Duel Decks- Phyrexia vs The Coalition: Phyrexia’s Deck Review (Part 2 of 2)
To test the strength of the Phyrexia deck which, as previously reviewed is artificially limited but still capable of explosive growth, I challenged Sam who would pilot The Coalition. I gave Sam a briefing on the strengths and weaknesses of both decks, and on the importance of holding on and holding out until the midgame, when The Coalition’s strengths would come to the fore while Phyrexia’s early rush began to peter out. It would be a lesson far more easily said than done.
Duel Decks- Phyrexia vs The Coalition: The Coalition’s Deck Review (Part 1 of 2)
Like any high drama, Phyrexia vs The Coalition puts its heroes in something of an underdog role. Having set the stage for the villains- the Phyrexians with their mono-Black artifact-heavy deck- we now turn our attention to their foil, The Coalition. A five-colour deck under even the best of circumstances can have quite a task cut out for it, and by most any yardstick, a five-colour versus a mono-colour can indeed be quite the underdog.
This assumes a certain relative parity in power level, of course. A mono-Red deck featuring the very worst of the Goblin cards throughout Magic’s history will probably come up short against a five-colour control with full dual land suite. But as we touched upon in the previous column, the designers of this Duel Deck had to give particular attention to balance.
For the Phyrexians, this manifested in subtle “drags” on a traditionally rapid start: only two Dark Rituals, lots of mana sinks, etc. For The Coalition, it’s even more fundamental: it’s a five-colour deck.
We typically gloss over the lands in a particular preconstructed deck, because they tend to be very straightforward: here’s a big stack of X, a smaller stack of Y, and a singleton specialty land for variety. However, for The Coalition, the land is the perfect place to start, for without a solid grasp of the deliberate mana base any pilot will be at a severe disadvantage.
Duel Decks- Phyrexia vs The Coalition: Phyrexia’s Deck Review (Part 1 of 2)
“From void evolved Phyrexia. Great Yawgmoth, Father of Machines, saw its perfection. Thus the Grand Evolution began.” -Phyrexian Scriptures
The latest in a line of solid offerings from Wizards in the Duel Decks series, Phyrexia va The Coalition reaches back into the pages of history to present a virtual recreation of the epic battles between the two. A storyline that spanned years and blocks- something unheard of today- the set offers both a hefty dose of nostalgia as well as a very interesting pairing: mono-Black takes on Five-Colour Dominion.
Although it draws deeply upon the archetype with the inclusion of a few cards (Phyrexian Negator chief amongst them), Phyrexia is no Suicide Black deck. Rather, it provides a much more generalist perspective on Black and provides generous ways to win. As you might expect, this child of the “Father of Machines” is artifact-heavy, but as it typically the case with preconstructed decks, the burden of winning is borne on the backs of its creatures.
Puppets to Entertain Madness
“Let weak feed on weak, that we may divine the nature of strength.” -Phyrexian Scriptures
If you were to sum up the general philosophy behind the creature array in Phyrexia, you could do no better than that quote. Fielding 18 creatures (I’m including Phyrexian Totem here), over half of these are no mightier than a 2/2. And yet, what a splendid feast they offer, with a banquest most graciously well-stocked.
There are some that feed on others: the Carrion Feeder, Phyrexian Ghoul, and Phyrexian Broodlings all get bigger with the sacrifice of other creatures.
Still others feed on your opponent’s creatures. The Phyrexian Denouncer, Debaser, Defiler, and Plaguelord form a ‘cycle’ of sorts, bodies that can tap and be sacrificed to take out a target creature. The Bone Shredder does much the same, but through a different mechanic.
One feeds on your opponent’s hand (Order of Yawgmoth), while a few even feed on you! Both the Phyrexian Gargantua and the Colossus take bites out of your life total (the latter case quite severely), while the Negator (and it’s mimic, the Totem) require the sacrifice of permanents when damaged. The singleton Phyrexian Hulk can seem almost refreshingly tame by comparison.
When taken as a whole, the creature base follows a slightly deviant mana curve:
The very large bump in the three-drops may seem curious on first look, but when one takes into consideration the presence of two Dark Rituals in the deck, it makes perfect sense to have a solid lineup of threats that can be Ritual’ed out on the first turn for an immediate threat. Other noncreature spells and artifacts provide logistical support for the deck’s beaters.
Phyrexia Wastes Nothing
“Ash is our air. Darkness our flesh.” -Phyrexian Scriptures
If the deck has a solid base of creatures (if a little weak in the front-end), it seems to falter a step in its support.
Perhaps the single biggest failing is the inclusion of only a pair of Dark Rituals. Half the joy of playing Phyrexia is gazing upon your opening draw and seeing if you’ve lucked into living the dream of a first-turn 5/5 Trampler. Not only that, but given the amount of viable first-turn plays (with a heavy concentration of 3-drops), it can only be considered a deliberate design element intended to limit the speed with which the deck can come out of the chute. I’m sure I wasn’t alone when I read about the decks before release, and wondered how on earth a five-colour deck was going to establish itself before being ripped to shreds by mono-Black. The answer, quite simply: weaken Black.
That isn’t to say that there’s not plenty of power here. Given all the sacrifice effects, it’s often delightfully easy to set up a hideously asymmetric Living Death, and an early Phyrexian Arena can give you jets in the early- and mid-game.
But many of the cards are either very loosely connected (read: thematically), or are in support of disparate strategies.
It’s a fine thing to include the monstrous Phyrexian Colossus, and useful to have alternate ways of untapping it (Voltaic Key and two Puppet Strings). But then you also have the clunky Hornet Cannon, which can be said to support cards with sacrifice effects, as well as the brutal Phyrexian Processor going down a completely different path. It’s almost as if you were privy to a clutch of Phyrexian generals areguing about strategy and tactics in the War Room, then threw in a few cards to support each strategy to keep everyone happy. It gets from A to B well enough, but has a tendency to weave about the road a little.
