BuyList April 03, 2015

Buylist
Apr, 03 15
Buylist Prices are subject to change without notice.  We are only looking for a specific amount of each card, once we reach that amount or the price of the card changes we may no longer buy at this price.  I will try to update the buylist prices daily so there is no confusion.  All discretion for buying will be to the person working the counter at time of purchase. (All Prices are for most common version, unless otherwise stated)
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Drinking From the Strange Brew – - I Can be your Hero . . . . Baby

This week on strange brew, I’m going to share my personal project decklist.  Last season, I played a lot of WW/x aggro.  The deck was solid, and I liked playing it, because if your opponent stumbled, they would just die.  When the metagame shifted however with Born of the Gods, the deck fell out of play-ability.  I haven’t given up hope however, I have just re-tuned, and hopefully in the deck set, there will be enough cards to support take this archetype to the next level.  Without further adieu, I give you B/W Heroes.

Let’s dive into the list

The One Drops:

Hopeful Eidilon

 

There are six one drop’s that you can bestow later.  Most of the time, you actually want to hold these, unless you have a multiple, as they can trigger heroic, and leave you with an attacker after a wrath.  The split is 4/2, because it helps the mana base function more smoothly.

Favored Hoplite
The other one drop, is Favored Hoplite.  He is one of the 10 dudes with heroic in the deck, and playing him is your always preferred turn one play.  I chose this guy over the other possibilities such as Tormented Hero, Soldier of the Pantheon and Dryad Militant as he has more synergy with all the cards in the deck, and has the potential for more damage.

The Two Drops:

Hero

The most important card in the deck is Hero of Iroas.  He lets you live the dream of Bestowing all your Eidolons turn three, and with the 10 heroic creatures (him beings one), the damage can stack up quickly.  His Partner in Crime, Phalanx Leader is in the deck to supplement having a heroic two drop.  Having two must answer two drops in the deck, really puts pressure on the opponent, as both of these guys will get out of hand if left unchecked.

Pain Seer

 

Next up is the Pain Seer. The card that has to survive combat to be good.  In this deck, we try to take advantage of just that, pumping or granting protection to the Seer.  This allows us to keep our hand full, and bury our opponent in aggression and card advantage

Spirit

 

This is the final two drop.  She was chosen, because she hits hard (I used to run Daring Skyjack) and is an enchantment, which will pump up your Armors.  Note that it is not a good combination with Pain Seer, so try to have one or the other out.

The Three Drops

HeraldThe top of the curve, has two very strong creatures, on there own or bestowed.  They both can pack a punch, and if you bestow them, will be around to keep punching after a sweeper effect.  The Herald is an evasive threat, while the Eidolon will often just be massive.

The Spells:

ArmorThere are ten spells in the deck.  The most important is Armor.  With 18 enchantments in the deck, they often will be pumping your guys into killing things like a Pauly P, or Arbor Colossus.

The Charms are there as they are an efficient removal spell. Killing anything without the drawback of Doom Blade, or Ultimate Price.

Finally, the God’s Willing help to protect your guy, trigger heroic, or let a huge man swing through for the kill.

Sideboard

The sideboard is pretty straight forward, and is subject to change week to week, but i thought that I would give y’all a starting point.

Against, the Monster decks, Toss in the Doom Blades and Agents.

Against Mono Blue or UW Devotion, Doom Blades, Gift and Revoke come in

Against Mono Black or WB Devotion, Agents (They are an out to Blood Baron) and Thoughseize go in

Against Control, you toss in the Thoughtseize, Sin Collectors and Revokes

Those are the major decks you will face, and honestly, just play the deck to get a great feel for what you need when.  Presonally, I like this deck, it’s an aggro deck, but also filled with many tricks, and has the ability to kill from nowhere.

Till next time, Keep on Brewin’
Joel

 

Drinking from the Strange Brew: Ephara and Pals

This week on strange brew, I will be talking about a deck that I sadly didn’t brew. I will however, be sharing the deck I am playing for the foreseeable future.  At the Super Series of Magic last weekend, Makihito Mihara played an Esper Midrange deck to second place.  I saw the list and immediately felt that it was amazing.  It has tricks, aggressive guys and card advantage.  I sleeved it up, and took 12th place at at PTQ this past weekend.  Before I talk about the deck, lets have a look at the list.

 

This is the decklist I played.  It is the exact list that Mihara played maindeck. The only thing I did was switch up the sideboard a bit.  At the PTQ, I beat America control 4 times, went 1-1 against BW devotion, Lost to Bant and beat GW aggro.  Lets talk about the cards in the deck

The creatures

 

Soldier

The deck is an aggressive deck at heart.  You play one of the best one drops in the format, a creature that dodges removal such as Azorious Charm and Detention Spheres.  It helps you keep up the pressure against the control decks, and is a reason that it is such a good matchup.

The Imposing Soveregin is in the deck as you again need to pressure your opponents.  He helps make sure that decks like GR monsters can’t block for a turn.  He and the Lyev Skyknight help make sure you keep swinging through the potential scary big monsters like Dragon or Demon.

Brimaz

Finally, you have the creatures that make tokens.  The Captain and the Brimaz, also do what the aforementioned creatures, pressure, but they also have a secondary function.  They are a creature that if resolved, you just need to protect and it will eventually win the game.  They provide a steady stream of threats, and have synergy with the the lynchpin of the deck.

Ephara, God of the Polis

 

Ephara is the card that makes this deck tick.  Almost every card in the deck, makes sure that she does work for you.  Against the control decks, she keeps you with a steady stream of cards.  Against the Black decks, she is a underworld connections that can attack. Against the Monster decks, she blocks everything they have outside of dragons. The best part about her is that  if you have one of the token producing creatures out, you don’t even have to commit more to the board to continue drawing cards.  She also hits very hard, and is indestructible.  Because the removal spell of choice in the deck is Detention Sphere she becomes easy to turn on as an attacker.

The other god in the deck, is Heliod.  At first he was a card I thought i was going to cut, but after playing a few games, I realized he is exactly what you want.  Against the grind black decks, having both gods out, will allow you to draw a card on both turns.  You can make a token the end step of both turns, and then draw on both upkeeps.  I would never want more than one, but I also would never cut it.

Obzedat

 

The final creature of the deck is Obzedat.  He is also the reason you are so good against the control decks.  The game plan is to provide some early pressure, and then when the are forced to deal with it, you can stick a Ghost and ride him to victory.  Remember not to attack into Azorious Charms and you should be good to go.  A final note is, that he also triggers your Ephara each turn, so you can continue to draw cards.

