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#BG Sultai
planeswalker-umbral · 6 months
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So I realized I almost have the Commander Challenge complete, so I am looking to make my last few decks.
W - Linvala keeper of Silence
U - Merfolk God
B - (Toshiro Umezawa)
R - Lathliss
G - Multani Maro Sorceror
WU - Inniaz
UB - Yuriko
BR - Baton von Count
RG - Tovolar
GW - (Dominaria United Archer tribal girl)
WB - (?)
UG - Ezuri Claw of Progress
RW - Feather the redeemed
BG - Lathril
RU - Zndrsplt / Okuan
Bant - Arcades walls
Jund - (Yurlok mana burn guy)
Grixis - Nekusar
Naya - Bruse Tarl / Tana
Esper - Varina
Mardu - Edgar Markov
Sultai - Mimeoplasm
Temur - Animar
Abzan - (Ghave)
Jeskai - (Face of Boe)
Greenless - Breya
Redless - (?)
Blueless - (WB Friends forever / GR Friends forever)
Whiteless - (?)
Blackless - The 14th Doctor/Rose Noble
Wubrg - Jodah, Archmage
Colorless - Hope of Ghirapur
(Means I am Building)
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i-am-nickelbolt · 1 year
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Bronze to Mythic: Wilds of Eldraine, draft #3
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Overperformed at 6-3.
Pack 1 pick 1 was probably a mistake: Candy Grapple over Song of Totentanz. I was thinking that Song is the kind of card that I'd want if I was for sure in RB or RW, and Grapple is the more "stay open" pick, but 17lands has Song about 2% higher so maybe just forcing it was the way to go. As it turned out, Grapple didn't make my deck and Song would have been outstanding. Pick 2 was also interesting: Torch the Tower over Tough Cookie. Pick 3 Frantic Firebolt over Hamlet Goliath. It's looking like I could have been BG. Pick 4 Grand Ball Guest over Archive Dragon (for Sultai). Pick 5 The Princess Takes Flight over Sweettooth Witch. Pick 6 Grand Ball Guest over Conceited Witch. Pick 7 Armory Mice over Archon's,l Glory (probably a mistake, x/1's are pretty bad.) I got a Cooped Up on the wheel with a late Up the Beanstalk, which really makes me wish I was BG.
Pack 2 pick 1 Spellbook Vendor over Agatha's Champion. Another great BG card, but Spellbook Vendor has also looked phenomenal. Pick 2 the Princess Takes Flight over Frantic Firebolt. Pick 3 Frostbridge Guard over Ratcatcher Trainee. Pick 4 Frantic Firebolt but this pack also had a candy Grapple and a Tough Cookie. Pick 5 Grabby Giant in a pack full of blue cards. The rest of the pack was awful for me, but wasn't much better for anyone else. I did miss taking a Gingerbrute on the wheel, and there was the WU uncommon legend that would have been nice for 5-color.
Pack 3, Knight of Doves over Mosswood Dreadknight. What could have been... Pick 2 Hilda's Crown of Winter. Pick 3 Flick a Coin over Cut In, but there was also Hatching Plans and Hamlet Goliath. pick 4 Knightly Valor with a Return from the Wilds in the pack. The rest of the pack was mostly filling out the curve.
What I drafted was solid if unimpressive. Good curve if a little creature-light, good removal, but nothing really impressive power-wise. 6-3 I felt like was an over-performing result.
Two of my losses were both RB where I drew all Plains one game and all Mountains the other. The hands were functional and I didn't really get blown away either game, but drawing the 4th and 5th of the same land and not being able to double-spell with cards of the other olor really gut you.
The third loss was to UW with Tallion's Messenger, which is a card I swear every blue deck I've played against has. Why can't I be that lucky? They also had Twining Twins, Sharae, and just really timely answers. Nice deck.
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BG Sultai Guide
Faction Name: No internal name. Outsiders have yet to agree on whether this faction should be considered a kingdom or a single growing, slithering being. It’s called variously “the Beast,” “Silumgar’s Hold,” “the Rotted Lands,” or simply “the Mire.”
Dragonlord: Silumgar, the Creeping Death, the Great Beast
Dragonlord’s Seat: The Palace Animate, sited in the oldest part of the Rotted Lands and the first region the dragonlord claimed, given the name “Weeping Heart” by the Sultai who watched in confusion at its transformation before it claimed them too. Silumgar’s body rests within the throne chamber on a great couch of jade, surrounded by heaps of treasure overgrown with vines and rot. His mind and will, however, are manifest everywhere within the Rotted Lands, and he is aware of everything that occurs within. Wherever an emissary of the Mire goes, Silumgar’s desires go also.
Brood Magic: Silumgar’s will creeps and corrupts, ensnaring the thoughts until his target realizes too late that their mind is no longer their own. Dragons of Silumgar’s brood have this power of mental contagion and dominance. Their breath weapon is a corrosive mist. They are masters of necromancy, curses, and poisons. The most powerful of the brood can shapeshift. Non-dragons are often imbued with temporary magic to perform various tasks, but their power is severely limited. The rakshasa groups that failed to leave in time are kept under Silumgar’s direct control and allowed to continue practicing their own demonic magic, so long as they do so in firm accordance with their dragonlord’s will.
Faction Species: Primarily human, orc, naga, vampire, and demon. Most rakshasa abandoned the Sultai before they could be subsumed, but Silumgar managed to seize a few weaker clans, Pockets of every species on Tarkir - even dragons of other broods - can be found among those ensnared by Silumgar’s will. Sibsig (zombies) are common. A number of elementals have also arisen within the Rotted Lands.
Faction Structure: The new BG Silumgar are bad news. Trust me, you don’t want to get involved. The corrupt, decadent hierarchy of the Sultai crossed with the swarm nature of the Golgari yields a bizarre half-hivemind half-dictatorship that no one enjoys except the few on top. It’s a bit like the Zerg in that individuals are subservient to a collective mind, but there are levels of control similar to a military hierarchy. Factions exist within the swarm that battle for resources and control; indeed, this competition is encouraged, as it improves the collective survival by culling the weak and forcing evolution. Imagine the ferment and constant decay/growth of a tropical rainforest, the eternal pressure of competing organisms with no concept of morality or restraint. The collective acts like The Thing from the John Carpenter movie: it has no awareness of a difference between living and dead biomass, no understanding or interest in the pre-existing organisms - it sees only resources to be utilized.
Individuals being mentally subsumed into the hive don’t appear changed at first, and even close companions may not notice the infection in their thoughts. Subtle alterations in vocal patterns, sleep habits, and eating habits are the first outward signs. Once the mental contamination has taken hold, the individual voluntarily submits to physical incorporation into the swarm, mediated by the implantation of tendrils similar to vines or roots that grow through the individual’s existing nervous system to allow direct physical control should the collective will deem it necessary to override local thought processes. When swarm individuals interact, these tendrils will emerge from their bodies and join together into a larger network for the swift exchange of nutrients, pheromone signaling, and sensory information. Later stages of incorporation, depending on the needs of the collective, may make it necessary to alter the individual, break it down entirely for parts or resources, or combine it with others to create a tool suitable for the given purpose.
Silumgar grants a select few individuals a degree of physical and mental autonomy in order to preserve useful skills. Those rakshasa who failed to leave the Sultai in time and fell under his influence are allowed physical autonomy and permitted to keep some control of their own minds so they can continue to practice the powerful demonic magic they shared with the Sultai. Wary of that power, Silumgar monitors them directly and does not hesitate to cull any who show the slightest rebellious tendency. The few subsumed dragons of the Mire also retain some level of their original thoughts and skills, but have been imbued with utter loyalty to their new dragonlord.
No member of the collective is permitted a truly individual identity; the only name ever spoken in the Rotted Lands is that of Silumgar.
