Saturday, March 28, 2015

Alesha, Warriorcratic Leadership

For a while now I've wanted to put all the good warriors together into a cohesive deck. I tried a few different shells with Zurgo and Kresh before settling on Alesha. The problem with warrior tribal is that it isn't quite deep enough to do the things I want it to. I tried scooping down to just R/B Kolaghan with Warstorm Surge and Pandemonium type effects, but that wasn't really a warrior deck either. Eventually I realized that Mardu warriors was a great vehicle for an EDH Aristocrats deck. 

Alesha decklist here - http://tappedout.net/mtg-decks/alesha-warriorcratic/

The deck plays a lot of aggressive creatures, Your goal is to be attacking relentlessly. I cut most of the artifact mana, only running Orzhov Signet, Sol Ring, and Mana Crypt. That Signet made the cut because it is the only one that can pay for Alesha's trigger. Similarly, we don't have space in our 34 land deck to get fancy, so everything produces colored mana except Miren and Mystifying Maze. Miren is to eat a juicy creature for some extra life points, while Maze serves as a foil to blocking Alesha or large attackers. We are playing low to the ground and want to get multiple plays off while everyone else is still ramping.

 The card that drew me to aristocrats as a style for warriors is Blood-Chin Fanatic. He can do significant work in this deck.  We have a multitude of sacrifice effects and Doomed Traveler-esque effects, several of which are warriors themselves. I eschewed a number of the normal tribal synergies to build a grindy sacrifice deck instead. Without further ado, here are the warriors:

Arashin Foremost
Blood-Chin Fanatic
Bloodsoaked Champion
Boldwyr Intimidator
Brion Stoutarm
Brutal Hordechief
Furystoke Giant
Goblin Rabblemaster
Jazal Goldmane
Lifebane Zombie
Manic Vandal
Mardu Strike Leader
Merciless Executioner
Mogg War Marshal
Ponyback Brigade
Reassembling Skeleton
Sandsteppe Outcast
Stonehewer Giant
Tymaret, the Murder King

A good number of these are zombies, which considering the sacrifice nature of the deck plays quite well with Gravecrawler. There are obviously a number of drawbacks to that card if we don't have another zombie but its not as if the body is useless. We also don't have to have a zombie right away to make him good. However, we do want to max our zombies as an ancillary tribe, so Zombies!


Anathemancer paired with Zo-zu is a real way to get people in range of death. Carrion Feeder is the most old school of infinite manaless sacrifice creatures and Sidisi is the new hotness, finding you whatever you happen to need while also acting as a one time sac outlet. We need more than Carrion Feeder to make the deck work though. Other outlets not already mentioned include:


While not all of these are repeatable, they are all outstanding uses for our dorks. The Aristocrats can still pick up the bonus from Shared Animosity, though its admittedly easier for Cartel. Flesh Carver bridges the gap between sac outlets and food dudes.

That rounds out creatures, but they need support from our non-creature buddies.


This is a solid mix of tutors, removal, card drawing, and equipment. The equipment helps us push through damage and either draw cards or get extra resources. Deathrender lets us cheat mana and a couple of different inclusions would let it go infinite. That might be worthwhile, but I decided against it for theme reasons. Erebos is included here since his primary purpose is to draw some cards and prevent people from gaining life. We are an aggro deck so keeping people low is important for us. While Alesha can't get tucked anymore, I still very much want to protect her since getting her trigger is going to be very important for us to be able to go long with this deck.

Various directions or inclusions you could make.
Necropotence - Totally legitimate. It would play out a bit like the old necro decks where you just try to use all your mana every turn. I decided against it since triple black is pretty rough, but I also didn't include Urborg so as not to potentially help my opponents. These would bear some testing.

Elesh Norn. I almost included her. She is just so damned scary. Eventually I decided that she's a bit too off theme and costs a little too much, but if I wanted to play a real curve topper she would be it. We want to be attacking and boy does she help that.

Sun Titan - I would probably find room for Sun Titan in the first testing cycle. He's really good at rebuilding from board wipes and gives you fantastic value. He's also a great attacker, which is a nice bonus for this deck. Like Elesh Norn, he is really expensive for a deck running essentially no artifact mana or land ramp.

True Conviction - the triple white is really hard to ensure we hit appropriately. Its also six mana and while getting to six mana won't be too hard for us, we want to be paying two a turn for Alesha as well as Skullclamp equips and other in play mana sinks. Worth it if you are going a bit more turn everything sideways a la Jor Kadeen. 

Most of the rest are just mana constraints. This deck has the lowest average cost of any EDH deck I've ever built with 2.27. I hope that the rush is enough to run over people since you can eat about 3 wrath before you start being in real trouble. 

Thanks for reading and I'll be back next week.

Friday, March 27, 2015

One last thing about tuck

I've seen people on social media saying that competitive players are upset about the tuck change. Competitive players love this change. It increases consistency and reliability, the two objectively most important properties of deck construction. I have no idea why casual players are happy that they can have their games ruined by overly strong or consistent decks. Casual players are blinded by the emotional sting of the handful of times their general got tucked to realize that numerically the change really hurts not only them but the format as a whole.

Tuesday, March 24, 2015

A Tucking Controversy.

Yesterday the Rules Committee put forth an update that changed the rules regarding moving your commander into your library or your hand. They adopted the rule from French 1v1 where if your commander would go to your hand or library you may put it into your command zone instead. This has caused a ton of controversy, and, while I am not wearing a tinfoil hat, I do believe this is a change for the worse overall. When I first read the announcement my initial reaction was positive. That lasted for about a minute while I digested the ramifications. I think this stems from a well meaning intention to solidify what happens when your commander would leave the battlefield while also removing the "feel bad" nature of losing access to your general, but in reality they are going to move in the opposite direction. Commander is a casual format. There are no official tournaments or contests. However, that means that the format has no good definition. I'm going to post a quote here from Aaron Forsythe that I think accurately summarizes the problem,

"Casual play is inherently flawed. I am, if it isn't obvious, referring to playing Magic with "fun decks" that are either not tournament legal or worthy. Winning is supposed to take a backseat to having fun, but the object of the game you are playing is to win. So you have to win while pretending like you aren't trying to win, because if you're trying to win, you aren't having fun. But if you aren't trying to win… why are you playing? So everyone builds goofy decks that they each think "aren't very good" or "are lots of fun." Everyone has different opinions on what "good" and "fun" are, so disputes usually ensue. For example, if you are playing a Chimera deck (2/2 Visions artifact dudes, not Nicholas Labarre's Worlds monstrosity) and I'm playing my jewelry-packed "fun" infinite turns deck that wins with a lone Headstone, you're bound to get a little annoyed. But we're just playing for fun, right? I mean, no one would ever play with Headstone in a tournament, let alone build a whole deck around it. So it must be fun. I'm sure you can see the problem." - Aaron Forsythe