Artifacts

Spear

There are 3 legendary weapons in the deck, and they really help you to get ahead in the game.  The Spears help you to pump all of your tokens, and race other aggressive decks effectively.  They also make sure your Brimaz doesn’t die to a mortars, which is a common removal spell.  The whip is basically just a 5th Obzedat, as they function exactly the way you want.  Giving your team lifelink also helps you to race, and re buying creatures after a verdict, ensures that you can pressure things.

Spells

 

The choice removal of the deck is Detention Sphere.  This is the second best removal spell in the format (after Downfall in my opinion).  it hits everything outside of Blood Baron, and adds devotion to your god.  The fact that you can snag a Connections, Jace, or Domri is just added value

The other removal spells are Ultimate Price and Far//Away.  The deck is extremely soft to Blood Baron, so you need the fuse spells to hit it, or make them sacrifice it.  The Price also is just flexible, killing monsters or demons, which are big guys who can pose a problem for you to keep swinging your token producers full.

Sideboard 

Needs More

This was the area of the deck, I worked on the most, and for the most part, I really enjoyed my changes.  Going forward however, I want to remove the Verdicts and one Doom Blade, for 2 Far//Away and 1 more Glare.  The Verdicts didn’t really do much all day, and I would like 4 real answers to Blood Baron.  The Glare is better than Revoke Existance as it also hits an Elspeth, the number two problem for this deck.

Matchups

UW/x Control – This is a great matchup. You have good early pressure, and then an Obzedat to clean up.  I add in the Sin Collectors, Glares and Thoughtseize in this matchup, taking out the 4 spot removal, 1 spear and 2 Imposing Sovereign.  It is also noted, that you shouldn’t fear them bringing Archangel of Thune as you still have Glare and D-Sphere to kill it.

G/R Monsters – This is also a good matchup, you have 8 removal spells in the main deck, and you side in 5 more.  Also, nothing in the deck tramples really, so barring a Ghor-Clan, you can just chump block with a token you have laying around forever.  I take out 1 Obzedat, 2-3 soldiers (as they can’t get through a Caryatid) the Whip and a Land (A Temple).

Mono Black and W/B - Mono black is a great matchup.  If you can land a Brimaz, they only have downfalls to kill it.  If they cannot, you can just ride it to victory.  Against Black/White however, they have the boogey man Blood Baron.  after sideboard, they may have up to 4. You need to hold your far//away for them, and hope they don’t Thoughtseize it.  I side in 3 Thoughtseize, 2 Far//Away, and 2 Blood Barons.  The reason for the discard, is to try and really just hit a Blood Baron. I know I am harping a lot about that card, but it literally is the only thing that beats your deck really.

Those are the main 3 decks in the format right now, and you have a favourable matchup against 2.5 of them.  If you can dodge the Baron of death all day, you should have no problem taking this deck to a winning record.

Keep on Brewin,

Joel

Drinking from the Strange Brew – - “It’s aMAZEing”

Its been a while since I have wrote something, and I apologize.  I have not really had my brewing cap on, and played established decks for the past format.  That is until last week.  When Born of the Gods came out, there were three established tier one decks.  U/W Control, Mono Black Devotion, and Mono Blue Devotion.  This seemed like the perfect time for me to play one of the most annoying and fun (for me) decks in the format. Maze’s End

The Maze, has an auto win matchup against UW, game one and an extremely favourable game two.  I have won multiple games, without casting a spell against them.  After sideboard, the scary cards are Pithing Needle and Jace, Memory Adept.  Against mono blue, again, you almost never lose game one with the configuration of the deck.  After side board, you have to dodge a few counterspells, but again are favoured.  Against the final decklist.  They have exactly 2 cards that matter against you.  Underworld Connections and Gary.  The deck folds to a 2-3 gary draw, but can beat the rest.

The rest of the format is also kinda easy, as they are trying to attack you (g/r monsters, W/x aggro, and various other things), while you have about 25 answers to attacks in your deck.  I have let people have Domri emblems, Elspeth emblems and Garruk emblems, all just to still win the game.

With that said, the deck has a favourable matchup against 2/3 pillars of the format, and the other, you just hope they only see 1-2 Garys.  I will take that anyday.  Without further ado, the decklist

There is the decklist.  A milllion ways to deal with creatures, and an uncounterable win condition.  Lets go over it shall we?

Fogs – There are 17 fogs to make sure you don’t take damage from creatures and die.  These buy you time until you can verdict or eviction all the creatures away, pretty self explanatory. I say 17 as Kiroa is a fog to me, as post verdict, you can just lock down a creature.  Against mid range, she really shines as they can usually only deploy one threat.  It should also be noted, that the only way to win game one, is either Kiroa, or Maze, so if your bow and 2 gates are gone, protect her.

Bow - While we are on the subject, this card is here for two reasons.  First, is if you have 2 gates of the same name milled, you can recycle them into your deck.  The second, is that you’re absolute worst matchup is burn, and giving yourself three life a turn is one of the only ways you may win against them.  The second in the sideboard is also for burn and Jace, Memory Adept

Sweepers - These are basically permanent fogs.  these make your opponent start from scratch if they want to attack you again, this buys you a bunch of time to keep mazing and progressing your ‘count to ten’ game.  Note that Eviction can hit gods if they are turned on, and also can be used to kill planeswalkers against control.

Card Draw -  The Divination and Evolution help you to find your pieces.  The deck is almost like a combo deck, where you just stall your opponent until you go off, by searching a out your last maze.  I chose not to play revelation, as you have all tap lands, so you cannot maximize the card draw and life gain, as Rev for 2, is the same mana as Evolution.

Detention Sphere - This is arguably the best removal in the format.  it can hit anything (except Dragon and Blood Baron) including planeswalkers, Ratchet Bomb and is just a good overall catchall.

Lands - You play two of each gate, in case you get milled or like Rakdos’s Return.  Note that if someone mills you and hits a gate, search that one immediately, so they cannot take the second one.

Sideboard - Being that this essentially is a combo deck, you have some very specific sideboard options.  Turn and Burn is for Mutavault and Obzedat.  Decay is for the number one enemy for this deck, Pithing Needle.  The Gainsays, come in against both control, as a lot of fogs are dead, and the Blue matchup to counter fogs.  The Perimeters are just an alternate win, if they have more needles than you do decays.  Note, the Perimeters come in against G/R as well, as you can snipe planeswalkers, which they have a lot of.  Finally, the Assembles are for mono black, again diversifying your wins.

Overall, this deck is fun, cheap and competitive.  You lose to decks with skullcrack, but that card isn’t really in the metagame right now, and if you are at a tournament where some red mage is slinging burn, good luck dodging them!

