Saturday, March 29, 2008

Undefeated Lists after 2 rounds

1 Branchsnap Lorian
1 Krosan Restorer
1 Ronom Unicorn
1 Sporeback Troll
1 Reveillark
1 Accelerated Mutation
1 Hail of Arrows
1 Ferocious Charge
1 Viashino Bladescout
1 Dragon Mage
1 Akki Drillmaster
1 Jedit, Ojanen of Efavra
1 Saltskitter
1 Journeyer's Kite
1 Fever Charm
1 Inner-Flame Acolyte
1 Empty the Warrens
1 Matsu-Tribe Sniper
1 Darksteel Ingot
1 Battlefield Scrounger
1 Divebomber Griffin
1 Sawtooth Thresher
1 Cetavolver

1 Gruul Turf
6 Forest
6 Mountain
4 Plains
1 Island

Swizz-Dizzle's

1 Reef Shaman
1 Fire/Ice
1 Soulless Revival
1 Mesmeric Fiend
1 Confound
1 Compulsion
1 Izzet Signet
1 Warren Weirding
1 Rend Flesh
1 Runeboggle
1 Blind Phantasm
1 Frost Raptor
1 Wail of the Nim
1 Toils of Night and Day
1 Exotic Curse
1 Wonder
1 Myr Quadropod
1 Clutch of the Undercity
1 Mercurial Kite
1 Dematerialize
1 Zombie Cutthroat
1 Ixidron
1 Spire Golem
1 Floodchaser

1 Rakdos Carnarium
1 Mountain
6 Swamp
8 Island

Round 2-Carroll Draft

Fugie dropped after getting rolled so Major_luck got the bye.

Table 1-The Captain vs. Tabasco. Game 1 Cappy tempos Tabasco out. The ending was a grafted Reveillark swinging for the win with protected by Matsu-Tribe Sniper. Game 2 Tabasco went to Paris and then started speaking French. A double-kicked Cetavolver may have been involved. Sawtooth Thresher became a 6/6. Hot Sauce is crying now. It is sad.

Table 2-Swizz-Dizzle vs. TooSarcastic.
Game one TooSarcastic keeps a four land hand and then draws seven lands in a row. Swizz get that one. Game two Swizz mounts a aliant deenes but is stuck on 3 land for too long. Silver Knight and Kami Ancient Law, combined with Whipgrass Entangler finally get there, despite multiple bounce spells. Game three Swizz unmorphs a Zombie Cutthroat turn four on the play. The race is on. Unfortunately for TooSarcastic his Spined Basher is cacked before he can eqiup the Runed Stalactite. Frost Raptor and Mercurial Kite come down in support. TooSarcastic drops Conclave Equanaut to stem the air force, but Swizz rips removal off the top and comes in for lethal.


Table 3-CBG vs. Scoop_phase. Scoop made 7 land drops in a row. That is bad. In game 2, CBG managed to create a whole bunch of dudes and alpha strike through Magnigoth Treefolk for the win.

Round one wrapup

Table 1-Hot Sauce vs. Fugie. Hot sauce got game 1 after a Lys Alana Huntmaster followed up by a Timberwatch Elf and token proceeded to put the beats down while Fugie had 7 power in flyers but could not race. Game 2 was completely one sided as I had a turn 2 bear and followed it up with a +2/+1 enchantment while Fugie fails to find lands in his main colors. Hot sauce 2-0. as reported by Tabasco

Table 2-The Captain vs. CBG. CBG kept kind of a slow draw (barring Bile Urchin). Then he got hit for 4 with a turn 3 Inner-Flame Acolyte. Things went downhill from there. CBG almost stabilized game 2, until Cappy played Dragon Mage. Oops. Cappy 2-0.

Table 3-Swizz-Dizzle vs. major_luck. Game one, it was a back and forth game, but swizzy topdecked clutch of the undercity when the major was at 1. Game 2 was a war of attrition again, but Wonder in the yard seems good. Swizz-Dizzle 2-0.

Table 4-TooSarcastic and Scoops. A back and forth 3 game match ended in horrible defeat for Scoop_Phase when he failed to read Deathmark Prelate and Scoop_phase entered his scoop phase.

Welcome to Draftstravaganza

For your viewing pleasure.

Lorwyn Rotisserie Strategy

I am posting this a scant hour prior to doing my first Rotisserie draft ever. No idea if these ideas will play out as I expect, but that's why I'm posting it now; so I won't be tempted to rewrite it when I'm wrong. I wasn't looking to point out the best tribal cards for each tribe, just the ones that may prove to be good signals for drafters. The "Other Drafters May Hate" section is to remind myself what cards I will need to take more highly to avoid them being stolen from me.
T

Elementals 35 total

Signal Picks: Ashling the Pilgrim, Horde of Notions I guess, Smokebraider, Incandescent Soulstoke

Other drafters may hate: Everything! All the non-red elementals are great.