EDH is many different things to different people, and while you can always retort that you just don't play with the people who are doing degenerate things, the format allows for degenerate things. There are so many strategies that can be labeled cheap or be soft-banned. I recently played with someone that conceded when an opponent played Iona. The Iona wasn't called on his colors but he just refuses to play a game with that card. Soft-banning things is the worst way to manage an environment since it makes the waters muddy. That was fine when the format was something that they played in their spare time, but its become a massive institution with a yearly product. WotC has basically put their stamp on the format and said, "This is our official casual format." The RC can't just bury their heads in the sand and think that what they do doesn't affect thousands of people. Nowadays people build their EDH decks and they go to tournaments at other stores and they want to play EDH with new people. The easiest way is to just default to the official rules. I bring this up because the RC gave us no warning that it was even going to happen, or opportunity to debate them on the issue. All of the points that they raised are easily disputed as well. Removing tuck does nothing to discourage tutors. A 100 card singleton format does everything possible to encourage tutors. Your deck is enormous and you have a number of powerful synergistic, or situational cards that you want to be able to get in short order. The point about tuck being in white and blue is also easily pushed aside by the nature of the color pie. Red doesn't have enchantment removal, blue is bad at creature removal, etc. The more galling part of this point was saying that they are trying to promote a diverse field when this change will likely narrow the field to generals that are linearly powerful now that they can be cast willy nilly. The last point is also totally irrelevant. Stating that you aren't going to have to worry about manifesting your commander now that you can move the general to your command zone does literally nothing to address that problem. Not clarifying the rules and using this to cover the gap regarding commander identity is like putting a board over a broken window. Sure it'll do but it doesn't actually fix the problem. Finally we come to their first point,

 "1) We want to engender as positive an experience as we can for players. Nothing runs the feel-bads worse than having your commander unavailable to you for the whole game." 

On the surface this sounds positive but it is powerfully incorrect. The math is quite easy to see as well. I will use an example from another genre of gaming. In a MOBA such as League of Legends it is entirely possible to get shut out of a game by being repeatedly killed or denied gold. That makes the game quite unfun for you personally. It is still a punishable offense to quit that game. The reasoning is that while the game might no longer be fun for you, you negatively impact the fun of the rest of your team by leaving. The same can be said of EDH though from a slightly different angle. Playing some of the linear commander strategies can be unfun for your opponents. Playing Kaalia or Deveri demands an answer of some sort, but prior to this ruling you could play one of these decks without being inherently overpowered. A lot came down to deck construction, but a large component of what was keeping you from being oppressive is the presence of a permanent answer to your shenanigans. It meant that your opponent still had options and you had to have a plan B or risk losing. By removing the ability to tuck a problem at the table you make life better for the people playing strong strategies and simultaneously make life worse for the people playing the game you want them to play. Life is worse for Zur's three opponents and better for Zur. We don't need to make Zur's life any better, he's already strong. You need to look at the table as a whole instead of each individual player. In this scenario you are +1 and -3, which is not a positive change. These rules work in French EDH. That format is more competitive and its a duel format. Losing your commander would be a huge disadvantage to one side, and the color restriction is more meaningful in 1v1. At a multiplayer table one of the three/four players is likely to be able to play some amount of tuck and even if they don't the threat of tuck is often enough to alter deck construction or play patterns of the guy playing Sharuum or whomever.

This is all just my opinion, and honestly the number of games I see with tuck effects are small. Most people only run them when they make sense as a response to something that exists in their local metagame or when they go off to another store and don't know the landscape. In other words, most players that play tuck only do so when they are unaware of the level of Bullshit that other groups play with. Mature groups rarely need to play much, if any, tuck. The new rule is going to change that as more players discover the power of voltron and combo and don't run into any real resistance. Others are predicting more resource denial to put the general tax out of reach for problematic commanders. I think that is nowhere near as likely as more people moving to non-interactive combo and games coming down to the first player to do their thing. That is the opposite intention of the RC. 

Also of note is that one of the intentions of this change is to make the format accessible to new players. If a new player buys the Derevi precon and sits down at a table he is going to take a ton of hate. The only way to get that general off the table is to ruthlessly attack its owner. This makes certain generals more likely to be attacked than others. That's always been the case, but this exacerbates the problem and is more likely to make new players reticent to play if they get hated out by their commander choice. The simple solution would be to keep the new rule and then ban a bunch of legendary creatures. However, the problems with banning are monumental as well. Banning creatures means that they are banned period since thee decision to only have one list, depriving people of cards that would be totally fine as part of the 99, like Narset. The other problem is banning out decks that people have built to be non-degenerate versions of established "bad" decks. If someone builds Jhoira with Eldrazi and so forth than their deck is really unhealthy. If they build it as Time Shenanigans with lots of Time Spiral cards and neat interactions with suspend then its totally fine. The changes risk necessitating the ban of Jhoira for the oppressive deck, and that splashes the people who intentionally break the mold. Banning is also the most "feel bad" of all when people spend hundreds of dollars on alters and foils for their deck. Soft banning, as mentioned above, only makes things muddier and more obtuse for people trying to get into the format. 

I suppose that the largest problem is that while EDH is a non-competitive format, its impossible to completely excise Spike from the equation. Timmy and Johnny run rampant in EDH but everyone prefers winning to losing if given the option. This change helps Spike in a format not designed for Spike. It does so under the surface by causing people to put less effort into a plan B and play more linear powerful strategies with less defense and fewer back ups. Its intended to make people less afraid to cast their general and it succeeds. You should want to cast your general, but in doing so they removed a fundamental check on the format and its likely not going to have a positive effect. I doubt that it will ruin anything, but not considering all of these points and making their decision based on a tiny sample of their own playgroup speaks to the RC being disconnected and wielding too much power. They really need to reach out to other pillars of the community and ask for their input. To test their changes with a wider selection of the public, or, if they already do that, to be more transparent about their process since none of their stated reasons really account for this change or why it happened so abruptly. 

Saturday, March 21, 2015

Build of the Week: Animar

Animar is one of the most built decks because of its flexibility and open construction. You can play virtually any creature and it works really well with Animar's ability. Its also difficult to remove Animar due to his dual protections.

I built a pretty standard Animar deck with tons of value creatures and some of their bigger cousins. It has a number of ways to go infinite but mostly will win just by swinging with cheap fat dudes. I only included Ire Shaman from DTK but this list could use some Den Protector action and various other cards that will fit with the plan of the deck to reuse enter the battlefield over and over.
List here: http://tappedout.net/mtg-decks/21-03-15-swV-animar/

Lets start with the non-creatures, since they tell us the most about the deck.
Non-Creatures:
Cloudstone Curio - The most important card in the deck, Curio lets us do all kinds of shenanigans.
Glimpse of Nature
Chord of Calling
Sylvan Library
Earthcraft - The ability is not impeded by summoning sickness, so with constant bouncing we can make tons of mana.
Birthing Pod
Food Chain - This works with Misthollow Griffin to generate infinite mana and is just good at making  lots of mana out of nowhere.
Aluren
Primal Surge
Equilibrium

One of the best ways to abuse recasting creatures as opposed to blinking them is Cascade. Animar reduces Maelstrom Wanderer or Bloodbraid Elf to only colored mana, easily casting things that cost more mana than you paid. The cast spell being a creature even triggers Animar.

