Monday, March 21, 2011

CommanderCast S2E6: Ib Halfheart is Top Tier

Posted by ANDY aka GHoooSTS
Andy, Adam, Jeremiah and Carlos charge into your ears this week in another very special episode of CommanderCast. We've got a diverse range of subjects this week so I hope you like variety (or at least as much as a super narrowly-focused podcast can muster up). This week Adam moves from a logical continuation of discussing his theory on overhyped value engines to a new Pressure Decks archetype discussion; Carlos is starting a NEW deckbuilding challenge akin to the $30 Wrexial Challenge from last season; and Jeremiah is getting us all rich with his league setups. We've got a new listener-suggested segment premiering featuring the one and only Ib Halfheart. Even I am bringing something to the table in a rare twist of fate championing Treasure Mage (SCIENCE!) over Trinket Mage.

Our episode this week continues the trend of being pre-recorded from a while ago, so I hope nobody is offended by this.

Show notes and pertinent links below. Enjoy.


SHOW NOTES

00:00 to 02:01: Intro: Meet the goon squad.


02:19 to 21:00: League Setups: In a frequently requested segment, Andy and Jeremiah both discuss their Leagues. Jeremiah uses an achievement-based system to provide players with points, and Andy's system is just a big old filthy brawl with the last man standing getting the most points. How do you run it? How do you set them up? What kind of consideration should prizes receive? All this and more in this segment.


21:19 to 22:51: Deckbuilding Challenge: Carlos is known for beating any given deckbuilding suggestion into submission, then training it into a nightmarish beast of biblical proportions that he uses to make tables cry. He's basically the Beastbreaker of Bala Ged of EDH deckbuilding (he might wear a shirt more often, I don't know... frankly, I don't want to know). But he's bored of conquering the shit out of everything else so he needs a new challenge.

This involves multiple stages of voting on restrictions to give Carlos a challenging template to build a deck over. See the upper-left hand corner of the CommanderCast site to vote on the first phase of restriction! In two weeks, a new poll and set of restrictions will appear. After three rounds of voting, Carlos will unleash the deck upon the world in the season finale.

23:11 to 42:20: Strategy: Archetype Rundown: Pressure Decks: Adam is continuing to hit played-out value-engine decks with Van Damme spin kicks, and this week he shows you how to do your own sweet spin kick without pulling your groin. Pressure Decks are an archetype him and I have both been working on to combat these rampant "play Magic forever" types of decks. This week he tells you how to play them, and why. Card advantage whores need not apply.

42:38 to 49:58: Strategy: Legendary Plays: This week, Adam's mono-black deck gets control of a Palinchron and a guy gives Carlos a Niv-Mizzet deck for some incomprehensible reason. Guess how these stories end?

50:03 to 62:05: Technology: Entourage: Ib Halfheart: A new listener-suggested segment (first from Levi, then Tide Spout Elliot), in Entourages we take suggestions for less-played Legendary creatures and construct something of a skeleton around them to serve as the foundation of a deck. We each provide suggestions on cards that you can use as a starting point. For our test flight of the segment, we're doing Ib Halfheart, Goblin Tactician. This segment goes from being kind of a joke into some pretty serious business.

Andy's Picks: Invasion Plans, Repercussion
Adam's Picks: Shivan Harvest, Mana Echoes
Jeremiah's Picks: Confusion In the Ranks, Vicious Shadows
Carlos' Picks: Furnace Celebration, Shared Animosity
 
62:20 to 70:44: Technology: Trinket Mage vs Treasure Mage: Twins, separated at birth, both drawn to (or adept at finding) artifacts, Trinket Mage was raised and cuddled by EDH players everywhere as a virtual second copy of SDT and Sol Ring. But a new challenger approaches riding a dragon OF SCIENCE. Treasure Mage is Trinket Mage's bad-ass brother who just got out of jail, and now it's HIS TIME TO SHINE. We try to tell you why you should give this new guy a chance, compare him to Trinket Mage, and some other stuff.

71:01 to closing: Outtro.

PERTINENT LINKS
CONTACT INFORMATION
  • General show contact/E-Mail Andy: CommanderCast(at)gmail(dot)com
  • To E-Mail Carlos: cag5358(at)gmail(dot)com
  • To E-Mail Jeremiah: jeremiah(at)s1group(dot)com 
  • To E-Mail Adam: adnelso(at)gmail(dot)com
  • To Tweet Andy: (at)CommanderCast on Twitter

Thursday, March 17, 2011

Mid-Week Update: March 17

Posted by ANDY aka GHoooSTS
We are now back to business as usual and to prove it, I have a mid-week update. This week we've got Carlos going full-tilt on a mono-white Linvala, Keeper of Silence deck that's half prison lock, half voltron, half stax, and 150% manly. Especially for a female Commander. This is probably his meanest deck to date though, so be warned.

In other news, we're working on our Season 2 Contest, a new Deckbuilding Challenge, and something I could use some help with for any of y'all with some technical know how. We really want to do a live call-in podcast but I'm not sure what kind of software to use to let people listen and interact with the show. If you guys have any suggestions, send them this way homies.

Anyway, here's this week's edition of the Arcane Laboratory.

The Arcane Laboratory #07 - Winvala, Keeper of Violence
By CARLOS
Continuing the theme from last week, I’m trying to build a series of mono-colored decks based around generals that don’t get as much love as they should. From the title, I’m sure you can tell that I’m tackling white this week, and taking a closer look at Linvala, Keeper of Silence. Before starting the deckbuilding, I’d like to take a look at some of the mono-white generals, and what the color does in general.

