Saturday, October 31, 2015

Is Your Commander Deck Fun?

Containment Priest

Commander has evolved over the past few years. We have more cards to choose from, some of which were printed in specific Commander products. Gaps are filled in.

Things are better.

This means that you can play pretty much any deck you want, with any commander you want, and dial the power level up or down as needed.

So, what is a Commander deck?

"Commander deck" means many things to different people. For some people, themes are important. Heck, even having the right artwork on your basic lands is important. For other people, making the deck do something very specific is important. Putting 1000 elephant tokens into play is super-cool.

Token - Modern Masters 2015 - Elephant 3/3

I get that.

But at some point, a commander deck is a pile of 100 cards that follow the deckbuilding rules of the format. You can fancy it up, or not. Your choice.

All by itself, the coolest deck in the world does not make a game of Magic. It's when a couple of decks come together that the "magic" happens. A "gathering" of decks, if you will.

That sounds familiar.

But, even when you are sitting across the table from someone, facing off after furiously shuffling cards, sometimes the decks you brought just don't interface well. They don't go together. It's like two entirely different games are being played at the same table.

It's still playing Magic, technically. But, 99 times out of 100, when I sit down to play Commander, the better the decks interface with each other, the more fun the game turns out to be. One guy sitting in the corner putting a combo together while the rest of the table pushes creatures into the red zone does not add much to my Magic experience.

When I talk about decks interfacing, I'm talking about having cards that interact with the other guy's cards. If you watch competitive Magic, you see this kind of thing happen all the time. You'll even hear the players talk about it, saying things like, "My deck just doesn't have the right cards to interact with that deck."

It's like bringing a golf ball to a soccer field. Both games involve a ball, but that's where the similarities end.

So, when I take a look at another person's Commander deck, I'm always trying to figure out if that deck interfaces with mine. If we shuffle up, what would the game look like? Would my strategy change based on the cards in that guy's deck?

That's the key.

If your strategy doesn't change no matter what you are up against, you aren't really playing Magic. You are playing solitaire with Magic cards.

Think about the Ad Nauseum Commander deck. Does it matter what everyone else brings to the table? Not really. You win or lose the same way every game.

Ad Nauseam

I'm not saying that it can't be satisfying to put a combo together. I'm not even saying that every deck doesn't have a certain amount of "autopilot" built into it. I'm saying that when I take a look at another person's deck, I'm trying to see if the game it plays against the game my deck plays will be interesting.

For me - for Commander at least - playing an interesting game of Magic is way more important than winning a boring game of Magic.

In my experience, decks that create an interesting game of Magic have a similar mix of cards that perform certain functions. The further a deck deviates from that general mix, the more linear and less interesting the games become.

It's a formula for Commander fun!

38-40 Lands
5-7 Ramp Spells
7-9 Tutor/Draw/Manipulate Spells
4-5 Recursion (Spells, Lands, Enchantments, etc)
25-30 Creatures
3-4 Mass Removal
3-4 Spot Removal/Counterspells
3-4 Equipment/Auras
2-3 Planeswalkers

With enough lands, you don't get stuck not being able to cast anything. It's worth it. Not being able to cast anything because you are drawing bricks is the worst.

The worstest!

Thran Dynamo

Ramp is the hallmark of the format. If you want to get to the big spells, you need to push it. Push it real good.

Rush of Knowledge

Tutoring, drawing, and manipulating your library increases consistency in an inconsistent format. You have to watch this category closely as too much consistency makes the game less fun. Conversely, getting stuck not being able to cast anything sucks. Ride the lightning.

Sun Titan

Commander games can and do go long. Recursion is a good way to take advantage of that and can create little puzzles for everyone to solve. My favorite puzzle is, "Can you deal with Sun Titan?"



Cromat

Put lots of creatures in your deck. Creatures smashing into other creatures, dealing damage, coming into play with sweet abilities, and all that jazz, is what takes the "interactivity" through the roof.

Hellfire


Sometimes - but not too often - you need to reset the board. It can drag out the game if it happens too often, but played smartly it can break open a stuck game, too. The best kind of "mass removal" is one-sided.

Vindicate

Spot removal is another way to get rid of problematic things and clear a way to victory. Too much spot removal, especially counterspells, can stop the game cold, though.

Argentum Armor

Equipment tends to stick around long enough to create more of those mini puzzles that make things interesting. "I can remove your Sun Titan, but what the heck am I going to do about that Argentum Armor?"