Cascade:
Maelstrom Wanderer
Bloodbraid Elf
Shardless Agent
Etherium-horn Sorcerer

Slightly less explosive than Cascade is "just" drawing cards. We can play some pretty gnarly draw creatures though:
Genesis Hydra
Fathom Mage
Fathom Seer - We can play creature Gush! The cost reduction applies to morph so this guy can reset lands for free.
Kozilek, Butcher of Truth
Mulldrifter
Prime Speaker Zegana - The colored mana cost of Zegana is hard to make work, but the effect is an enormous number of cards.
Primordial Sage
Soul of the Harvest

As much as Animar reduces the overall cost of the creatures we play, we still need a lot of mana to chain our spells together. Specifically we need a lot of colored mana.
Mana Dudes:
Farhaven Elf
Sakura-Tribe Elder
Wood Elves
Coiling Oracle
Solemn Simulacrum
Sylvan Ranger
Cloud of Faeries
Palinchron
Peregrin Drake
Verdant Eidolon - This is very speculative, but I think this card will be green Dark Ritual frequently enough.
Burning Tree Emissary
Grinning Ignus

The rest of the creatures are filled out by utility, dealing with problems or generating value in less straightforward ways.
Utility:
Phyrexian Metamorph
Artisan of Kozilek
Deadwood Treefolk
Duplicant
Ulamog, the Infinite Gyre
Draining Whelk
Glen Elendra Archmage - This card is just generally good, but I could see it not being what we want all the time since the timing of its ability is not when we want to have mana open. It was originally Mystic Snake but GUU is going to be way too hard for us to get to on the fly.
Venser, Shaper Savant
Willbender
Fauna Shaman
Fierce Empath
Dream Stalker
Kiki-Jiki, Mirror Breaker
Deadeye Navigator
Momir Vig, Simic Visionary
Eternal Witness
Vesuvan Shapeshifter
Gilded Drake
Imperial Recruiter
Shrieking Drake
Nantuko Vigilante
Man-O'-War
Ire Shaman

Lastly, we have the creatures who are there to win the game for us:
Purphoros, God of the Forge
Psychosis Crawler

The lands are a perfunctory affair. We need so much colored mana that we don't really have the space for frills beyond an Eye of Ugin for finding our multitude of huge colorless threats.
Land:
Breeding Pool
Command Tower
Eye of Ugin
5 Forest
Frontier Bivouac
Gruul Turf
Hinterland Harbor
5 Island
Izzet Boilerworks
Karplusan Forest
Misty Rainforest
2 Mountain
Rootbound Crag
Scalding Tarn
Shivan Reef
Simic Growth Chamber
Steam Vents
Stomping Ground
Sulfur Falls
Taiga
Temple of Abandon
Temple of Epiphany
Temple of Mystery
Tropical Island
Volcanic Island
Wooded Foothills
Yavimaya Coast

That's it! This deck is a compilation of the various strong cards but things like Animar Hydras is legitimate since the cost reduction is amazing with the X nature of Hydra costs. Polukranos doesn't seem like he would be great but with the nearly infinite mana you generate it gives you a repeatable board wipe, Essentially, this deck can play any of a dozen ways and you should feel free to swap any of these cards at will. This version is a bit on the meaner side, but its very difficult to build Animar without being a bit mean. I would list this as a 4 since it does seek to end the game, but its a pretty shameless combo approach. If you wanted to do something similar but less combo, you could swap the general to Maelstrom Wanderer and look for more artifact mana. And by more, I mean any since this deck runs none. Artifact mana is really good at generating colorless mana, which we don't care about too much. Signets are my go to for three color generals, but it actually doesn't speed up us any to signet into Animar. I thought it would be more pure to just leave it all aside.

I'll be back next week with Silumgar's Dragons!

Thursday, March 19, 2015

Deck Retrospective - Sedris, King of the Damned

Today is the last of the Retrospective series for a while, as Sedris is deck number five. Sedris is fun, but I saved it for last because its a very straightforward affair. It plays huge creatures and tries to cheat them into play. It has next to no interaction, just trying to make the largest presence it can while drawing massive numbers of cards.
Link to deck list: http://tappedout.net/mtg-decks/sedris-13-01-14-1/

There are a few cool things about the deck beyond having a Jin-Gitaxis in play on turn two. The deck makes excellent use of Morality Shift as a way to find Past In Flames and Songs of the Damned to play the whole deck in one shot. Flayer of the Hatebound is hilariously good at just killing everything. The deck also has a number of two card combos. Kiki-Jiki and Deadeye Navigator can pull outrageous plays, and Zealous Conscripts is totally respectable on its own. The core problem in the deck is that it pays tons of life to power its various effects and only has Whip of Erebos to gain life. Now, Whip can gain you a non-trival amount of life, but its still a glaring weakness. Also of note is that there are no counterspells and virtually no removal. If anyone at the table is playing an interactive game you are going to fall victim to their removal almost 100% of the time. This is not unintentional. It means you are fast enough to outrace people that are playing an unfair game, but vulnerable to people who are playing a fair game.

Wednesday, March 11, 2015

Bizarre Dragons

First, the need to move from Wedges to Allied pairs as opposed to enemy pairs is really simple to explain. If I start with Jeskai's WRU, that splits into -> RU and RW. The problem is that you can get to RW from Mardu and RU from Temur. There are multiple ways to get to the same color pairings, which would have left people confused about which pairings they were playing with. RW Dash cards wouldn't have played well with the non-creature feel of Jeskai, and Rebound doesn't conceptually match Raid. Obviously the design wouldn't have gone the same way if WotC had committed to Enemy color pairs, but I see why they decided to stick with the allied pairs as you had to tell us which dragon corresponds to which color pairing.

Enough of the intro, given the color pairings:

Silumgar: BG
Atarka: UG
Ojutai: UR
Kolaghan: RW

Dromoka: WB

I'm going to start in Bizarro Dragons, and state that the integration of Clan and Brood has happened, but that the Dragons chose different aspects of the Clans to adopt based on their new color pairings, which lead to some different mechanics, some same mechanics, and some new mechanics.

Dromoka's clan shifted to W/b. W/b conceptually takes up the space of the nether realms. They focus on the afterlife. This is separate from B/g's focus on life and death as parts of the natural cycle. We still want something that plays well with +1/+1 counters, since Khans is remaining unchanged. This is still the mechanical and conceptual partner to Endurance and Outlast. I also have no intention of changing Exploit as that mechanic seems perfect for B/g. I like Persist as a return from beyond the grave, W/b would become the Brood of spectral dragons, which gives us a mechanical card and a new Dragonlord.