Keep on Brewin,
Joel

 

Behind the Judge’s Table – Running the Table

judgebanner
Well, this past weekend, I ended up playing in the midnight prerelease event at CG Realm, and I must say that it was an interesting experience.  I saw this, because we have no such event in Sarnia, because many of the players demand this silly thing called sleep, either way, while I enjoy the company of my many friends in Sarnia, the midnight events are something that I enjoy, even if it means traveling, and sleeping on a couch at my sister’s. However, before I get into that, I have a question from the last article that needs answering.

Q: You are playing a four player EDH game, and you’re playing a deck with Thassa as your commander. Your opponents are running a Hythonia the Cruel deck, a Purphoros deck, and Adun Oakenshield. The Hythonia player controls a Gray Merchant of Asphodel, and no one else controls any other permanents of relevance to this question. You draw Rite of Replication, and cast it targeting the Merchant, kicked. Even with each player at their starting life total, what happens when the Rite resolves?

A: There is going to be a very large, and significant life swing, to the tune of 200, and if all the players are at their starting life total, they’ll all be dead, and there will still be a trigger to account for.

Here’s how this works. There will be five enters the battlefield triggers generated by the five tokens, each of the dictating that there will be an amount of life lost equal to your devotion to black. Now, I think I find you asking that you control five black tokens, and tokens don’t have a mana cost, and since you’re playing a mono-blue EDH deck, your devotion to black should be black should be zero, right?

Wrong. The reason is that you get five tokens that look something like this:

Gray Merchant of Asphodel token 2Did you happen to notice that there’s something in that top-right corner. That’s a mana cost, and it’s considered a copiable value. Therefore, when each trigger resolves, they each see that you have devotion to black equal to 10, barring any interference from any of your opponents, and to quote Carsten Haese from one of his Cranial Insertion articles, “Lots of screaming and dying will happen.”

Now, I know that some will state that the above image isn’t accurate *glares at Bubs* the problem is, I’m curious as to where you got your information from, because it’s wrong. I bring your attention to this:

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/askwizards/0508

Scroll down to the question from May 23, 2008, and you’ll fully understand, I hope.

Keep in mind as well, that this doesn’t take into account other Clone effects, which means that the number could be higher still, but since the question wasn’t taking it into account…

Now, how about we get to the article for the week, in which this time, I really depart from the usual path, as this time, I will be  presenting something more of a tournament report, as I go over my journey from the midnight prerelease at CG Realm. Now, first of all, the Friday night was my sister’s birthday, so, instead of going to FNM, which I would normally be doing, I instead joined her and a couple of her friends for dinner at Crabby Joe’s in Essex. I then arrived at CG Realm sometime between 11pm and 11:30, not expecting to play. Fate however would have other plans.

Shawn and Jer approached me beforehand, as they had not anticipated my arrival. They made me an intriguing offer. I could play in the midnight event, gratis, and I would then be able to procure a second prerelease box. Essentially, this would be my comp for the weekend. I was happy with it, but I was concerned about the possibility of judge calls interrupting my play, but, I ended up starting the event, and I chose blue, largely so I could “Release the Kraken!”

Anyway, I first opened the seeded pack, which was the one with the prerelease promo, and the rare in it was Prognostic Sphinx. Seems good. I then open Agent of Fates out of my first pack, then came Thassa.

Sweet! I thought to myself. Now I only need three more, and since I’m staffing two GPs in the coming two-plus months, getting to four now shouldn’t be a problem. I then open a Polukranos. Wow! I then open Triad of Fates and close with Sylvan Caryatid.

Now, I begin to look over my blue, and well, it is really weighted. I have the two rares, and a lot of strong cards. I have three Voyage’s End, two Griptide, Dissolve, Annul, and two Stymied Hopes. I’ve got a great blue tempo shell, however, my creatures left a lot to be desired. I now began to look at another color. I initially went to white, as I saw Divine Verdict, as well as a pair of the common Bestow creatures in that color (one of each,) and a couple of other things that I don’t remember. I then started to count the creatures, and only came up with ten. I then went back over the white, and found that the creatures were also slim pickings. This led me back Polukranos, and to green. I then saw something that I had missed the first time.

Two Agent of Horizons.

I was on color for his ability, and then noticed that it had 3 power for {2}{G}. That was going to come in handy. After all was said and done, I had a deck that was interesting, but not anything that I thought was overwhelming, at the time. Here’s the deck I ended up starting with.

Green

2 Agent of Horizons
Sylvan Caryatid
Feral Invocation
Poulkranos, World Eater

Blue

Thassa, God of the Sea
3 Voyage’s End
Mnemonic Wall
2 Griptide
Omenspeaker
Wavecrash Triton
Shipbreaker Kraken
Thassa’s Emissary
Vaporkin
Dissolve
Triton Shorethief
2 Stymied Hopes
Prognostic Sphinx
Annul

Artifact

Bronze Sable

Land

Unknown Shores
8 Island
8 Forest

So, in Round 1 I get paired up against Bradley Warren. I see both Favored Hoplite and Fabled Hero. My bounce started to control things, and then I saw Spear of Heliod. This would form no end of trouble. I then dropped Prognostic Sphinx, being careful to not attack while Bradley had Spear mana open. It was during this that I began to find out the Sphinx’s power.

Repeatable scry 3 is some kind of bonkers.

Even when I did attack when Bradley had Spear mana open, I made sure that I had a trash card in hand to give the Sphinx hexproof.  With all of that, I managed to take game 1. Game 2 I don’t remember much of, though I do remember resolving Polukranos, but it ended up dying, though I did end up winning it.

Between the first and second rounds though, I placed my deck on the mini-fridge that has the carbonated beverages at CG Realm. As the pairings had been posted for the second round, I noticed that my deck had toppled over. I then scrambled to gather the decks contents, and after gathering them, I counted my deck, just to be certain that it was still together.

I got to 40.

So, there’s a card missing. So I check to make sure my rares are still accounted for, and that I still have the proper amount of land. I then also check to make sure that none of my bounce spells, or the duplicate Agent of Horizons are missing. Once I made sure that none of those cards were missing, and knowing that I still had a legal deck, I proceeded to Round 2.

Round 2, I played Adam Skoyles, and I began to notice a trend. He was the second person that I played that picked white. However, he managed to take game 1.  I was beginning to learn as well that Annul would be very powerful in this limited format. Game 2 I ended up running my tempo, combined with Polukranos to victory. Game three was more of the same, except with Thassa joining in. Sorry, I don’t remember much from this game, or match outright either, but that has a large part to do with the fact that I wasn’t planning on playing, much less writing a tournament report.