Liliana Vess

Some people hate Planeswalkers in Commander. I'm not one of those people. Many of the 'walkers have powerful ultimates that make dealing with them before they can get there a mini game all on their own. Think of it as a spell that changes the fabric of the game, but without wiping everything out and starting over.

In my experience, that's a good card mix for an interesting game of Commander. It doesn't matter what cards you put into that mix, as long as the mix stays the same. You can follow this mix in any color or combination of colors and get a good result. In fact, think of the best, most interactive, games of Commander you've played. What deck did you use? How closely does that follow that mix?





Thursday, October 22, 2015

So Many Cards!

Duplicant

Choosing the right card for the job during the game starts with choosing the right card for the job while building the deck.

Hey, if you don't put the card you need in your deck, it won't be there when you need it.

One of the things I love about Magic is that there are so many different cards. And with Commander, the card pool really opens up. You can build a "best of the best" competitive deck, a theme deck, a deck that contains only cards from a single block or set, plus oodles of other possibilities.

There are so many cards, the choices are overwhelming.

In a good way.

When people have too many choices, we make arbitrary decisions to cut down the number of selections we have to make. If you flip through your collection and pull every card that would be awesome to use in a Commander deck, the pile will probably be so big that you might as well give up. So, what do we do?

We put limitations on it.

"This will be a red, double-strike, extra combat phase deck."
"This will be a green, proliferate, tokens deck."
"This will be a black, vampire tribal, lifegain deck."

You get the idea.

Restricting your choices is how we get through the deckbuilding process.

But even with the restrictions, when I start building a new Commander deck, I usually end up with 250 cards all fighting for 60 slots in the deck (with 40ish lands).

There are so many cards!

So, I make the tough cuts and get the 100 card pile together. Then I play a few games and swap some cards. And then I have a stable 90 card deck with about 10 flexible slots.

Sound familiar?

Here's what happpens next. I do some trading. New cards are printed. A friend gives me "the perfect card." Now, I have to figure out what cards come out so that the new cards can come in.

Oh no.

When I read through an article about a Commander deck, the biggest thing I look for is why a player put in a certain card. Why they made that particular choice is what makes the deck interesting. It's no longer simply a list of cards. It's a thought process, and one that can have a profound effect on my understanding of the game.

I'm limited to playing one or two games a week. Reading about why you put a particular card in your deck is almost like playing all of the games you played that lead you to that choice.

Experience booster!

With all that in mind, here is my thought process about a few cards I'm considering for my mono-black deck, The Usual Suspects.


Reason #1 - New Cards are Printed

They printed a new Ob Nixilis in Battle for Zendikar. At 5cc, Ob Nixilis Reignited is a reasonably costed planeswalker with a bunch of solid abilities. But, does he fit in the deck?

Ob Nixilis Reignited

The question is, what does he actually do for us? Remember, we need to cut something to put him in the deck, so it's not simply a matter of determining if he is a good card.

His +1 ability is like Phyrexian Arena. Drawing cards is strong (and covers a multitude of sins).
His -3 ability is also nothing to sneeze at. Doing an impression of a sorcery speed Murder has lots of applications.
His -8 ability is like, uh, eh? If you get from his starting loyalty of 5 to 8 and activate him, you put a very conditional clock on one other player. So, there's that. He's no Nicol Bolas, Planeswalker.

If I was going to put in Ob Nixilis Reignited, what would I cut for him?

Well, I don't want to cut a creature because I like the creature count. I could cut the other Ob Nixlis, but that version of him makes demons. I could cut Necropotence, I guess. Or one of the other card-drawing spells, like Promise of Power. Oh, but that one makes a demon, too. I almost always entwine it. I could go the other way and cut a removal spell for him. Ashes to Ashes is often a one-sided sweeper, though.

See? It's not easy. Even when they print a solid card.



Reason #2 - New Cards are Acquired

There are lots of ways to end up with new cards. There's outright buying the card you have your eye on. Getting it as a gift. Drafting and ending up with the leftovers. Cracking packs when a new set comes out. Getting an old collection dropped on you. But whatever the reason, sometimes a card that's been around for a while just hasn't made it's way to you until now.

An example of a card in this category is Phyrexian Reclamation.

Phyrexian Reclamation

What it does is let me reuse sweet, sweet "enters the battlefield" abilities. It can also create an overwhelming situation where creatures must be dealt with permanently or you will face them again and again. It is competing with cards like, Diabolic Servitude, Whip of Erebos, and Oversold Cemetery that have similar functionality. The Whip has gained me massive life in the past, plus it puts the creature directly into play with haste. It's not clear which card is better, but I do get to say, "Watch me whip, whip," when I use the Whip.