Topping it all off, there’s a smidgen of ramp (Worn Powerstone, the Totem), Equipment (Whispersilk Cloak and Lightning Greaves), card advantage (Phyrexian Vault), and a small portfolio of kills spells (a Slay, a Hideous End, and two Tendrils of Corruption).
Mono-black decks at their most effective tend to be tightly-focused things. You can be certain that the lack of focus here is a nod towards making the Duel Decks balanced against one another, which is not an unfair objective.
Here’s the full curve of the deck:
Ordinarily I’d probably put a Warning (Yellow) on the 16 3-drops in the deck, but two factors here speak against it. One is the aforementioned Dark Rituals, allowing for early threats. The other is because while the power level of the three-drops is moderate, there are a lot of mana sinks in the deck (primarily artifacts) that ensure your leftover mana does not go to waste.
Overall, the deck looks moderately effective when measured against wins/losses, but highly entertaining to play to those who enjoy the nuances of mono-Black (and who have the nerve to go all-in, as the deck can sometimes require). Join us next time when we pick apart the forces the Coalition has assembled, and see if they are up to the task up stopping the Phyrexians dead in their tracks.
Duel Decks- Jace vs Chandra: Chandra’s Deck Review (Part 2 of 2)
I have to admit before writing these reviews, when I’d played the Jace/Chandra decks (usually against other Planeswalker-based Duel Decks) I’d tended to favour Chandra’s construction. Although in my heart I’m a Blue mage, it took deconstructing Jace’s composition to really get a sense of appreciation for its intricacy. Indeed, I suspect I began to second-guess Chandra’s, and so it was with a keen enthusiasm that I threw down the gauntlet to Sam, and squared off to see if a Red blitz could power through her early stalling. Here’s how it unfolded:
Duel Decks- Jace vs Chandra: Jace’s Deck Review (Part 2 of 2)
Having written up reviews for both the Jace and Chandra decks prior to our first playtest, I have to confess I was slightly in favour of Chandra’s offering. It just seemed faster (of course) and a bit more consistent than Jace’s, with a much more reasonable mana curve. But to find out whether or not my suspicions were borne out, I sleeved up the deck and went head-to-head with Sam, who piloted the Chandra deck. Here are the notes and results of the game.
Game One
Although I have reservations about a 2-land opener in a slow-build deck, I keep the starting draw here in the hopes that what protection it does afford me (a Daze and a Wall of Deceit) will provide the stall I need to start locking down the board. Besides, the Ancestral Vision will give me a much-needed shot in the arm on turn 4. After Sam plays her opening Mountain and passes, I drop the Vision onto the table and pass back.
Sam again lays a Mountain and passes. I drop a second Island and put down an un-Morhped Wall of Deceit. To my understanding, back when damage was on the stack these walls had a little more trickery to them (block with the 2/2 Morph, then respond to the damage by un-Morphing into the 0/5 wall while still dealing the damage- voila!), but for my purposes now a wall’s a wall.
Sam’s still in draw-go mode for turn 3, but concerningly I haven’t drawn into any more land and miss my third drop, playing a Martyr of Frost. Sam’s patience pays off when she unveils a fourth-turn Furnace Whelp. I consider Dazing it, but pass- I’ll need every land drop I can, and figure I’ll have an answer before long. But when Sam passes to me and I draw, still no third Island.
I hardcast the Daze on turn 5 to deny Sam the services of Chandra Nalaar, and she comes in for 2 damage with the Whelp. As my turn begins, the Visions comes out of Suspend and at last I draw a third land! I drop it, and play another Suspend card- this one a Riftwing Cloudskate.
Still hampered by resources, I am powerless to prevent Sam swinging in hard the next turn with a pumped up Whelp for 5, then bringing out a Soulbright Flamekin. Down to 13, I cast a Man-o’-War to bounce the damnable Whelp back to hand and hold the Flamekin at bay. Next turn, Sam recasts it, and adds a Seal of Fire for good measure. Passing to me, I push my Man-o’-War into the red zone for 2, dropping a land down and passing. By now I’ve managed to get up to five land, and Sam’s taking no chances with a counter, engaging the Seal to snipe my Martyr of Frost. She dumps six mana into the Flamekin, which refunds her eight, and pumps the Whelp up as she swings in with it, saving just enough mana to drop a second Whelp. I tap two and show Counterspell.
Down to 6 life and flailing about, my Cloudskate emerges from Suspend on turn 8, and again the Whelp is bounced to Sam’s hand. I summon a Mulldrifter after attacking for four. Sam’s down to 14.
Turn 9 finally breaks my back. Sam turns land sideways and lays down the Furnace Whelp, a Flamewave Invoker, and then Firebolts the Cloudskate for good measure. Desperate, I set out a Morphed Willbender, then Sam kills it and the Man-o’-War with a Cone of Flame, pinging me for 1 for good measure. In desperation I Evoke a Mulldrifter, and when I draw into an Island and a Mind Stone, I can only concede.
Game Two
Now on the play, I get off to another slow start characteristic of the deck, laying a land and passing for my first two turns. Sam threatens early with a Flamekin Brawler followed by a Pyre Charger, but she’s stymied on turn three when I bounce the Charger back to hand with a Man-o’-War. Passing to Sam, she plays an Oxidda Golem and swings in with it. I find the trade acceptable and swap it for my Man-o’-War.
Turn 4 arrives, and I’m able to deploy my Fledgling Mawcor, which should keep her Charger safely in hand. Sam responds by playing an Inner-Flame Acolyte and swinging in with it for an early 4. My Mawcor goes into the red zone on turn 5, then I summon a Mulldrifter who tops my hand up. But the momentum swings right back the other way when Sam snipes my Mulldrifter with a Flametongue Kavu.