When you restrict yourself to white deck, there’s really only two kinds of decks that you can build: voltron or attrition. Now, I know there are people who would say that you can build token decks or control decks, but I would contend that these are all just attrition decks. You’re trying to use various card advantage mechanisms, either tokens, wraths or Rebels or whatever, to grind out resources over a long game. I don’t know about you, but that sounds an awful lot like a control deck to me. Now let’s take a look at some of the more popular generals and see what archetypes they fall into:

Akroma, Angel of Wrath – Wrath-based attrition or Voltron
Eight-and-a-Half-Tails – Voltron
Darien, King of Kjeldor – Token-based attrition
Kemba, Kha Regent – Token-based attrition or Voltron
Crovax, Ascendant Hero – Token-based attrition
Konda, Lord of Eiganjo – Wrath-based attrition

The first is generic wrath-based mono white control, with a general chosen pretty much at random. This is probably the most common white-based deck that I see, since it’s usually just a mish-mash of good white cards and a random legend as the general. The second deck is a little less common, but every group has a deck like this: the “lifegain/prevent damage/I don’t want to die” deck. There’s actually two builds of the deck though. There’s the build that doesn’t actually have a way to win the game, and the builds that try to abuse Test of Endurance and Felidar Sovereign. One is hilarious and obnoxious, the other is just obnoxious. So with the white overview out of the way, here are some legends I’d be excited to build around:

Commander Eesha
Lin-Sivvi, Defiant Hero
Radiant, Archangel
Reya Dawnbringer
Yomiji, Who Bars the Way
Liu Bei, Lord of Shu
Linvala, Keeper of Silence

Commander Eesha doesn’t get nearly enough love. I mean, there are a ton of ways to abuse his ability to protect yourself from general damage, or just creature-based damage in general. He’s a great Voltron general since he’s largely immune to other generals that deal with creatures, and can’t be blocked. He’s got great synergy with Pariah effects, and is generally just a bad ass.

Lin-Sivvi is…well, disappointing. Not because her ability is bad, but because all the rebels are so terrible. Really, you’re just playing a mana-intensive version of token beatdown, except that you get less utility because half of your deck is made of these terrible rebels. I mean, the upside is that you get a Children of Korlis “soft-lock” and you can tutor up Mirror Entity for wins out of nowhere, but that’s not really much of an upside is it? I’m sure I’ll end up building a Lin Sivvi deck at some point, but right now I just don’t see many game plans besides Rebel Chain followed by multiple Geddons, and that’s pretty lame.

Angel tribal, go! Radiant, Archangel is an interesting creature to say the least. She’s begging to be thrown into a deck with a million angels, but also plays nicely with those Pegasus and bird tokens that white has some support for. All in all, definitely a better theme general than Akroma or Rune-Tail, which so often get thrown in as general for either tribal or token deck just because.

A Debtor’s Knell on a body has to be really good, right? There are two problems with going this route though. Firstly, what are you going to recur in white? Yosei? Iona? As powerful as those are, it’s kind of dumb to have that as a primary gameplan. The second problem is that Emeria, the Sky Ruin is a card. Emeria doesn’t cost you a deck slot. It’s harder to deal with. It can be Vesuva’d. Reya’s really powerful, but she loses a little of her upside when you can get this kind of effect in ANY deck.

Continuing the trend from Kamigawa block for overcosted creatures that don’t do very much, Yomiji could probably be costed a 2WW or 3WW and still see little to no play. Even though there ARE ways to take advantage of it, the number of hoops you have to jump through is so high that it’s rarely worth it. That said, the one MTGO deck that I have is a Yomiji commander deck that I built for about $15, and it’s been fun to play.

Oh terrible P3K legends. I want to build decks around some of you so badly, but they’re just so expensive. Liu Bei himself is only $7, but Guan Yu is another $7, and Zhang Fei is somewhere around $40. As cool as these are, that’s a little steep for these vanilla legends that are, to be quite honest, pretty below the curve. Besides, they don’t have a black-bordered printing, which is a pretty big strike against them in my book.

So, that leaves Linvala, my choice for this deck. I’m actually picking Linvala as an opportunity to experiment in my playgroup. A week or two ago we talked about the Arms Race Concept with Adam Styborski, and my group’s been going through a little of that recently. The generals that are seeing the most play right now are Azami, Jhoira, Arcum Dagsson, and Ezuri, all powerful generals in their own right. The thing they all have in common, however, is that they straight up lose to an early Linvala backed by enough disruption.

Linvala does not get NEARLY enough credit as a metagame general as she deserves, since she single-handedly shuts down a ton of the top tier generals, and is easily protected with common staples like Lightning Greaves and utility spells like Shelter and Rebuff the Wicked. If you can back her up with some prison pieces and additional disruption, you get enough time for Linvala to get there Voltron-style. So, in short, here are the goals of this deck:

  1. Resolve a turn 2 or 3 Linvala EVERY game
  2. Back Linvala up with cheap, permanent based disruption
  3. Run enough equipment to make Linvala a respectable clock
Seems pretty simple, but there are actually a number of options that can be taken, so let’s get started.

So what’s the easiest thing to start with? The all-important acceleration. How else are we going to get an early Linvala? Here’s how:

Mox Diamond
Marble Diamond
Mind Stone
Everflowing Chalice
Sol Ring
Thunder Totem
Coldsteel Heart
Mana Crypt
Mana Vault
Chrome Mox
Lotus Petal

This is a pretty straightforward suite of acceleration, but there are definitely substitutions that could be made. You can definitely add more things like Coalition Relic and Prismatic Lens over some of the more expensive pieces like Mox Diamond or Mana Crypt. As long as you’ve got roughly 10-14 ramp spells, you should be pretty well off for a turn 3 Linvala. However, at least as important as the acceleration pieces are the things that you accelerate into. Let’s take a look at the Voltron package.