That's nothing to sneeze at.




Reason #3 - New Synergies are Discovered

There are certainly decks that go for raw power. And in a lot of ways, that can be tough to argue with. Putting the "best" into every slot is going to go a long way toward your deck being relevant against a lot of the field.

But, over time, it's the synergies that really push a deck over the top in this format. A deck like Endrek that makes a lot of tokens can be oppressive when every card you run is designed to take advantage of having access to a lot of creatures. The more of these synergistic effects that appear in your deck, the more often those cards come up in those combinations and crazy things happen.

An example of a card in this category is Thawing Glaciers.

Thawing Glaciers

This is a card that's been on my watch list for a long time. I tried it out a couple of years ago and it didn't blow me away. In a deck that runs Cabal Coffers, every other land has a high bar to cross. Swamp is a pretty good land, you know?

But, now that I am running Deserted Temple to untap Cabal Coffers, there is a possibility of getting two activations out of Thawing Glaciers in a single turn. That synergy is intriguing because it puts even more swamps into play and, unlike with Myriad Landscape, it can tutor up swamps over and over.



Reason #4 - The Metagame Shifts

Do I want more spot removal? How about building in a combo kill as backup? Is everyone using indestructible creatures? Flyers? Am I seeing more artifacts? Enchantments?

That's the thing with Magic. The metagame shifts. This happens all the time in a small Commander playgroup. After the 5th game in a row losing to Oloro combo, the hate cards start to show up. I try to actively resist this, but if you know that a guy in your playgroup is running mono-green elves, Perish and Engineered Plague start looking pretty strong.

But even without going "full hate," you can shift your deck to be a little bit faster, or a little more consistent, or to have a stronger earlier game at the expense of a weaker late game. What makes your deck tick today may not match up well with your playgroup tomorrow.

An example of this is Sanguine Bond and Exquisite Blood.

Sanguine BondExquisite Blood

Running straight for a combo kill is not my style. But, having the option of a combo kill in my back pocket is sometimes the only way to pull out a win against certain types of decks. If your group is running massive hate against creatures, and creatures are your only way to win, then you are going to lose. Having tricks up your sleeve will help to keep the game fresh and create those "seat of your pants" wins that make for a good story when the dust settles.

I actually used to run this combo along with some additional tutoring to put it together, but that was back when I was playing in a very competitive group every week. I pulled the combo and most of the tutors out so that I could run more planeswalkers and card-drawing. Planeswalkers still create an "alternate" win condition, but without the comborific kill.



Reason #5 - The Card is Badass

Look, this is still Commander. Deep down, we aren't playing to win at any cost. There are a lot of decks out there that have a strong theme, where running the best card is not really what it's about. Maybe every creature in your deck was drawn by the same artist. Maybe your deck is full of cards with a pun in the name or flavor text. Maybe you just really want to run your signed, Beta, Orcish Oriflamme.

Who knows?

You do.

There are cards in this game that reach out and slap you the first time you see them. There are cards that bring a smile to your face when you see them in action. There are cards that, for whatever reason, make the game fun to play. This is as good a reason as any to make sure that the cards you really like make it into the final deck and stay there.

An example of a card like this, for me, is Phyrexian Obliterator.

Phyrexian Obliterator

That's one scary dude. The flavor text is awesome (and in theme), he has knife-things for fingers, there's 4 - count 'em - 4 black mana symbols. But!

Yes, he tramples. But, he doesn't fly. Yes, he has a crazy damage-trigger ability. But, most people will just avoid dealing him damage. He's awesome, but there are so many cards that are awesome that being awesome is not enough.

Still, that is totally... one scary dude.

Look at the bones!



Sunday, September 20, 2015

Battle for Zendikar Spoiler: A Kinder, Gentler Eldrazi



No More Annihilator.

Well, not exactly. But close.

And close is close enough.

The full spoiler for Battle for Zendikar is up at MythicSpoiler.com, so check it out for all the action.

As with any new set, there are lots of sweet cards across the board to keep things interesting. But what I was really looking forward to in this set are colorless cards to make my Kozilek commander deck more interesting and in-theme.

Did BFZ deliver?

Oh, hell, yes.

In my dream world, I wanted a 5-color Eldrazi legend to build around. I am still holding onto that dream until we see the rest of the cards in the block. For now, a colorless Eldrazi deck is still the way to go with lots of new cards and Eldrazi to try out.