Anafenza, Kin-Tree Spirit WW
Creature - Spirit Warrior
Persist
When Anafenza, Kin-Tree Spirit enters the battlefield, put a +1/+1 counter on another target creature.
2/2

Dragonlord Dromoka 4WB
Legendary Creature - Elder Dragon Spirit
Flying, Lifelink
Whenever you gain life, distribute that many +1/+1 counters among creatures you control.
1/5
FT: "From beyond the veil of death, Dromoka draws new strength."
This version showcases Dromoka's mastery over the spirit world. It plays well with Outlast creatures and Persist creatures.

The Blue clan of Jeskai would transition into the U/R Ojutai Brood. The Jeskai were all about those non-creature spells for Prowess. Rebound was the mechanic that they settled on for U/w, and while it would work well enough for U/r, I thought it'd be more fun to play up the Cunning aspect of the U/r clan. U/r is the most spell focused of the color pairings. I settled on a mechanic that is somewhere between flashback and splice.

Weave - Whenever you play an instant or sorcery, if this card is in your graveyard, you may pay its mana cost. If you do, exile this card and add its text to target spell. 

This makes spells that you play have more choices. It feels like flashback, but with lots of extra complexity. That might disqualify it in the real world, but we're prototyping here so in we go.

Narset, Mistfire Adpet 2UU
Legendary Creature - Human Monk 
Whenever an instant or sorcery card goes to your graveyard or becomes exiled, Narset, Mistfire Adept gets +1/+1 and gains flying until end of turn.
2/2
This is essentially the same as Prowess since whenever a spell resolves it goes to your graveyard, but it does not trigger on Planeswalkers or artifacts. It also works well with Delve and Weave. I chose not to make her a planeswalker simply because I don't have the time to make a walker.

Dragonlord Ojutai 3UR
Legendary Creature - Elder Dragon
Flying
When Dragonlord Ojutai deals combat damage to an opponent, draw three cards, then discard two cards.
Whenever you play a spell, Dragonlord Ojutai gains Hexproof until end of turn. 
5/4
These are intentional mirrors of the Dragons we already have, as their personality and nature were already really well done.

G/b is the easiest transition since Exploit feels much more flavorful in green than it does blue. Green has a history of sacrificing creatures for the Greater Good or with a Momentous Fall. Exploit also plays well with both Delve and Persist so it stays. Its also a great expression of Ruthlessness. 

Sidisi, unchanged.

Dragonlord Silumgar 4BG
Legendary Creature - Elder Dragon Skeleton
Flying, Deathtouch
When Dragonlord Silumgar enters the battlefield, return target creature or planewalker from a graveyard to the battlefield under your control as long as you control Dragonlord Silumgar. 
3/5
This Brood required virtually no changes, leading me to believe that Exploit was initially designed for the Enemy pairings and was so solid they left it in for the allied pairings even though it doesn't feel very blue.

The Red clan of Mardu would become the R/w Kolaghan Brood. Dash is certainly a red mechanic, and would work here just as well since it also functions as a way to protect creatures. I like Dash as a mechanic and am going to leave it in place as it does a great job of playing up the aspect of Speed, the transition from R/b to R/w is going to push us into some more defensive cards.

Zurgo Bellstriker R
Legendary Creature - Orc Warrior
Zurgo Bellstriker must block if able.
Dash - 1R
2/2
FT: Bellstrikers ride at the vanguard, startling enemies and warning the war party of their presence.

Dragonlord Kolaghan 5RW
Legendary Creature - Elder Dragon
Flying, Vigilance
Other creatures you control have Haste
Whenever another non-token creature enters the battlefield under your control, put a 1/1 red and white Warrior creature token onto the battlefield. 
5/5
FT: "Kolaghan's recruitment is a fast as her Brood."

The last of the Broods would be the descendants of the Temur, the G/u Atarka clan. Their aspect is Savagery. In the Khans timeline, this translated to controlling creatures with four or more power, and in the Dragons timeline by controlling creatures total power 8 or greater. In Bizarro Dragons we are G/u instead of G/r. When it comes to philosophy, blue and green overlap in the process of evolution. In making Nature better. In what way could we make Dragons evolve? My first though is to have a mechanic that mimics Exploit by Consuming creatures to gain something from them, but that's quite similar to Devour and while Savage, the Atarka aren't Ruthless. Then I remembered the ability on Foe-Razer Regent and Shaman of the Great Hunt. Surviving combat or dealing damage to an opponent are acts of Savagery and they evolve your creatures to build them to Ferocious. 

Formidable - At end of turn, if this creature dealt  damage this turn, put a +1/+1 counter on this creature. 

Simple this can be applied to small creatures and makes them bigger and badder as time goes on.

Surrak 1G
Legendary Creature - Human Warrior
Formidable
If Surrak's power is three or greater he gains Deathtouch.
If Surrak's Power is five or greater, he gains Trample.
If Surrak's power is ten or greater he gains Hexproof.
2/2

Dragonlord Atarka 5GU 
Legendary Creature - Elder Dragon
Flying, Trample
When Dragonlord Atarka enters the battlefield, up to five target creatures you control fight up to five target creatures you don't control.
8/8

Tuesday, March 10, 2015

Deck Retrospective: Ghave, Mayor of Valuetown

Ghave is one of the most played commanders. As the wedge with the most playable generals, he has some stiff competition, but no one else interacts with so many cards and mechanics. I've seen Ghave decks built as Rhys-like token swarm decks, and I've seen Ghave Stax, using him to pad out your permanent counts for things like Tangle Wire and Smokestack. For all that variety, the way I play him is likely the most common, lots of creatures with enter the battlefield effects and recursion.
List here: http://tappedout.net/mtg-decks/ghave-13-01-14-1/

The deck is very mana hungry. It wants as much mana as possible since Ghave always gives me something to do with my mana. I run four mana artifacts and a staggering nine rampant growth effects. Half of those are creatures, giving me enormous value from being both a spell and a body. That's another core tenet of the deck, with fifteen enters the battlefield creatures and another seven sacrifice or leaves the battlefield creatures. My aim is for utility, not bulk. Ghave should provide any extra bodies I need, but two token makers are present, Deranged Hermit and Avenger of Zendikar. Deranged Hermit is crazy efficient. The echo cost can actually be a reasonable self-sacrifice option and his 1 power makes him a solid Reveillark target. The other token maker is Avenger, though he has other uses...like making my opponents super dead.  The way the deck usually kills though is through a recursion loop. Such as Saffi + Sun Titan + sac outlet. Or Saffi + Reveillark + Sac out. The thing about three card combos in EDH is that they are pretty hard to line up with 100 card singleton decks. Ghave is perfect here because he stands in as a third piece in so many interactions. He provides both fodder and a sacrifice outlet. I still don't play too many tutors, instead playing the resource accrual game. I draw cards and ramp lands until I stumble into a combo interaction. This style of multiple open ended pieces is reminiscent of Pod decks in modern, where you were completely capable of killing your opponent through value creatures but have a dangerous secondary option if people don't stop you from getting Phyrexian Alter in play with Saffi and Reveillark.