Round three I was matched up against Dustin Black, and he’d played a couple of Akroan Crusaders, and then on turn 5, he was about to go for the coup de grâce.

Purphoros, God of the Forge.

Now, I would learn later that he’d been playing around Dissolve, but I had the crazier answer to the red god. Annul. I smoothly cast it, and my opponent’s entire game plan fell like a house of cards. I would then ride my various tempo and monsters to victory. Game 2 on the other hand, he managed to get the god onto the battlefield, with the one Blood-Toll Harpy already to join it, and soon a second one came down. Soon, I was staring down a host of problems.

See, my game plan was based on tempo, and my five bounce spells. Purphoros on the other hand, really messes with it. I then managed to keep everything on the level, and then saw Tymaret, the Murder King. Jeez, I thought I had a solid deck. He then attempted to throw off my game plan further by casting Cutthroat Tactics when I tried to block a Harpy with Vaporkin and Tymaret with some other creature I don’t remember. I still continued to apply some pressure, while mitigating the lifegain from the previous turn. I still knew that I had the ability to win the game, since I was at the ever comfy 4. I was able to block the counterswing, which left him with Tymaret only able to deal 2, and with me still having lethal on board. Because of this, he conceded.

Now, I was starting to become confident. I was 3-0, and had a deck that had everyone that I’d shown it to raving at how good it was. Well, I was beginning to know how good it was, as on at least two occasions already I’d kept hands that I probably shouldn’t have, only to be rewarded by the deck either simply wanting to cooperate, or the deck just scrying my to my various answers.

However, seeing the round 4 pairings, I knew I was about to be in for a tougher match, as I’d drawn Matt Manherz, and I knew he was a good player. I also knew I was in for a fight to keep my perfect match record in tact. Game 1, I got some quick things to work on my opponent, and even dropped Prognostic Sphinx, and just kept mining for damage, bouncing Hundred-Handed One, and knew I was in trouble when Ephara’s Warden landed, so I just kept bouncing strategically between the Hundred-Handed and the Warden, keeping Matt from being able to block, or otherwise deal with, the Sphinx, however, as the game was drawing to a close, I knew that I was running low on options. So I kept two cards in my hand, and passed the turn, knowing that I would probably need them to try to win the game. Matt, also sensing blood knew that I was on borrowed time myself. He cast Portent of Betrayal, on my Vaporkin, to which I put the Vaporkin in my bin, thinking he said “burn it” instead of “steal it.” Once the communication snafu was sorted out, he then went for the kill. Sending in everyone, I then bounced his two largest creatures, (one with Griptide, the other with Voyage’s End,) taking 3 total, and dropping to 1. With me having 5 damage on board, he conceded, and what made it worse for Manherz, he knew the burn card that would kill me was sitting on top thanks to the scry from the Portent.

Game 2 though, I mulliganed, and then I found out just how aggressive RW really is in this format. Matt played a decent two-drop, and then followed it up with Anax and Cynede.

Really?

Now, with Dissolve in hand for good measure, I’m kicked back on the ultimate defensive. I then faced off against some other creature and then a heroic trigger by the married heroes of Akros, I threw in the towel shortly thereafter.

Game 3 though, I got off to a start that I had no idea that this deck could achieve. I played turn 1 Triton Shorethief, followed with turn 2 Vaporkin, swing for 1. Turn three saw Agent of Horizons, swing for 3. Then Matt plays Lagonna-Band Elder in an attempt to staunch the bleeding, he blocks my swing for 6 by blocking my Agent, to which I cast Feral Invocation on the Agent, thus killing his Centaur. I simply swing for another 8 on my next turn, thanks to making the Agent unblockable, though catching Manherz off guard, because he didn’t realize that Feral Invocation is an Aura with flash. Manherz then soon concedes, and I’m 4-0.

I’m now being continually wished luck from my various contemporaries in the event, who I think are just as shocked as I am about my start. Jer then also wishes me luck as he goes off to work after that round.

Round 5 I play Brett Tetley, and I remember that both games were done relatively quick, though game 1 was longer. I remember my tempo running a bit against Tetley’s build, and eventually I land a Sphinx, which I then bestow with Thassa’s Emissary, and now I’m swinging for 6 a turn, and drawing a card with the Sphinx, and the game didn’t last longer after that. Game 2 saw me turn up the aggression yet again, with a turn 4 Polukranos, which, after a couple of turns, I then make him monstrous in combat in order to swing for lethal.

Now, my match with Tetley was the only match with two undefeated players in round 5.  I then I begin to follow the match with the only other player who was undefeated going into the fifth round. I then find out that he lost, leaving me as the only undefeated player going into the sixth and final round, knowing that I win, I win. I draw, I win. I lose, I still could win. First prize is two boxes of Theros, and I have, to coin a sports phrase, I control my own destiny.

Round 6 I draw against Ryan McAvoy, and I knew I’d be playing against him going in, as I was in 1, and both Tetley, and the player I played in round 2 were in the two and three slots, McIvoy was 4. So, I sit down and begin, sadly, the match was pretty unremarkable, as I take game 1 pretty quick with my tempo winning the day, and game 2 being won by a bestowed Polukranos with Thassa’s Emissary. The final turn of the game, I Voyage’s End his largest creature, and then off the scry I see a second one, and to quote The Flaming Spade….

….and that will be the game.

6-0!

I still, as I type this up, hardly believe it. Windsor has some really tough competition, and the bar is set higher than it is in Sarnia, with all due respect to the players there, and I simply ran the table. I dropped only two games, TOTAL!!

21 Planeswalker points, combined with two boxes of Theros, means a very successful tournament for me. I will say this, with my sister moving to London on 11/1, this could be my last prerelease at CG Realm, however, I do need to ask for some help. I would be more than interested in seeing if anyone can put me up for a week leading up to/after the prerelease, as I want a chance to defend my title. Now, one final loose end.

Remember when I said that I was missing a card. Well, before I passed out that morning, I learned that it was Sylvan Caryatid. Yeah, a rare, though I had determined that a rare was missing when I went to show my rares to people, and I counted 6, when the number should have been 7, considering that I opened zero foils.

Now, time for the question of the week.

Q: You control an Artisan of Forms, and your opponent controls Purphoros, with necessary devotion to make it stand up. You draw your card for the turn, and it’s Voyage’s End, and you think you’ve come up with something, but aren’t sure, but, you decide to give it a shot. Controlling no other red permanents, you cast Voyage’s End, targeting your Artisan, while with the heroic trigger you target Purphoros. Your opponent chuckles, telling you to bounce the Artisan/God. You call a judge. What happens?