Two ways to go here. Awesome five color elementals or aggressive red (splash blue?) beats. 5-color seems unviable, since you need Shriekmaw and Mulldrifter-caliber cards to make it worth it. Good luck with that, Fugie. On the upside, you have about 12 cheap red Elementals that no one else (maybe giants are the exception?) will ever care about. Can it be a full deck? Doubt it. Stay away unless it’s handed to you. And grab the red removal HIGH.


Elves 24 total

Signal Picks: Elvish Promenade, Immaculate Magistrate, Imperious Perfect, Wren's Run Packmaster,

Other drafters may hate Nath's Elite, Nath of the Gilt-Leaf, Masked Admirers, Gilt-Leaf Ambush, Eyeblight's Ending

Good news: plenty of scalable playables that no one else will care about. The only reason people will be hating you is because some of the high end elves are so good on their own that a treefolk or goblin deck might splash for them. But realistically they probably have better things to take. Bad news: You have no natural removal. You die to any mass removal spell, and you will be playing against all of them, even the rares. Is your splash color black for certain? What about red?



Goblins 27 total

Signal Picks: Mad Auntie, Wort, Boggart Auntie, Fodder Launch

Other drafters may hate: Warren Pilferers, Caterwauling Boggart, Stinkdrinker Daredevil, Tarfire

Lots of ‘em, most of them are useless to other tribes, and they come with their own built in removal. Seems strong. But don’t expect to get any other non-goblin removal spells. Black and red will both be at a premium. Keep an eye out to see if this is open.


Treefolk: 16 total

Signal Picks: Doran, the Siege Tower, Dauntless Dourbark, Timber Protector,

Other drafters may hate: Cloudcrown Oak, Lignify, Rootgrapple

So nobody wants your good stuff. Rootgrapple murders all five planeswalkers and it might go late. But you’ve only got 16 total treefolk spells! What are you going to play in your deck? A lot of changelings and removal I hope. Good luck with that. If you draft good stuff early, this mught a good audible if Doran and Dourbark are still around. The other stuff you will want should go even later. Take your mana fixing high, then too.



Kithkin: 22 total

Signal Picks: Wizened Cenn, Thoughtweft Trio, Militia's Pride?

Other drafters may hate: Kinsbaile Balloonist, Goldmeadow Harrier, Galepowder Mage, Brigid, Hero of Kinsbaile, Kithkin Greatheart, Plover Knights,

Okay so some assumptions. You’re obviously a gamblin’ man, because you will need to be mono-white maybe with a light splash for removal to have any chance of this deck working. And merfolk and giants want lots of your best stuff. But if you get it together (maybe with some blue bounce?) you will be kicking ass. God help your opponents if you used your first pick for Mirror Entity.


Merfolk 22 total

Signal Picks: Drowner of Secrets, Merrow Reejerey, Summon the School,

Other drafters may hate: Stonybrook Angler, Silvergill Douser

Faeries may hate your doods. They like a lot of the early drops to hold the ground, and you will be playing against your own Stonybrook Angler and Silvergill Douser if you don’t take them early enough. The good news is there are plenty of playables. Plenty. This will be one of the more robust decks (but watch out for the all rare mass removal floating around), and somebody’s going to draft it. Grab your blue bounce and white removal highly. Not a bad tribe to be in.



Faeries: 19 total

Signal Picks: Wydwen, the Biting Gale, Scion of Oona, Mistbind Clique

Other drafters may hate: Faerie Trickery, Marsh Flitter, Oona's Prowler, Peppersmoke, Sower of Temptation, Pestermite?

Man, everybody wants your goodies! Expect a fight unless they’re wide open. You will need to be drafting the Fae pretty high, with a few exceptions. Go all in. Keep an eye on the black removal, and blue instants lest they dry up.


Giants 16 total

Signal Picks: Thundercloud Shaman, maybe Stinkdrinker Daredevil.

Other drafters may hate: Cloudgoat Ranger, Brion Stoutarm, Axegrinder Giant

Seems really bad. I mean really bad. Don’t do it. Can you live until turn seven? I hope so. Draft Kinsbaile Balloonist, Goldmeadow Harrier, Knight of Meadowgrain, and Kithkin Greatheart. You’d have a decent deck then. Or cheap goblins. It’s bad when your tribe needs another tribe to make it any good.


Changelings

There are 19 of these guys in Lorwyn. Of those, 16 are absolutely maindeck material, while the other 3 are merely playable. Expect to take these pretty high. Green only has 2, while blue has 5, so keep it in mind if you are nudged toward Merfolk or Faeries (or Treefolk or Elves).