By turn 6 I still haven’t missed a land drop, and take advantage of my good fortune by playing a Spire Golem for three, then deploying a Morphed Fathom Seer. Passing to Sam, she goes aggressive- resummoning the Pyre Charger then swinging in with everything except the poor Brawler. The board clears out as her Charger is killed by the Spire Golem while the Mulldrifter and the Kavu trade. I un-Morph the Seer and use it to block the Acolyte- neither dies.
Things quiet down over turns 7-8 as we both drop some land and refill our hands, the Spire Golem going about its merry way whittling down Sam’s life total. We’re even at 16 on turn 7, and Sam slips behind the next turn. Having had enough of the Golem, Sam chains together a Seal of Fire and Magma Jet to take it out. The damage comes to an end.
I Gush on the end of turn 9 to fish for options, and come up with another Spire Golem and an Ancestral Vision. Sam comes in at last with the Flamekin Brawler and I accept the trade for the Golem. The board is nice and clear and the game’s going long, which I know should play right into the strengths of Jace’s deck. A couple more turns pass before there’s any activity other than drawing and playing land.
On turn 13, Sam emerges from her cocoon and plays out a Soulbright Flamekin and an Ingot Chewer. But I’ve drawn into Guile with some countermagic and plenty of land to support him, and he comes out the next turn. Sam goes for broke and Demonfires Guile, but a Condescend thwarts her ambition. She tries again the next turn (after Guile pays her back for 6, taking her to 8), starting with a Fireblast. Again, though, I’m ready with the Condescend, and I blast her with 4 to the face (courtesy of Guile’s ability). She had an Incinerate ready as a follow-up, but with the Fireblast squandered and at 4 life, she scoops.
Game Three
The tiebreaker game, Sam opens with a Keldon Megalith, and I with an Island. She similarly has no turn 2 play aside from land, and I drop a Wall of Deceit. Sam’s ready the next turn, though, as a Flamewave Invoker hits the table, while my response is to play a Morphed Willbender, but the poor fella takes a Firebolt next turn. Avenging my fallen comrade, I trot out the reliable Man-o’-War and bounce her Invoker.
Turn 5, and Sam recasts the Invoker. Her loss of momentum, though, is telling- my play is an Air Elemental. I had the chance to cast a Waterspout Djinn on turn 4, but thought I’d wait and get out the more expensive one first so that the Djinn’s drawback wouldn’t prevent me from getting both in the air. I needn’t have worried overmuch, Sam starts turn 6 off with Chandra Nalaar, and she burns down the Elemental.
Undaunted, I deploy both the Djinn and a Spire Golem- with five Islands in play the 2/4 Flying Golem is a steal at one mana. Sam responds with a Chartooth Cougar, and pings me for 1 to build up Chandra. It’s the first point of damage the game has seen so far.
She passes turn, and I make an absolutely abysmal misplay. So dreadful, in fact, that the full wretchedness of it would only occur to me later (typing up this article). Short version is this: I needlessly sacrifice my Djinn. For those who may wish to engage in a little Schadenfreude, here’s the longer version:
Sam had some nasties on the board and her Planeswalker in play. I went to untap, and my eyes settled on the Djinn for a moment. I haven’t seen the card since Visions a long time ago, and I never cared for it then, but had not noticed in casting it that the Island I needed to return to my hand every turn had to be untapped- I’ve been much more accustomed to the Living Tsunami variant. I cursed myself for a fool in not leaving one open, instead ‘getting greedy’ and playign the Spire Golem with that last land instead. I was furious with myself for making such an obvious mistake, put the Djinn in the dustbin and continued on with the game.
Only now as I write this, though, did the full stupidity of my play reveal itself. Since the Untap phase comes before Upkeep, I could easily have satisfied the demands of the card, pulled an Island back to my hand and kept the Djinn in play. So in mistakenly thinking I’d made a stupid mistake, I committed an even stupider one. Goes to show that no matter how experienced the player, the brain indeed sometimes shuts off.
So with the Djinn gone, I’d put myself in dire straits indeed. I send in the Golem for 2 on Chandra, taking her down to 1 Loyalty, then play a Mulldrifter. Sam dispatches the Mulldrifter the next turn with a Seal of Fire, then swings large. I chump the Cougar with my Wall of Deceit, electing to take 2 from the Invoker. Chandra pings me for another, and I’m at 16 life. Sam passes turn.
Taking advantage of her aggression, I swing in on Chandra with both the Golem and the Man-o’-War. The Golem eats a Flameblast and dies, but the jellyfish gets there and Chandra’s gone. I then play another Wall of Deceit (un-Morphed) and a Morphed Voidmage Apprentice, then pass back to Sam.
Turn 9, and Sam firmly has the momentum. The Cougar is the main threat, as she swings in again with it and the Invoker. My second Wall goes the way of the first, and I take another 2 from the Invoker. Clearly, I need and answer, and soon. With 4 power before Firebreathing, it only needs to get in twice to kill me.
I have a Repulse in hand, and a secret counterspell in the form of the Morphed Voidmage Apprentice, but if I want to try and bounce the Cougar back to her hand and then counter it coming in, I need one more Island (I only have six in play). Feeling hopeful, I tap three and Repulse the cat back to her hand. Repulse cantrips, but no luck, so I must resort to Plan B. I cast Gush, returning two Islands back to my hand and drawing two cards (one of them being an Island, of course). Having not played a land this turn, I drop one down. Ta-daa, four Islands untapped.
As expected, Sam tries recasting the cat on turn 10, and the Apprentice un-Morphs and takes it out. Mission accomplished, I begin to feel like I can relax again. Sam sends in the Invoker anyway, and I gladly trade it for the Man-o’-War. On my turn, I peck her for 1 with the now-revealed Apprentice, and play a Brine Elemental. I don’t have enough mana to play him Morphed and reveal him in the same turn (sorely tempting as she’s tapped herself out), and I decide having a big body is the more useful play here. Sam renders the matter academic on turn 11 with a Demonfire.