Stoneforge Mystic
Lightning Greaves
Sword of Fire and ice
Sword of Feast and Famine
Umezawa’s Jitte
Nim Deathmantle
Elspeth, Knight Errant

The equipment here are pretty straightforward. These are the equipment whose effects are the best at applying pressure; at keeping you ahead of the other players. They give you the largest variety of protections, and are going to be the most effective way you have to combat the kinds of answers you’re going to see for Linvala. I’d usually go for Feast and Famine first, so you can drop lock pieces AND advance other gameplans at the same time; that’ll give you the best opportunity of applying pressure and keeping the other players under control. How exactly are you going to keep other players under control? Here are your lock pieces:

Kormus Bell
Urborg, Tomb of Yawgmoth

Winter Orb
Static Orb
Hokori, Dust Drinker
Blinkmoth Well
Karakas

Smokestack
Worldqueller
Mishra’s Helix
Archon of Justice
Sundering Titan
Karmic Justice
Ark of Blight

Crucible of Worlds
Rings of Brighthearth
Dustbowl
Tectonic Edge
Strip Mine
Wasteland
Storm Cauldron

So there are four categories of lock pieces. The first set is a two card combo that locks down everyone else’s lands. You’ve got tutors for both pieces, and it’ll pretty much end the game on the spot. People will hate you for it though, so be careful with that one.

The second set of cards help create a soft lock, that can be pretty back-breaking in conjunction with other pieces. Winter Orb and Static Orb combo with your other Icy Manipulator effects, but in particular Blinkmoth Well. Similarly, Hokori interacts well with Karakas, if you’re allowed to play it. If not, just run a plains or some such instead. If you tap/bounce your lock piece at the end of the turn before yours, you’ll be the only player with a real untap step. If you can back these up with Strip Mine effects or other Icy Manipulator effects, you have an effective hard lock on one or more players while you continue to beat down.

Your third set of lock pieces are attrition cards. You can use these to kick people while they’re down; to prevent them from being able to put together the resources to get out from under the lock. These all destroy one or more permanents, usually lands, and most are also repeatable, helping to keep people under a lock once you get them there. The key difference between these and the next set of pieces is that these tend to affect multiple players.

The last combination of lock pieces are some of the least favorite cards in the format. You’ve got a list of Crucible of Worlds + Strip Mine/Wasteland pieces, which can be used to hit the one land people untap each turn, or to hit key utility lands, and tempo people out of the game. The REALLY interesting interaction is that between Crucible + Strip Mine and Storm Cauldron. Storm Cauldron is a frustrating enough card to play against on its own, since most people want to play a number of expensive spells, and Storm Cauldron makes that pretty difficult. When you use your multiple lands drops to destroy multiple lands, and they’re just bouncing all of theirs, it makes it pretty difficult for anyone to play a sequence of relevant spells.

The next set of cards I’d like to look at are more of a taxing effect. They don’t really let you lock anyone down, but they do contribute positively to the rest of your lock pieces. It makes it more difficult for anyone to do much while you set up the rest of your lock pieces. There are two sub categories of taxing effects. The first let you tap down your own lock pieces (Winter Orb and friends) or key permanents of other players, and the second increases the costs of different types of spells, making it harder to deal with your other prison effects that are already restricting mana.

Yosei, the Morning Star
Kismet
Loxodon Gatekeeper
Icy Manipulator
Scepter of Dominance
Tangle Wire

Glowrider
Aura of Silence
Magus of the Tabernacle
Spelltithe Enforcer
Sphere of Resistance
Thorn of Amethyst
Lodestone Golem

The important interaction to note is Yosei + sac outlets + Nim Deathmantle. You can easily tutor up the Deathmantle, and this will let you tap down any relevant permanents and hard lock multiple players. Deathmantle also gives some additional resilience to the Linvala plan, but is mostly in the deck to be another hard lock with Yosei. You’ve got plenty of ways to slow the game down while you beat down. This is one of your relatively limited ways to actually completely prevent people from playing the game.

So that’s the skeleton of the deck, but there are still a number of interesting things that can be done to increase the consistency and synergy of the deck. Here are a few of the cards I picked to fill in the utility slots in the deck:

Enlightened Tutor
Idyllic Tutor
Expedition Map

Ranger of Eos
Mother of Runes
Weathered Wayfarer
Mistveil Plains

Land Tax
Scroll Rack
Sensei’s Divining Top

The tutor and card selection pieces give you a little more consistency and another prison mechanism. Land Tax lets you make your land drops and thin your deck, and is a powerful shuffle effect for Scroll Rack and Sensei’s Divining Top. Ranger of Eos may seem strange here, but it’s really only there for Weathered Wayfarer. The fact that it also tutors up MoRo to protect Linvala is just pure upside. Wayfarer + Mistveil Plains is yet another way for you to strip mine someone every turn. It’s pretty slow and mana intensive, but hey, you take what you can get.

The last non-land cards in the deck are the last bits of utility and powerful bombs that you’ll use to start locking the game down. These effects can be about as close to “I win” as you’ll get before actually dealing the last points of damage. Some of them are powerful utility effects, some yield powerful synergies, and some are just more consistency and beaters.