Faction Goals: Live. Grow. Take. Change. Kill. Eat. Grow. Live.
Faction History: Nothing distinct remains of the Sultai’s culture, history, or most of the population. Palaces and wealthy estates have been abandoned except for the occasional expedition to extract a needed resources. Many of the original settlements remain as twisted echoes of their former selves, farms and fisheries still worked by the remnants of the inhabitants in great drone swarms. Any unnecessary items or information - scrolls or tapestries of history, for instance - were ignored by the collective and have long since crumbled back into the jungle.
Silumgar himself didn’t conquer the Sultai directly. He didn’t need to. He is called the “Creeping Death” for the nature of his own will, which spreads and corrupts those he seeks to control. Newly-born, Silumgar found the riot of growth and decay and violent symbiosis exemplified by the deep jungle greatly to his liking. He selected an area then uninhabited by the Sultai due to its unpleasant climate and tenacious jungle life, and settled himself in the heart of it, fixing his will on seizing it as his territory alone. This patch of rainforest soon began to exhibit unsettling changes: Sultai travelers and scouts reported previously-unseen beings that seemed part plant and part animal, creatures that should have been mortal enemies working together in eerie, silent harmony, and the rapid spread of unknown plant life out from the area. Sultai rulers dismissed these accounts, however, interpreting the odd behavior as some new elemental magic in the region and receiving reassurances from the rakshasa that it certainly posed no threat to them. Soon the travelers and scouts stopped reporting back at all. 
The corruption in the heart of the jungle grew, and whole estates began to disappear into its shadow as Silumgar consumed, killed, created, and grew more and more. Some Sultai, especially those farthest away from the corrupted zone now called Weeping Heart, tried to raise the alarm. But the usual indolence and callousness of the Sultai elite masked the transformation in their thoughts long enough for Silumgar to take hold. By the time anyone thought to take action, the dragonlord already controlled the bulk of Sultai territory and resources, including its combination labor force and army of undead sibsig, and any sparks of true resistance that could not be converted by thought were simply crushed by force. The entire population unlucky enough to be present in Sultai territory at that time ended up dead, subsumed into the collective, or both.
Upon realizing what was happening to him, Tasigur, khan of the Sultai at the time of the takeover, sought out the dragonlord within Weeping Heart and threw himself at Silumgar’s feet. He claimed he would order his people to submit to their new master in exchange for keeping his own mind - which Silumgar granted. Unfortunately, Tasigur forgot to ask for his own body, too. He survives - in a manner of speaking - to this day; he retains full possession of his thoughts and memories, unclouded by the dragonlord’s influence, but his body is quite firmly controlled by Silumgar’s magic and serves as his favorite emissary. For the first hundred years or so it amused the dragonlord to permit Tasigur to keep his own voice as well, and the khan’s screams and insane raving were a common sound in Weeping Heart; but Silumgar eventually grew bored and removed Tasigur’s vocal chords, leaving him mouthing silent nonsense and endless pleas for death even as his body goes about its dragonlord’s errands.
Faction Relations: The Rotted Lands might be the only thing on Tarkir the other factions can all agree on: they’d rather leave it alone. Silumgar’s influence expands as the Rotted Lands grow, and those who cross too close to his territory can’t let themselves linger long for fear that the dragonlord’s whispers will take root in their hearts and lead them to walk into the jungle of their own volition. The Undying Kingdoms chew at its edges with axes and blasts of dry, withering desert heat; the Ojutai slip in to steal threads of knowledge from the collective memory; Atarka’s clans purify what they can and try to save those seized by the tangle; the Glorious Horde swings its blades and calls down the lightning; but all these efforts never matter. The jungle only grows back stronger. The beast endures, and its territory creeps ever outward.
Other Changes: So why venture into the Rotted Lands? Because Silumgar’s territory contains the ruins of immensely wealthy Sultai palaces and pleasure gardens, and his Palace Animate holds the greatest horde of all. Despite only rarely awakening in his own body, the dragonlord seems to enjoy treasure and directs his minions to pile it around his slumbering form in great heaps. Rumors of staggering wealth left to the jungle’s hold entice those with bad judgement and nothing to lose. Most never return, but once in a very great while one of these explorers stumbles back with fistfuls of gold - and unspeakable terror in their eyes.
Faction Mechanic: For the BG Sultai I wanted a mechanic that involved possession and taking control of opponent’s creatures. I’m not sure that would ever work out right since it kinda relies on your opponent playing a certain way, but anyway. The best I came up with was “Possess,” which was an ability on creatures. You paid the Possess cost and sacrificed the creature in order to manifest a card from any graveyard. Manifesting the card instead of putting it into play meant you still had to pay the full CMC to flip the creature up; otherwise it’d be insanely broken.
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radramblog · 4 years
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My Commander Decks Pt.1
I was supposed to be going to a Commander night tonight, and that fell through, and now I’m just sitting here, staring at my deckboxes. So I thought I might channel that sorta fixation into a discussion of some of my (many) commander decks, the history behind them, and how my own deckbuilding ethos folds into them.
  The Mimeoplasm- Sultai Reanimator
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My oldest and most storied deck, though it has changed a lot over the years. I first heard about commander not long after I started playing magic, and I didn’t have much of a collection at that point, nor did I have that much money to drop on a 100-card deck. I might not have even had the basics necessary at that point. When I heard of the upcoming release of Duel Decks: Jace vs Vraska, I ended up agreeing with my brother to split it- we pay half each, he gets Jace, I get Vraska, with the intent of turning that into my first commander deck, with my copy of Varolz, the Scar-Striped at the head.
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Getting cards isn’t easy in Perth, as there aren’t many card shops and their stock is limited- ordering online is an option but it can take upwards of a month for cards to arrive from the US stores. As such, when I saw a significantly better generic BG “stuff” commander in Sapling of Colfenor in a local store, I was easily conviced to pick her up, sleeve her up, and lead with her for a long time
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At this point the deck was still just a pile of (mostly bad) cards I liked, with somewhat of a graveyard theme, but it was my pile of cards, and I loved it. I have a lot of sentiment attached to most if not all of my commander decks, actually. Eventually we got to the release of Khans of Tarkir and Fate Reforged, and while somehow I never got convinced to run Sidisi, Tasigur, the Golden Fang, would eventually take command of the deck, adding Blue to its options.
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Blue didn’t add much at first, and it’s still the least present colour of the three in the deck, but a looter or two and some funky spells were a fun time. I was never good at playing Tasigur, never really willing to delve too much, not willing to exile my own graveyard, a sentiment that would continue into the current configuration. Not long after this, one of my friends organised an online order, and I decided to order enough cards to completely retune the deck.
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I’d like to argue I got lucky, seeing as a lot of the cards I picked up spiked not long after, but it was then that the style of the deck solidified, and it started resembling where the deck is at now. Despite the huge changes, however, I didn’t think to change the commander to the Ooze that now helms the deck until after, and it would take some time until a friend spotted a Mimeoplasm in someone’s binder at a draft for me to finally get the deck’s final commander, solidifying it as a Mimeoplasm deck rather than just my Sultai Reanimator deck.
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Even now, this deck is an eclectic collection of my history with Magic. Ostensibly, it’s a deck that either tries to win on turn 2-3 by reanimating an insurmountable threat, or by grinding out value steadily lategame between engines, possibly ending the game with a convoluted combo. But that’s not really what the deck is, is it. It has the Vraska from that old Duel Deck, the misprinted Flooded Strand from my Khans of Tarkir prerelease. It has two of the 5 Masterpieces I somehow managed to open over the 3 entire blocks they did those, and it has the damaged Reanimate my best friend traded for for me (He needed value in the trade and I paid him back for it, but it still counts). Cutting anything from this list is like killing my darlings, maybe with the exception of the manabase (It’s still pretty awful).