Artisan of Forms
Well, that’s enough for another article. Next time, when I go into the preparations that I will be going through before I go to GP Louisville.

Until next time.

Mike Clark
Level 2 Magic judge
Sarnia, Ontario, Canada

Modern Madness: Standard Break

Unfortunately, I had a horrible time playing the main event at GP Detroit and don’t care to relive those moments in an article. If you’re interested in what I ran, it will be covered at the end of this article along with some details about the deck.

With hat being said, I’d like to talk about the upcoming rotation in standard. The decks I intend to cover today will be American control and GW aggro. These look like they will be the frontunners in the new metagame. I feel like the control decks that were all close but not quite there in the last few months, will finally be able to conquer the format.  The reason for this is we are effectively losing “dual lands” when combined with the shock lands of return to ravnica with the buddy lands from core set. Long gone are the days of turn one shock land turn two dual lands, and with this we will lose the speed of the past format and aggro decks may have to turn into slightly more midrange. The new scry lands have a purpose but I feel as tho they are just an upgrade to the guildgates with a slight advantage of scry 1.

To me these lands would have been better off printed in the uncommon slot as they appear to be pretty weak as rares, especially after the perfect land bases we have been used to. Anyways enough of my complaining about wizards and the awfulness of new land bases and get onto some deck lists.

 

So lets go over the deck list and see what’s good and why. First off, the creature base is super aggro and tops off the curve at 3 cmc. Lets look at the one drops, Dryad Militant is a great 2/1 body, with a very minimal drawback for the cards your packing with the exile aspect for instants and sorceries as you only pack Selesnya Charms and Advent of the Wurm which we will discuss a bit later. Soldier of the Pantheon seems like its going to be a house after rotation when the removal of choice looks to be Detention Spheres, charms, and with the multitude of multi coloured creatures brought to us from return to Ravnica. The life gain is a good advantage in grindy matchups and he only really gets smacked with Mortars, magma jet, doom blade and a few others which may or may not see some legit play in the next few months. Fleecemane lion, I don’t know what to say about how big this card looks to be a 3/3 body for two warrants a look right off the hop and when you see that getting his monstorus off is going to pretty much mean this card will be around for way too long to feel comfortable with for the opponent. Ooze is good enough for the eternal formats as it gets played in just about every green modern deck and sees play mainly in maverick and jund in legacy so it should be an auto include in any standard green list. Voice is gonna be around and causing grief for all players for about the next year so deal with it much like how Geist was a total house for a year. Lastly on the creature front you have Smiter. This is one of the more problematic creatures I can see getting bigger over the next year. A 4/4 for three that can’t be countered and has the ability to dodge discard effects like Thoughtseize is absolutely awesome. Put this all together and you have a decently fast creature base that should be able to handle almost everything thrown at you for the first part of rotation.

 

Next lets talk about the spell base in this deck. Charm is the most versatile spell in the deck as it allows you to give your guy +2/+2 and trample to get through the last few points of damage for the kill, it can exile a problematic creature to clear the path for your team or last but certainly not least you can instant speed a 2/2 vigilant creature and finish the job after a supreme verdict or other assorted board wipes. You run a few gift of immortality because attaching it to a Voice seems almost broken to me when it can be killed pop out a token only to come right back and do it all over again. I feel as though at least 1 Spear of Heliod gives you a bit of a bump up to your creatures and gives you a reusable removal spell even if it is kind of bad, it’s here to test it. Unflinching courage is here as a bad rancor replacement but seems legit in the new format even if you throw it on anything in your deck and start bashing and gaining life. Now last but not least you run Advent of the wurm. This allows you to have some late game reach and end of turn 5/5 creatures are not something to look past in the next few weeks as the format evens out and contenders start to show what they can do. I feel as tho this will be the premiere aggro deck even if it is slightly different from this exact list. This is especially true with red looking to move away from red deck wins and closer to a big red midrange deck. There is a couple holes that control may capitalize on against this deck.

 

The second list I have for you today, is a control deck. Lets dive right in and  look at a possible American build in uwr.

 

This deck is a tap out control deck, which is to say it’s not the most technical of builds. The deck is almost like a midrange control deck with a true super friends feel. Lets start with those super friends, you run a total of 7 walkers with 5 being different jaces in the combination of 3 architect of thoughts and 2 memory adepts as an additional finisher to go with Assemble the legion.

Along with jace you have the relative new comer to this build with Ral Zarek. Ral has the ability to untap your shock land that you just played while keeping a couple other things in check with his tap ability especially following a verdict with assemble the legion on the board.  This allows you to keep a single threat tapped for your army to swing through for wins. The lightning bolt aspect of him will allow you the range needed to get in the red zone.

Lets take a look at the only counters this deck is running.  These are particularly great in the early game, stymied hopes. At first glance this looks like a bad force spike and an even worse Mana Leak but I feel as it will catch people off guard.  The scry mechanic is good for setting up proper draws and land drops so let’s give it a try and see how it pans out.

Finally lets take a look at the removal suite, we have Sphere which is a great catch all that can stop whatever looks to be able to take over the game. There’s Verdict which is the perfect board wipe as it really can’t be stopped with counter magic but still has some obstacles out there with the unknown meta game afoot, but I never like going into a rotation without some sort of wipe as it is usually dominated by aggro early on. Next is the two new guys on the block (even with one being a reprint). Magma jet is absolutely stunning with the presence of voice and company.  It can clear out most of the hyper aggressive decks especially with the presence of the next card we are going to talk about, anger of the gods. This is the anti voice card most of us were looking for to replace pillar of flame. Well we got it and its a good replacement even at the additional cost as it also hits most everything else on the field.

Lastly you run Revelation.  This card is gonna be one of the most played card in the next year in a close race with voice of Resurgence. Gaining life is great drawing cards is great doing both is awesome.

In conclusion I feel like both of these decks are legit choices going forward and look to be the evolutions in the new format to jump on. I feel as tho American control may evolve into an esper build depending on the meta game for the different reach that far/away and the new planeswalker Ashiok, nightmare weaver with Nightveil Specter as that may be a thing. I know I’ll be looking for Ashiok when he dips in value and looking to build with him.