Sun Titan
Sculpting Steel
Gideon Jura

Luminarch Ascension
Elspeth Tirel

Armageddon
Ravages of War
Catastrophe
Cataclysm

So obviously, the armageddons are going to draw some hate, but hey, the deck is built to fight some of the top generals, so I don’t feel like it’s reasonable to pull punches here. These will tempo other players out of the game while you beat down. Luminarch Ascension and Elspeth Tirel are both win conditions and play nicely with Smokestack and friends, and, once again, they bring the beats!

Last, you’ve got Sun Titan, Sculpting Steel and Gideon Jura. These are powerful, synergistic cards that can win the game for you in combination with your lock pieces. Sun Titan recurs all kinds of lock pieces, lands, and is a walking Strip Mine lock. He plays REALLY well with Nim Deathmantle, and has all kinds of sweet interactions. Sculpting Steel can copy all of your broken lock pieces. From Storm Cauldron for more land drops/strip mine shenanigans, to Tangle Wire, to equipment. Gideon can beat down, but he can also force other players to attack into him, and can be an assassinate effect with your Icy Manipulators. You need a little spot removal, and he fills that role while still being a synergistic part of your gameplan.

Last, the mana base. You’ve got about 33 slots for lands altogether, which may seem a bit low, but your whole gameplan is to resolve Linvala and cheap lock pieces. If that succeeds, you’ll have plenty of time to draw into more ramp spells and lands while still deploying additional cheap prison pieces. The selection of lands for the deck is pretty important since they’ve got to do powerful things that help advance your gameplan. Here’s what I’ve got:

Ancient Tomb
City of Traitors
Emeria, the Sky Ruin
Flagstones of Trokair
Vesuva
Thawing Glaciers
Deserted Temple
Rishadan Port
High Market
Miren, the Moaning Well
Boseiju, Who Shelters All
Remote Farm

2 Fetchlands
14 Plains

So here you’ve got a few powerful things going on. Flagstones likes smokestack and other similar effects. Ancient Tomb, City of Traitors, and Remote Farm are powerful ramping lands. High Market and Miren play very nicely with both Emeria and Nim Deathmantle, as well as just being powerful with Yosei. Thawing Glaciers is there to allow you to make consistent land drops, which is very important in this deck once you get started. Your land drops are a resource, which you frequently use to destroy lands, but can also be used to ramp out lands to sacrifice to smokestack. Thawing Glaciers is especially powerful with Deserted Temple. Vesuva just lets you copy other powerful lands, frequently strip mines or Ancient Tomb or Emeria.

So, that’s my take on an aggressive Linvala Prison build, designed to take advantage of the reliance of many top-tier decks on the activated abilities of their generals. You’ve got a proactive disruption suite that prevents other players from interacting with additional pieces of disruption. Sometimes the best way to deal with people doing broken things is to prevent them from doing anything at all.

I’m going to continue this series of mono colored archetypical decks. We started with ramp/combo, have built an aggressive prison deck, and will move on to something a little different next week. As always, I’m looking for feedback, ideas, and participation. If you’ve got any suggestions, comments, ideas, or decks you’d like to share, I’d be glad to hear from you. Shoot me an email at cag5383(at)gmail.com.

Carlos
cag5383@gmail.com

Monday, March 14, 2011

CommanderCast S2E5: Knife Fights and Pro Wrestling

Posted by ANDY aka GHoooSTS
CommanderCast is back with another ear-soothing saga of cards, mans, and the women who love them. Minus the last part (there's no girls on the internet!). On the mic this week spitting into this cipher of HOT FIRE, I am joined by Byron, Carlos (emerging from the Arcane Lab covered in... stuff), and newcomer Levi who is my new Japanese connect. Levi is a longtime listener and also has a pretty sweet accent, so you know that's a HUGE plus.

As a heads up, this is a 'canned episode' we recorded during the transition between seasons 1 and 2, so there's nothing time-sensitive or anything in here. Don't be expecting cutting-edge news or topics here, even if I did just get back from Pax East (which was awesome).



SHOW NOTES

00:00 to 02:27: Intro: Andy, Byron, Carlos and our guest Levi say hello.


02:38 to 14:08: Free-For-All-Roundtable: Primeval Titan: We discuss Primeval Titan and it's impact on the Commander format. Is this card a positive influence on the format?


14:19 to 32:05: Community: Power vs Flavour: Lots of people talk about how they like EDH because their decks can be flavourful and funny, but the best cards are often well-recognized and acknowledged widely. So how important is it to break away from the auto-includes? How much do you prioritize your personal flavour over objectively powerful cards?

32:22 to 52:39: Strategy: Holding Your Answers: Do you play a Wrath to kill one creature that isn't attacking you? Guess what: that's bad. But we talk about this a little more in depth than just that last tidbit. How long should you hold onto your 'answer' cards, and how heavily valued should they be? What role does brinkmanship play in Commander?

52:53 to 54:19: Technology: Break My Card: It's our new thing on Twitter. STRICTLY for our followers there because before this our e-mail guys got all the love (and the contest). Here's how it works:
  • Once a week, I give you a single card. It can be anything.
  • You let me know how to use it via Twitter. It has to be in one Tweet. You can use short versions, abbreviations, and acronyms, but if I can't decipher them you're busted. You can't send a second tweet, e-mail, or telegraph to explain what you mean.
  • You have to tell me what Commander will be in charge of the deck the card is used in. After that, you can say whatever; a combo? Some synergies? The type of deck it works in best? It's up to you to do something awesome with the card. 
This week's card to break is PSYCHIC VORTEX.
 
