things' right? Two 1/1 birds and an extra turn? Usually an extra turn means the game is over anyway. 

Mystic Reflection looks very interesting and I like that take on Blue's way to mess with the game. 

There's been a lot of online chatter about Ravenform and...I get it. If it merely targeted artifacts, that might work, and why it doesn't just destroy (as with effects like Pongify) instead I don't understand, except as a way for Blue to deal with an upcoming set that has indestructible artifacts. It certainly feels like a break, which if it was at rare, like Curse of the Swine I could understand better. Rare cards should do cool things and there's some space for this effect. But as a common, this opens a door I don't like for Blue.

Black
I'm having a challenging time coming up with anything in Black that really pops out to me. I love the art on Eradicator Valkyrie, with her indigo wings! 

I suppose it will be interesting to see if there's a deck for Dream Devourer. It's cheap and the payoff is at least interesting. In addition, I think this is how one can quickly distinguish between limited and constructed mechanics. Sure, Foretell will work fine in limited, but Boast doesn't have the same kind of support, from what I can tell and even the pushed cards won't likely get far in Constructed. 

Red
And I spoke too soon! (Or did I?) Arni Brokenbow is on rate as a 3/3 for 3 with haste. That's solid-and any time after turn three, it's possible it could get a power boost when attacking. Now, the "it's possible" part of that is important. Attacking for three is still good, but you can get that with a Breakneck Berserker, too. 

Compare this to Dragonkin Berserker, which wants to give people a reason to use Boast abilities...if they have Dragons. 

I submit to you that if you have two or more dragons in play, you're probably already winning and don't need the Dragonkin to help. Yes, there are some synergies with Changelings, a character type notably absent from Red in this set, but I don't think it's enough. 

I also find it fascinating how many Red cards are getting the 'X but make a Treasure' treatment- Seize the Spoils and Smashing Success in this set (as Tormenting Voice and Demolish, respectively) but Red's been involved in Treasure tokens for awhile now. I'm definitely curious how this plays out as part of Red's identity. Or maybe I need to start exploring this a little. Making Lotus Petals doesn't seem like a bad thing.

Green
Masked Vandal is part of a series of cards that want you to exile a creature card in your graveyard as part of the casting cost. It's likely the best of them-Master Skald, Vault Robber and Weigh Down are all 'ok if you're in limited' cards. 

But Masked Vandal is likely to have a bunch of targets, in no small part because most of the DFCs have an artifact flip side. Being able to get rid of them permanently is probably going to make the Vandal a role player card.

Also, it seems they've finally gone all in on the 'elves overlap with Black' in the color pie, with Tyvar Kell really pushing what elf decks had access to. Is that good? Bad? I don't know. It's new and if it's enough to push the usually mono-green elf deck into an second color is yet to be seen. I'm not convinced, at the moment. 

And I know everyone's got a take regarding Vorinclex, but I just think it's part of the drip-feed we're getting for the inevitable return to Mirrodin. No more, no less: I fully expect to see other Praetors or the influence thereof soon. We're going back to Mirrodin in Spring 2022, I'm calling it now.  

Multicolor
Not so much a cohesive theme in this part, instead we just get 'all the cool ideas we couldn't fit'. Multicolored Sagas are a cool thing, but I don't see a card that just pops out. Good stuff, sure, exciting or weird? I'm not picking that up. 

That said, the Sagas are mostly costed aggressively, at three or four mana. They provide solid effects and may well push players to start running Naturalize main or side. 

Artifacts
Not a lot here that's interesting to me, except for Runed Crown. Three mana to for an artifact that equips for 2, to give any creature +1/+1 and either haste, trample, lifelink, flight, or deathtouch, with maybe even another power/toughness boost and drawing a card seems like it would be a decent value. 

I have a soft spot for Scorn Effigy, because it's a Scarecrow and I dig that creature type, along with it being a 2/3 for 2 mana.  

Land
Aside from the DFC (which are great) and the clear issues with Snow noted above, the uncommon cycle of tap lands with abilities seem like role players and I hope they don't get slept on. It's the little things that can hold weird ideas together and those lands all have something to contribute to the right deck-usually one that wants the game to go long, but there's nothing wrong with that.

And that's it! All in all I think there's a cool set coming out and while I'm dubious about the Snow land problem, overall I think this has a lot to offer us.   



Thursday, January 21, 2021

The Retired-Don't Call Me White

This is named after a NOFX song just to be cheeky...but it's not as good as the NOFX song so it's time to take it apart.

4 Boros Elite
4 Precinct Captain
3 Gideon's Avenger
2 Brimaz, King of Oreskos
1 Attended Knight
3 Odric, Master Tactician

4 Retreat to Emeria

3 Rebuff the Wicked

2 Sandstone Bridge
2 Secluded Steppe
20 Plains

4 Elspeth, Sun's Champion

4 Gather the Townsfolk
4 Planar Outburst

Is this an aggro deck? If so, then what are high CMC cards and sweepers like Planar Outburst and Elspeth doing in here? Is it a token deck? Then why the soldier theme? If it's a soldier themed deck, then why not Aven Brigadier or Captain of the Watch?

It's all over the map. And the copy of Attended Knight is....just why, man? Why did past you do this to you? 'Cause it feels like I added it in just so this deck would get to 60 cards.

