Saturday, September 19, 2015

Build of the Week: Ruric Thar Punisher

I'm happy to announce the return of Build of the Week. I had quite a few commitments I had to tend to prior to this, so I unfortunately did not have the time to commit to doing this series. I've been able to make time though, so I'm back to writing. While I do have plans to cover most or all of the legends that I've missed, there was a deck that I really wanted to talk about first. My good friend Zach Enos told me about this spicy brew he cooked up when he was getting a bit tired of his Borborygmos list. It revolves around Ruric Thar and Glacial Chasm. The Chasm lets you play whatever you want under Ruric while still dealing an absurd amount of damage to your opponents when they try to get him off the table. It needed some refining, but I liked the concept quite a bit. R/G lands is one of my favorite archetypes, and this provided a useful alternative to Borborygmos Enraged. However, one of the primary challenge is winning the game. Glacial Chasm has a lot of positive qualities, but the draw backs are very real. You need to eat a land when it enters the battlefield and it stops you from attacking as well. The cumulative upkeep isn't too much of an issue in EDH, but it could become one if you aren't careful. Given these constraints, the deck had a few primary goals to solve before it did anything else.

Deck list here - http://tappedout.net/mtg-decks/ruric-thar-gruul-punishment/

The first problem was the land you sacrifice to Glacial Chasm. These cards make the lands function:
  
These cards overcome the 1 land a turn rule or buyback the sacrificed land. Here the non-mana upkeep cost of Glacial Chasm plays to the deck's advantage. It eats a land but then gives us time to catch back up on our mana. Atarka's Command is a one-shot, but instant speed Chasm + preventing life gain gives it enough utility for me to like it. These are ways we persistently get ahead of the sacrifice. Things like Kodama's Reach and Explosive Vegetation put us ahead for the first time we play Chasm.

I say the first time we play Chasm because it would not be useful to have it in play the whole time. As stated, we do have to win. There's some consideration for playing non-combat win conditions. However, the one that lines up the best in our space is Borborygmos. I don't want this to be a Captain Sisay style deck where the real general is in the 99. He might make the cut, but I'm not devoting space to the angry land man. Most other R/G win conditions involve attacking. Its possible to play a colorless-combo, its just not exciting. We are also basing this on the punishing power of Ruric Thar, so having a damage oriented win condition is going to be important. Chasm can eat itself, but there should also be some other ways for the deck to get rid of it.
        
A couple of these not only eat Chasm if we already have it, they also function as ways to find it. I'm a bit iffy about the inclusion of Aggressive Mining. Its a powerful card. The trade-off on it is pretty glaring though. However it does work well with Burgeoning and Budoka Gardener, so I'm leaving it in. That's the core of the deck's engine. What we need now are ways to deal damage.        
The deck is building itself around single large attack steps since it's likely that we won't have perfect control over when Chasm is in play. There are going to be times when its the only thing discouraging people from attacking us. During the windows we have to attack, having lots of equipment and buffs for a Knockout Punch is going to valuable. Urabrask opens windows later in the game and his second line is very powerful for shutting down instant speed blockers. Seize the Day is just shy of a general damage kill on its own, so any buff or a previous attack is likely to make it a lethal threat. Proper timing of casting Seize the Day will be necessary to ensure Ruric doesn't punch us while Chasm is down. Its possible more Overrun effects would be better in the deck, but they don't do a lot unless you have enough to capitalize on them.
     
 
The tokens makers for the Overrun effects. Bodies are very useful for the deck. They provide blockers for when Chasm isn't on the table and generally win the game. They can crush through an open attack window with an overrun. Titania and Hammer are of particular importance given the rest of the deck's construction.

The foundational idea of the deck was as an entry in the punisher archetype though. Ruric accomplishes that well on his own but he could use some back up.
       
These cards continue the Punishment theme. I'd like to expand on them and other cards that exploit the broken symmetry that occurs when you have Glacial Chasm in play, but the deck is already tight and eight cards isn't a small commitment.

The deck wants a ton of acceleration to play a 6 mana general that you want out before the table has emptied its hand:
            
A 6 mana general that we want to have in play as much as possible that has a huge target on his head is going to need to be recast a fair number of times. The lands to play ramp also enables Aggressive Mining if that card winds up staying in the deck.
                     
That's the basic deck. It has everything you need to start. There are some simple power ups that might be expensive or repetitive to add so I omitted them from the main list. This deck could definitely use a Gaea's Cradle, a Tooth and Nail, a Taiga, a Regal Force, and Borborygmos Enraged. Also a Sylvan Library and more of the traditional card draw spells. Again, if these are within your budget and you don't might putting Tooth and Nail in another deck, by all means include them.