Cards worth a specific mention:
Archangel of Thune- This card turns on a whole host of combos, and is just really good with the deck. This plus Kitchen Finks, Blood Artist, or Trostani can give you infinite +1/+1 counters. Kitchen Finks in particular is super value with Archangel, removing his own -1/-1 counter. High Market is great as a way to double the number of creatures you have. Gain a life, put a counter on all your creatures then turn the counters into creatures and eat another creature. Its mana intensive but I've built massive boards out of this relatively simple interaction.

Blood Artist - The most common way to make my opponents die, Artist is just solid sitting in play draining people since so many creatures die in EDH. The 0 power ensures you can get him back mid combo with Reveillark and Greater Good, and he takes counters just as well as any creature.

Carrion Feeder - Carrion Feeder is a classic sacrifice card, and the counters can be turned back into saprolings at a moments notice. Mostly he's in the deck to have something to Pod for at one mana. I've considered putting in Veteran Explorer, but the odds of people having enough basics to keep up with me are quite high.

Grim Haruspex - A recent addition, I am not so sure this is what I want to be doing. It should probably be Dark Prophecy, but I am somewhat wary of the life loss clause on that card. A second Fecundity is very welcome with the way the deck is built, its just a matter of the cost.

Juniper Order Ranger - Excellent in combination with any of the persist creatures, JOR gets enormous with Ghave on the table in short order.

Skullmulcher - The mulcher machine converts creatures into counters and cards. Ghave then converts the counters into creatures. I wish he had a base of 2 power for Reveillark shenanigans, but he's been a solid inclusion since day one.

Birthing Pod - A phenomenal value card, Pod got banned in modern for a reason, and Ghave has the same plan with the card. Accrue permanents and eventually win by putting some combination of creatures into play that immediately end the game. There are mana costs that have a deeper selection than others, but there's at least one card at each spot on the curve.

Bitter Ordeal - This is a card I'm torn on. On the one hand its a really efficient way to end the game and is a very real card in a sacrifice oriented deck even without going infinite. On the other hand its inclusion does push the deck a lot more toward the combo end of the spectrum. I have it in right now, but consider taking it out frequently.

Maelstrom Pulse - This could be Vindicate, but I like the option of nailing opposing tokens or clones. This is a very important card since a Torpor Orb really screws up our game plan. I've considered putting Vindicate into the deck on top of Pulse just to be able to answer troublesome permanents.

Carnival of Souls - Perhaps the most suicidal inclusion in the deck, Carnival lets me generate a continuous stream of mana from Ghave. The life loss is offset by Trostani and Blood Artist, but I still don't play this card lightly. It does give me extra resources where otherwise I wouldn't be able to create a loop.

Earthcraft - This card doesn't need to much explanation, but it is particularly good here since I have multiple mana doublers and continuous token production.

The deck is fun and pushes the edge of a four on the bullshit scale. Its a combo deck, but since most of its pieces are permanents most people can interact with the deck without special considerations. Perhaps the most insidious part of Ghave is that it takes advantage of the soft-ban on Armageddon. It plays so many rampant growths as a way to permanently be ahead on mana. This isn't uncommon among EDH decks, but since Ghave just needs mana to build a win with his abilities its particularly dangerous.

Sunday, March 8, 2015

Spoilers for this week

Spoilers have been going on this week and unlike the previous spoiler, season I decided to wait till Sunday to talk through what we've seen. We've seen a ton of the cards, so this post will be pretty long. As usual, this review is for EDH and the relative usefulness of the set. Dragons of Tarkir lives up to its name with something like 10-15% of the set having Dragon on the type line. Expect to see the names Kaalia, Prossh, Karrthus, and Atarka show up a lot. Though honestly they managed to make the set not that great for Kaalia overall with the shift to allied colored Dragons and various clauses on the cards.

Spoilers can be found here:
http://www.mtgsalvation.com/spoilers/148-dragons-of-tarkir

White:

Anafenza, Kin Tree Spirit:
This is a great rate, though the effect is somewhat low impact. She could be played as a White Weenie general, but Thalia is generally better to keep opponents off balance. In a deck that has Green mana the +1/+1 counters can be useful for purposes other than making your creatures bigger, but its not better than the options you already have available to you.

Arashin Foremost:
Obviously good for tribal warriors, this loses out to Silverblade Paladin everywhere else.

Hidden Dragonslayer:
This guy is pretty good. He gets around Torpor Orb and has a very equippable body. I see him finding homes in decks that want to play various lock out pieces, likely mono-white options.

Ojutai Exemplars:
This guy is mana efficient and all of the options have purpose, but he conflicts with wanting both creatures and a steady stream of non-creature spells. He obviously works in a U/W blink, R/W equip, or U/W/R shell but I would not recommend him for a mono-white deck.

Profound Journey:
The effect and the rebound are both good, but 7 mana is a huge cost. Seven mana buys you so much more than this in EDH. I can't think of anywhere to put this.

Radiant Purge:
This passes the Sunforger test and is a solid removal spell in a multiplayer environment. I like this since it exiles, a much stronger option in a format rife with recursion.

Sunscorch Regent:
This is right on the edge of great. In multiplayer many more spells are cast than normal, swelling this guy by crazy numbers in short order. I will likely find room for him in Kaalia and that deck is packed. My one complaint is that he is small to start and six mana can, in the same colors, buy you more proactive options like Soul of Theros, Sun Titan, or Yosei. If there isn't a lot of single target removal running around where you play then he's absolutely worth an inclusion. Obviously the incremental lifegain can be a useful angle as well for decks like Oloro or Trostani that play with Well of Lost Dreams and Cradle of Vitality. Maybe the best of the single color dragons.

Blue:

Anticipate:
This card hasn't been getting a lot of press but Impulse minus one is better than most of the cantrips we've seen in a long time. Any deck that wants to play a storm-like game, Shu Yun, Dralnu, Riku, etc, is going to want this. Not super exciting or splashy but a solid card that's going to replace a number of cantrips for purely efficiency reasons.

Dragonlord's Prerogative:
I assume that there is going to be a cycle of rares with Dragon bonuses. This is fine without a dragon as having a second Opportunity is going to be useful a decent percentage of the time in something like Niv-Mizzet or Melek. Getting the bonus is going to only matter if you are playing a long game against another blue deck, so the best place I can think of to use all the parts of this animal is Silumgar control. Obviously either one works, but Drifting Death lends itself to a better control strategy since it can repeatedly sweep small creatures and is awesome with a number of other dragons and a small number of equipment like Sword of Feast and Famine, Fire and Ice, and the boots to protect your other dragons and give Sil haste. Its also immune to targeted removal. This has a role in that deck by being a protected draw spell in combination with your protected general.

Shorecrasher Elemental:
This guy is useful if you are doing blue devotion stuff, or want to repeatedly turn a permanent face up. I can't think of him being good enough, even under those situations since he doesn't really DO anything or gain evasion.