54:35 to 75:40: Technology: Secret Tech: Levi Edition: Levi is hurling hidden gems like ninja stars up in this piece. Unless normal thrown weapons, don't duck! You want THIS wisdom to be wedged directly into your brain.


Commons: Relic Crush, Detainment Spell, Evolution Charm
Uncommons: Lim-Dul's Vault, Fatestitcher, Hoarder's Greed
Rares: Void, Tsabo's Web, Renegade Doppelganger

75:54 to closing: Outtro.

PERTINENT LINKS
CONTACT INFORMATION
  • General show contact: CommanderCast(at)gmail(dot)com
  • To E-Mail Andy: CommanderCast(at)gmail(dot)com
  • To E-Mail Carlos: cag5358(at)gmail(dot)com
  • To E-Mail Byron: surgingchaos19(at)gmail(dot)com
  • To Tweet Andy: (at)CommanderCast on Twitter

Thursday, March 10, 2011

Mid-Week Update: March 10

Posted by ANDY aka GHoooSTS
 As Pax East grows devastatingly near, I have learned how to use Blogger's 'Scheduled Update' feature to post from BEYOND TIME ITSELF. So here's your regularly scheduled programming, completely uninterrupted in my absence.

I would like to take a moment to draw attention to an EDH/Commander Box Social being held at Pax East. If you have any interest and are fortunate enough to be attending this swanky event, swing by the Tabletop room at 9:00pm on Friday evening where you will be able to engage in the most hypest of Commander games (hopefully). No repeats of last year with that fucking cheating kid please (you know who you are). I will hopefully be doing some recording of games, talking to people about their decks and the like.

Anyway, Carlos is up in this piece with a hustle-heavy Sasaya, Orochi Ascendant deck and Mistveil Plains is doing his thug thizzle on a Stonebrow, Krosan Hero deck. Enjoy.



The Arcane Laboratory 05: Dr. Robotnik's Mean Green Mana Machine
By CARLOS
 So the last couple of articles have had a few five color decks, with unspecified, likely expensive mana bases. So I thought I’d take a break from the absurd five color decks and take a look at some simpler, mono colored decks. Ideally, I’d like to do one for each color, staying away from the more popular generals of that particular color. As fun as it is to play with powerful generals, it’s boring to build the same Godo or Azami deck that other people are already discussing/optimizing.

Unfortunately for green, the generals and cards available really only allow for two strategies: Ramp and Voltron. So let’s look at what generals are available for green. After cutting all the ones that are just awful (don’t worry, I’m sure we’ll come back to them eventually!), there aren’t a whole lot of interesting generals. Sure, there are a lots of generals that all do interesting things, but they all want you to plays lots of lands, ramp up, and play bombs. I mean, how much difference is there between Kamahl, Fist of Krosa, and Baru, Fist of Krosa, really? What about Omnath and Azusa? Ezuri and Eladamri? There really isn’t, and in fact, I’m pretty sure that at least 40 of the non-land cards in each of these decks would be the same as in their counterpart. There might be as many as 10 additional cards difference between the various “archetypes,” but I think that’s being pretty generous.

Sidenote – The Autoinclude Syndrome
So, that said, it seems like green as a color is about as linear as it gets, and exemplifies a problem that I’ve been seeing with the kinds of cards that R&D has been printing for casual players recently. They have been printing all manner of gigantic creatures and bombs, efficient utility creatures, and I’m sure we’ve all started to notice just how homogenous some Commander decks, green in particular, are becoming. Really, once you include all the ‘best’ fatties, the ‘best’ ramp, the ‘best’ utility guys, you’ve only got 10 or so slots in the deck for cards unique to your deck, and that’s a real shame.

So what’s the point of all of this? There really isn’t one. I just wanted to complain about how I wish R&D would make more interesting fat creatures. Instead of things that are obviously powerful, or just giant beatsticks with evergreen abilities, why can’t we have things that are more interesting? Less beat you over the head powerful and more “encourages cool interactions” powerful. Consecrated Sphinx is a card that falls halfway between the two camps. You can do some pretty cool stuff with it, but you could also just run it as a glorified, curve-topping Mulldrifter.

Honestly, the Eldrazi and their  brother-in-arms Blightsteel Colossus exemplify this the most. Not only are these card-advantage generating, game-ending, giant-robot-space-tentacle monsters of doom, but they’re the ‘best’ top of the curve fatties in the game. If you can hit 10 or 11 consistently, there’s rarely another creature you’d rather be casting. The problem with these is twofold. Not only are they colorless, but they provide generically-powerful effects – things that are always relevant, but far from interesting. These effects are a known quantity, and will always be powerful and game-winning, in any deck, in almost any situation. Because they’re colorless, they can and are slotted into any deck.

This means that there are fewer meaningful interactions, because instead of playing interesting cards, people are playing the more of the same, powerful, generic “good cards.” As previously stated, this problem is exacerbated by the fact that many of the “good cards” are colorless or splashable. I mean really, why is green, the FATTY color, playing Eldrazi and Blightseel Colossus? Shouldn’t the FATTY color have the best creatures in the game? Why is it losing out to fairly vanilla, generically powerful colorless creatures? Let’s compare Woodfall Primus and Ulamog. Somehow, I don’t think that three generic mana gives you indestructibility, annihilator AND P/T buffs. That’s just not right.  