 

So let me finish with my modern deck and some new upgrades I made after the Grand Prix. We all know I’m a combo player and I was looking into grixis as it has always been a colour combination I’ve enjoyed in competitive magic. The deck I settled on was grixis twin. Twin is a combo we have talked about before where you use Exarch or Pestermite with Splinter Twin or Kiki jiki to make infinite copies and swing for the win. I ran the traditional blue cantrip spells with Serum Visions and Sleight of Hand as these allow us to look for our combo pieces and set up our draw steps. I ran some Flame Slash to deal with some number of Spellskite, as we all know that card is the bane of our existence as it just gives itself our Twin. We still have our hand knowledge/discard spells but this is where the changes have occurred. There is still the set of Inquisition of Kozilek as this is one of our more useful spells as disrupting our opponent from both furthering their plans and advancing ours. We dropped a single Duress and now just run 2 with the reason being that its a good card but sometimes flat out misses and we really don’t want to see one all the time but just every once and awhile. The Gitaxian Probe number was cut by two down to two from a full set. The same reason that duress went down and that being that you really don’t want to see it often but it’s still a “free” cantrip.

 

The last cut I would like to talk about before telling you the additions is the 1 mountain I cut. I felt like 23 was way too many lands and am even still debating cutting an island as well because every so often you flood and you flood hard and that is definitely something you don’t want ever with this deck. Now on to the additions to the deck. The addition of two spell snare, a set of spell pierce and a single dispel. These cards were brought to my attention in some way or another over the course of the weekend. Dispel is there as I feel a single cant hurt and almost every deck has an instant with path to exile, lightning bolt and the flurry of counter magic in the format. The spell snare is there for some of the less problematic but more subtle cards. The biggest issue is ravager as it can be a straight win with the interactions found inside that deck. There is other problematic two drops for you is pridemage, Snapcaster and the aforementioned Skite Finally, the Pierces. I really wished I had my box of cards with them in it as me and my buddy Christian were discussing it the night before and I just didn’t have them with me. The full set is beyond useful as it gives you game against every single deck in the format.

So here’s the list and I will continue to evolve and adapt it throughout my articles in the future.

 

Thanks for reading this week and if you’d like to reach me hit up @kingcoopercards on twitter and Facebook.com/PsYCooP. I look forward to hearing from you and until next time may your seven be keepers and your top decks live.

Drinking From the Strange Brew – Exava

Its been a while since I have written an article, but with the new set dropping soon,  and new deck ideas in my head, I may just start to wrtie again again.

I have seen lots of articles full of new decklists, especially ones featuring the card i am also excited about, Kalonia Hydra. There have  been many lists thrown around using the chase mythic, and with good reason.  Many of them however, I feel overlook the hydras best friend.

This card is good, however being a four drop in a format with Hellrider, it becomes overlooked. It is nigh unkillable (mortars, dreadbore, and warleader’s helix are played cards which can) and will do something important. Give your hydra haste. That means you will have an 8/8 trampler swinging with your army. And you thought Thundermaw Hellkite was big.

Here’s this list I’ve been working on, and then I will give explanations on choices.

Beautiful isn’t it? Lets go over some choices

Experiment one – this guy has been an aggro staple for a while. He grows a lot bigger than his original text, becoming a 4/4 is quite easy with this deck.  This means on that critical turn five,  you may have a pair of 8/8′s swinging. If they manage to survive that, the experiment can also survive a wrath.

Slitherhead – this spot was originally Radkos Cackler, but Slitherhead took its spot for 2 reasons. First he can be cast off a green making the mana base better. The second is that if you have a creature with one counter like an Exava or Falkenrath, scavenging onto it and then swinging with hydra makes it larger in a hurry. 1 going to 2 is a lot less scary then 2 going to 4.

Scavenging Ooze – A perfect card for the deck. Gets large and in charge in a hurry.  He also messes with flashback, don’t forget he can eat anything, not just creatures. I have played this card in legacy and in that format he is very powerful, so i hope that standard is a similar call. Also now we don’t have to waste sideboard slots for junk rites.

Flinthoof Boar- the big pig himself.  This is an aggro deck aiming to kill on turn 5, so even though he may not fit the +1 counters theme, he fits just fine in the kill your opponent dead theme. He also can be your three drop if you dont have a ….

Borderland Ranger- I wanted the mana base to be as stable as possible,  and max out on green sources for scavenging ooze.  This means playing rangers to ensure you hit the color needed for Exava. He’s not an exciting creature,  but a necessary one.

Excava, Rakdos Blood Witch- while the hydra may be the engine of the deck, Exava is driving the car. Haste is such a powerful ability, and whether it be a Ooze, Experiment, Falkenrath or Hydra, there all coming for your opponent. With a Slitherhead in the grave she can give anyone haste on your field.

Falkenrath Aristocrat -  sometimes life isn’t perfect. Sometimes you won’t draw your Exava and have to settle for a back up four drop. Falkenrath is a pretty good back up. She has haste, and is another threat who is hard to kill with spells. The haste also fiits into the aggressive nature of the deck.

Kalonian Hydra – the inspiration of the deck. There is a lot of hype around him. And for good reason. He ends games fast.  Even without an Exava in play, he has average stats and if you untap, he may threaten to take a game over.  Its a must answer card, if your opponent cannot, there dead.

Bonfire of the dammed-  the way that M14 spoiles shook out, it seems like Bant hexproof looks to be the deck to beat. Because of this, I wanted a way to interact with stalkers and geists.  Bonfire does this, as well as being a super powerful card, that when miracled can turn the tide of a game.

Doom blade- Olivia, Falkenrath, Blood Artist, Desecration Demon.  There is a list of played creatures in standard doom blade wont kill. Everything else it can take down efficiently.

Putrefy- this is in the deck in case you run into one of the creatures listed above.

The mana base – as mentioned earlier, I wanted to keep it green heavy for ooze, and also to be consistent.

There is the deck, I hope you enjoyed reading it. If you have questions or comments find me on twitter @holosko.j or facebook

Thanks for reading and remember to keep brewin’

Budget Brew – UB Control

Welcome back to my fourth instalment of Budget Brews, the videos will return next week, as I am having computer issues. This week, I would like to talk about UB Control. This deck’s style is a lot different from the ones that I have previously been posting.  It isn’t aggressive at all.  This means there is a different play style involved while playing this deck. We want to get through the early game and make it to the late game where we can out resource our opponent’s.

Let’s talk a little more about this deck. Our goal here is to grind out the opponent’s resources until they have little to nothing left.  Once we have done that, we can start to try to win. We have a few good win conditions to the deck both being hard to counter. Our main win condition is going to be Nephalia Drownyard , this card is used by a lot of control in these colour’s to win. Our other win condition is going to be AEtherling. Right now, he is control deck’s main win condition and him being cheap at the moment is a great addition to the deck, he is extremely hard to remove and he dodges all our board clearing spells. Lets dive into the deck and discuss the other cards.