Friday, March 28, 2008

MODO

Man, do I ever hate MODO. I opened a terrible sealed pool on Tuesday night, promptly went 1-3 (I was particularly fond of the dude who hit turn 3 Crusher all three games) and then got booted when the server crashed during match 5. I opened a pretty strong pool last night (server crash during building) and have since gone 1-2, mostly due to horrible draws. One land opener off 18 land? Check. Game where 14 of my first 18 cards were land? Check. Also, I failed to read Veteran's Armaments one game and managed to trade my Nath for an equipped Shriekmaw rather than killing it. I am so looking forward to drafting 4 times in the next 36 hours.

Shadowmoor Wallpaper

Here is the newest glimpse of Shadowmoor. We have: Murderous Redcap, Reaper King, Grief Tyrant, Faerie Macabre and Ashenmoor Gouger. The Gouger is obviously red, while the Reaper King certainly looks Green. This means they are not in WUBRG order. Faerie Macabre is either Blue or Black, while the Redcap appears to be White(?). To me Grief Tyrant's possible color seems entirely ambiguous. Maybe the Tyrant is Blue and the Faerie Black. The Redcap's armor and weapon do not look at all White-aligned, so maybe the Kithkin-esque creatures of Shadowmoor have moved to Black. That would leave Grief Tyrant at White, which sort of makes sense. Thoughts?

Thursday, March 27, 2008

Lorwyn Rotisserie Draft Resources

Texans have already posted their Lorwyn Rotisserie picks. Wizards' Lorwyn Rotisserie draft. Proto-Rotisserie (circa Invasion block). Bone up for the Draftstravaganza,boys!
T

Month in review

Well what a crazy month it's been. Between being deathly ill for three days (thanks again Fugie), the Easter Holiday, going to the new shop up in Whitefish Bay, and reworking my EDH, its been a pretty interesting March. However as crazy as it was, it was a fun ride.

I wouldn't recommend getting that awful virus that's going around, but have recommended checking out Calvary Games up in Whitefish Bay. Regardless of how close to a frozen turkey shoot it may be, the staff and local players are quite friendly and appear to be playing for the right reasons (I enjoy winning as much as the next guy, but play for the social interaction more than anything).

As far as EDH, I am starting to enjoy it a little more. Over the last couple of weeks, I managed to tune my Dromar deck a little more to include more reliable card draw and more clone effects. As last week Friday's marathon games proved, the only thing better than an Angel of Despair, are half a dozen Angels of Despair without the original actually entering play.

Last night TS, CGB, & I played a couple of three man EDH games to blow off a little steam and test out the latest iterations. Last night proved a couple of key things about all of our respective decks.

1. CBG's UG deck works significantly better in a three man than a four man.
This really comes down to counter spells being more effective with fewer people at the table. Also, with a high average number of board sweepers per deck in our play group, his deck can really shine in a three man game.

2. TS's WUR deck has a much tougher time in a three man than a four man.
His deck sees pretty much the opposite effect as CBG's. With fewer people at the table his hammers do less overall and his card advantage engine is not quite as efficient.

3. My BUW deck does about the same, but given the chance can do some really amazing things in a three man game.
My deck really does benefit most from only having two other people go before my next turn. I am also able to make better utilization of my more narrow answers (Swords to plowshares & Sudden Death, for example).

As far as future changes, TS really made a positive impression, on me, of the power of Momentary Blink and I'll need to seriously consider fitting it in some where. Also CBG's as well as Fugie's use of Academy Ruins makes me want to include one as well. However in my deck it would serve more as a way to recur Tormad's Crypt or to recover some key artifacts such as Journey's Kite or Citanel Flute post Disk.

Well starting next week I'll resume my coverage of Old Fart Magic night. April will be the last month of Lowryn Morningtide. Starting in May we'll be cracking Shadowmoor. Until then, may the Mana gods not hate you.

Wednesday, March 26, 2008

Draftstravaganza thoughts. T-72 hours.

The first format is Lorwyn Rotisserie draft. A complete set of Lorwyn is laid out and the first person chooses. Then drafting continues clockwise to pick 8. The person who picks 8th also picks 9th and the draft goes counter clockwise back to drafter #1. Drafting continues like this until Bog Hoodlums is taken*. I am curious what people think is the first pick. The_captain felt pretty strongly that Mirror Entity was it. I do like that pick, but could see taking a planeswalker or a command there as well. How early do you think removal will be taken? Will Fugie 1st pick Horde of Notions? Here's a good article with some stuff to chew over by Chad Ellis. Rotisserie bears a lot of similarities to Rochester but I would think is a more powerful format due to the number of rares.

The second format is Carroll draft. Carroll draft is a normal 8 man format which uses 24 different packs. The intention is to use the 24 most recent expert-level expansions, though the release of two-set blocks requires a little rejiggering (we are adding a pack of Coldsnap for this version). First everyone opens a big set (Lorwyn through Invasion). Drafting proceeds as normal. You will travel backwards in time as you go through the packs so if your first pack is Lorwyn, your second pick will be from Time Spiral, then Ravnica, and so on. The second pack you open will be from a second set (Morningtide through Planeshift). Again, you will travel back in time as drafting moves to the right. Finally, the third pack will be all 3rd sets, though Coldsnap will be in the mix due to Lorwyn being a 2 set block. The first time we ran this format, it was awesome as heck, despite the presence of Skullclamp. Fricking Skullclamp. To me, this format is all about sticking to your basic drafting principles of remaining open to colors as long as possible and reading signals very carefully. I think this is an incredibly skill-intensive format due to the constantly shifting foundation.