A note on playing the deck, getting to Glacial Chasm is very important. All three of the tutors in the deck can get it, but you won't always have it. Without Chasm, you should be more aggressive till you find it. You are threatening a lot of damage with Ruric so use that to make space for yourself. Another category of cards you could add if you want to power the deck up are more tutors for consistency, like Gamble.

I also omitted Battle For Zendikar cards for this build since we're still a week away from the Pre-release, never mind actual release. However, these cards all look like potential includes:     

I hope you guys liked this article and I'll be back next week where I will start tackling some of the new legends in Battle for Zendikar! Cheers!

Saturday, September 5, 2015

All the decks + cards

Yay! All of the decks are ready for play testing! This is the 4 Color Commander EDH Supplemental product that I have been working on for a while.

Will update this later. Right now I am very tired.

URBG:

New Cards - http://imgur.com/a/3jJLS
Precon - http://tappedout.net/mtg-decks/gevurah-who-hungers/

WBRG:

New Cards - http://imgur.com/a/bBnFj
Precon - http://tappedout.net/mtg-decks/hesed/

WURG:

New Cards - http://imgur.com/a/cHI6T
Precon - http://tappedout.net/mtg-decks/einsof/

WUBG:

New Cards - http://imgur.com/a/2h2Dp
Precon - http://tappedout.net/mtg-decks/keter/

WUBR:

New Cards - http://imgur.com/a/xXv6E
Precon - http://tappedout.net/mtg-decks/yesod/

Wednesday, August 12, 2015

Ein'Sof's deck is complete

Another update! 

Ein'sof is likely the most powerful of the Nephilim in the abstract. The deck also feels a bit more scattered than Hesed's deck. I like it but hopefully play testing will grind the rough edges down a bit more. 

Imgur album - http://imgur.com/a/cHI6T

Tapped out link to the decklist as it stands - http://tappedout.net/mtg-decks/einsof/




Ein is very proactively powerful. The token creation can make a ton of tokens repeatedly. I might want to change it later, but I like the way it helps the abilities feel connected. It'd probably be fine to make it a static number if it ends up being broken.


Raziel hasn't gotten any changes and likely won't. Up until recently I wouldn't have thought of this as very red, but with Tormenting Voices and Magmatic Insight, red has been getting powerful rummaging effects and will likely continue to do so. 


Again, likely to get cut.The mandates are really not doing the job I want since the wording is not intuitive enough for the average player to understand. Also, the card count needs to come down a bit.


I'm debating the wording on this one. Most cards are structured as "Keyword. Other creatures you control have Keyword." The exception appears to be haste as evidenced by Urabrask and Maelstrom Wanderer. The card itself is a riff on Edric/Maelstrom Wanderer, just less bullshit since it has a real mana cost and makes you pay for the other creatures.


The size and type of the token aren't definite. I was just looking for a size of token that hadn't been used by landfall yet.


This card is extremely powerful. I think it has enough knobs to be developed though. It could go to XX or X2WUG. It could be backed down to a sorcery. Any number of tweaks will likely put this is a good place.


I'm not sure about this card. Its hard for me to judge. I want to play with it though and see what happens.


Unfortunately, the reminder text sapped this one of anything else it might have done. I think its fine though. I am not positive that putting Graft on a card sans the Simic watermark is ascetically correct, but the art and name worked really well so I don't think I want to change it.


Overall I think this card balances its color well since its a white ability, a red ability, and a R/W ability. 4 Mana is a bit low considering True Conviction is 6 and triple white. This will probably get bumped to 3RW or 4RW during testing.


This was initially flavored as Knowledge armor. I think that fantasy fits better than Faith since Faith is decidedly nonblue. However I couldn't find a single piece of art that did this justice. 


Considering changing the creature type here. Giant doesn't fit the art. Maybe elemental or something else unique to Theros. The card itself was debated hotly. The closest comparison was to Craterhoof, but there are several factors that I think were not considered that make Radiant not only printable, but much worse than Craterhoof. 
1. Killing Radiant has meaning. Crafterhoof is a trigger, and while you save a nontrival amount of damage by killing Hoof, its trigger is still going to happen. If you have Radiant and attack and it gets Murdered, that's going to stop the p/t boost completely and likely get a lot of your creatures killed.
2. Radiant lets you block. Hoof gives trample. Trample is an enormous bonus for something like Overrun. Trample removes blocking from the equation. Something like Rhys will just never take damage from Radiant.
3. Radiant scales from lands. Scaling from lands is more persistent since lands die less than creatures, but it is harder to get there than creatures. In something like Rhys, Hoof would always be chosen over Radiant. Lands take much more time to accumulate and they are harder to get to large numbers while simultaneously making creatures to attack with. Radiant can be cheating into play the same way as Hoof, but while Hoof would give something like +8/+8 and trample as early as turn 4-5, Radiant would give +5/+5 and not give evasion, and would likely not have 8 creatures to attack with.
4. Haste. Hoof's haste is large part of why the card is broken. The haste means its an extra attacker for the effect. Radiant gets to attack with its bonus, the next turn. So the turn you drop Radiant you give them time to deal with it before you attack.