Stratus Dancer:
This is a cycle of face up effects. This guy is ok, but not as good as the white one. The Negate is arguably more useful than Smite the Monstrous, but blue has enough tricks and doesn't appreciate the body as much as white does. Still a good card if you want creatures for equipment and to protect your team from wraths.

Black:

Blood Chin Warrior:
This guy is pretty saucy. First he's another card for the eventual ORC TRIBAL deck since so many of them are Warriors already, but more realistically he adds a lot of reach to a tribal warrior deck. I can see him in Kresh since a repeatable fling effect that gets around damage mitigation is strong. He also fits in both of the Mardu Khans' decks since they are both warriors. In Zurgo he's more likely to be eating Zurgo, whereas in Alesha he's more likely to be eating Anathemancer or Karmic Guide for repeatable reanimation. There are a lot of good warriors and I'd be surprised if there isn't a deck there.

Deathbringer Regent:
This guy is obviously good since the condition is pretty easy to get to in EDH. The trigger shuts out reanimation effects, but repeatable Raise Dead's like Phyrexian Rebirth are solid with him. Basically any black deck that wants to get to seven mana would like this.

Risen Executioner:
This guy is ok, but most zombie decks are going to have lots of creatures in their graveyard, making his extra mana cost hard to pull off without exiling cards from your own yard a la delve. Of course the problem there is that you want the creatures to be there for your various effects like Living Death or Patriarch's Bidding. You can always play him as a lord and just look at the potential recursion as a nice bonus every once in a while, but that gives up a lot of potential power that you are paying for in the card. Not a great option, but I wouldn't laugh at a tribal zombies deck that packs this guy.

Sidisi, Undead Vizir:
She's back! The new Sidisi is one of the best cards we've seen in the new set. She's flexible and powerful. She doesn't need to have a creature in play to be a demonic tutor, and she doesn't need to eat a creature when she comes into play. With this much flexibility and a powerful effect, I expect her to be a new inclusion in virtually every deck with black mana. As a general she's been getting a lot of consideration for replacing Maralen in the mono-black Ad Nausium deck since she is more reliable. Though she does take a couple more mana to start, its much harder to disrupt her. A primer card for EDH, I would pick some up immediately if interesting in black in the format. Personally I'm planning on putting her in Ghave and Mimeoplasm

Silumgar Assassin:
Much worse than the White and the Blue one, picking off smaller creatures is not great as there are tons of effects that do that at a better rate than 5 mana. Creatures also tend to be larger in EDH. He does get around Torpor Orb and Stifle effects, so there is some value to having him in something like Sygg.

Red:

Crater Elemental:
This card isn't playable, but it is absolutely hilarious.

Decent of Dragons:
I can't think of anywhere that I'd want this card. I suppose its a pretty sweet way to upgrade your foody/token dudes. I suppose playing this in a Warstorm Surge shell also has some value. So...Kresh/Atarka/Prossh? Kresh seems like a great place to have lots of dudes, Atarka wants to have the Dragons, and Prossh does essentially the same thing as both of them. The other Jund general, Karrthus, is particularly hilarious since if you can cast this, then the next turn steal all of the token you gave them AND swing. I guess I found some places :)

Dragon Tempests:
This goes into most of the decks listed above, but also functions in mono-red. You want lots of dragons to maximize the second trigger, but giving all of your flying creatures haste is already a big game. Haste is good in normal magic and insane in EDH. Seems strong in any sort of Dragon tribal deck and particularly good with Decent of Dragons.

Lightning Berserker:
This guy doesn't seem like a good card for EDH, but I really like him in a mono-red or red heavy mana base. He works really well at attacking unprepared opponents and red has plenty of damage-doublers through double strike and Furnace of Rath type effects. He also work well with Pandemonium like cards. I think there might be an aggressive Dash type deck that wants to be able to turn all of its mana into combat damage on demand.

Thunderbreak Regent:
This guy isn't as exciting in EDH because of the lower number of targeted effects, higher life totals, and the inability to have multiple Regents outside of clone effects. The mana efficiency also counts for less. I still like him if you are doing some really dense dragon stuff, and he's funny in Scion. If you see the spell coming you can turn him into Thunderbreak, then turn him into Skittles with the trigger on the stack.

Zurgo Bellringer:
I like this guy as a general for the deck that Lightning Berserker fits in. It would work in similar fashion to Isamaru, but where Isamaru eventually runs out of gas, Zurgo seems like he would be adept at out maneuvering removal. I think he takes over the deck that Norin the Wary currently has since he plays better with equipment but is still a tricky guy to pin down. He could also just be a creature in that same deck. Its worth noting that he is both an Orc and a Warrior.

Green:

Collected Company:
This is a very solid card in a deck that wants lots of value dudes. I can see this in something like Saffi, where you have lots of low cost etb creatures. Its also a really deep dig, and at four mana instant you can easily hold this up in Green. I like this in any deck with small foody dudes.

Deathmist Raptor:
While self-recursive creatures are always great, the trigger on this one is restrictive for EDH, especially since you don't have multiples of this guy triggering each other. There just aren't enough good morph creatures, specifically Green is weak on them. I suppose Animar would be able to consistently return him...but Animar doesn't need just another 3/3 dork. He's going to be pretty awesome in standard though.

Den Protector:
This is a morph I can get behind! Eternal Witness effects are great since the kinds of decks that really want to pay for this are also the kinds of decks that want to have the body to eat or equip. Unfortunately he's not an Elf, but he does get around Torpor Orb. The unmorph clause is significantly less abuseable than a striaght etb effect, but something like Temur Sabertooth is going to make resetting him trivial. This is the kind of card that Animar is going to enjoy, but he also works in G/B shells that have lots of Raise Dead effects. Solid card that you can put in most green decks and shines in value decks that have the time to play him from hand.

Foe-Razer Regent:
Seven mana is so much, but he does work off reanimation and Sneak Attack, so he'll make some dragon heavy deck happy. If you have lots of ways of fighting than his second ability becomes quite useful. I really wish he had flash though, as it would make the card much much better. If you want to play lots of Dragons and don't have much room for single target removal since you want to dedicate a lot of space to ramp, Atarka(either one), springs to mind.

Shaman of Forgotten Ways:
People are losing their mind over this card because it has the text of a banned card on it. There are some many differences though. Biorhythm is a spell first of all. That means it has inherently less predictability than an activated ability of a creatures. In order for Shaman to blind side you, your opponent has to have 11GGG and a way to give him haste. If my opponent puts that much work in, I'll let them have it. Not the least part because for that much mana and under those conditions ANYTHING they can do in Green is going to be over the top. That's the same as a Genesis Wave for 11, and 5 mana more than an Entwined Tooth and Nail. That's a Chord of Calling for Kozilek or Ulamog. Biorhythm itself only cost 8 mana. Even if you cast Shaman and get all the way back to your turn, his active costs 11 mana, and he doesn't contribute to it with his own tap ability! None of this is to say that he's a bad card. He is in fact a really good card. I would play him in Mayael first and foremost since you need a density of huge creatures to make that deck work, and then I'd probably find good homes for him among the other ramp decks, but his power is comeplety from being a Worn Powerstone that taps for multiple colors of mana. Sometimes you activate his second ability and win, but its not going to be often.