The third format will be Ravnica-Guildpact-Dissension Two-Headed Giant. We will randomly assign teams and draft as normal for 2HG, with each team taking 2 cards from each pack. Note, mana fixing=very, very important. Just saying.

Any further thoughts? I am psyched.

* That's a joke. Drafting Bog Hoodlums will not just end the draft, so don't take it just because you want to screw with someone.

Shadowmoor Previews

Well, the Shadowmoor Card Preview Archive is up at the Shadowmoor Minisite, but the only card on there as of today is Demigod of Revenge. However, over at MTGSalvation people have been busy with the Orb of Insight. I see a few old reprints that I will welcome back, assuming they're accurate. Prior to the Orb hitting the Shadowmoor spoiler over there had only basic lands and the Demigod. Not sure if MTGSalvation was just playing nice with Wizards on that one, or if Wizards was actually keeping that tight a lid on things. Anyway, they're there if you like spoilers.
T

Tuesday, March 25, 2008

How Relevant

Rules to think about.

Cube Draft @ TooSarcastic's or "How Losing Builds Character"

We had an abortive Cube Draft and simultaneous EDH multiplayer and LLM drafts going Good Friday. All this during a storm that dropped a foot of snow while we played- and nine people showed up! Man, Magic players will brave anything for some cardboard crack.

Today I want to talk about Scoop_Phase and our Cube Draft. Poor Scoops thought it would be LLM draft before he showed, so he was a little blindsided. Still, he ended up drafting a fine G/W deck that could drop weenies and then Armageddon or play the slow attrition game with lots of white spot removal and finishers like Eternal Dragon. Unfortunately he played against Swizz Dizzle, who promptly “comboed” out a Mirror Entity for a turn five, twenty damage smashfest that left Scoops with a match loss and a bad taste in his mouth. Scoop_Phase dropped from the draft and went home. And why shouldn’t he? He was in a unexpected situation, managed to draft what everyone agreed was a solid deck (The Captain changed two cards and then promptly beat me with Scoop’s deck while we waited for the last match to finish), and still went 0-2 first round in games that involved minimal interactivity. Hardly a grand introduction to a new format. I continued my own Cube streak by losing to The Captain, receiving the bye round two (I am NOT counting it as a win for the Cube Draft format!) and then finding that because we were playing for fun (i.e. we didn’t ante packs) everyone but the undefeateds wanted to drop and play EDH. So yeah. 0-1 on the night then, if you don’t count losing to the Captain again when he beat me with Scoop’s deck.

I am trying to figure out why Cube Draft is such a different format than regular draft. I am no amazing drafter, but 1-2 in a “normal” draft would be a disappointing finish for me anywhere. In Cube I would be tying my personal record for wins on a night! Why is this? Before last Friday I was totally mystified, but working through the contents of the Cube and playing a few more games has given me a few possible reasons that Cube draft behaves differently than regular drafts.

1. The cards are different than a regular limited draft.
Let’s get the obvious out of the way, right? What I mean is, playing LLM or TPF or RGD draft you have the same chance to see all the cards you could possibly see in that environment, every time. And smart people who make the game meant the cards to be in the environment we see them in. In the Cube, even if you have a “finished” set of 360 or 720 cards that changes only minimally, all those cards were never meant to be drafted together. You can “learn” a Cube set’s feel by drafting it many times (YOU can, I apparently can’t, as we’ve covered above) but even then those cards weren’t designed to play together in that environment. Many of them are rares. All of them are overpowered. These differences affect play and drafting. There are also actually fewer “solid” cards than there are bombs, which has obvious implications for deck building as well.

2. Many of the cards in the Cube are old.
So what? Well, I don’t know when Scoops started playing, but I know that I haven’t played with quite a few Cube cards- ever! And I started playing around Ice Age. You know who has played with those cards? Competitive constructed players from days of yore! They’re the great Cubers, because they know the power of the cards. Another related point is card evaluation. Mtenda Lion finally got booted from the Cube- against my vociferous dissent. Once I heard people repeatedly saying that the card was rubbish I had to ask myself why I thought it was so great in the first place. Well, I had played with it, um… ten years ago, when I was… sixteen… and nobody I knew played with blue (negating the drawback) because blue was for chumps. Okay, so MAYBE a card that seemed awesome to me over a decade ago isn’t really all that great- and never was! Maybe I didn’t know anything about Magic back then other than it was fun. Or maybe I should started buying packs of the re-released expansions on MODO. Heh.