For all those trade-offs that go in Hoof's favor, Radiant gets to have a persistent bonus and an easier mana cost. The Enchantment supertype will come up more than you think, giving opponents more removal options and also giving you other ways to interact with it, a la Starfield of Nyx and Sterling Grove.


This art is already on a card, so its cheating a bit. Hopefully I'll find something that fits the concept soon. The card itself seems pretty neat.


This card can do a lot of damage. That's a very Timmy type effect altogether. I think the cost will drive people away from this one, but I don't want this to be 9 mana. 

Tuesday, August 11, 2015

Hesed''s deck is complete

Hesed's deck is complete.

Imgur album of the cards here: http://imgur.com/a/bBnFj

Tappedout link to the rest of the deck here: http://tappedout.net/mtg-decks/hesed/

Making Hesed was challenging. She had a unique way of pushing against boundaries and wanted to care about specific things that are potentially nonfun. The key was to use the discard and sacrifice in a proactive way. Yes there was some splash to the opponent, but most of it is using cards in hand or lands as a way to fuel your own effects. The deck is untuned and probably needs to be de-powered after play testing. One of my goals for building the decks is to not overlap nonland cards. The lands are going to need to overlap to support 4 color.

I also decided while working on Hesed that there should be a structure to the cards that made sense. I hit upon:

3 4 color cards
4 3 color cards
6 2 color cards

Then there'll be 2 cards that are shared between all the decks to help fixing. This brings the total number of new cards up to 67, which is quite high for this type of product. My current thinking to reduce the overall number of cards in the product is to cut the Mandate cycle and replace it with another mana fixing card. That would reduce the number of overall new card to 63. While still a bit high, its much closer to reality.

Onto the cards themselves:

Hesed's current form was born out of a desire to retain the anti-draw technology without having to break the ascetic similarities of the cycle. All of the Nephilim have a trigger and an active that play into each other. Hesed's trigger is padded by her active. Her active also makes her into a Loam type deck which plays into the direction of the card that I wanted, which is an Earthmother vibe. The number of lands might be adjusted since three is a high number, but I like three mana for three lands.


Krometh was made as a way to reward the high land count of the deck. I'm still trying to reconcile the two Xes in his text box. The rest of the card feels like a way to make many large threats with one card. The other thing I'm somewhat reticent about is the heavy cost. 5 mana for a 1/1 is not the best rate. I'm considering restructuring him to be more like Mana-gorger hydra and start as a 1/1 and scale while in play. Of course he wants to be scaling with mana. This is all speculation and the card could be fine as is; this is a situation where play testing is important.


Earthmother's Mandate is likely getting cut. I can't find a wording for the mandates that I like.


I like the way Netzach's abilities all tie in together. More than once I've gotten feedback that people didn't understand him having lifelink, only to put the pieces together. I like that people have that, 'ohhhhhh I get it' moment. As a general he would be interesting to build around, and as a member of Hesed's deck he is a solid support card.


Suphlatus is very aggressive. It was changed to make more sense on the ability and the trigger was changed to be 'your graveyard' as opposed to 'a graveyard'. While I don't think the power of getting counters from any yard was too high, it incentivized mass land destruction a bit more than I would like. While that's still fine with her, not benefiting off of the opponents' lands means that you can probably convert all of your lands to counters with her first ability if you want and is less likely to lead to abusive deck building. I do like that she's low cost aggro in Jund though, which has so many cards in this style that never get played in EDH.


Might of Naya came under fire for not being white. While I don't think the card is overly white, the Butcher Orgg ability could appear in white, and the Terravore ability is pretty close to Knight of the Reliquary. I think I'm happy having the card be a bit undercosted and not pushing the color issue by adding something like first strike.


Oasis Drinker was the most well received card by miles. I agreed that it should have trample, and the tokens it would work best with are a bit of a minor theme in the deck. The deck will get some more token making cards on the second pass, I was mostly saving them for Ein'Sof since I'm trying not to repeat cards. Honestly though, the deck doesn't even need tokens for this monster to be very scary.


Sylvan Monk exists because turning lands into creatures feels like token making a lot of the time, it was an effect that I hadn't used elsewhere, and it fit the idea of lands being significantly more expendable than usual. The cost and suspend number need to be ironed out since they play off each other significantly.