End Aside

So, what green generals do I think are the most dissimilar to the standard “Ramp, bombs, win” plan? Well, here’s the problem. You see, because green is so one-dimensional, any green deck who’s game plan isn’t “ramp, bombs, win” or elf combo is going to be substantially weaker than a lot of other decks. I mean, the one thing that has NEVER changed is that green is the ramp color. So, green is brutally efficient at ramping out of the gates, and that’s something that you almost HAVE to take advantage of in order to build a reasonably powerful green deck. With that said, I’d still like to put a less traditional spin on the archetype. Do something a little different, even if just for the sake of being a little different. Here are our options:

Kodama of the Center Tree
Reki, History of Kamigawa
Sasaya, Orochi Ascendant
Kaysa
Various Snake Legends from Kamigawa
Hua Tuo, Honored Physician
Zuo Ci, Mocking Sage

So I’m just going to say up front that I’m choosing to build a Sasaya deck here. That’s kind of lame because it’s really just ramp done a different way, but you can generate absolutely obscene amounts of mana with Sasaya, and if I want to ramp up, I want to go big or go home. That said, I want to give my reasoning against the other legends and for Sasaya.

As awesome as Zuo Ci’s art is, he isn’t a commander I’d really consider. But look at that art!  He’s tearing that dragon’s HEART out. Moving on though, the various snake legends from Kamigawa are cool and all, but that’s a pretty boring theme. The only real warrior/shaman support comes from Morningtide, which is pretty limited. Besides, how many snakes are there in magic, much less mono green snakes?  There are 39, which is actually a pretty good number considering that there are also cards that make snake tokens. But how many of them are playable? Most of them are from Kamigawa block, which isn’t exactly known for its above-curve utility creatures. When your average creature quality is somewhere just south of Krosan Restrictor, there’s only so much you can do with a deck.

Moving on, Kaysa, while interesting, is really just another Elf or Token general, and those have been done to death. Reki is interesting, but, as you can see, most green legends are either pretty vanilla ramp-based generals, or pretty narrow theme-based generals. That means you’re moving on to legendary artifacts, and I’ve already ranted about how much I hate those once in this article. Hua Tuo, while awesome, is really slow, doesn’t generate card advantage, and is around a $50 card. That’s an awful lot for a commander who’s pretty far behind the curve.

Lastly, Kodama of the Center tree. I want to build around you SO badly. It’s like a really slow, really narrow version of card advantage that might be able to recur some random overcosted utility guys that no one remembers. It’d be a really slow ramp deck, a terrible beatdown deck, and would have some HILARIOUS synergies, I’m sure. I’m absolutely sure I’ll come back to you someday, Kodama of the Center Tree, but today is not your day.

pic

So what makes Sasaya interesting? Well, because the condition required for flipping her is awfully convoluted. I mean, not only do you need to have 7 lands. You also have to have a number of lands with the same name. That means you’ve got to run an awful lot of lands, and only a limited number of them can be utility lands, the rest need to be generic snow-covered or basic forests. So since the mana-base is such an important part of this deck, let’s start there. Here’s what I’ve got:

The Manabase

40 Snow-Covered Forest

Vesuva
Deserted Temple
Scrying Sheets
Thawing Glaciers
Terrain Generator
Mikokoro, Center of the Sea

Dryad Arbor

Slippery Karst
Tranquil Thicket
Blasted Landscape

Reliquary Tower
Hall of the Bandit Lord
Eye of Ugin
Dark Depths
High Market
Blinkmoth Well

So what’s going on here? Well, first you’ve got your snow-covered lands, and your ramp suite. Scrying Sheets and Thawing Glaciers are absolutely abusrd in this deck, especially when you find Deserted Temple or Vesuva to go with them. This is a mana engine I use in an awful lot of decks, but it’s especially powerful in this one. Mikokoro is okay here, but could certainly be replaced. You just need more ways to dig for real spells instead of more lands. Terrain Generator is really good later in the game, once you’ve flipped Sasaya, and is especially powerful with effects that untap your lands. Dryad Arbor sort of fits in the same category as Terrain Generator; It doesn’t look the most powerful on paper, but it’ll be broken, I promise.

Slippery Karst, Tranquil Thicket and Blasted Landscape all fill the same role of increasing the land count without increasing the land count. Cycling into spells is really important, and the ability gets a lot more powerful with Life from the Loam and Rings of Brighthearth. These get tutored up reasonably frequently, as surprising as that may seem.

Last come the more generic utility lands. Reliquary Tower is incredibly relevant here, where you don’t often want to cast spells, but need to get up to 7 lands in hand. Eye of Ugin and Hall of the Bandit Lord are really there for the interaction between them. You could certainly cut Hall, but hasty Eldrazi are just so good. Granted, this deck is completely capable of comboing off and doesn’t necessarily need Hall. The redundancy is usually worth it though. Dark Depths is an alternate win condition, Blinkmoth well has some interesting interactions here, and High Market is there for the combo potential. You’ve got to be able to sac Eldrazi to shuffle up your bombs and cast them again.

Now how are you going to fill your hand with lands? Tons of green decks play the traditional ramp spells like Skyshroud Claim and Explosive Vegetation. This deck is going to play a lot of cards that you may or may not have heard of: Seek the Horizon absurd in this kind of deck, for example.

Land Shenanigans

Seek the Horizon
Kodama’s Reach
Cultivate
Armillary Sphere
Gaea’s Bounty
Scroll of Origins
Yavimaya Elder
Krosan Tusker

Sylvan Scrying
Expedition Map

Primeval Titan

Life from the Loam

Journey of Discovery

The vast majority of these are pretty straightforward; they either tutor up multiple lands, or generate card advantage or tempo of some kind. It’s worth noting which of these have activated abilities, which is incredibly relevant since Rings of Brighthearth is a huge player in the deck, and you’ll certainly have the mana to spare.