Sunbringer's Touch:
This is another Uril only card, but damn does it do work there.

Arashin Sovereign:
This is not going to cut it for EDH. Going to the graveyard is often more positive than eating a draw step, so the unkillable nature of the card isn't even that good.

Atarka's Command:
Simple, flexible, has proactive options so you can cast it whenever you want, or save it to shut down someone's fliers/life gain. I think this fits in Borborygmos Enraged or Radha.

Boltwing Marauder:
Another card that fits into the Pandemonium deck, this card is also fine in aggressive Kaalia lists or potentially with Prossh.

Dragonlord Atarka:
The first of the rebooted dragons, this Atarka is a more traditional deck than her FRF version. They have the same cost, but World Render is a two swing general, whereas Dragonlord is a larger version of Bogardan Hellkite. I do wish that Dragonlord had flash, but it would probably be silly to wish that. In any case, Dragonlord is going to play a lot different than World Render. She's going to be more about consistent mana development and curving up to her. You aren't rushing to play her the way you are with World Render, but otherwise they are going to use very similar cards. As one of the 99 she's going to be much better than World Render since she's got a lot of utility to arcing 5 damage and being an enormous body. Seems like the kind of card that Maelstrom Wanderer is going to love, and she fits into Karrthus or other Dragon focused deck the easiest of all the Dragonlords in this set because of her colors.

Dragonlord Dromoka:
The worst of the Dragons in both versions :(
Dromoka offers nothing interesting to build around other than a solid body. I guess she covers your combo if you get to seven mana and have her survive to your turn, but I kind of doubt that will happen often. As one of the 99 she's ok but not spectacular. I could see her in Scion as searchable cover for a game winning pump spell if the players at the table don't know that you have her and let his search ability resolve.

Dragonlord Kolaghan:
The trigger is essentially never going to happen in EDH, and feels very strange on the card in any case. As is she's a 6 power flyer with haste that gives all your other dudes haste. She's really good even missing half her text. As a general she's like a larger version of Urabrask, though likely a worse card overall since Urabrask also shuts off blockers so frequently, but she does buy you into black, which can be quite good with effects like Living Death and Rise of the Dark Realms combined with her Haste giving ability. As one of the 99 its harder, but she's a big game in Scion, Karrthus, Prossh, potentially Kaalia. Giving your guys guaranteed haste with the number of monsters those decks play can be really scary, and a number of those generals are really scary with haste themselves.

Dragonlord Ojutai:
This is Hexproof done right. He's only Hexproof when he's doing things, meaning that the person playing Ojutai gets to play mind games with his opponents. He's sat with him two turns in a row, but he's attacking me now. He must have something. Really he has nothing, he's bluffing you into getting an Impulse off to find something cool. I like the mind game aspect of the card, also the fact that this Ojutai is actually castable and reasonably safe. Also, his art is some of my favorite in the set. As one of the 99 he works in a lot of these Jeskai spell heavy decks. Unlike his Exemplars, he doesn't need extra stuff to protect him and you can wait till he has boots or some other kind of cover. He doesn't have a etb effect for something like Brago, so he definitely wants to be in a deck that wants to punch people, my money's on Shu Yun voltron.

Dragonlord Silumgar:
This guy is a house. People don't run enough single target removal that kills a 3/5 black creature, so while I'll play Treachery before I play Sil, I'll play Sil pretty frequently. Taking Planeswalkers is novel, but I don't see lots of walkers. They are just too slow for EDH most of the time. They have to be judged by what you get form one activation, so while he's good its mostly on the back of being a huge Sower of Temptation. I would prefer to have Drifting Death as my general because of Hexproof and the ability to stop the inevitable token maker dead in his tracks. That said, Dragonlord is still a fine general. Having a etb control magic is very powerful and is going to make people scared to play their best creatures, exactly what a control deck wants.

Harbinger of the Hunt:
While this card is less efficient than its larger cousin Scourge of Kher Ridges, Harbinger has the advantage of costing 5, three less mana than Scourge. In the same amount of time it takes you to naturally get to eight mana you could play Harbinger and activate it five times. It also hits fliers in smaller increments, letting you do other things with your mana if your goal is to kill Bitterblossom tokens or the faeries from Notorious Throng. I like this guy and think he has a home is R/G decks that have trouble with little fliers.

Kolaghan's Command:
While I appreciate the flexibility, this doesn't seem to have as much punch for the mana that Atarka's Command had. It does pass the Sunforger test, so having instant speed tutorable Raise Dead, Smash, Shock could be a worse deal, and it wouldn't be the worst to naturally draw. Probably worth an inclusion in Alesha. That deck wants Sunforger for the general since +4 power is damn hard to deal with on a first striker, wants to put dudes in its graveyard, wants to have answers to opposing artifacts(as all decks do), and even playing an attrition game isn't that bad. Hell, the shock could even be good combined with first strike damage to take out a blocker before it kills Alesha.

Narset Transcendant:
Obviously planeswalkers have to be judged by how good htey are form one activation since even 7 loyalty is mostly trivial in EDH. Getting to Rebound one spell is not that powerful, and neither is drawing a card like 50% of the time. The ult could be annoying if you could get there, but it won't even stop everyone. I don't think this is the walker for EDH, though playing her as one of the 99 in the other Narset deck could be good. It doesn't work with the trigger, but that deck is so packed with non-creature spells that you'll draw a card closer to 70% without any manipulation, and rebounding Time Walks is a big game.

Necromaster Dragon:
The activation cost on this guy kills him for me. He still has a home in Lazav where he gets to grind for two and make blockers, but I'm sad that he eats up resources even after you commit 5 mana and have to connect with him.

Ojutai's Command:
I don't like this card. I think that none of the modes beyond draw a card and counter target creatures spell will hold value. There just aren't that many decks that can take advantage of the two cost or less mode. If it was two power or less we would be in business, but really the only cards that come to mind with cost two or less are green. Saffi, Sakura Tribe Elder. That puts this in three colors, where there is just so much competition.

Sarkhan Unbroken:
Yes, his name is hilarious. I don't hink he's broken in EDH though, outside of Doubling Seasoning out all of your dragons. He's certainly good, though the colors keep him out of Prossh and Karrthus and Atarka. He does fit in Intet and Animar though, and both of those decks would be built to try to cast Dragons on the cheap. I liken him to Broodmate Dragon. He comes into play, makes a 4/4 token and threatens to make another one. If he comes down early enough the 4/4 might be enough to protect him from there. If you get another untap he's obviously nuts, both ramping mana and drawing cards, or churning out another 4/4 flyer. I don't like many planeswalkers in EDH, but SU is very good. He'll have a narrow range of decks due to color concerns, but he'll be damn good in all those options.