A Fact or Fiction at the end of her turn on turn 12 nets me a Jace Beleren, who comes down immediately once her turn is done. Having survived the rush, the game should be mine to win now, and when I cast a Quicksilver Dragon the next turn with counter support, the end appears inevitable. Sam’s final act is one of pure spite: killing Jace with an Incinerate, a fitting conclusion to our spirited contest.
Final Analysis
As illustrated above, there’s a strong correlation when playing Jace between length of game and outcome. In the first game, Sam put some pressure on early and never relented, and even once my mana situation corrected itself I was already behind in the stalling tactics. In the last two, I was able to get the stall out early, and by midgame her momentum was generally fading while Jace started putting the squeeze on her. This played out exactly as expected.
What was not as expected, though, was Jace’s mana situation. The large spike at the tail-end of the mana curve was greatly worrying, but in actual practice it seemed to be somewhat mitigated by the evening-out effect of extra card draw. Be it through the Mulldrifters, Gush, a Fathom Seer or Jace himself, I was often able to keep my land drops consistent much later than I’d normally expect. In games 2 and 3, I in fact missed only a handful, and this made all the difference (even taking into consideration playing ‘returned’ land from Gush’s alternate casting cost or the Seer’s un-Morphing).
Although there are enough expensive cards lurking throughout the deck that the occasional dreadful draw is going to occur, the extra card drawing should give you some confidence in shipping the opener back for a mulligan- chances are, you’ll be making up that lost card (and more) as the game progresses.
In flavour the deck strikes a balance between control and beats. I had recourse to countermagic about half the time- just frequently enough to blunt some of the more dangerous plays Sam made, but not enough to actually lock her down or even make her gun-shy for casting. Still, the object of Jace’s deck is less in taking control of the board, and more in just slowing things down, keeping your opponent’s tempo and pace at a minimum through a few counters and bounces, before really establishing dominance through a large beater.
I actually didn’t think I’d have as much fun as I did playing Jace’s deck. It’s plain that a lot of thought went into crafting this one, and as a “control” deck even aggro players can enjoy it’s well worth tracking down.
Pros: Intricate design that supports its strategy well; two copies of the original Counterspell let you remember what the ‘good old days’ of Blue control were like; very well matched against the Chandra deck; lots of moving parts keep you from falling into “draw-go” monotony; very fun to play
Cons: High spike in the mana curve at the 5+ CMC level can make for some unwieldly opening hands; very vulnerable in the early game (this, however, is likely by design)
FINAL GRADE: 4.6/5.0
Duel Decks- Jace vs Chandra: Chandra’s Deck Review (Part 1 of 2)
As previously covered, Jace’s deck in the Duel Decks package was subtle and complicated, well-befitting the character Wizards has created in the Planeswalker. Not surprising, then, to find that the deck of his foil, Chandra, is is many ways quite the opposite. Although it is something of a cliche to say that burn decks are simpleton affairs, it certainly cannot stack up to the mono-Blue deck in terms of complexity and options. To some it may be refreshingly straightforward that Chandra’s deck is designed mainly to smash face with beaters and clear a path with burn. In many ways, what you see is what you get with the fiery, impulsive Chandra.
A Burning Ring of Fire
Let’s start with the array of creatures. A look at the curve graph shows a much more balanced spread than was present in the Jace deck, and with good reason- Red never wants a game to go long.
It’s telling that the greatest threat density is found in the 2-drop slot, and even the earliest creatures never quite lose their punch. Most everything Chandra brings to the table has the ability to go large in some way as the mid-game stage is entered.
Take, for instance, the two one-drops (Flamekin Brawler). A 0/2 with Firebreathing, while there’s some congestion with having one out early (do you attack for 2 or play something else on your second turn, since they don’t do any damage without assistance), at no point in the game will they be unwelcome. They might well go down easy with only 2 toughness, but with enough open mana they’ll almost certainly be taking something down with them.
The same goes for the Pyre Charger, one of the deck’s very solid 2-drops, and indeed this slot is loaded with goodies. A pair of Soulbright Flamekin pull double-duty, granting Trample and even acting as a mana accelerant. The lone Fireslinger is a useful pinger despite the drawback, and the last two cards are my personal favourite: the Slith Firewalker. Faced with the prospect of growing out of control, they’re often an early must-answer card in the deck. If nothing else, they are certainly magnets for the Blue mage’s bounce spells.
The 3- and 4-drop spots are a bit narrow, as the deck has given you plenty to do early that will need the extra mana for pumping. Still, there are some useful cards here: a Flamewave Invoker provides a solid dose of uncounterable damage. The Flametongue Kavu begs to be a 2-for-1, and a smattering of Dragons (two Furnace Whelps and a Rakdos Pit Dragon) give you some presence in the air. The Hellbent mechanic on the Pit Dragon is an especially nice touch considering how easy it can be for a Red mage to run out of cards in hand.
Chandra’s deck, however, is lighter on the big finishers than Jace’s. The pair of Oxidda Golems– having Affinity for Mountains- can’t really be considered as 6-drops in fairness, though they are quite inferior to their Jace counterparts as they’re not as robust on the back end and lack evasion. The Ingot Chewer isn’t much of a finisher, but it’s price point reflects its utility as an artifact killer. That leaves the paltry Chartooth Cougar, and the heavyweight Hostility.
Don’t confuse this lack of closers for weakness. Jace’s deck leans on them heavilty to close the gap and get there. Chandra, however, has brought threats at all stages of the curve. For her, the closers are just another set of tools to stitch things up, and you’ll be in little peril if you fail to draw any of them.