I can't wait to do something else with this. 

Tuesday, January 19, 2021

The Retired -Fucking's Greatest Hits

I thought that the song title by the Blood Brothers was hilarious and so why not use it for a deck title?
3 Nuisance Engine

2 Ixidron

4 Seal of Fire
4 Goblin Bombardment

4 Natural Affinity
3 Fire // Ice
4 Think Twice
3 Repeal
3 Reins of Power

6 Island
2 Gemstone Mine
2 Terminal Moraine
2 Shivan Reef
4 Forest
4 Mountain
4 Sulfur Falls

4 Deep Analysis
2 Arc Lightning
This deck doesn't do what it wants to do very well. What it wants to do is: cast Natural Affinity, and then cast Reins of Power, with Goblin Bombardment on the table. The opponent has zero lands, I have all the lands, all is well. 

Or, Natural Affinity, Ixidron and make all the lands creatures that cannot be morphed: just plain old 2/2s that Ixidron can just beat down on.

But there is entirely too much nonsense going on. The mana base is out of whack, the combo costs seven mana and there's no way to protect it. It is the Glory of Cool Things and it will never come to pass. 

So I'm taking this apart. 

Thursday, January 14, 2021

The Retired-Moonfall

I got caught up in the Lord of the Unreal hype, once upon a time....

4 Krovikan Mist
4 Chronozoa
3 Mistform Warchief
3 Riftwing Cloudskate
2 Draining Whelk
4 Phantom Warrior
4 Lord of the Unreal

4 Frozen Solid

4 Force of Will
2 Condescend
3 Mana Leak

23 Island

Here's a deck that costs $500 because Force of Will exists in it. And boy is it not doing anything else, right? Overcosted cards, no draw effects, not nearly enough aggro. It's just..a pile of things I put together in order to use Force of Will.

Could something good come of this? Possibly-the last time I really looked at this deck was around the days of Time Spiral block and it's been...14 years. 

Holy moley. If I haven't picked up a deck in 14 years, it's time to let it go. 



Tuesday, January 12, 2021

Late To The Party: Outer Wilds

 I really wanted to like the Outer Wilds. A game about exploring space in a wooden ship? Yeah, OK. Let's see what we see!

But:

I think their choice of having the flight of the spacecraft really hew to how a spacecraft might work was detrimental. I could not get the hang of it, and never felt like I was improving. 

Next, I never felt as if I was progressing my knowledge, either: I went to weird planet after planet-crashing each time, but able to land...until I tried to land on an object and my craft bounced. There was no reason given for said bounce. It just bounced. 

Multiple experiences were like this: I didn't know I could heal myself, until I read it in an online guide. By then I'd already died due to accumulated injury at least once. 

I had also suffocated multiple times, due to an inability to control my movement in my spacesuit. One time I was sucked through a wormhole-no idea how I did that-and ended up thousands of kilometers from my ship, with no way to navigate. 

If failure teaches you nothing, then it rapidly becomes discouraging. 

And that is what happened to me. Instead of being fun, it was depressing to play. I didn't know what was going to happen, until I did: I was going to die and I wouldn't understand why or how to not die next time, except to not go to the place I was trying to explore. 

It's strange for me to have this experience, to do something and gain nothing from my failures. 

But I suppose I did learn something: If an experience is making you miserable, move on. 

Tuesday, January 5, 2021

Ain't So Bored

(Edit; meant to post this on Thursday so...no Thursday post!)

Chillout Tent vs Mono B screenshot

So wrapping this one up with a final tweak to the sideboard.

I forget that sideboards are good places to tailor the deck to the metagame you face: as much as Dredge might be an issue, most people I play against don't run a lot of heavy graveyard specific things.

I tend to get 3 kinds of decks: weird tribal (zombies, horses), weird old school (Let's make Scroll Rack a thing again), and Blue or Red goodstuff. 

That's not exclusive, of course but the point is that I can't plan for everything, I should plan for my own meta.

And Lauriel spent a good portion of my last playtest burning the heck out of me. That's not the first time she's taken an overlooked red card and built a deck around it, either. Which means I should sideboard for that, instead of using Tormod's Crypt. So I did a little digging and feel like Kor Firewalker would be my best option. Against a lot of burn decks, I find you need just a little more time-3, 4 life gained and you can turn the game around. Plus, the Firewalker can play defense or offense, something Dragon's Claw cannot do.

3 Patrol Hound
2 Eternal Dragon
3 Karmic Guide
3 Seasoned Hallowblade
2 Elesh Norn, Grand Cenobite
2 Emeria Shepherd
3 Emissary of Sunrise
1 Sun Titan

3 Elspeth Conquers Death

2 Miraculous Recovery
3 Vengeful Dreams
3 Shelter

1 Emeria, the Sky Ruin
22 Plains

3 Ajani, Adversary of Tyrants

1 Wrath of God
1 Kirtar's Wrath
3 Resurrection

15 Sideboard
SB: 3 Spirit of the Labyrinth
SB: 3 Sanctum Prelate
SB: 4 Kor Firewalker
SB: 3 Deafening Silence
SB: 2 Wrath of God

A Very Silly Thing

 But it's for a good cause, I am down for these kinds of actions.