 Radha, Heart of Keld- Gruul Topdeck
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From my oldest deck to my newest. Radha is a deck borne of one evening- it was a friend’s birthday, everyone was peacing out and walking back to our cars, both me and the birthday girl are parked next to the local game store, which, hey, it’s still open, let’s take a peek. I ended up buying everyone a round of Modern Horizons packs, as well as a Japanese Ikoria booster for myself, and apparently my good deeds were repaid in the packs I opened.
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From this, I decided I wanted to build a more unique deck. See, it hadn’t been that long since the Commander precons where WOTC had decided to make a new archetype in the form of Esper Topdeck, printing Aminatou and Yennet as commanders to promote this. But with M21 recent, and Vivien’s ability to play off the top, I wanted to see what the other two colours could offer for such a deck. Hence, Radha, Heart of Keld became the leader of my own Gruul Topdeck deck.
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There’s a lot of ideas coming together in this deck. The options for topdeck manipulation in Gruul are largely just the artifact ones, so I wanted more options to manipulate the deck- hence, I made sure the ramp was largely Rampant Growth type effects so they would still be relevant as shuffle effects in the lategame. I knew I wanted to run Wrenn and Six, so I made sure just about every nonbasic in the deck was a Evolving Wilds type effect- they synergize with Wrenn, they are shuffles when I want them, and they mean I can put all of my actually good Gruul lands in my other Gruul deck.
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Unfortunately, the most you can abuse topdeck manipulation in Gruul to do is mostly just using it to cheat creatures into play. So that was the angle I went for, throwing a variety of spooky creatures in that would let me have a variety of options if I had the capacity to manipulate my deck. The sheer number of basic-searching effects I had gave me an excuse to run the Conduit of Ruin toolbox package I had in mind, letting me play Deciever of Form, a card in my collection that I’d had my eye on for quite some time, off of a one-of Wastes. I wanted to run Oath of Druids, so the deck doesn’t play any creatures under 3cmc just in case I’m flipping blind.
The deck does a lot of powerful nothing, but it’s not a blue deck, so I think I can get away with that. It’s far from perfect, and despite my disgust with the card it probably needs a Sensei’s Divining Top, butt I think this deck is an elegant reflection of my own deckbuilding process, if I do say so myself (and I do!)
 Callaphe, Beloved of the Sea- Mono-Blue Devotion Voltron
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I built a Callaphe deck because I saw a foil showcase one at a card shop for cheap, thought it looked gorgeous, and had a bunch of blue cards sitting around without a deck to put them in. It’s not as well thought-out as some of my other decks, but I’d argue it has a lot going for it. Turns out the best way to play a bunch of blue enchantments with devotion also happens to you stealing a bunch of stuff and drawing a bunch of cards. Neat!
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Callaphe has a bunch of new cards in it that I haven’t gotten to try yet, but I’m excited to do so- it’s probably the first deck I’m going to pull out at my next commander night. It’s not particularly powerful, but she gets big surprisingly quick, and no-one expects the old Corrupted Conscience my own Commander trick. Infect is a perfectly viable way to win a game of magic! Especially when I’m using someone else’s creature!
 Mirri, Weatherlight Duelist- Cat Tribal
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The first round of Secret Lairs were announced in December 2019, as I recall. My birthday is December 11, and so I decided to spoil myself a little and pick up the “OMG Kitties!” pack, all the cards of which became the basis for this deck.
I’m a cat person. My cat Ruby is a brat but I love her to bits. This is the cutest deck I own.
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Building around the Ikoria companion restriction was interesting, as it meant cutting staples like Sakura-Tribe Elder and…actually I think that was it? Turns out when you build kitty aggro you don’t want a lot of things that aren’t kitties. I opted for Mirri over Arahbo, however, partially because I despise Eminence as an ability, and partially because I like that Mirri lets you swing with impunity without getting cracked back too hard. A bit of a nonbo with Kaheera, unfortunately, but you can do worse. Kaheera usually gets blown up at some point anyway.
I’ve had a surprising amount of trouble getting all the tokens for this deck. I’m working on it.
 Roalesk, Apex Hybrid- Simic Superfriends
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The idea for this deck is actually a spin on one from Ben Doolittle, from his Conditions Allow series on EDHREC. It inspired me, and while I took the mechanical core of the deck from the article, the Superfriends spin was my own idea. Essentially, the plan is to use Clone effects to convert cards in hand into copies of Roalesk’s powerful enter the battlefield and dies triggers (as the clones are sacrificed to the Legend rule), making the main man himself big very quickly and proliferating counters onto a wide variety of spicy planeswalkers.
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The deck was built not long after the dissolution of my first Cube, as such many of the cards were taken directly from it- just about every UG walker in that cube or in my binder ended up in the deck, which proved problematic when I rebuilt the cube. It also ended up with the Doubling Season I opened in it, giving it combo potential, but the only tutor around is Jace, Architect of Thought’s ultimate, so it’s not a guarantee (Though the one time I did get it off was incredible…). Most of the deck is filled with Clones and a whole 22 planeswalkers, fulfilling a variety of roles in the deck, leaving not a whole lot of room for more traditional answers but since I have superfriends that ramp, superfriends that draw, and superfriends that are removal, it has yet to be too big an issue. Outside of ramp, however, I find myself allergic to “staple” cards, and so relying on the planeswalkers that the deck is built around and that synergise with Roalesk and the other Proliferate effects in the deck is fine by me.
The deck actually got strictly better with the recent Commander rules change that made dies triggers work even if you put the commander in the Zone, but I was a little salty anyway, since I’d built it with the idea in mind that I wasn’t getting that double proliferate unless I worked for it. Ah, whatever, can’t complain about the devs making my deck better for me, right?
 Much like many of these rambles, I’m going to leave this one here, halfway through. In the second half, we’ll discuss my awful but hilarious 5 colour deck, my awful to play against monocolour deck, and 3 others. ‘til then!
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frogtownhobbies · 5 years
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Let’s start with the top 10 and get to the honorable mentions and longshots after….
Top 10:
10. Tectonic Giant
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(Frequency = Low, Impact = Low) Possible Homes: Temur Elementals
A hard-to-deal-with threat that an opponent must deal with has possible applications in Pioneer but 4 mana is lot for most of the decks that might want this. Temur Elementals is one possible home but I would definitely expect that if I do see this card it will be paired with green accelerants.
9. Woe Strider
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(Frequency = Low, Impact = Medium) Possible Homes: Aristocrats (of some color combination)
Aristocrats is a deck that is perpetually on the fringe of playable in both Modern and Pioneer. There are already more than enough playable cards for the archetype in BR, BRW, BGW or even some more obscure color combinations so the thing that will make the deck better is finding cards that can double up on roles to increase the card quality. Woe Strider fills the two most important roles in an Aristocrats deck; extra bodies in the form of goats and a sac outlet as well as also providing some reach and card selection. I feel sure enough about Woe Strider making Aristocrats playable that I moved it from the “If…then…” section to my top 10. Depending on the best color combination for the deck, Slaughter-Priest of Mogis and Alirios, Enraptured may also see some play.
8. Ashiok, Nightmare Muse
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(Frequency = Low, Impact = Medium) Possible Homes: UBx Control
Makes the list on the power of having a plus ability that makes blockers to protect it while threatening an ultimate in only two turns. If you play Ashiok while ahead you will probably win the game. It’s closest competition is probably The Scarab God, and in parity and while ahead this card is close to that power level. Its worse when you’re behind but has less deck-building restrictions so overall I like this card and I can’t wait to win some games with my opponents’ stuff.