Feuer Frei!
Complementing this, of course, is a very robust burn suite- every single noncreature spell (outside of Chandra Nalaar herself, of course) is burn and more burn, and the array of mana costs should easily ensure that you have the flexibility needed to cast them. Here’s the deck’s overall curve to illustrate:
Only have a smidgen of Red mana left over in a turn? A brace of Firebolts and Seals of Fire have you covered. Got a little more to spend? Howabout a pair of Incinerates, a Magma Jet and a Flame Javelin.
Got a bunch, or just want to finish off your opponent? Twin Fireballs, a Cone of Flame, a Demonfire, perhaps followed up by one of Red’s all-time closers- Fireblast– should get you there. Oh, and don’t forget those Firebolts have Flashback and can make a return appearance.
In both Duel Decks, the singleton copy of the relevant Planeswalker ensures that it’s a chance draw that’s a boost when you luck into it, but by no means central to the deck’s win conditions.
It should by now be clear that the deck is a racer, especially against it’s nemesis in Jace. While the mono-Blue offering wants to clog up the middle, stall and delay until its beaters come online, Chandra’s deck has to power through this. As always, you’ll want to save the burn either for creatures in your way, or to finish off a gravely wounded opponent. But there’s more than enough available, even considering attrition from countermagic.
On paper, I actually favour Chandra’s deck slightly, but it will be interesting to see when we put them head-to-head and see how they perform!
Duel Decks- Jace vs Chandra: Jace’s Deck Review (Part 1 of 2)
In 2007, Wizards released what was to be the start of an innovative and highly collectible series of preconstructed decks that featured not one, but two decks designed to be played in opposition. This inaugural deck lifted a page out of lore and pitted the haughty Elves against the reckless Goblins (though their colours are aligned, the tribes need not be). This was enough of a success to prompt a Duel Decks release the following year.
For this one, Wizards tapped into their new and exciting permanent type (as well as intellectual property)- the Planeswalkers- and paired off the power of Red burn versus Blue control. Thus, Jace vs Chandra was born, and it seemed a winning formula, repeated the next year for Garruk vs Liliana, and again later this year with Elspeth vs Tezzeret. (The level of success- and the value of the decks- has been better covered by those with a financial angle on the game, such as here.)
Although the decks themselves are rather scarce (expect to pay about $80 new), are they worth the pickup? It’s hard to argue in favour of that high a pricetag for a pair of preconstructed decks (as you’re well on your way to buying a booster box at that point), but for the collector who enjoys the preconstructeds, is there actual play value here? Let’s find out.
A Little Help From My Friends
The first things you notice about Jace’s half of the package are quite surprising- Jace’s deck is constructed like on a mono-Green model! Not only are over 66% of the nonland cards creatures, but take a gander at this intimidating mana curve:
Green decks can afford to be fat in the back-end because they have ramping options to make the costs more afforable. Blue, alas, has no such luxury.
Furthermore, much like a Green deck, the sparse supply of noncreature spells offers a token support of the deck itself- there’s nothing here that’s gamechanging in and of itself. There’s a smattering of countermagic (two Condescends, two Counterspells, and a Daze); some card draw (Fact or Fiction, Gush, Ancestral Vision); a jot of bounce (two Repulses); and a singleton Mind Stone for the faintest whiff of mana acceleration.
So is this the penultimate incarnation of Big Blue Beatdown? Not quite. Befitting Jace Beleren himself, there’s a great deal more going on here than it might seem on the surface to the casual observer. Indeed, the deck is far more subtle and clever than these initial observations would indicate.
On Second Thought
Of the 23 creatures in the deck, there are but two of them that might be considered ‘vanilla:’ a 4/4 flying Air Elemental, and a Waterspout Djinn (same as the Elemental, but cheaper with a slight drawback). Every other creature brings a little something extra to the table, often emulating the very Sorceries or Instants that inhabit Blue’s segment of the colour pie.
Counters: Both the Voidmage Apprentice and the Martyr of Frost act as additional counterspells. For additional trickery, the Apprentice does so when coming out of Morph (an ability which finds plenty of use throughout the deck). The Willbender has a suprise coming out of Morph as well- acting as a Deflection.
Bounce: A pair of Man-o’-Wars act as early utility, with two other creatures following suit at higher casting costs (the Aethersnipe and Riftwing Cloudskate).
Card Advantage: The Weatherlight-era Ophidian is probably the clunkiest option here, as it must swing and connect to net you a card (in addition to forfeiting damage). The other options are a bit more elegant: two Fathom Seers net you extra cards when un-Morphing, while the Mulldrifter fuses a Bear with Divination giving you utility through flexibility with Evoke.
Utility: A few fewer options here, but there’s a pinger in the form of a Mawcor as well as some additional trickery from the Brine Elemental.
Bombs: In addition to the aforementioned Elemental and Djinn, there’s still another variant of the classic 4/4 flyer in the Errant Ephemeron, whose hardcast cost is seldom the way to go (taking advantage of Suspend is far cheaper, though requires some patience). Guile and the Quicksilver Dragon are also more than capable game-enders on their own.
The rest of the creatures defy such classifications, and range from the useful (the pair of Spire Golems are superb, and truthfully shouldn’t be scored too strongly against the deck’s mana curve) to the frankly underwhelming (a Bottle Gnomes and two Walls of Deceit).
Come Together
So how does the Jace deck integrate? The suite of delaying tactics (countermagic, bounce) combined with the very heavy back-end of the mana curve all but demand that this deck go into the late-game to win. A quick victory here will almost certainly be a consequence of a dreadful draw or mana screw/flood on the part of your opponent, because the tools really aren’t here for an urgent and sustained early aggro strategy.
Instead, the Jace player will want to contain, contain, contain, leaning on the back of the defensive-minded bodies in the deck to clog up the red zone. The extra card draw will then help dig for one of the deck’s aerial closers.