Before we take a look at some of the new Eldrazi cards, let me take a moment to say that the artwork for these monsters is incredible. They really captured the "otherness" of the Eldrazi.

For the old-school Eldrazi, Annihilator is a problem. It feels super-powerful. I like the flavor of the Annihilator mechanic. I don't mind being on the receiving end of it. Heck, it's better than eating combo game after game. But, I get it. People don't like it. So, now we have a kinder, gentler Eldrazi. The new Eldrazi generally eat cards from libraries by putting those cards into exile. It's a neat way to capture the flavor of what the Eldrazi do without directly affecting the board.



The new Eldrazi are split up into two camps. The first camp are cards with colored mana symbols, but that are "devoid" of color. In other words, they are colorless by definition but use colored mana symbols in the casting cost. It's neat, but not helpful for building a colorless commander deck. The "color identity" rule sees the colored mana symbols, so you can't put these Eldrazi in your colorless commander deck.

Boo hoo.

The second camp are cards that are actually colorless. Let's take a look at some of these new colorless cards.

Oh, quick aside. The Kozilek deck is already crazy, before adding any cards from BFZ. It cranks out Kozilek with alarming speed and resiliency. It's basically a combo deck that spits out a card-drawing, annihilator-fueled attacking commander.

That's all fine and dandy.

Adding cards from BFZ will weaken the deck. I am looking for better flavor and more interaction, not an increase in raw power. I want to play an Eldrazi-tribal deck.

What BFZ gives us are more colorless Eldrazi further down the curve. We can run a reasonable number of creatures now, without leaning as heavily on artifact creatures to fill out the deck.

5 Mana Colorless Eldrazi



Endless One

Technically, you can cast this guy for any amount of mana, but 5 mana is a reasonable amount. I like that he scales. More mana equals bigger creature. I don't like that he has nothing else going on. For a guy named, "Endless One," it doesn't seem like he's doing anything endless. He does, like totally, have another Eldrazi coming out where, like, an arm would be. So, maybe in that way he's "endless."

It's Eldrazi all the way down, man.

http://mythicspoiler.com/bfz/cards/blightherderpromo.jpg

Blight Herder

A 4/5 for 5 isn't wildly exciting. But, if you meet the trigger condition, you get three upgraded Eldrazi Scion buddies along for the ride. They attack! They block! They ramp!



Kozilek's Channeler

A 4/4 for 5 that taps for 2 mana? Sure. It hits a good spot on the curve and pushes you ahead for casting the big stuff. I don't like my ramp attached to a creature, but it keeps us in theme.

6 Mana Colorless Eldrazi



Oblivion Sower

For 6 mana, at least this guy has 8 toughness? I don't like the randomness, but it could be great. It's possible to hit a couple of lands when you cast him. It's also possible to hit nothing.



Conduit of Ruin

Here we go. We get a sweet "when you cast" trigger that lets us stack our next draw with another Eldrazi, along with an effect that makes our Eldrazi cheaper. I like it.



Ulamog's Despoiler

Sometimes he's a 9/9 for 6 mana. Sometimes he's not. All the time, he gets chump blocked by tokens. Evasion! Where is the evasion?



Deathless Behemoth

A 6/6 for 6 with Vigilance. But is it Sun Titan? No. It is not. With enough Eldrazi Scions running around, you can get this guy back from the dead. Sort of. I'm surprised that he doesn't come back into play, though. You'll have to cast him again.

7 Mana Colorless Eldrazi



Bane of Bala Ged

We heard you didn't like Annihilator. So, here's something even better. His ability is basically super-Annihilator 2.



Ruin Processor

A 7/8 for 7 mana that sometimes gains you 5 life. Okay.

8 Mana Colorless Eldrazi



Breaker of Armies

10 power for 8 mana. Plus, this guy takes hits for the team. This looks like a fun way to push damage through at your next commander table.



Edrazi Devastator

Random name on a random 8/9 for 8 mana with Trample. At least it has Trample?

9 Mana Colorless Edrazi



Void Winnower

Things are getting weird. This guy cares about "even mana costs," which is something that is outside the game world itself. I hope against all hope that there is a version that cares about "odd mana costs," in the next set. Won't that be fun?

10 Mana Colorless Eldrazi



Desolation Twin

20 power for 10 mana?! Sweet. Two monsters for the price of one. I can't wait to see the custom tokens for this guy.