7. Staggering Insight
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(Frequency = Low, Impact = Medium) Possible Homes: UW aggressive flying decks like Spirits
I feel like people are sleeping on this card but as Curious Obsessions number 5-8 that also grant lifelink I think it’s pretty good. Mono-red doesn’t want to see this on a spirit if you also have Selfless Spirit in play and I know that control decks don’t want to get hit by it. The card on this list that’s probably most likely to miss (along with Tectonic Giant) but I think it will see some play.
6. Storm’s Wrath
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(Frequency = Medium, Impact = Medium) Possible Decks = Jeskai Fires, RB Control
Great rates on red’s Wrath of God that also hits Planeswalkers means you will be seeing this card. It does come with some heavy deckbuilding constraints but the value is there for those who can fit it in to their strategy.
5.  Phoenix of Ash
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(Frequency = Medium, Impact = Medium) Possible Decks = Phoenix, Mono-red agro, Dredge
A recursive hasty threat is just what many mono-red decks want as the top-end of their threats and it also plays nicely with a lot of the cards in UR Phoenix, although it fights with Treasure Cruise. Making sure you can interact with graveyards is starting to seem like a priority in Pioneer just like it is in older formats.
4. Kunoros, Hound of Athreos
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(Frequency = Medium, Impact = Medium) Possible homes: BW midrange, Abzan Midrange, 5c Niv to Light
This set’s best “pile of abilities creature”, Kunoros packs a lot of punch into a 3/3 for 3. Having a bunch of abilities on a creature doesn’t always lead to a successful Magic card (see: Savage Knuckleblade), but Having abilities that are particularly good against two disparate kinds of decks makes Kunoros intriguing. If 3 toughness in Pioneer is truly akin to 4 toughness in Modern (outside the range of the most common removal) then I think Kunoros will be giving aggro decks and graveyard decks fits for the foreseeable future.
3. Polukranos, Unchained
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(Frequency = Medium, Impact = Medium) Possible Homes: Hardened Scales, Escape Strategies (Sultai?), BG Midrange Strategies
Polukranos provides a lot of undead beef for its mana cost, both at cmc=4 and cmc=6. I expect to see the big Zombie Hydra augmenting an already good Hadened Scales plan of attack as well as enabling a few other midrange strategies to finish off their game plans. Bonus points if you can utilize the counter aspect or give Polukranos trample and/or Haste but even by itself this is a fine creature.
2. Heliod, Sun-Crowned
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(Frequency = Medium, Impact = High) Possible Homes = Mono-White Devotion, Soul Sisters, Collected Company Decks, Hardened Scales Decks, Any deck that already plays Walking Ballista
The boogie man cometh. Heliod is a card so scary that lots of people are already talking about a Walking Ballista ban in Pioneer’s future. While the combo is obviously scary and something you have on your radar any time you’re playing Pioneer I don’t think it’s quite to that level. Outside of winning the game on the spot, Heliod slots in nicely next to Benalish Marshall in a White Devotion/Beatdown strategy, perhaps utilizing other Theros cards; Favored of Iroas and Taranika, Akroan Veteran (which are both soldiers as well). The other white devotion deck possibility is probably more of a “pillow fort” kind of deck utilizing white’s many enchantments that make it hard for your opponent to win. That deck has the added benefit of wanting to play Walking Ballista alongside Nykthos, Shrine to Nyx already and also likes the lifegain Heliod can provide.
1. Uro, Titan of Nature’s Wrath
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(Frequency = High, Impact = High) Possible Homes = UG Ramp Strategies (including Devotion), 5c Niv to Light, Escape Strategies, Maybe Soulflayer
My pick for the card that will have the biggest impact in Pioneer, Uro packs a lot of value into one card. UG ramp strategies with and without devotion will love this card and it slots perfectly into Niv to Light as a ramp spell which also gains you some life early and gives you more reach late. Uro will probably also spawn some new strategies all by itself like UGx control or some sort of escape deck that includes some self-mill. Expect to see a lot of this card going forward and expect to die to it eventually if you can’t deal with it permanently.
Honourable Mentions
Playable Removal Spells:
Eat to Extinction and Drag to the Underworld will both compete with the format’s best removal and will see some play but I don’t think they are appreciably better than Fatal Push, Abrupt Decay, Vraska’s Contempt, Murderous Rider or even Murderous Cut. Keep in mind that Drag to the Underworld’s upside is a one mana break on Murder, have you ever thought about playing Murder in Pioneer?
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Cards to Help you Out Against Mono-Red:
Erebos’s Intervention, Shadowspear and Setessan Petitioner provide more ammunition for decks that have trouble with mon-red or other aggressive decks. The Petitioner is definitely a sideboard card whose cmc probably makes it an upgrade over Nylea’s Disciple. The other two may be maindeck cards in the right deck (perhaps UR Ensoul for Shadowspear) but probably also head to the sideboard.
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“If _________________ is a good deck then this card will probably see play in it.”
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Callaphe, Beloved of the Sea is a good body for blue Devotion strategies along with Thassa, whose blink effect is proving to be better in testing then I expected. Green devotion decks may want Omen of the Hunt and some will probably try Nyxbloom Ancient but that card definitely screams “win more!” to me.
Longshot Squad
Could any of these have a chance? Probably not, but crazier things have happened.
Gaalia of the Endless Dance
Firedrinker Satyr, Satyr Hedonist, Boon Satyr and the new Careless Celebrant….You’re right, those are not the cards a good Pioneer deck are built around but it’s too bad, this card is efficient and a cool effect to have in an aggressive tribal deck. Maybe when we go to Theros next time we’ll be able to complete this deck. Gaalia might just be good enough to get there on its own in a Gruul agro deck but usually if you’re attacking with three or more creatures in that kind of deck you’re already winning anyway.
Dalakos, Crafter of Wonders & Nyx Lotus
There isn’t a precedent for a three cmc mana-producing creature to be good in the format but I can’t help but wonder if this card can do something with Paradox Engine. Nyx Lotus could go in that deck as well. Maybe mostly blue with a red splash and including Emry, Dalakos, Saheeli, Mox Amber (Which Dalakos helps out), Nyx Lotus, Paradox Engine….
Storm Herald & Mantle of the Wolf
Could Storm Herald spawn an aggressive combo deck? Prodigious Growth and Spectra Ward are probably the two best creature auras to use with Storm Herald and you probably need something like Battle Mastery and/or one of the lifelink enchantments. We have a lot of red rummaging effects like Cathartic Reunion, Tormenting Voice and the new Thrill of Possibility as well as perhaps Thirst for Meaning out of blue to set things up. It’d be nice to be able to bring back Control Magic effects and enchant your opponent’s creatures but, c’est la vie, there may be something here.
Nadir Kraken
Look man, I don’t know why I like this card, but there’s just something about it. Maybe because Squirrel Opposition is my all-time favorite deck and this card makes me nostalgic for constant token generation. I’m at least 95% sure this won’t be a playable card in Pioneer but I’m also 95% sure I will own too many foils of it for the chance that it becomes playable.
Underworld Breach, Aphemia, Calix & Kroxa
What do we do with these cards? I don’t know, but someone is going to try. Underworld Breach obviously has the most potential but may need the larger card pool eternal formats to really shine. If you squint really hard Aphemia has Bitterblossom potential. Calix is a really interesting build around for enchantment-heavy strategies. Kroxa might want someone to introduce them to Davriel to really make opponents miserable.
            - Stephen K Timmons
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REVIEW IXALAN. Parte Final.
(por Rodrigo S. Pereira)
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(cards animados via @theblogeternities)
Hoje encerraremos o Review Ixalan, com um pequeno, mas significativo atraso, conforme comunicamos no Facebook da Geek Pit. Como não há mais urgência pelo Pré Release, antes de nos debruçarmos sobre as raras míticas, multicoloridas, artefatos e terrenos da coleção, podemos falar um pouquinho da própria série?