Spiritual Retribution is a token maker that fits the rest of the deck. Its possible it'll need a mana cost on the trigger since its pretty damn strong as is.


Nether Demon requires no comment.


Loam-Tiller is a very strong card, but giving everyone an extra land play is a powerful drawback. I also like that he functions as a mana dork. I think maybe the second ability should target so its easier to mess with. 2 mana is low, but I think it works out for your opponents enough where you still have to be careful with it.


Emissary of Nature might become limited to once a turn, but I think the mana cost is a sufficient limiter and stops you from just immediately killing all the artifacts. The card is quite strong though and might have to cost 5 overall.


Essence Blast is a weird one. I like it, but I also think that making a card cost more on its madness works in the opposite direction than usual. Perhaps this one gets changed to Flashback.


The deck itself wants to shift into having more token support. That will probably happen after the first round of play testing points out which cards are too strong for a preconstructed deck. I'll be putting up Ein'Sof's deck shortly.

Cheers!


Saturday, July 18, 2015

4CC Update

I've been working on this and wanted to share an update. I have decided on the theme of each of the five decks and made some changes to the cards.

Imgur link with all the rendered images - http://imgur.com/a/N1DbM

UBRG:
Themes:
Counter manipulation, sacrifice for value, reanimation

Change log:
Tiferet is still a bit too powerful, so it was reworded to, "Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature."
This should tone the card down with Delve and other similar effects while still maintaining its use in with persist and such.

New Cards:

Bloodrite Shaman 3BR
Creature - Orc Shaman (R)
Persist
When Bloodrite Shaman enters that battlefield, exile a card from a graveyard.
You may play cards exiled by Bloodrite Shaman.
4/2

WBRG:
Themes:
Lands, Discard for value, disruption

Change log:
Hesed has been the problem child of the headlining generals. She was in a good place mechanically, but not aesthetically. I wanted to maintain her ideal as the Earthmother archetype, and decided that her active returning lands played into that and played well with the 'Chains of Mephistopheles' trigger she has. Her current version,

Hesed WBRG
Legendary Creature - Divinity
Whenever a player would draw a card, if it isn’t the first card they would draw during their draw step, instead they discard a card, then draw a card.
3: Return up to three target land cards from your graveyard to your hand.
4/4

New Cards:
Desperation 1R
Enchantment
1R, Discard a card: Draw a card.
1R, Sacrifice Desperation: Draw a card.

Emissary of Nature 2RG
Creature - Centaur Shaman (R)
You may play land cards from your graveyard.
Sacrifice a land: Destroy target artifact, Emissary of Nature deals two damage to that artifact’s controller.
2/4

WURG:
Themes:
Tokens, Anthems, Cards in hand. Minor land theme

Change log:
Ein'Sof WUGR
Legendary Creature - Divinity
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card.
3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4

In the attempt to differentiate Ein and Hesed, Ein became more about the draw trigger and making tokens. The +1/+1 counter got removed due to the card wanting to make a lot more tokens than previously. It still feels White to me because white cares the most about making multiple tokens at once, though the Red is a bit on the weaker side. I do think the card now has a strong mechanical identity so I doubt that'll change.

Raziel 2WURG
Legendary Creature - Angel
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5

Yay! New Angelarium art! I was looking to revamp this card and the art came out right as I was working. This is a pretty simple card, which is good since most of the product has pretty high complexity. This is sneakily good with Red mana nowadays due to the prevalence of rummage effects.

New Cards:
Radiant of Karametra 6WG
Enchantment Creature - Giant
Creatures you control get +1/+1 for each land you control.
5/5

WUBG:
Themes:
Life manipulation, recursion, flicker, drawing cards

Change log:
No changes

New Cards:

Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, tapped creature don’t untap during their controller’s next untap step. You gain life equal to the total power of all tapped creatures.
3/4

WUBR:
Themes:
Flicker, Cloning, Reanimation.

Change log:
Melkoth was just doing too much. The first ability deserves its own card, and the fantasy around the card is pretty solid already I think. the current version is,

Melkoth 1WUBR
Legendary Creature - Demon
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put a creature card from a graveyard onto the battlefield tapped and attacking. Lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3

New Cards:
Puppet Maker 3UB
Artifact Creature - Construct
When Puppet Maker enters the battlefield, destroy another target creature. If you do, put a token copy of that creature onto the battlefield under your control and its an artifact in addition to its other types.
2/2
[/spoiler]

Those are the updates so far. I am thinking pretty intently about the minor general problem. I feel like they pull focus from the central allied pair direction the product is headed in. Hopefully I'll have the decks together in the next few days to test with.

Cheers!