Try and save some counters if you can to protect your closer. Although the top-tier ones (namely Guile and the Quicksilver Dragon) have their own built-in defense machanisms to thwart their demise, many of the other 4-toughness flyers will be vulnerable. They need not be kept alive long- Chandra’s deck is light in the air and has little but burn for defense.
We’ll soon have the chance to see how the deck plays out, but first we’ll be doing something a little different. Typically we’ve kept the deck analysis post and the playtest post back to back, but this time we’ll be taking a slight detour. Before sleeving up Jace for the field of battle, we’ll be popping over to Chandra’s side of things and seeing how it looks. Join us then!
Archenemy: Scorch the World with Dragonfire (Part 2 of 2)
Welcome back to the last installment of our Archenemy review series! Over the past two weeks we’ve mucked about in the graveyard, tinkered with gears and cogs and danced in the rubble, but today we’re taking wing and soaring aloft on some of Magic: the Gathering’s most beloved and iconic creatures.
In short, here be dragons!
And not just any dragons, mind, but a clutch that will scorch and torch their way across the red zone, causing your opponent’s life to drop almost as quickly as his Llanowar Elf soiled itself watching them fly past.
The Dirty Half-Dozen
Two-Headed Dragon: The disruptor of the bunch, it can’t be blocked by less than two creatures, making it much harder to chump. Should you find yourself (momentarily) on the back-foot, it can block up to two critters as well. Oh, and it has firebreathing.
Flameblast Dragon: This one’s a nasty sniper, adding some targeted removal (or just some extra damage to your hapless opponent) to its arsenal.
Kilnmouth Dragon: Another dragon with a snipe-effect, this one uses the Amplify mechanic to hideous advantage.
Hellkite Charger: Not only equipped with haste (surprise!), the Charger can let you get in two attack phases each turn.
Ryusei, the Falling Star: Ryusei’s abaility triggers when he heads for the graveyard, a very lethal kiss goodbye.
Imperial Hellkite: A utility trickster, the Imperial has Morph and can be used to tutor up- guess what- another dragon.
And there they are, the crown jewels of the deck. But they’re far from the only dragons present- Scorch is absolutely silly with them:
2x Dragon Whelp
Well, those last two aren’t precisely dragons, but their Changeling ability ensures that they, too, can be used for Amplify or tutored by the Imperial.
Although pricey, it’s a strong tribal assortment which is rounded out by a few utility creatures (most notably Dragonspeaker Shaman, Fierce Empath, additional Morph beaters to sufficiently camouflage the Morphing dragon). It has a daunting mana curve, as is to be expected, but Scorch does a lot of things right in giving you the ability to deploy your air force at a competitive pace.
Over Here’s the Runway
So if the dragons are the apex of the deck, what constitutes its support structure? A solid deck trajectory can be constructed thusly:
Blow Up the Early Game: Your opponents will generally want to squeeze about a crop of one-to-three drop creatures to harry you with. Let ’em. Sweeper effects like Savage Twister, Volcanic Fallout, Breath of Darigaaz and Fireball will punish them. Chandra’s Outrage and a pair of Branching Bolts will provide spot-removal. The Skirk Commando and Marauder pull double-duty, acting as damage and a body. And in a pinch, Dragon Fodder can deliver a few chump-blockers while you get through the crucial early game.
Ramp: While slinging fire and keeping their attackers’ heads down, don’t forget to ramp for the dragons. A turn 2 Gruul Signet is optimum, and the Thran Dynamo can help, too. A Dragonspeaker Shaman is a gift, use him wisely by keeping him out of harms way between your third and sixth land drop (or equivalent mana base via artifacts). A pair of Seething Songs can also get a Dragon out by themselves as early as turn 4.
Rule the Skies: By now you should now start to break even, with your enemy’s ranks thinned and some ways to get those critical dragons out of your hand. Play early ones with the Whelps when you can, then drop the bombs. Dragons are deal-with-or-die creatures, and all of them reward you for aggression.
There aren’t many extraneous cards in Scorch. Battering Craghorn, Gathan Raiders and Dragon Breath seem to be there just to fill spots. The Breath is particularly disappointing- essentially Firebreathing + Haste in a deck where a number of the creatures allready come with Firebreathing as a standard feature, with the usual vulnerability of being a Creature Aura.
What You See Is What You Get
Like Trample Civilization Underfoot, this deck is very straightforward, and in keeping with the flavour of red can be very much feast or famine. Fast, aggressive decks in particular can eat your lunch with a bad draw, or if you don’t get a dragon out in time. On the other hand, an early Seething Song and/or Dragonspeaker Shaman can put your opponent on a very fast clock. If taking the occasional shambling loss in exchange for some glorious, wings-of-death victories is a draw to you, you’ll feel right at home with this deck. As for me, I tend to prefer a bit more consistency.
Final Grade: 3.25/5.0
Archenemy: Scorch the World with Dragonfire (Part 1 of 2)
Eager to play the part of dragon-mad Sarkhan Vol, I suited up behind the Archenemy Scorch the World with Dragonfire deck and challenged Sam to the customary three matches. Given the choice of weapons, she chose to play one close to her preferred means of play- Green/White, the Trample Civilization Underfoot deck.
I was excited at the prospect- the last deck I playtested was the Trample deck, and while I admired its efficiencies, I didn’t find it very entertaining. Seeing how it managed in her capable hands would be helpful to gain additional perspective. After a roll of the dice, Sam would be on the play.
Game One
As is typical with the Archenemy deck suite, we get off to a slow start for the first couple turns, first with basics (her Plains, my Mountain) then getting a little fancier (her Mosswort Bridge, my Kazandu Refuge). Sam opens turn 3 with a Watchwolf, and the game is on.