3. Increased power levels make for swingy games that mess with conventional Limited risk assessments.
So I am racing with The Captain game one of our match. We are both on ten life. He has two cards in hand. I make a devastating swing with all my guys, forcing a chump block from his freshly cast Juggernaut- one of only two creatures on his board. He blocks, Giant Growths to save his Juggs and goes to one. This is fine because he still only has nine power on the board. His turn he swings in and then Shocks FTW. Now imagine an LLM draft game where both you and your opponent are on ten life and you swing in like that. The chances of your opponent having such potent reactive spells are much less. Yes, Giant Growths are in the format, and so are Shocks, but I find out in the next game that the Captain is packing not only Shock, but Sudden Shock, Tribal Flames AND Fiery Temper! He had plenty of burninating outs, way more than you could consistently draft in a normal limited format. And I thought I was stacked with Fireball, Lightning Bolt, Seal of Fire and Stormbind! Guess not!
In an example from game two, I have Channel and Fireball in hand the whole game. I keep an aggressive hand and then proceed to race- again. I was always just a few points shy of being able to Fireball him out. I sent in what I thought would be enough damage to put him away next turn, leaving back my Wood Elves to chump a Moldervine Cloaked morph, but during his combat he sent it at me and flipped it to reveal Hystrodon- trampling me down to three life. I had put him on Gathan Raiders. Swingy! If I get him even three life below me, even at the expense of my whole team, I would take the chance and try to burn him out with Channel/Fireball, risking the instant speed response. Bet he wouldn’t see that coming. Instead it’s his swingy play that makes the difference. In LLM there are only a few cards in both sets that could combo with the same power of a Cloaked Hystrodon (or Channel/Fireball). But for the Cube, they’re actually pretty mild “combos.” The moral of these anecdotes is that playing the Cube like a normal limited format is going to get you blown out- and you’ll be cursing how lucky your opponents seem to be getting because your risk assessment will be way off.


I’d like to think that my play will improve after doing all this analysis, but my real hope is that this post will entice players like Scoop_Phase to give Cube Draft a chance, arming them with some knowledge that I had to go through a lot of match losses in order to learn.

Props to The Captain for finding a Cream of the Crop for ze Cube. An extra heaping helping of props to Swizz Dizzle for winning the LLM draft, claiming his first pick foily Countryside Crusher- and then donating it to the Cube! It looks sexy in there, lemme tell you! Was there another card added that I forgot? Let me know. Anybody have an extra Taurean Mauler to throw in there? That card has got to better than the worst Red spells we have in the Cube currently.

T

Sunday, March 23, 2008

Saturday, March 22, 2008

March 22 CBG's Basement B&R List Announcement

As of Friday, March 28th the following card is legal in CBG's basement in all Constructed and Limited formats.

Skullclamp

The DCI banned list still applies, so if we ever have an Extended tourney in the basement, Clamp stays home.

Also, Sensei's Divining Top is on the watch list for EDH games. This is solely due to unnecessarily slowing down an already glacial format. Input?

Friday, March 21, 2008

Turkey Shoot

The aforementioned Turkey Shoot by Killdozer. This is just 30 seconds of it, which should fall under fair use. But you get the idea.

Turkey Shoot-Killdozer

It was a turkey shoot
It was like shooting fish in a barrel
It was a turkey shoot
That's how we won the war...

The Unbearable Lightness of Being Captain Bondage Goth

As most of you know, I won a draft last weekend. Just saying.

----

The Experiment Kraj EDH has been rebuilt. It is now Momir Vig. There is card drawing, a little bit of tutoring, some toolbox, and more card drawing. I think it is going to be good, as long as everyone doesn't kill me as soon as I flash a Dismiss. When I played against Captain_essex's Erayo deck, he pissed everyone off in very short order. Somehow I am going to have to avoid doing that.

Playing counterspells in EDH is a pretty iffy proposition to be honest with you, but it's pretty much the only answer UG has to Armageddon effects, so I am gonna roll with it.

----

Let's talk about the morality of helping out the "enemy". I have discovered that Fugie and I disagree on a lot of things, which is fun, because he's not an asshole. Most people I disagree with are assholes*. He implied earlier this week that the Captain (no relation) and Hot Sauce shouldn't have been giving advice to some random who was about to play Fugie. Cappy said if Fugie couldn't beat a dude with his deck built right, he didn't deserve to win. I think it's a little more complicated than that. Players at sealed tourneys always get advice in between rounds about how they should be sideboarding and how the deck might be misbuilt. I don't think Fugie had a problem with this aspect of it. He seems to be hung up on the idea of our crew being a tight knit little group that supports one another. But I think it's entirely possible that you can support your homies and still give advice.

How did you get better? Did you figure everything out yourself? Card advantage? Who's the beatdown? Lifegain is trash (Except when it's not, thanks Faith's Fetters)? Wait to cast yr instants? Blocking is loose?