Primeiramente, os artigos inspiravam muitos assuntos legais direta ou indiretamente relacionados aos cards analisados, mas podemos admitir que os textos são quilométricos. De uma próxima vez, caso haja interesse de vocês numa nova tentativa com o próximo lançamento, priorizaremos a objetividade.
Repetição também foi um problema: em retrospecto, até mesmo a ordem em que falamos dos arquétipos poderia ter sido mais eficiente (seria preferível BW e GW, UW e UG, UB e BR, UR e RW, RG e BG). Estamos abertos a mais críticas e comentários, sintam-se à vontade para entrar em contato!
Retomamos abaixo a análise conforme estava planejada anteriormente, mas já reescrita para o Pós Pré Release.
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Estas duas raras míticas representam um pouco da dualidade de Ixalan. Há um balanço curioso entre apelos Vorthos e Mel. Estes são perfis do público de Magic: o primeiro é o de pessoas que apreciam a beleza do jogo pela imersão, através de personagens marcantes, histórias interessantes, cards e jogadas evocativas; já o segundo engloba aquelas que apreciam tecnicamente o design do jogo, gostam do funcionamento mecânico dos cards, como são escritos, diagramados, e todo o trabalho conjunto necessário para criar Magic entre desenvolvimento, design, arte e até mesmo marketing.
Estrela da Extinção é admitidamente um color bend (pequeno desvio das capacidades de sua cor), porque Vermelho supostamente deveria ter dificuldades para lidar com criaturas grandes; Ato Blasfemo (C16) já foi chamado de erro, ao menos para o formato Padrão. Mas o flavor de um meteoro em Ixalan, “coleção dos Dinossauros”, certamente era irresistível! 20 de dano é um bocado, mas a infrequência e custo alto devem manter o card fora de qualquer metagame competitivo.
Não é o mesmo caso de Devastador da Frota Macabra, card fortíssimo em uma das tribos destaque de Ixalan, além de interagir positivamente com o produto suplementar de lançamento muito próximo à coleção, o Commander 2017, cujo enfoque tribal inclui um deck pré construído dedicado aos Magos. Mortal em cada milímetro do card, o Orc ainda evoca ligeiramente a clássica Varíola (IA), detalhe que faz a alegria de quem se importa.
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Jace, Náufrago Astuto é um dos protagonistas da coleção, e é também o arauto de uma significativa mudança no Magic: a partir de Ixalan, Planeswalkers têm o super tipo Lendário. Assim, estão sob a regra de lendárias, extinguindo a regra exclusiva que restringia sua presença no campo conforme seu tipo (como este é do tipo “Jace”).
O poster boy da WotC está mais uma vez desmemoriado, mas manifestando uma personalidade muito diferente da que demonstrava nos últimos anos. Mark Rosewater já declarou em seu Blogatog que flavor texts provocativos ou desdenhosos em mágicas azuis não deveriam ter sido associados a Jace, pois o personagem nunca foi pretendido como esnobe ou malicioso.
Não parece ser por acaso que este tenha sido o momento para Jace receber um novo card de custo 3, tal como seu card de estreia em Lorwyn. Como Jace Beleren (M11) era antes de Jace, o Escultor de Mentes (WWK) “a síntese do Azul”, Jace, Náufrago Astuto encabeça em Ixalan um formato Padrão em que a cor é muito mais proativa e agressiva.
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Planeswalkers são declaradamente o tipo de card mais difícil de criar, pela complexidade que sua jogabilidade prevê, e o fato de estarem ligados a personagens queridos do público. Vraska, Caçadora de Relíquias representa um pouco esse conflito, sendo tão marcante e poderosa quanto seus fãs poderiam querer, mas com um custo que a torna pouco atraente a ambientes competitivos de Construído Padrão. Planeswalkers de alto custo já viram jogo no Padrão, mas ainda é muito cedo para afirmar se Vraska está mais para Elspeth, Campeã do Sol (THS) ou para Sorin, Nêmesis Implacável (SOI).
Pelo mesmo custo, as listas competitivas de curva alta com Verde devem tender ao poderoso Tirano da Carnificina, máquina mortífera que é muito mais que um sideboard contra controle. O Dinossauro não compartilha da complexidade da maioria das raras míticas recentes, o que não o torna menos perigoso. Um topo de curva digno para qualquer Midrange, ele está certamente entre as criaturas mais respeitáveis e temíveis do Padrão Ixalan.
Já Negociação no Ossário é da vertente de Estrela da Extinção, um card bastante imersivo que mergulha na fantasia de Ixalan, desta vez referenciando a parola (parley), negociação característica dos piratas. Sua imensa complexidade testa as habilidades de ambos os jogadores, como uma Fato ou Ficção (EMA) de reanimação Preta, mas quem já usou o card Azul sabe que a escolha dada ao oponente é meramente cerimonial. A princípio não será visada em listas competitivas, mas Sultai Reanimator tem tentado subir no metagame Padrão, e o ramp fornecido pelos Tesouros de Ixalan pode facilitar para que este card substitua Para Sempre (SOI).
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Curiosamente, o atraso nesta última parte de nossa série apresenta algumas vantagens. Uma delas é de que nossa última parte coincidiu com a publicação de um novo artigo de Mark Rosewater em sua coluna Making Magic, em que ele comenta a história do design de uma seleção de cards.
Nem sempre um card parte originalmente de uma grande inspiração artística ou de game design. Há casos de tentativa e erro ao insistir em um conceito até que ele funcione. Este é o caso de Campo da Ruína. Toda a história de terrenos que destroem outros terrenos foi recontada desde Mina de Superfície (4e), rebalanceando seu efeito até que finalmente se chegou a uma proposta que não minava a diversão, nem pedia banimento: Quarteirão Fantasma (CMA2). Campo da Ruína é mais um experimento com o conceito, oferecendo a oportunidade de manter seu total de terrenos disponíveis, ao custo de 2 de mana sobre o efeito do poderoso terreno de Innistrad, uma troca razoável.
Para as criaturas míticas Gishath, Avatar do Sol e Almirante Beckett Bronze, havia uma função a ser cumprida: foram criadas especificamente para jogadores que teimariam em usar simultaneamente as três cores das referentes tribos, e também para quem precisaria de um general em todas as cores da tribo para o formato Commander. Os cards precisavam ser raras míticas para que usar mais de 2 cores não fosse especialmente estimulado no Limitado de Ixalan, e seus efeitos foram desenhados para representar liderança na tribo de uma forma evocativa, flavorful. A intenção não é que joguem Construído Padrão competitivo, mas eles são poderosos o suficiente para haver uma mínima tentação!
Huatli, Poetisa Guerreira também foi criada “cumprindo tabela”, atendendo demandas pendentes listadas pelos criadores. Huatli é mulher, e a WotC vem tentando equalizar seu elenco de Planeswalkers; como havia mais personagens masculinos anteriormente, isso implica uma maior incidência de mulheres entre as estreias. Ela também atende a um grupo demográfico que não tinha representação anterior (ascendência das culturas nativas mesoamericanas), uma vez que precisava ser nativa do plano como contraponto aos protagonistas estrangeiros. Por fim, ela completa o espectro da color pie para os três planeswalkers da coleção, e foi a partir daí que suas habilidades foram escolhidas, sendo a parte mais branca, seu +2, a última a ser implementada.
É importante notar que criações que visam necessidades “práticas” não são necessariamente menores que aquelas que partiram de outras inspirações. Essas histórias são apenas muito significativas para esclarecer um tópico em que Mark Rosewater insiste regularmente: Magic é um jogo com um público diverso ao extremo, e cada expansão tem a responsabilidade de atender uma variedade de demandas muito maior que ambientes competitivos— com isso em mente, talvez tenhamos mais cuidado e/ou tato ao avaliar nossos cards.