Sylvan Scrying and Expedition Map usually get Scrying Sheets first, since you need to keep your hand full and dig through all the snow-covered lands to find real spells. If you’ve already got scrying sheets, Thawing Glaciers, Deserted Temple, and Vesuva are usually the next set of cards that I consider getting.

Regarding Primeval Titan, I know that it’s an auto-include, and that it’s overplayed, and all of that stuff. The fact of the matter is that this deck can get to a point where it can cast him approximately infinite times in one turn, which makes it a LOT easier to find spells in your deck when they’re mixed with 20 lands instead of 50+. He also sets up engine pieces if you resolve him before you start doing crazy things.

Life from the Loam is REALLY sick here. It’s a draw engine with cycling lands, or single-handedly gets you to 7 lands in hand. It digs for your utility lands, stocks your graveyard for your regrowth effects, or digs for Eldrazi to recycle your graveyard. Basically any hand with Loam is almost an auto-keep, because that card gets your gameplan active on its own. If you find that Loam is good enough, you might even consider using Tilling Treefolk in the deck. It was one of the last things that I cut to get back under 99 cards in the maindeck.

Lastly, Journey of Discovery. I know that on the surface, this looks like another Gaea’s Bounty or Armillary Sphere, but this card is actually busted in half in this deck. It’s like a Dark Ritual that scales up as the game goes on, but also has the utility of getting your gameplan started early in the game. This card is what allows you to really “combo off.” If you somehow manage to flip Sasaya on turn 3 and whiff on your land drop, you can use two SC-Forest to cast Journey, and then have 15 mana up with your remaining three lands. That’s some kind of acceleration right there. Don’t even get me started about aiming Regrowths at this. That gets absolutely broken REALLY fast.

So the question of the day is: What do you DO with all this mana? Sure, you can generate more mana than any deck I’ve ever seen outside of infinite combos. Well, let’s find some timmy things to do with that mana shall we? Now, because the deck is so diluted with lands, it’s important to make the spells that we do have count for as much as possible. That means things that are hard to deal with, have an immediate impact, and can be tutored up repeatedly. Unforunately, this means we’ve got to resort to some of the cards that see play in every green deck ever:

The Tutors and Beaters

Citanul Flute
Green Sun’s Zenith
Primal Command

Nantuko Cultivator
Praetor’s Counsel

Kozilek, Butcher of Truth
Ulamog, the Infinite Gyre

Gelatinous Genesis
Omnath, Locus of Mana
Genesis Wave

Concordant Crossroads

So, here we go, the nuts and bolts of the deck. These first three cards are sweet tutors, that let you hit the bombs that you need to consistently. Of the three, Green Sun’s Zenith is the weakest, even though it cheats things directly into play. The reason is that we’re going to have mechanisms of reusing Citanul Flute, and because Primal Command is a huge part of “going infinite” for this deck. Shuffling up your graveyard means you get to recycle your bombs, cast them over and over, and, most importantly, not deck yourself. We’ll get to the actual mechanics of “comboing” in a little bit though.

Nantuko Cultivator is a key part of this deck. How else are you going to cycle through all of those lands to find your real spells? By casting this over and over, obviously. Now, Praetor’s Counsel is really important too. It serves three purposes. Firstly, it’ll let you rebuy ramp and tutors and bombs and just cast them again. Secondly, it empties your graveyard of cards you don’t want to recycle into your deck, which is also really important. Thirdly, it’s a second copy of reliquary tower, which is an incredibly important effect for this deck to have. In the late game, you want to reserve at least 7 lands in your hand so that you can drop sasaya and flip her again immediately, and this enables you to do that without lowering the quality of your hand.

Kozilek and Ulamog are, hilariously enough, your utility guys. They serve three purposes. Firstly, they do stuff when you cast them, which means you’ll want to cast them as often as possible. Secondly, they recycle your graveyard AND themselves, so you’ll be able to find them multiple times with enough card drawing/Eye of Ugin action. Thirdly and least importantly, they’re giant beaters that end the game if you attack. Honestly, that almost never comes up though. The fact that they’re creatures that can be sac’d and recycle your graveyard is the most important part. It’s sort of hilarious that these are the utility guys that MIGHT win the game, the Mulldrifter and Shriekmaw of this deck.

Now, the next three cards are really interesting because they scale up with the amount of mana you can produce.  Let me start this out by saying that this is THE Genesis Wave deck. I have never seen a deck that is more capable of putting its entire library on the table by turn 4. The best part is that you can always Wave into an Eternal Witness to buyback a spell that you dumped, or just cast Genesis Wave again. This card is busted in half in this deck, and if there were ever a case that could be made for this card’s banning, it would be this style of deck.

Omnath serves two REAL purposes and one additional one that has yet to come up. The first two are to be a giant beatstick and to sacrificed to Momentous Fall or the like. The other purpose is to float mana from one turn to another, but let’s be honest. If this deck goes off, you’d better win, or you’re going to get blown out really hard after you pass the turn.

Gelatinous Genesis was my pick for a card that’s most powerful at the most different points in the game.  I mean, you could go with Wolfbriar Elemental, or any other token producer, but I like this one, because it’s more powerful if you just run it out early off of 5 or so Forests. The others are only REALLY good when you’ve already gone nuts, and at that point the win condition really doesn’t matter. This is just as threatening at all points in the game.