Savage Ventmaw:
This card is fucking amazing. If you can give it haste its essentially free. It can even be color fixing! Maelstrom Wanderer or other decks with natural haste are going to love this thing. If it makes it to your next turn he is all gravy. Rosheen Meanderer is going to love him. Essentially any deck that has red and green mana and would play Genesis Wave or Tooth and Nail wants this guy to jump them from six mana to twelve mana.



Saturday, March 7, 2015

Build of the Week: Trostani Maddness

Inspired by the insanity at GP Miam, I decided to do some G/W hilarity.
G/W has a few different bents that it can take. It lends itself to Stompy, Enchantress, Tokens, and Value. To most closely mirror the board states seen on coverage, I decided to go with Trostani, who can build giant boards and gain tones of life and mixes all of these archetypes together. I give credit to my friend David Clark who gave me his Trostani list to work off of.

The categories I see available for her are Token Abuse, Life Manipulation, Mana, and Kill Conditions. Some cards listed will cross categories, so if you see something in multiple slots there aren't more than 1 of them, its just a happy coincidence.

Token Abuse in most instances is pretty straightforward, you have token makers and sacrifice outlets. Trostani is unique, which is one reason I picked her, in that the qualities of the token matter significantly. Populate makes exact duplicates of the Token. So Mimic Vat, a fine to good card elsewhere becomes a great card in this deck.

Token Abusers:
Mimic Vat
Soul Foundry
Phyrexian Processor
Minion Reflector
Sundering Vitae
Phyrexian Rebirth
Perilous Forays 
Skullclamp
Natural Order
Martyr's Cause

Unfortunately the rest of the Populate cards are not that great. If we find that we really make more of the mechanic beyond having our general as Trostani there we might include Rootborn Defenses or Vitu-Ghazi Guildmage.

On a similar note, there are the creatures that we want to put on Mimic Vat in order to gain access to their effects repeatedly.

Enter the battlefield dudes:
Eternal Witness
Karmic Guide
Sun Titan
Regal Force
Avenger of Zendikar
Woodfall Primus
Kitchen Finks
Whisperwood Elemental

There are a selection of creatures under mana that get lands into play that could also be under this heading, but repeating them seems redundant and their primary purpose is to find land and smooth our draws, not generate advantage through repeated etb effects.

The next category is Life Manipulation. Trostani is adept at generating heaps of life for us to take advantage of. The category deals both with gaining life, paying life, and effects that trigger on life gain.

Life Manipulation:
Sylvan Library
Serra Avatar
Phyrexian Processor
Well of Lost Dreams
Cradle of Vitality
Mastery of the Unseen

I could just keep adding cards to this, but I think this encapsulates the point well enough. Manifest is a strong mechanic in these colors. Its drawing some percentage of a card. Its worth noting that you can't populate manifest since they aren't tokens. Manifested cards are a magic card. Mastery is particularly good though since its effect is repeatable and it both "draws" a card and gives you another source of life gain for various effects.

The mana category is for accelerants.

Mana:
Mana Crypt
Sol Ring
Gilded Lotus
Mana Vault
Selesnya Signet
Earthcraft
Mana Reflection
Mirari's Wake
Gaea's Cradle
Serra Sanctum
Nykthos, Shrine to Nyx
Wood Elves
Oracle of Mul Daya
Farhaven Elf
Sakura Tribe Elder
Yavimaya Elder
Solemn Simulacrum
Stone Seeder Hierophant

Probably the only one here that needs explaining is Serra's Sanctum. Its capable of producing some really insane amounts of mana and Enchantments tend to hang around longer than most permanent types. We don't need to go full Enchantress in order to produce a significant amount of mana from it. We do want to include some extra enchantments to power it up.

Enchantments:
Aura Shards
Luminarch Ascension
Primeval Bounty
Doubling Season
Courser of Kruphix

That should be sufficient to ensure that our Serra's Sanctum taps for 3 mana or more. It also supports our Nykthos by having permanents remain in play. None of them are particularly color dense, but Nykthos also doesn't need a lot of support since it taps for colorless mana. Courser pulls quad duty here as it is an enchantment for Serra's Sanctum, double green for Nykthos, has 4 toughness for Trostani, and it gives you a steady stream of life on its own on top of playing well with Sylvan Library.

Kill Conditions:
Overwhelming Stampede
Craterhoof Behemoth 
Kamahl, Fist of Krosa
Elesh Norn, Grand Cenobite

These cards are in the deck to end the game. To a one they are massive creature pumps that turn your horde of value dudes into lethal attackers.

Of course that leaves us with quite a few slots to fill. The cards that we've put in so far lend a pretty unique flavor to the deck, but it would be foolish not to include the backbone cards of EDH, tutors and removal.

Tutors:
Enlightened Tutor
Eladamri's Call
Chord of Calling
Idyllic Tutor
Natural Order
Tooth and Nail
Birthing Pod
Sensei's Divining Top - Not a real tutor, but works really well with our Manifest dudes and shuffle effects.

Removal:
Martial Coup
Terminus
Austere Command
Swords to Plowshares
Relic of Progenitus
Oblivion Stone

Other:
Cultivate
Genesis Wave
Kozilek, Butcher of Truth
Worldspine Wurm - This is our huge dude for Natural Order.

Lands:
Gaea's Cradle
Serra's Sanctum
Nykthos, Shrine to Nyx
Ancient Tomb
Kor Haven
Gavony Township
Grove of the Guardian
Mosswort Bridge
Windbrisk Heights
Krosan Verge
Thawing Glaciars
Horizon Canopy
Selesnya Sanctuary
Wooded Bastion
Brushland
Sunpetal Grove
Temple Garden
Savannah
Wooded Foothills
Windswept Heath
Misty Rainforest
Tranquil Thicket
Secluded Steppe
6 Plains
10 Forest

This mana base is a bit safer on colored sources since Trostani costs GGWW on the first turn. We want lots of colored sources that come into play untapped. We also want to ensure that we don't get bottlenecked on white mana for our Mastery of the Unseen. I like how the deck turned out. The full list is here: http://tappedout.net/mtg-decks/07-03-15-trostani/

It feels both flexible and powerful. There are many things you could do to this list to speed it up and make it meaner. The list I got from Dave recently made it to the semi-finals of a multiplayer EDH tournament. I also wanted to include the cards that made the SCG match so insane with Whisperwood Elemental, Nykthos, and Mastery of the Unseen making prominent appearances. Various direction to go include making the deck more grow wide like a Rhys deck, making the deck revolve more around the lands, upping color counts for Nykthos, upping Enchantments for Serra's and pushing the deck into more of an Enchantress role, or dropping some of the cutesy stuff and pushing Trostani to be really mean, which includes adding Crucible and Wasteland/Dustbowl/Titania. This base feels like a 3 on the BS scale, a good starting point.

I'll be back next week with some sweet dragon action!