“Se um card não te parece legal, talvez ele não tenha sido criado para você”.
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Outra vantagem inesperadamente interessante no atraso do final de nossa série é a de poder analisar as multicoloridas após o Pré Release. Acontece que multicoloridas incolores são frequentemente inseridas para direcionar a jogabilidade daquela combinação de cores em seu ambiente Limitado, principalmente em coleções com menor incidência delas, como Ixalan.
Talvez a combinação que tenha se mostrado mais poderosa no Limitado da coleção, ao menos até agora, seja a de BR Aggro, representada pela Capitã da Frota Macabra. Apesar do bônus tribal do card, o Aggro é um dos arquétipos menos dependentes de sinergias, precisando apenas curvar agressores eficientes nos primeiros turnos e ter uma ou duas remoções que lhe ajudem a encerrar o jogo. Qualquer bônus sobre um 2/2 por 2 mana é um lucro precioso para o deck, e não há falta de boas criaturas de curva baixa na coleção, especialmente nessa combinação.
O arquétipo UR não costuma ser muito popular entre o público menos experiente em Magic, especialmente em formatos Limitados, e estas pessoas são muito frequentes em Pré Releases. Saqueador Errante não é das multicoloridas mais fortes ou atraentes da coleção, e a dificuldade de construir e jogar com seu arquétipo o direciona mais para o Draft.
Saqueadores da Olho Morto sofre do mesmo problema: apesar de serem poderosos no vácuo, o enfoque em equipamentos e veículos da combinação Preta e Azul dos Piratas é difícil de alcançar no Selado, e por isso mesmo quem pôde jogar de UB provavelmente tinha maior interesse em mágicas de interação com o oponente, tendendo ao Tempo ou Controle, estratégia em que a rara Tomadora de Reféns se encaixa perfeitamente. Contudo, sua raridade implica que ela inspira o arquétipo com menor frequência nesse tipo de evento.
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Dinossauros foram tão ou mais populares que Piratas nesse primeiro contato com Ixalan, e seu principal arquétipo, o RG Midrange, sequer depende das multicoloridas para ser visado. Regissauro Alfa é um card poderoso o suficiente tanto para ganhar jogos Limitados sozinho como para inspirar tentativas tribais com Dinossauros no ambiente competitivo, junto à mítica Tirano da Carnificina e outras feras poderosas, mas não vê-lo entre as raras disponíveis dificilmente desestimulou que se tentasse jogar com Verde e Vermelho combinados.
O mesmo vale para Gladiodonte Enfurecido, que é um excelente card, especialmente eficiente contra fichas de Vampiro e Tritões evasivos. Sua interação com Enfurecer é interessante, mas suas cores já compõem o melhor Midrange disponível, por ser mais rápido e proativo que outras opções. Certamente a aparição de qualquer um desses cards torna o arquétipo prioridade máxima, mas provavelmente não fizeram tanta falta no Selado.
Brontodonte Beligerante e Terror dos Céus são muito representativos de seus próprios arquétipos, mas não são cards individualmente tão poderosos como as multicoloridas RG, e por isso dificilmente inspirariam por si um investimento em suas combinações, a menos que haja muito suporte disponível. O GW é um Midrange mais lento e defensivo que o RG, mas não decepciona no poder de encerrar a partida uma vez que tenha estabilizado o campo de batalha.
Terror dos Céus sinaliza como o RW é um Aggro que prefere evitar o atrito, o que se deve à combinação ter o menor acesso a card advantage de todas; portanto é preciso extrair o máximo de cada uma de suas criaturas, dependendo mais de reatividade e sinergias. Como a parte Branca dos Dinossauros é mais defensiva e a parte mais eficientemente agressiva da cor Vermelha é Pirata, o arquétipo prevê certa dificuldade de se sintonizar no Selado, mas Terror dos Céus pode torná-lo prioritário no Draft.
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A combinação BW se configura em um Midrange que tende mais ao Controle, e por isso pede a presença de bombas. Vona, Açougueira de Magan é poderosa o suficiente para ganhar um jogo sozinha, mas é infrequente demais para garantir o destaque do arquétipo. Cards como Chamado ao Banquete têm mais valor dentro de sinergias tribais ou estratégias bem articuladas de pressão horizontal, ambos fatores de baixa incidência no Selado de Ixalan.
Enquanto Moldadores da Natureza é uma boa incomum que não depende de interações tribais em si, sua combinação não é das de construção mais fácil, pois pede muita atenção à disponibilidade de cards para se definir um plano de jogo. A tribo é intencionalmente maleável e engenhosa, podendo facilmente transitar do Aggro ao Controle, e versatilidade vem ao custo de baixo poder individual, ao menos poder evidente, de modo que Tritões ficam desfavorecidos no Limitado ante as outras tribos, e o arquétipo UG sem eles fica mais direcionado ao Controle dependente de bombas.
Tishana, Voz do Trovão é bem poderosa, e não pede interação especificamente tribal, mas sua jogabilidade frágil também tende a ser mais relevante em formatos Construídos, em que ter uma mão ilimitada é muito mais atraente que em formatos com decks de 40 cards, e sua raridade encerra a questão.
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O balanço das interações tribais em Ixalan tornou as sinergias tão sutis e incrementais que é mais provável que encontrem relevância em formatos Construídos. Estandarte do Vitorioso é tanto suporte quanto pay off por se dedicar a uma tribo, mas dificilmente é relevante para um jogo Limitado, ainda mais quando não se consegue uma massa crítica de criaturas de uma única tribo. Cutelo do Pirata vai na direção contrária, sendo um card interessante para Limitado independente do bônus tribal, mas esse pode torná-lo especialmente atraente, ainda que jamais prioritário.
Território Não Reivindicado é um card muito mais interessante para Construído, onde é mais frequente se precisar de correção de cor, mas não oferece riscos em sua inclusão em um deck Limitado. Já Pilar das Origens visa cumprir a mesma função de correção de cor no viés tribal, mas não são todos os arquétipos Limitados que precisarão ou podem se dar ao luxo de incluir o artefato. É esperado que os cards que não sejam terrenos sejam mais decisivos, por isso o artefato só será usado quando se precisa muito de ramp e a restrição tribal não é problema, como o GW focado em Dinossauros.
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A estreia dos Veículos em Kaladesh ensinou à WotC algumas lições. Primeiramente, a mecânica de Tripular é de jogabilidade mais complexa do que o desejável para cards comuns, e assim, artefatos do tipo são no mínimo incomuns. Outra lição foi a de que os primeiros experimentos com Veículos subestimaram seu poder. Assim, em Ixalan, as embarcações da Legião do Crepúsculo e da Coalizão Brônzea empalidecem em comparação com alguns outros Veículos disponíveis no Padrão, pois já foram criados visando um nível de poder mais apropriado.
Caravela Ensombrecida é um dos três cards que visam diretamente a mecânica de Explorar, se somando aos viabilizadores do arquétipo BG. Tal como esse Midrange pretende funcionar, o Veículo é lento e visa o valor incremental. Capitânia Vil já oferece um impacto imediato maior no campo de batalha, mas certamente é o menor dos incentivos para se jogar com Piratas. As embarcações incomuns, por outro lado, são pura e simplesmente boas criaturas extra, com custos de Tripular agressivos e corpos coerentes com os principais arquétipos das tribos às quais estão tematicamente vinculadas.