Creature’s

Augur of Bolas

This guy is one of the best two drops in the game right now; he sees play in a lot of control decks and is a wall to aggro’s creatures. He also nets you a card if you don’t whiff off his activation. Late game this guy can provide you with the cards you need like a timely counter or a Forbidden Alchemy to dig for a win condition.

Vampire NightHawk

This guy is a big blocker for a lot of things in the game right now; he trades very well with any creature due to death touch and can help you stabilize versus the aggro matchup. We wan’t to use this guy as a wall most of the time, we want to make our opponent’s think about having to attack and lose a big creature in the process. He also provides a great blocker to larger flyer’s like  Restoration AngelandAngel of Serenity.

AEtherling

This guy here is one of the all-stars of the deck; he is by far one of the best creatures for control to play in standard right now, and post rotation he gets a lot better. The one main feature that makes this guy so good is his ability to, once resolved, avoid any kind of removal.  Another useful feature to him is his ability to be unblockable. This allows him to planeswalkers in one shot which can be a problem for the deck.

 Spells

   I’m going to break done the spells into three different categories and explain the role of each one,

Counter Spell Package;
Dissipate

Dissipate is one of the best, if not the best counter spell in the game at the moment.  Not only does it counter the spell, it exiles it. In today’s meta it is really good due to the fact that Unburial Rites is a card.

Syncopate

Syncopate is our early counter spell, this is our go to turn two counter spell, when our opponent attempts to go off with Burning-Tree Embisary we can delay it a turn with this spell. much like, Dissipate Syncopate also exiles the countered spell.

Psychic Strike

Psychic Strike is our value counter to help out our primary win condition of Nephalia Drownyard . This provides us with the ability to mill our opponent’s bombs if they are on top.

Removal Package;

Devour Flesh

This card is our main board answer to hex proof creatures, it also provides us with a instant speed removal of troublesome creatures. A good use for this is to hit Geist of Saint Traft if left alone. Another good use for this card is to cast it in response to a flash creature like Restoration Angel

Barter in Blood

This card is extreme valueable for us. We usually will only have zero-one creatures on board at a time and make our opponent get rid of two of his/her’s threats.

Mutilate

This is our board sweeper, our Supreme Verdict. Our goal is to have atleast 2-3 swamps on board when this is cast as it hits almost every played creature in standard right now. The great thing about this compared to other board sweepers is that it hits indestructible creatures which can be problems for our deck.

 Far//Away

This card is absurd when you can cast hit for the full fuze cost, for example playing against bant aura’s, they have a Avacyn’s Pillgram and Geist of saint Traft on board it deals with both creatures.

Utility spells;

Think Twice

This card is our dig spell.  The main thing that makes it good, is the flash back, as it turns itself into card advantage when cast for flashback. One thing a lot of players forget about playing with think twice is when you play it turn two, and flash it end of turn 3, you’ll have to discard a card which could be good / bad.

Thought Scour

This card is our one mana cantrip.  It helps out our overall goal of milling our opponent and draw’s us a card not much more to say about it.

Forbidden Alchemy

This is our big dig card, we get to look at the top 4 and get any one of them, this can provide us with more advantage than thought, you not only get flash back on Forbidden Alchemy itself but if you bin a Think Twice you also get to play that now plus the card you got from the spell.

Lands,

Well normally I don’t talk about the lands in the deck as there just basic lands but we have a special land in the deck which is Nephalia Drownyard . This card is going to be our primary win condition. A lot of the control decks currently play this as a win condition because it gets past counters and very few things in the format can stop it at the moment.

 Side Board

There are a few cards in the side board that I think are worth discussing because they have such an impact versus some matchup’s I think it is needed to be discussed.

Notion Thief

This card is extremely powerful against decks that play Sphinx’s Revelation taking away there card draw is like taking away there deck, this guy is our answer to the card and with a big way, we don’t mind them having the life we just don’t want them to have there cards.

Crypt Incursion

Personally, This is acard I think that is not being used enough.  For three mana, you gain at least 3 life, possibly more, and against any deck playing Unburial rites and mill this card is really good.

 What is a keepable hand?

Let’s talk about keep able hands with this deck.  One thing I’ve learned from playing deck’s like these is you can’t keep the iffy one lander’s, as once you fall behind it’s like you fell face first into a brick wall.

With this hand, we have access to our one mana cantrip which can give us an additional card, as well as answers to early threats in the form of counters / removal. This hand would be really good versus the aggro matchup which is by far our worst matchup.

This hand much seem like its risk rewarding, but even if the swamp was an island, I don’t think it’s worth risking you have two draw’s to get a land but even after that our hand is lack luster.  We have a late game win condition but we isn’t very good versus the aggfro match up this early we’d rather have a kill spell.

Matchups;

Verus Aggro

This is by far our worst match up, we try and survive the early beatings they provide and hope to stabilize, but once we do we start to win and there late game isn’t as powerful as ours which is where we shine. We have a lot of answers to there threats but balancing them out with utility spells are going to be key.

Versus Control

Versus a traditional control deck they might have an advantage on us due to the fact they have the more expensive cards but nothing less it still is hard for them to deal with Nephalia Drownyard . We wan’t to ride this card to victory usually versus them.

Versus Mid-Range

This is where our deck shines, we should be able to out value them with our two for one kill spells like Barter in blood and Mutilate. They have an  extremely hard time stopping a Nephalia Drownyard and have no really good answer to AEtherling

Improvement’s that can be made?

Well there is a lot of things you can do with this shell, think of this as the hull to Esper Control, so if you’re a player looking to get into more competitive magic on a budget, some / most of the cards transfer into Esper Control, but we will focus on UB control’s upgrades;

-          Snapcaster Mage
So much synergy with this deck, if you want to continue funding the deck this should be your number 1 pickup as soon as possible.

-          Drowned Catacomb, Watery Grave
Mana fixer’s

-          Jace, Memory Adept
Provide us with a much faster clock, and makes our opponent’s spend a lot of resources dealing with him

Well I hope you enjoyed my article, as always if you have any comment’s let me know and ill work on them, and if you have an idea pitch it to me and we can try and make it work, until next time.

-          Tyler

Ask the Judge – Mailbag III

Well, another road trip for me, as this time I head all the way to North Carolina. However, before I delve into the mailbag, we have a question from last week to go over.

Q: In a Legacy game, a player casts Wear//Tear fused, targeting his opponent’s Dingus Staff, and his Lucent Liminid. That player’s opponent has no responses, and puts the two cards into his graveyard, at which point the player then says “Take two from Dingus Staff.” As the opponent begins to adjust his life total, a spectator calls “Judge!” The spectator, upon your arrival, tells you that they’ve witnessed a play error, and that the player who controlled the Dingus Staff and Lucent Liminid shouldn’t be taking two damage. The player admonishes the spectator, saying that both players agreed to the game state. First of all, who’s right? Second, what do you do? Third, if the spectator is right, what happens next?