The first couple times I played sealed tourneys, I always showed my pool to the guys I played after the match and asked 'em how they would have built it. Seeing how someone else builds is critical to moving forward and getting better. Getting better is how you win. Winning (at least some of the time) is how to have fun. The person who likes getting pounded into the carpet and keeps coming back is a rare bird indeed. I guess what I am saying here is, advice is about community building. Defining anybody as "the enemy" and withholding information from them raises barriers. Magic as a community just doesn't need any more barriers. It is complicated, expensive as hell, unfriendly towards women, not electronic, and addictive. Do we really need clique-ish behavior on top of that?

----

Meanwhile, back at the draft...

My favorite game was the last one, when I killed the Captain with a Shard Volley off the top (so lucky) and he looks at his scorepad, looks at me and says, "I didn't think you were going to win that." Neither did I, Cap. Neither did I.

*Yes, this is a comment about myself. My lack of opinion of myself is enormous. Or vacuous. Or something.

Edited for clarity after rereading Fugie's Monday post.

Thursday, March 20, 2008

We Totally Screwed The Pooch On The Vedalken Shackles Issue

So I was reading Ask the Judge this morning and his little rules tip reminder is

Rules Tip of the Day: The controller of a leaves-play triggered ability is the person who controlled the source of the ability when it left play.

This implies to me that the Captain and the rest of us were wrong on the Shackled Speedbump issue. So I go back to the Vedalken Shackles ruling page. We only looked at the first ruling

Q: I have a Vedalken Shackles stealing an opponent's Putrid Imp. He has multiple copies of Bridge from Below in his graveyard, and I'm wondering: if I can get the Putrid Imp killed, will my opponent get token creatures, or will Bridge from Below cards be removed from the game?

A: Cards always go to the graveyard of their owner. You may have controlled this creature when it left play, but it went to your opponent's graveyard. So your opponent will end up with 2/2 Zombie token creatures, and the Bridges from Below will remain in his graveyard.

But if you read Solemn Simulacrum's Oracle text, the relevant wording is undoubtedly,

When Solemn Simulacrum is put into a graveyard from play, you may draw a card.

Catch that? A graveyard, not your graveyard. In other words, we totally screwed the pooch on the Vedalken Shackles issue. I hereby apologize to Major_luck for so heartily having sexual relations with the dog, and will never listen to The Captain ever again (kidding! (rawk (robv))).

Tuesday, March 18, 2008

Quick Morningtide Cube Draft List Update

In this post I talked about Morningtide adds. Here are my picks for the add and cuts. I won't make these changes unless people are on board.

Bitterblossom IN for Flesh Reaver, because he is really terrible in all but the most aggro of decks.

Chameleon Colossus IN for Elves of Deep Shadow, because we have four other green guys who tap for mana, and that doesn't include cards like Wood Elves, Sakura Tribe Elder, and Wall of Roots.

Countryside Crusher IN for Red Elemental Blast or Pyroblast, because we can keep one in and still do a little blue hosing.

Reveillark IN for Honorable Passage, because it just looked like the weakest white card.

Vendilion Clique IN for Ray of Command because blue needs more creatures and Ray is a weaker blue spell.

Cream of the Crop IN for Crop Rotation because we have Harrow in there too.

Kinsbaile Cavalier? The cut would probably be Devouring Light in my opinion. We have five other knights in white, four other knights in black, and then Mirror Entity, which seems a little bit good with the Cavalier. Is that enough to take out a white removal spell?

T

TooSarcastic's Cube Draft List v2.0 (includes Morningtide ideas)

It's finally here! The new, updated Cube List. We've done a lot of work on it since last entry, even if there has been a long hiatus in Cube Draft play since Morningtide came out. The card list is long enough without me gabbing, so here it is.

WHITE
Adarkar Valkyrie
Ajani Goldmane
Akroma, Angel of Wrath
Armageddon
Arrest
Austere Command
Aven Mindcensor
Aven Riftwatcher
Blade of the Sixth Pride
Calciderm
Cho-Manno, Revolutionary
Cloudchaser Kestrel
Condemn
Crovax, Ascendant Hero
Crusade
Descendant of Kiyomaro
Devouring Light
Disenchant
Empyrial Armor
Enduring Renewal
Enlightened Tutor
Eternal Dragon
Faith's Fetters
Genju of the Fields
Ghostly Prison
Glorious Anthem
Goldmeadow Harrier
Griffin Guide
Honorable Passage
Icatian Javelineers
Jötun Grunt
Kami of Ancient Law
Kataki, War's Wage
Knight of Meadowgrain
Longbow Archer
Mirror Entity
Momentary Blink
Mother of Runes
Oblivion Ring
Order of the White Shield
Pacifism
Paladin en-Vec
Pariah
Radiant's Dragoons
Radiant's Judgment
Reya Dawnbringer
Sacred Mesa
Samurai of the Pale Curtain
Savannah Lions
Soltari Priest
Swords to Plowshares
Temporal Isolation
White Knight
White Shield Crusader
Wing Shards
Wrath of God
Yosei, the Morning Star