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O enfoque em Limitado da WotC para Magic sempre representará a entrada de cards que atendem uma necessidade, mesmo que não sejam necessariamente as melhores opções para tal. Litorais Desconhecidos não é ideal para correção de mana, mas se sua construção de Limitado é muito dependente de acessar cores específicas, ele pode dar conta do recado, se comportando melhor em decks de curva baixa onde o mana extra empregado no terreno não fará tanta falta. O mesmo vale para a Sentinela Dourada, o Hill Giant mais literal de Ixalan. Para jogos de Limitado, 4 mana não é um custo terrível para uma 3/3 se o deck precisa de uma 3/3 e não tem outras disponíveis.
Cálice do Hierofante é um ramp de mana incolor, o que tende a ser relevante apenas em decks de curva alta. O custo 3 é o normativo há anos para o Padrão, sempre havendo algum upside, o que aqui é uma representação de uma conexão temática com os Vampiros. Pode parecer inofensivo, mas se um deck precisa de ramp, o artefato naturalmente será utilizado.
Existem ainda cards que vão no viés contrário e não têm aplicação óbvia. Canhão de Fogo Sofisticado parece complexo demais para surtir efeito no jogo, mas dano com repetição raramente é ruim, e em certos contextos, nem mesmo o descarte é uma desvantagem. Pode ser poderoso o suficiente para controlar Aggros de curva baixa, ao mesmo tempo que pode ajudar a colocar cards no cemitério para uma Busca por Azcanta. Em um deck agressivo, pode causar os 2-4 de dano finais em oponentes que consigam estabilizar o campo de batalha. Descobrir o contexto ideal para um card é sempre tarefa do jogador, e a WotC gosta de valorizar esse elemento oferecendo pistas em diversas direções.
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A maioria dos cards de uma coleção têm maior probabilidade de serem jogadores no Limitado, o que cria espaço para efeitos específicos como viabilizadores de evasão do nível de Asas Remendadas, que pode ser relevante em qualquer deck que tenha criaturas para serem equipadas. Lâmina de Alavanca, por sua vez, oferece um efeito ramp que pede evasão da criatura equipada para funcionar melhor, contudo ele oferece um mínimo upside para que tenha utilidade mesmo fora desse contexto.
O mínimo upside tem também sido recorrente nos cards de sideboard, normalmente mais relevantes em formatos Construídos. Totem Sentinela pode ser decisivo para parar decks de recursão de cemitério que abusem de Barragem de Repetição ou Ancião Sem-Morte, e Luneta Enfeitiçada oferece informação, mesmo que já se tenha intenção de nomear Tripulação Cativante ou Moldadores da Natureza.
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Os artefatos entre as DFC de Ixalan criam uma interessante tensão entre uma maior relevância para o Limitado ou Construído. Enquanto Cabeça de Ponte do Conquistador e Vale Perdido são terrenos poderosíssimos, um deck Limitado dificilmente tem capacidade de capitalizar verdadeiramente seus efeitos. A dificuldade de encontrá-los, ou seja, de alcançar a condição de transformação de Galeão do Conquistador e Adaga de Radioestesia, os afasta no mínimo de ambientes de Selado.
Um card comprado fora de seu contexto pode ser incômodo ou mesmo fatal em qualquer formato, mas no Selado, em que se tem menor controle dos cards disponíveis para a construção do deck, esse elemento se torna crítico. Dessa forma, cards que não são eficientes em suas funções primárias (de veículo ou equipamento) não são prioritários, de modo que se limitam a contextos em que haja mais oportunidades de transformá-los ou de contornar suas desvantagens, o que implica formatos Construídos ou no mínimo um Draft.
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É também difícil priorizar cards que não sejam de criatura no formato Selado, mesmo que Amuleto Primal e Fonte Primal ofereçam pay offs poderosos. A naturalmente baixa card quality faz com que mesmo um plano de jogo de Controle valorize empregar seu mana em cards que afetam diretamente o campo de batalha. Já Bússola Taumática oferece garantir land drops e possivelmente corrigir a mana, além de filtrar o grimório (retirar terrenos básicos dele), recurso que é valorizado em qualquer formato e que pode ser valioso mesmo no Selado, pois aprimora a qualidade das compras de card.
A transformação pode ser difícil, mas Espigões de Orazca certamente recompensa, podendo ser decisivo para garantir o controle sobre o campo de batalha num jogo avançado. Ele referencia Maze of Ith (EMA), terreno original da obscura expansão The Dark (1994) que pode ser crucial para lidar com um Griselbrand de primeiro turno no formato Construído Legado, e também é muito valorizado no Commander.
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Mapa do Tesouro conclui os DFCs sendo provavelmente o card mais tematicamente imersivo de todos. Tal como os demais, ele é mais interessante para formatos Construídos. Tanto a Vidência 1 quanto os Tesouros conseguidos pela transformação em Angra do Tesouro podem ser decisivos em arquétipos Limitados que dependam muito de cards contextuais, como estratégias Tempo e Controle, e mesmo um Aggro ou Midrange pode gostar de evitar comprar cards inúteis, como terrenos sobressalentes, mas dificilmente sobra espaço nesses decks para empregar um card e mana dessa forma.
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Eixo da Mortalidade e Tripulação Barulhenta também são cards extremamente dependentes de contexto para serem mais efetivos, e é a dificuldade de construir esse contexto que os posiciona como raras míticas, não necessariamente seu poder bruto, como é para um Devastador da Frota Macabra ou Tirano da Carnificina. Eixo da Mortalidade pode ser interessante para estratégias de Controle que naturalmente dispõem de seus pontos de vida com liberdade em troca de tempo para comprar respostas adequadas, mas oferece também uma tentação àqueles que gostam de tentar construir Combos. Seu potencial político no Commander “mesão” (coletivo, não competitivo), é promessa certeira de diversão.
Já Tripulação Barulhenta é mais um color bend Vermelho, dessa vez na forma de card advantage. Uma construção de deck favorável pode aprimorar as chances da criatura ser um 5/5 Atropelar por 4 mana, mas esse contexto é improvável de se atingir num ambiente Limitado de forma atraente. Poucos decks Aggro teriam interesse em não jogar com alguma variedade de mágicas que não são criatura, por exemplo, e dificilmente haverá abundância suficiente de acesso ao cemitério para que o descarte não seja desvantajoso.
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Terrenos raros que oferecem correção de mana entre duas cores são uma constante em Magic, e sua inclusão em uma coleção é normalmente decisão do setor de desenvolvimento, que é mais atento à jogabilidade dos formatos Construídos que o design. O ciclo de Ixalan é uma reimpressão de terrenos recorrentes no Padrão, e que estão disponíveis em abundância para os formatos Eternos. Eles entram substituindo dois ciclos de terrenos em cores aliadas dos blocos rotacionados Batalha por Zendikar e Sombras em Innistrad, e têm potencial de serem mais poderosos no Padrão do que estes anteriores. Os pareamentos de cores adversas ficam limitados às fast lands do bloco Kaladesh por enquanto, mas o formato não está mais tão carente de correção de mana, agora que até decks mono coloridos estão ficando em evidência, e nos distanciamos mais da era das fetch lands do bloco Khans de Tarkir.
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Enfim, concluímos nosso passeio por Ixalan! A edição parece trazer muitas novidades apetitosas ao Padrão, tanto mecanicamente quanto tematicamente. Ixalan representa um respiro de alívio junto a Kaladesh em meio a blocos mais tenebrosos: com artes vivazes e coloridas, oferecem um amplo espectro de seus respectivos mundos e incentivam a participação dos jogadores, com a inovação de artefatos ou a exploração do desconhecido.
O apelo tribal de Ixalan vem atrelado a uma redução geral na complexidade das mecânicas, oferecendo um ambiente Limitado menos tenso que os de blocos como Sombras em Innistrad ou Amonkhet, em que a minúcia das decisões intensificava os jogos, e menos frustrante e punitivo que o de blocos com mecânicas mais truncadas/contextuais, como Batalha por Zendikar.