Ulamog, the Ceaseless Hunger

10 power for 10 mana. Indestructible. The old Ulamog had Annihilator 4. This one exiles two permanents when you cast it. This version, notably, does not have the shuffle back in trigger. That means we can reanimate it.

Oh, and it eats libraries.

Colorless Ramp and Lands



Hedron Archive

We had Mind Stone. We had Dreamstone Hedron. Now we have this card, smack dab in the middle. Sisay's Ring and Ur-golem Eye, eat your heart(s) out. Actually, ramp is spectacular. Run them all.



Sanctum of Ugin

Get the right Eldrazi for the job. It's nice that it triggers off casting big dudes, which is something I want to be doing anyway.



Shrine of the Forsaken Gods

There's a lot of hoops and conditions with this card, but since it doesn't come into play tapped, I'm happy to run it in a colorless deck. If you happen to meet all the conditions, it pumps out a little extra mana.

Colorless Support Cards



Gruesome Slaughter

I like the idea of this card more than I like the card itself. If you are in a stalemate situation where you happen to be sitting behind a bunch of big monsters, this card can certainly turn the tide in your favor. But it's a lot of mana for a one shot deal.



Titan's Presence

With enough Eldrazi in your deck, this card has a good chance of sending whatever creature is bothering you into exile at instant speed. It adds an element of surprise to an otherwise linear deck.



Scour from Existence

This card handles problems at instant speed. Yes, it's 7 mana, but it hits almost everything.


The bottom line is that there are now enough Eldrazi cards to put together a tribal deck that is thematically consistent.

That's great!

But we are giving up a lot of raw power to get there. Most of the new colorless creatures are outclassed by other creatures in the format, including artifact creatures that are competing for slots in a colorless deck. Consider the lowly Steel Hellkite at 6 mana. If left unchecked, Steel Hellkite rips up opposing boards. I'm as worried about power creep as the next guy, but I'm not seeing enough synergy yet with the new colorless Eldrazi to bring it home.

Steel Hellkite

There's always the next set.

Plan accordingly.

Saturday, August 29, 2015

Epic Win in Archenemy Commander

Hatred

Archenemy Commander is what it sounds like: We use Commander decks, but play with Archenemy Schemes. It's 1-vs-Many.

And it's awesome.

99% of the time, the Archenemy wins. The Schemes are simply too powerful. There are combinations of Schemes that put the Archenemy so far out ahead, there is no coming back.

But this time, we won.

Here's how it went down.

Kemba, Kha Regent

The Archenemy player had a mono-white Kemba equipment deck with an Eldrazi top end. Things can get out of hand quickly, even without the Scheme cards to back it up.

Four of us squared off against the Archenemy. Me with Erebos, Zur on my right, Zedruu next to him, and Godo at the other end.

Godo, Bandit Warlord

I will spare you the punch by punch review. Most of the game was pretty standard stuff. Board wipe city. I played and replayed Reiver Demon several times to keep everything in check and to animate Erebos for a couple of swings. Godo also got in some early beats with an active Argentum Armor.

Reiver DemonAustere Command

But, between powerful Scheme cards and a well-timed Austere Command, the Archenemy turned the tables on us. We took down Kozilek, but a few turns later, we were facing down an active Emeria that brought back a Sun Titan, that itself brought back a Sword of Fire and Ice.

Emeria, the Sky RuinSun Titan

I had a way to kill the Sun Titan, but with Emeria out, we were stuck.

Insert epic win.

The win involved three players. A true team effort. And none too soon. We would not have survived the Emeria+Sun Titan synergy for long.

Rogue's PassageHatred

I activated my Rogue's Passage to give Godo at the other end of the table unblockable. The player to my right cast Hatred for 30 on Godo, going down to 1 life. Godo attacked, and then use its own ability to untap and attack again for massive, unblockable commander damage.

We needed to deal at least 41 commander damage because of the way Archenemy works. We managed to do it.

Game over.

This was one of the few times we actually beat the Archenemy and it felt very epic, indeed.

Wednesday, August 12, 2015

Kozilek Commander: Getting Ready for Battle

Kozilek, Butcher of Truth

Zendikar block had so many cool cards, it's unreal.

And we're going back.

Battle for Zendikar is one of my most anticipated sets. Why?

Eldrazi.

Lots of creatures and themes in Magic are "borrowed" from other sources, but the Eldrazi are connected to the underlying themes of Magic in a way that is internal to the game. They exist between the planes and consume mana. Eldrazi are the colorless creatures I was waiting for ever since I fell in love with artifacts a million years ago.