Lastly, Concordant Crossroads. This is how you win the game. You do a bunch of cool stuff, shuffle your deck a bunch, draw a million cards, and then you play this and bash everyone’s faces in. This is the only way I can think of for the deck to win without passing the turn, and it’s pretty good at that. Unfortunately, you can’t really tutor for it; you’ve just got to draw cards until you find it.


Now the utility! Every deck needs some cards that are just generally GOOD, most of the time. They serve a variety of purposes, and make up the backbone of any good Commander deck. These are your utility answers, your card drawing, your card selection, and other very generic and staple effects. Here go the generic answers and utility effects:

Boring Utility Stuff

Rings of Brighthearth
Garruk Wildspeaker

Sensei’s Divining Top
Sylvan Library
Seer’s Sundial
Abundance
Crop Rotation

Eternal Witness
Regrowth
Restock
Woodland Guidance

Oblivion Stone
All is Dust
Nevinyrral’s Disk

Garruk is pretty sweet in this deck. It’s like a super Dark Ritual when Sasaya’s flipped, or another Deserted Temple to reuse utility lands. It’s just a powerful effect to have available to you. Rings of Brighthearth does so much for this deck it’s actually terrifying. You can draw a million cards with Top, copy garruk, cyclers, draw engines, all kinds of broken things. It even goes infinite with Deserted Temple if your forest produces enough mana (at least 4, I think). I’ve been having trouble finding a really good deck for Rings of Brighthearth, but this is a good fit for it, it really does everything here.

Library manipulation effects are always really powerful. Card advantage is king in Commander, but card selection is just as important, especially in this deck. Harmonize is okay, but not great, since odds are you’ll only hit one spell in the three cards. The ability to dig three deep every turn, set up your Scrying Sheets and whatnot over the course of a full game is more powerful than drawing three once or twice by recurring Harmonize. Also note the combo between Sylvan Library and Abundance. Crop Rotation is a lot better mid combo than a lot of other choices, since it doesn’t require a land drop. Fetching Thawing Glaciers mid-combo is absolutely insane, since you’ll have tons of ways to untap lands and get additional activations.

Your regrowths are just generically good. Use on your wraths or your ramp spells, your card drawing engines, and other missing combo pieces. They’re an important part of the deck’s engine, especially since two of the three get shuffled in when you recycle your graveyard.

Lastly, your wraths. These don’t actually hurt you that much if you’re careful with Sasaya. If you flip her once, then dump all the lands out of your hand, if she gets blown up, you’ll be hard pressed to find a way to win the game. However, if you hold onto at least 6 lands at any given time, it won’t be that hard to find a way to flip her again. Moral of the story: play cautiously, and don’t be afraid to blow up Sasaya. If you find you don’t like the wraths, or need more spot removal effects, don’t be afraid to throw in Woodfall Primus, Acidic Slime, Desert Twister, and other similar cards either in addition to, or in place of the wraths. It’s definitely possible to build this as a mono-green control style of deck that combos off once you hit a critical mass of pieces. So what are the combo pieces?

Combo!

Winter Orb

Greater Good
Momentous Fall

Candelabra of Tawnos

Cloudstone Curio

Winter Orb may not be a combo piece, but it might as well be. Only untapping one land isn’t a big deal when every single one of your lands is the equivalent of a Gaea’s Cradle. Also, combos with Blinkmoth Well for ultimate power!

Greater Good and Momentous Fall are two additional mechanisms to cycle through your deck. Greater Good is one of the cards that’s a real engine here, since sacrificing Eldrazi is sweet, recycles your stuff, and draws a million cards. Sidenote: have you ever drawn 50 cards off of an Omnath? I have.

Candelabra of Tawnos is hilarious here. It’s overkill to the highest degree, and I love it. This is like a Mana Reflection, except more cost effective and easier to abuse.

Cloudstone Curio is the card that makes the deck tick. Keep casting alternate Eldrazi, or Eternal Witness.  Use Dryad Arbor to bounce other creatures, or bounce your various utility lands to get additional uses out of them. Cast another artifact to bounce Candelabra, then use Candelabra to generate even more mana, that’s an infinite combo right there.

So how do you combo? You generate obscene amounts of mana, and tutor up a way to draw some cards.  Nantuko Cultivator maybe, or Kozilek. Draw your cards, then tutor up another way to draw some cards.  Eventually find a Greater Good or some such. You can loop various creatures with either Cloudstone Curio or just shuffling in and drawing more cards, eventually you’ll sort through most of your deck, and have most of it in your hand. You can alternate casting Primal Command and shuffling Eldrazi into your deck to recycle and draw into the cards you want to keep casting. If you can generate enough mana, you can go infinite and cast Ulamog a couple hundred times, then Gelatinous Genesis to win the game.

I know that description is sort of vague, but it’s hard to really explain how to combo off since it’s incredibly dependent on what you draw, especially because of the sheer number of lands in the deck. It’s really easy to fizzle once you start going off. The best advice that I can give is this: either build the deck and goldfish the hell out of it, or take out the combo cards and add more fun timmy cards. Keep in mind though, the more generic Timmy cards you add, the more this deck becomes a bad version of Omnath or Azusa.

As always, I’m looking for constructive criticism and I’d like to know what kind of content you’d like to see. I’ve got a small database of decks I want to build, but I think it’s more useful to talk about decks that people want to see instead of just building whatever my inner-Johnny is excited by this particular week. If you’ve got some criticism, a deck idea or just a decklist you’d like looked at, shoot me an email at cag5383@gmail.com.

-Carlos
cag5383@gmail.com