O balanço entre Construído e Limitado aqui é interessantemente perceptível pela raridade dos cards. Quanto mais contexto em torno de si os cards pedem para serem funcionais, menos frequentes eles serão, mas as raridades mais altas não são mais as únicas a interessar ambientes competitivos, com diversos cards comuns e incomuns que oferecem interação e reatividade em custos baixos o suficiente para serem competitivos.
Ixalan pode parecer uma amálgama de loucuras, com Navegantes Vampiros invadindo um continente de Dinossauros, enquanto também (se) enfrentam saqueadores Piratas e xamãs Tritões protetores da natureza. Referência a cards poderosos do passado do Magic enchem os olhos da comunidade, e até a trama que posiciona os planeswalkers Jace e Vraska como aliados vem com alguma surpresa. Mas o todo é surpreendentemente coerente, e o convite à exploração da coleção favorece que quem se dispuser a experimentar acabe por enxergar qualidades que, à distância, desconheciam.
“Join the conversation” é parte fundamental da relação da WotC com seu público, e aqui só nos resta dar continuidade ao esforço: dê-nos sua opinião! Comente a coleção, seu Pré Release, ou mesmo esta série de artigos, se quiser. A participação da comunidade de Magic é fundamental para o progresso do jogo, e esse contato para o debate faz parte de toda a brincadeira!
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abzanascendancy · 7 years
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I only play mtg super casually now (just keeping this one pretty good deck and whipping it out when I do attend my school's card club), but your URL is amazing. It's one of the best cards in my deck.
Thanks!  Glad to see someone else loving Abzan goodness!  Assuming your deck isn’t 4-color or WUBRG, but in any case it’s a still a very good card!
As for the blog name, it’s because I was toying with a naga fanwalker that was adopted into the Abzan clan.  Of course this was abandoned during Dragons of Tarkir, and the blog is what it is today.  However, I was initially hoping to side with the Sultai clan when all I knew was Maro’s hints that it had to do with ‘resource management’.  What could this be?  Token resources?  A mechanic which counts/relies on untapped lands?  (That mechanic, btw, I’ve nicknamed Resevoir).
Delve.  What we got was Delve.  And it was revealed on Necropolis Fiend.  This was bad enough, as the card forces you to choose whether to cast it at a lower cost, or use it’s ability.  But this wasn’t resource management!  This was throwing away resources!  Cards in the graveyard are a good thing!  Even, and as a milling player I hate to admit this, cards in your own graveyard are there for a purpose, not to be exiled forever!  As soon as I saw it, I imediately decided to defect to white, a color which I hated at the time, in protest.
And I saw Herald of Anafenza.  Outlast, an ability built for a long game.  I’m a slow, methodical player.  If I win, it’s either through a thousand cuts, or taking the time to merge all those blades into one giant sword to finish my opponent in one fell swoop.  This was the mechanic for me.  And it the sliver principal!  And not the core set slivers either -- slivers which boost your side only -- AND CAN BENEFIT ANY OF YOUR CREATURES WITH A +1/+1 COUNTER ON IT!  What wasn’t to love?  So I joined Abzan... and was eventually dissapointed with Bolster and Dragons of Tarkir (I want to control who gets +1/+1 counters, not just my weakest creature).
I’ve kept the theme going throughout the sets as I still like many things in the color combination.  I love WB life decks, where I drain my opponents’ life and gain it for myself.  In my pre-commander days, I had a janky 60 card GW lifegain deck which included the mythic from my very first booster -- Ajani Goldmane.  I still need to get my hands on the makings of a GW token deck.  As for BG, I enjoy -1/-1 counter & infect shenanigans, and while I detest self-milling I cannot deny its power.  Together, besides +1/+1 counter goodness, it can make a very fine life deck.
That’s probably more than was needed for a compliment, but I wanted to throw a little trivia in, and I have a tendency of expounding on points past their breaking point.  I blame AP English writing courses.  But yeah, thanks again, @absolxguardian
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crackling-dab · 8 years
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Went 2-0 first round! Granted my deck didn't do fantastic and my opponents deck wasn't cooperating but still it's cool. Running BG sort of counters for now, might switch to Sultai energy? Idk we'll see.
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momsbasementgames · 5 years
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Richie Takes to Pioneer to play Simic Delerium Ramp. Similar to his favored Mono Green Ramp deck of old, Uro brings enough resiliance and power to want to go two color! Match times posted below to avoid spoilers! Check out Mom's Basement Games at our other locations: Twitch.tv/momsbasementstreams https://twitter.com/momsbasementmtg https://ift.tt/2JeVomt https://ift.tt/2xiLwCl https://ift.tt/2X5FpMq Simic Delerium Ramp Match 1 VS Breach Game 1. 00:10:50 Game 2. 00:23:55 Match 2 VS Dimir Inverter Game 1. 00:46:00 Game 2. 00:55:31 Match 3 VS BG Monsters Game 1. 01:05:04 Game 2. 01:16:51 Game 3. 01:30:49 Match 4 VS Sultai Delerium Game 1. 01:42:26 Game 2. 01:59:58 Game 3. 02:09:40 Match 5 VS Bant Spirits Game 1. 02:38:12 Game 2. 02:50:46 Game 3. 02:53:46
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abzanascendancy · 7 years
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I was thinking about making a infect deck any suggestions?
Depends on the format.  If you’re not in commander, then there’s not much I can do.
Now, if you’re playing Commander, that’s a different story!  I still haven’t built my infect deck (yet), but there’s several routes you can go.  First, if you already have her, you can use Atraxa for not only a mechanical win, but a flavor win as well.  I repeat, only if you already have her.  $20 is the only price I’m seeing for her, which means that if people are trading her, they’re asking a high price.  There are plenty of other budget-friendly options.
The route I’m taking is a Sultai-colored deck.  Infect, as a mechanic, is 30% black, 26% green, and 7% blue.  Naturally that makes BG a good color combo for it, but why blue?  Proliferate.  Of the cards which proliferate, 43% of them are blue, 29% are colorless, and 14% are black.  Spread the plague, worsen the conditions.  Also, and I cannot stress this enough, consider raising the poison threshold to 20 counters.  Remember, commander is supposed to be a fun environment, and having such an easy win condition as 10 damage will certainly put people off.  Ask your playgroup if they’re alright with raising the poison stakes to 20.
As for specific cards... 
Crumbling Ashes.  An enchantment for 1B that lets you destory a creature with a -1/-1 counter on it.  Get rid of those pesky blockers in a pinch.
Flourishing Defenses.  4G, whenever a -1/-1 counter is placed on a creature -- any source, any creature -- you put a 1/1 green Elf Warrior token into play.  Now pair that with infect.  Yeah.
Trigon of Infestation and Corruption.  Gives you infect tokens or straight up places -1/-1 counters on creatures, respectively.
Contagion Engine and Clasp.  The former is if you have the money for it.  If not, the Clasp is a decent budget inclusion.
Other Proliferate Engines, namely Inexorable Tide (for every spell you cast), Plaguemaw Beast (sac a creature), Thrummingbird (combat damage), and Viral Drake (3U).  Not including Throne of Geth because I don’t have a lot of disposable artifacts planned for mine.
Infect creatures, such as Blight Mamba (regenerating bastard), Blighted Agent (unblockable bastard), Hand of the Praetors (lordy bastard), Phyrexian Juggernaut (aggressive bastard), Phyrexian Swarmlord (breeding bastard), Spinebiter (bypassing bastard), and Tangle Angler (fishing bastard).
Wither will do just as easily in a pinch, but this is from Shadowmoor/Eventide, so watch your color identities.  Lockjaw Snapper, Necroskitter, and Noxious Hatchling all help your scheme.
That’s what I have thus far, I’m sure other people can help you out a lot better, @daking58
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