BLUE
Aeon Chronicler
Aquamoeba
Arcanis the Omnipotent
Body Double
Boomerang
Braingeyser
Brainstorm
Brine Elemental
Capsize
Compulsive Research
Confiscate
Control Magic
Counterspell
Cryptic Command
Deep Analysis
Desertion
Dissipate
Drift of Phantasms
Evacuation
Forbid
Force of Will
Force Spike
Frantic Search
Gifts Ungiven
Hydroblast
Impulse
Jace Beleren
Keiga, the Tide Star
Looter il-Kor
Mana Leak
Man-o'-War
Memory Lapse
Merchant Scroll
Merfolk Looter
Mystical Teachings
Mystical Tutor
Ninja of the Deep Hours
Ophidian
Pact of Negation
Propaganda
Ray of Command
Remand
Repeal
Repulse
Riftwing Cloudskate
Rushing River
Spell Snare
Stroke of Genius
Teferi, Mage of Zhalfir
Thieving Magpie
Tidings
Unstable Mutation
Venser, Shaper Savant
Vesuvan Shapeshifter
Vexing Sphinx
Voidmage Prodigy
Waterfront Bouncer
Willbender

BLACK
Animate Dead
Bad Moon
Black Knight
Bone Shredder
Carnophage
Consume Spirit
Contamination
Corpse Dance
Corrupt
Crypt Rats
Damnation
Dark Confidant
Dark Ritual
Darkblast
Dauthi Horror
Dauthi Slayer
Death Denied
Diabolic Edict
Diabolic Servitude
Dread Return
Exhume
Flesh Reaver
Haakon, Stromgald Scourge
Hatred
Hymn to Tourach
Hypnotic Specter
Ink-Eyes, Servant of Oni
Korlash, Heir to Blackblade
Knight of Stromgald
Liliana Vess
Living Death
Nameless Inversion
Nantuko Husk
Necropotence
Nezumi Graverobber
Okiba-Gang Shinobi
Oona's Prowler
Paralyze
Persecute
Pestilence
Phyrexian Arena
Plague Sliver
Priest of Gix
Profane Command
Sarcomancy
Shriekmaw
Skeletal Vampire
Skittering Skirge
Smallpox
Smother
Stinkweed Imp
Stromgald Crusader
Sudden Death
Tendrils of Corruption
Terror
Thoughtseize

RED
Akroma, Angel of Fury
Avalanche Riders
Bogardan Hellkite
Boom // Bust
Chandra Nalaar
Demonfire
Earthquake
Empty the Warrens
Fiery Temper
Fireball
Fireblast
Fireslinger
Flame Fusillade
Fork
Frenzied Goblin
Gathan Raiders
Goblin Bombardment
Goblin Matron
Goblin Patrol
Goblin Recruiter
Gorilla Shaman
Grapeshot
Grinning Ignus
Hearth Kami
Hostility
Incinerate
Jaya Ballard, Task Mage
Jokulhaups
Kamahl, Pit Fighter
Keldon Marauders
Kiki-Jiki, Mirror Breaker
Kird Ape
Lava Hounds
Lightning Bolt
Magus of the Scroll
Mana Flare
Mogg Fanatic
Mogg Flunkies
Mogg War Marshal
Orcish Lumberjack
Pyroblast
Pyroclasm
Reckless Wurm
Red Elemental Blast
Seal of Fire
Shard Phoenix
Shock
Siege-Gang Commander
Sudden Shock
Sulfur Elemental
Tarfire
Tin Street Hooligan
Tribal Flames
Wheel of Fortune
Wildfire
Word of Seizing

GREEN
Arrogant Wurm
Basking Rootwalla
Birds of Paradise
Blanchwood Armor
Briarhorn
Caller of the Claw
Carven Caryatid
Channel
Crop Rotation
Desert Twister
Elves of Deep Shadow
Essence Warden
Fertile Ground
Fyndhorn Elves
Gaea’s Anthem
Garruk Wildspeaker
Giant Growth
Golgari Grave-Troll
Harmonize
Harrow
Hurricane
Hystrodon
Indrik Stomphowler
Kodama of the North Tree
Kodama's Reach
Krosan Grip
Life from the Loam
Llanowar Elves
Might of Oaks
Moldervine Cloak
Mtenda Lion
Natural Order
Naturalize
Overrun
Phantom Centaur
Protean Hulk
Quirion Ranger
Rancor
Regrowth
River Boa
Sakura-Tribe Elder
Scryb Ranger
Simian Grunts
Spectral Force
Tarmogoyf
Thelonite Hermit
Timbermare
Troll Ascetic
Uktabi Orangutan
Verdant Force
Vinelasher Kudzu
Wall of Blossoms
Wall of Roots
Werebear
Wild Mongrel
Wing Snare
Wood Elves