The Watchwolf’s first attack is thwarted by a Branching Bolt– with a handful of burn, I’m not afraid to set the tone early. Turn 5 sees reinforcements arrive as Sam plays a Wickerbough Elder, and I respond with a Chameleon Colossus enchanted with Dragon Breath, going right in for the attack. Sam’s down to 16, I’m at 21.
Sam then plays Primal Command, opting to gain 7 life and tutor a critter from the deck. She clears off the Dragon Breath with the Elder, and attacks for 4. This leaves me free to bring in the Colossus for another 8 the following turn, after having nothing to play from hand. It’s now 15-17, slight edge to me.
Turn 7, and Sam’s busy with another critter- this time a Feral Hydra who greets the world as a 5/5. Again I keep it close, Fireballing the Hydra on my next turn. Our two beaters in play keep passing each other midfield, carving off life four at a time.
Molimo, Maro-Sorcerer appears the turn following, and now I am in trouble. His added power triggers Sam’s Mosswort Bridge hideaway, and she reveals another Forest. Normally laughable, but Molimo welcomes the addition. The turn after that adds another legend- Kamahl, Fist of Krosa, which I hit with Chandra’s Outrage immediately. The two damage to Sam brings us even at 9-all, and my turn 9 play is simple Fires of Yavimaya.
Sam proves hard to kill, however, when she casts Heroes’ Reunion on turn 9 alongside a Hunting Moa, which adds its counter to the Elder. I cast a Dragon Whelp, but am dismayed when she responds with a Pale Recluse.
Sam begins to give away the game here, though, with a pair of ill-advised attacks when she miscounts the land I have in play not once, but twice, and my Chameleon Colossus eats both her Wickerbough Elder and Molimo (though in fairness, I had to sac my Fires of Yavimaya to keep the Colossus alive on the latter one). In return, her Recluse opts to trade with my counterattacking Dragon Whelp. By lucky turn 13, it’s an 8-6 game with a mire in the middle.
Sam falls prey to some nasty sweepers in the next few turns, keeping her side of the board relatively clean. Volcanic Fallout sends the Moa and a fresh Leaf Gilder to the dustbin. I set up for the kill shortly after when I Breath of Darigaaz for one, killing her lone blocker (a Sakura-Tribe Elder which she wisely sacs) to clear a path for the mighty Colossus. Alas, its luck has run out as she shows a Path to Exile.
The standoff continues for a few more turns, a far longer than usual game, but eventually I mise an evasive critter (a Furnace Whelp) and see the job done.
Game Two
The next two games prove to be a study in contrasts, and a possible clue to the streakiness of the Scorch deck. They’re also much quicker affairs.
Sam again is off to a solid start with the creatuers. Her first five turns see her fairly well-stocked, with a Selesnya Guildmage, a Shinen of Life’s Roar, a Wickerbough Elder (which will turn out to be the play of the game), and a Fertilid seeing play.
Having seen no real dragons last game, I’m flush with them now, keeping a hand that had two and drawing far more quickly than I would have cared for into two more. But by turn 5 I’ve only managed a Gruul Signet and Furnace Whelp. Sam’s turn 4 Wickerbough Elder tragically smashes my Signet, though, and I see my dreams of dragon mastery slipping away.
I manage a second Signet on turn 5, but the damage is done, I’m too far back to catch up as Sam adds a Nantuko Monastery and Pale Recluse to the board. I get some chumpers out- a Fierce Empath and Taurean Mauler– but when Sam alpha strikes on turn 8, I just don’t have enough bodies. All in all, a very disappointing outcome.
Game Three
Our final match shows me a bit of a dilemma in my opening draw. I open with two dragons, a Dragonspeaker Shaman, a Seething Song and a pair of Mountains in hand. I like what I see, but having only two lands make it an uncertain prospect. Red being the colour of chaos, however, I decide to roll the dice, and am well rewarded by drawing into land two my next three turns.
Like clockwork, the Shaman hits the table on turn 3 (after a turn 2 Dragon Fodder I picked up), and the Flameblast Dragon takes its rightful and majestic place at the head of my Goblin army. Sam’s luck has run out- by now all she’s managed is a lowly Sakura-Tribe Elder, and I’m considering the game more or less done.
Doubly so when I draw and play Ryusei, the Falling Star next turn, and Hellkite Charger the turn after that.
But Sam is playing a deck that refuses to die. She Oblivion Rings the Flameblast on turn 5. Fogs on turn 6. Plummets the Hellkite Charger on turn 7. And grasps a bit more life with Heroes’ Reunion on turn 8. Eventually, Ryusei’s persistence pays off, though, and however valiant a defense, Sam falls to the inevitable, scooping on turn 8.
Cockroach Tactics
That third game in particular is worth a second look. It speaks both well and ill of the Trample deck that it was able to stubbornly cling to life against three dragons, particularly since two of them were eliminated by the time Sam fell.
New players in particular are often drawn to cards like Heroes’ Reunion and Fog. And playing in circumstances like the game above would tend to reinforce their justifications of such choices. Of course they’re good cards, the reasoning might follow, they bought me two whole turns against your dragon army!
The problem is, they’re quite right to say so, and having such ‘safety net’ cards can be a welcome comfort while learning an unfamiliar game.
It often takes experience, though, to show that like a comforting child’s blanket or favourite stuffed animal, there comes a time to leave them behind. Experience is what compels us to ask, well, what did we do with those two extra turns? And what problems did we solve?
Hanging on for hanging on’s sake accomplishes very little. Rather than buying another turn in hopes of drawing a solution… why not just draw the solution instead? Imagine if that Fog and Reunion were replaced by a pair of Plummets. Not only would you have bought yourself another couple rounds, you might even have turned the game around and won it. In Sam’s case, though, all it let her do was… draw another card.