Well go over this in multiple stages:

Q1: The spectator, and he was right to call your attention to it. The reason is because the fused split card resolves left to right, so we walk through it. Wear destroys the Dingus Staff first, which puts it into the graveyard. Then Tear destroys the Lucent Liminid. Now, here’s where we get to the point of confusion, when the Liminid is destroyed by Tear, there is no more Dingus Staff. This means that the trigger that the controller of Wear//Tear is probably banking on, does not exist.

Q2: Inform both players of what has happened. In 99.99999999999% (you can add many more 9s if you like,) of cases, this was an honest mistake, and you issue a Game Play Error – Game Rule Violation warning to the person who cast Wear//Tear.

Q3: This covers the infinitesimally small percentage of cases where this matters. Say that as you give the ruling (or as you assess the situation,) you notice that this could potentially be lethal, either through a swing, or the faux-trigger itself. This is where you might want to get the head judge involved (unless you are the head judge, then you start an investigation.) I simply would just to play it safe. As I said, in many cases, this was a simple error. Heck, I can recount a time playing the beta on Magic Online while the beta was open for Lorwyn, and someone cast Austere Command naming enchantment, and creature CMC 3 or less. Well, I controlled Prowess of the Fair, and I thought I was getting a token bonanza. It turns out that I got nothing, for reasons mention in Q1. I bring this up because if an L2 judge can make that rules mistake, anyone can. If it turns out that he’s trying to take advantage of the situation, well, that would be for the head judge to determine, not you. However, there is easily a case to be made that something fishy is going on based on the player’s objection to you being called in, in the first place.

Now that we’ve covered that. How’s about time we hit the ol’ mailbag again….

(Imagine me or Shawn violently hitting a mailbag with a baseball bat*)

Now, what do we have in the mailbag….

Q: With the new Simic mythic Progenitor Mimic, when I copy a Ravager of the Fells it cant flip back to Huntmaster right because its not a flip card?

 

A: This is absolutely correct. A Double-Faced Card (DFC) can only transform if it actually has two faces. Most Clones do not. A better suggestion would be to clone a Howlpack Alpha, with Progenitor Mimic, but what do I know?

Q: Can you redirect a counter(spell) onto a Spellskite?

 

A: As far as I understand the rules, the actual action of activating the ability of Spellskite to target the Counterspell is legal. However, what happens when that ability resolves is a little more interesting. See when the ability resolves, it will attempt to make that spell target Spellskite. The counterspell looks at the Spellskite and says “You’re not a spell!” It then goes back to what it was originally trying to do. The same principle applies if you target an Equip ability the same way. This is because of a similar targeting restriction.

Note: I have received confirmation that this is indeed correct via Cranial Insertion’s twitter account.

Q: I have a Curse of Exhaustion on board then I resolve Possibility Storm is my opponent is locked out of playing spells?

 

A: Yes, the enchanted player can certainly try to cast spells, but then Possibility Storm exiles it, and attempts to find a replacement for that player to cast. However, when that player goes to cast it, the Curse reminds Possibility Storm about that player already having reached their one spell per turn limit, and forces it, along with everything else to the bottom of the library, in a random order. Teferi, Mage of Zhalfir creates similar havoc.

Q: If a card is played that allows one to steal a creature and put it into play on their battlefield and the creature’s power and toughness is equal to the controllers life total when it switches controllers it then switches power and toughness right? (Thus if my life is 46 the opponent steals it and their life total is 40 and they swing at me with it I still survive because it goes from a 46/46 to a 40/40.)

 

A: Yes. With any card with a characteristic-setting ability, like Serra Avatar which I’m assuming was the card used in the example, that ability will constantly check based on its circumstances. In the example above, the controller’s life total is 46. Their opponent’s life total is 40. Serra Avatar goes from a 46/46 to a 40/40 the moment that the change in control happens. Now, assuming you get hit with it, when control shifts back during the cleanup step (or whenever,) that ability will again adjust based on its current state. Since you control it again, and you took 40 from it earlier in the turn, it will drop to a 6/6. Additional note, these shifts are instantaneous, and don’t use the stack.

Q: Sphinx-Bone Wand. Can it attack a planeswalker? Says can attack a target player or creature?

 

A: First of all, no, not unless it’s animated somehow, but I don’t believe that’s what’s being asked. What I believe the person who asked meant was in terms of its triggered ability. In that case, yes, but technically it’s a bit roundabout. You see, a planeswalker is neither a player or a creature, so you have to target the planeswalker’s controller (unless you control the planeswalker, but that’s another story.) When the ability resolves, you can then choose to have the damage redirected to the planeswalker of choice. An important fact about this is that you can’t divvy up the damage, it’s all or nothing. As a final word about this, under the MTR, you can legally announce an enemy planeswalker as the target of a damage dealing effect. This is considered a valid shortcut, and it essentially means “target you, deal damage to planeswalker.”

Q: If my opponent casts a Think Twice, i than in response flash in a Runic Thar, the Unbowed with Yeva, Nature’s Herald on board does he take 6?

 

A: Nope. The reason here is that Ruric Thar (I always want to hyphenate that,) wasn’t on the battlefield when Think Twice was cast, hence he missed the trigger event.

Hmmmm, the mailbag seems to be empty now. I guess that means it’s time for the question of the week.

Q: You’re playing in a Standard tournament, and your opponent casts an Obzedat, Ghost Council. He then exiles it during his end step. However, over the next couple of turns, you notice that he hasn’t put it back onto the battlefield. Thrilled at your good fortune, you say nothing. After another couple of turns of this, he casts a second one. He then exiles it during his end step. Then during his upkeep, when he returns Obzedat #2, he finally notices Obzedat #1. At this point he calls a judge. I stroll to the table, and ask how I can assist, and you both explain the situation to me. How do you think I’ll rule?

Well, that’s all for this week, but next week, the Obzedat will be getting a bit more love (you’ll understand then.)

Until next time.

Mike Clark
Level 2 Magic judge
Sarnia, Ontario, Canada

As always, if you have any questions, or are interested in becoming a judge, you may do so by contacting me on twitter at @original_jrzman, by email at jrzmanAThotmailDOTcom, or messaging me on Facebook.

* – I couldn’t find an actual gif of someone smashing a mailbag (or similar sack,) so you’ll have to use your imagination.