MULTICOLORED
Angel of Despair
Armadillo Cloak
Azorius Guildmage
Burning-Tree Shaman
Dimir Cutpurse
Electrolyze
Ghost Council of Orzhova
Grave-Shell Scarab
Lightning Angel
Lightning Helix
Loxodon Hierarch
Mortify
Mystic Enforcer
Mystic Snake
Niv-Mizzet, the Firemind
Putrefy
Rakdos Guildmage
Recoil
Savage Twister
Selesnya Guildmage
Stormbind
Void
Watchwolf
Who/What/When/Where/Why

ARTIFACTS
Azorius Signet
Bottle Gnomes
Coalition Relic
Cursed Scroll
Dimir Signet
Fellwar Stone
Gruul Signet
Icy Manipulator
Ivory Tower
Juggernaut
Lotus Bloom
Lotus Petal
Loxodon Warhammer
Memory Jar
Mirari
Mox Diamond
Nevinyrral's Disk
Pithing Needle
Platinum Angel
Rakdos Signet
Razormane Masticore
Scroll Rack
Selesnya Signet
Sensei's Divining Top
Serrated Arrows
Sol Ring
Tormod's Crypt

LANDS
Academy Ruins
Azorius Chancery
Blood Crypt
Boros Garrison
Breeding Pool
Dimir Aqueduct
Godless Shrine
Golgari Rot Farm
Gruul Turf
Hallowed Fountain
Izzet Boilerworks
Mutavault
Orzhov Basilica
Overgrown Tomb
Rakdos Carnarium
Sacred Foundry
Selesnya Sanctuary
Simic Growth Chamber
Steam Vents
Stomping Ground
Temple Garden
Terramorphic Expanse
Tolarian Academy
Volrath's Stronghold
Watery Grave

COMMENTS
Okay, I could write an entire post just on this section, but I've already spent hours going through the old list and adding the new entries. First off, the color balance got off somehow. Not as bad as I actually expected (by my count all the colors have 57 cards except for blue, which has 58 for a total of 361) but a little off. I would recommend cutting either Evacuation, Ray of Command, or Vexing Sphinx. What say you? I took out five artifacts that everyone kept complaining about to add the on-color signets. Sorry Winter Orb, but nobody cared about you. Most of the cards that were cut were clearly inferior to other cards that were added. Some cards were just unpopular to play with. Man, I have never seen hatred like that levied against Pox. My playgroup really hates Pox! Many unfun cards like that were removed and replaced as we played. There's still room for improvement. I don't know about you guys, but I would guess that Fire//Ice would be more powerful than Niv Mizzet as a U/R multi spell. Objections? Uh, anybody actually have a Fire//Ice that we could put in the Cube? I proxied a Ghostly Prison because apparently I have only one copy and it went into my EDH deck. So if anyone would borrow one of those to the Cube, I'd be obliged as well. Also, this is more subjective, but what would you guys think of Finkel over Dimir Cutpurse? In honor of his Kuala Lumpur win? Well, anybody have one?

MORNINGTIDE!
There are a few Morningtide cards already in the cube (no arguments about Mutavault going in, right?) but we have been delinquent in adding most of these. These are the adds I'm proposing:

Mutavault (in there)
Bitterblossom
Chameleon Colossus
Countryside Crusher
Reveillark
Vendilion Clique
Maybe Kinsbaile Cavalier? (We have gobs of knights in the cube)

What great cards am I missing? Are the above good? I have copies of all them that can go in, so no one would need to worry about finding extras.

SHAMELESS PLUG
Believe it or not, I don't just rip on people for what they create. I actually make something that might (charitably) be construed as art myself. I recently DJed a few mixes on some new CD/MP3 players that I bought to replace the old turntables. I was so taken with the little bit of theory I wrote about on this here blog that I decided to name the mixes after the respective concepts. So if you are interested in electronic music you might want to check out this page where you can find descriptions, links to, and tracklistings of these mixes. I will hopefully be putting more mixes there in the future. If you want to take the leap and downlaod one or both mixes they are here: Scalpel. Hammer. They are about 100 megs each. Play them while you are drafting on MODO, or hosting a house party, or beating face at a PTQ or Vintage tourney. I will leave you with a short description of the mixes and then (finally!) shut up.

Happy St. Patricks Day!
T

Scalpel: A smooth mix shifting from the beauty of sunset, to the eerie shadows of twilight, to the darkness of midnight.

Hammer: A crunchy, stomping mix of diverse styles with the singular focus of making bodies move. Turn it up, tap the keg, call up some freaky people, shake something.

(For any real headz the first mix is mostly techy house, the second is funky house and breaks, leaning toward a hip hop tip.)