We are headed back to Zendikar and I'm hyper-pumped about it. Thanks to the annihilator mechanic, the Eldrazi can be oppressive and unfun to play against, but since we are headed back to Zendikar, I thought it might be time to get ready.

If you can't beat 'em, join 'em.

Braids, Conjurer Adept

My blue Commander deck started out as a wacky Braids deck that played things for free. It evolved from there, but I always fought to keep the creature count high. The deck basically pushes out creatures and swings with them. I wanted a shell that let me play the biggest creatures in the game consistently and this is it.

But it's a blue deck for all the wrong reasons.

In most games, I would drop a few Islands and maybe a mana rock before someone would try to combo off. Then, everyone else at the table would look at me and this would happen:

Them: "Hey blue mage, you can stop this right?"

Me: "No I don't have a way to stop this, because this isn't really a blue deck."

Them: "But, but... Islands?!"

Me: "Don't think of them as Islands. Think of them as watery robot factories."

Them: "You suck."

Me: (heavy sigh)

And then we would lose.

I always wanted to build a colorless deck. And hey, the Eldrazi are hella cool. The Commander format has come a long way in the past few years, so I'm not as concerned about annihilator being too oppressive. It's still no fun to be on the receiving end of a huge annihilator attack, but the decks I see these days have effective tools for dealing with creatures and aren't as soft to losing a few permanents.

Lightning Greaves

That said, almost no deck has a consistently effective way to deal with a turn 2 Kozilek with haste.

And that's the problem.

I want a colorless deck full of Eldrazi, but I don't want a boring colorless Eldrazi deck. It's relatively easy to put Kozilek in the commander's seat and build an engine that puts him out on turn 5 or earlier. Simply casting him will trigger the "draw four cards" thing, so it's relatively easy to recover from disruption, too.

As deckbuilders, we are in an awkward spot right now if we want to build a colorless Eldrazi deck. There are only two Eldrazi options for your commander. Since Emrakul is banned, you can pick from Ulamog or Kozilek. Kozilek is slightly less mana to cast and draws cards, so I use him. But it could go either way.

That's not the awkward part.

Kozilek, Butcher of TruthUlamog, the Infinite Gyre

Both of the legendary Eldrazi we can choose from are colorless. That means, to follow the color identity rule, we aren't allowed to use any cards with a color in our deck. This includes basic lands. There are only so many Eldrazi-themed cards printed right now, and they tend to be mana hungry (get it!?), so this severely limits the cards we can put in the deck to end up with a playable pile.

If we want to add a color to build a more varied deck with a larger card pool, we end up with a commander that is not an Eldrazi.

Awkward.

But, I want to get ready for Battle for Zendikar, so it's time to build the deck with what I already have and look forward to sweet replacements and upgrades in the new set.

Like this guy:



For those of you playing along at home, here is a link to my colorless Kozilek deck. I'm still figuring out the non-basic lands, so it is technically illegal right now (07AUG15) because of the swamps. It borrows heavily from the deck linked here, but to be fair a colorless deck like this mostly builds itself. Use the playtest button on tappedout to give it a try. Even with my terrible version, Kozilek on turn 5 or 6 is common. There isn't much to it. Just mulligan aggressively for ramp.

And that's no fun.

Well, it is fun once or twice. But then it's boring to play and boring to play against.

So, let's try this again. Here's a 5 color Eldrazi deck. It's a lot slower. Instead of ramping out a quick Kozilek, you spend a dozen turns screwing around until you plop out a monster and try to run away with the game. It's not a great plan and I don't think it's all that interesting either.

It gets worse. Here's a mono-black Eldrazi deck. And here's a mono-blue Eldrazi deck.

My hands are tied at this point. The colorless version of the deck feels the most like a "real" Eldrazi deck in that I can actually run a legendary Eldrazi in the command zone. A colorless deck is also a novelty. What we need are more colorless Eldrazi that slow the deck down, but keep the theme consistent. It's not just ramp, ramp, ramp, Kozilek! Oblivion Sower is a step in that direction and I have high hopes for more in Battle for Zendikar.

Wednesday, July 22, 2015

My Guest Post for MTGCasualPlay

Solitary Confinement

When I'm not playing Magic, or reading about magic, or resleeving cards, I like to watch other people play Magic. Read all about it on my guest post over at MTGCasualPlay.com, "Yelling at the TV."

MTGCasualPlay has a ton of great articles about MTG from some cool guys. Even if Commander isn't your format, from Legacy to Standard, they have you covered. You'll find something to like.