It takes time to get that experience (I kept a tight grip on my own particular comfort-food, Stream of Life, for quite awhile when I started playing), and new or inexperienced players should always be encouraged. Sometimes just a probing question or two are all that’s needed to start them thinking. Wouldn’t you rather have drawn another Plummet?
That said, this matchup spoke very well to Trample Civilization Underfoot. It may have disappointed in the third match, but in both of the first two it was cranking out the beats with ruthless precision.
That’s all for now. Scorch was a fun ride to play, but did appear a bit inconsistent at times. Join me in two days when I dissect the deck, and see how it’s put together!
Archenemy: Trample Civilization Underfoot (Part 2 of 2)
Welcome back to our review of Trample Civilization Underfoot, the Green/White ‘demented druid’ deck which sees you taking on civilization itself! In Part 1 of the review, we felt that this deck was a strong one with some solid synergies, and today we put it through the paces to see how it held up. Sam confidently took her place behind Bring About the Undead Apocalypse, and as before wanting just to assess the decks themselves, duels were fought without recourse to the Scheme cards.
So does Trample live up to its potential? Let’s find out.
Game One
Having won the draw I’m on the play, and my opening move is a promising one: a Mosswort Bridge that puts a Wickerbough Elder into its hidey-hole. For her part, Sam drops a Barren Moor, and we’re off!
Both our decks (indeed, a commanility it seems shared by all the Archenemy decks) appear to look for slow starts to build a manabase before dropping their bombs, and this is only reinforced when my turn 2 play is a Leaf Gilder, Sam’s a Rakdos Signet.
Things heat up the next turn, though, when a pair of rares make themselves known. I drop a Forgotten Ancient, a relentless token-builder, while Sam plays the Cemetery Reaper, a Zombie Lord. We both look to be laying solid foundations, and it can go either way. My next play is a very interesting card, the Yavimaya Dryad.
As mentioned in Part 1, the Dryad gives you the luxury of choice. It fetches a Forest when it comes into play, but puts it under the control of “target player.” Since she also has Forestwalk, there’s a certain utility in forcing the Forest upon your opponent (though the drawback is equally obvious). I love cards like this, ones that can be referred to as “skill testers” because there’s a judgment call that has to be made when playing them. What’s the greater advantage? A 2/1 unblockable creature? An extra land? The answer depends on the game state at the moment, and as a third-turn play in a manahungry deck facing an oppoent with generous access to removal, the right play here is usually to take the free land drop, and I do. I then attack with my Forgotten Ancient (now a 2/5), and Sam unsurprisingly declines the block.
Sam’s life total takes another two-point hit when she plays Sign in Blood, then she plays a Dregscape Zombie. My Ancient greedily welcomes the additional counters.
The Dryad’s free Forest helps me ramp into a turn 5 Krosan Tusker as the first natural fatty of the game hits the table, and I’m in for another 5 with the Ancient. Sam’s now down to 11. She has a solid rally, however, in the form of the Avatar of Discord. Gleefully eyeing the Shinen of Life’s Roar in my hand, I ready myself for the turn-6 kill.
I untap and Channel the Shinen of Life’s Roar, compelling her defense to focus only on the Dryad, and tap for the alpha strike. Sam’s ready for it, though, and Terminates the growing Ancient. With three blockers (the Avatar, the Dregscape Zombie, and the Reaper) lined up against her, the hapless Dryad explodes, but manages to take the Reaper down with her. When the dust and leaves settle, Sam’s standing at 3 life. I look down at my lands and sigh as I realise I just lost a chance to unhide the Elder under the Mosswort Bridge. Lesson learned.
In desperation, she casts another Sign in Blood, taking her to 1, and it seems to pay off when she draws into another Terminate. I play a Morph (Thelonite Hermit) and tee up again with everything. The Tusker meets the same fate as the Ancient, and the Gilder and Zombie trade. Sam draws even, but must concede the next turn when I unmorph the Hermit and play 4 1/1 Saprolings.
Game Two
I’m faced with an interesting early decision in this game. A solid draw has given me a couple of options. A Wall of Roots on turn 2 would allow me to drop the Forgotten Ancient on turn 3, maximising his early potential. Alternately, an early Watchwolf might put even more early pressure on her in the form of a body, but would not let me play the Ancient until turn 4. After some thought, I go with the Wolf. Although the tension between casting spells and growing the Ancient is a nice dilemma to put her in, the Ancient enters play as a mere 0/3. The turn 2 Watchwolf will be beating her down from turn 3 until dead. Let her deck live too long, and ugly things start popping out of the graveyard.
Sam gets off to a solid start, though, with a turn 2 Rakdos Signet and turn 3 Sign in Blood and Rakdos Guildmage. I draw into a Spider Umbra and stick it on the Wolf for his first attack. I then play a Sakura-Tribe Elder, and pass turn.
Sam throws something horrible away on turn 4 with her Guildmage, and puts a Goblin token into play, turning both the token and the Guildmage sideways. I block/sac the Elder and take 2 damage, happily putting another land on the board. My turn 4 play is, as expected, the Forgotten Ancient.
Sam Signs in Blood next turn and passes, seeing her life dwindle to 8, and is dismayed when I manage to bring out a Hunting Moa and Wall of Roots, attacking for 8 with the bloating Ancient and Watchwolf. Sam pitches another card into the graveyard, using the Guildmage to give the Wolf -2/-2, then trades it with the Guildmage. Sam goes down to 4.
While she tries to bravely battle back, casting an Avatar of Discord and unearthing a Corpse Connoisseur that made its way into the grave earlier, the “Shinen for the Win” strategy gets me there this time.
Although you wouldn’t know it from the scoreboard, the last two games have been something of a struggle for my mana base. Because the deck is so heavily Green, it’s not necessarily crippled by difficulties drawing into White. In the first game, I played my first Plains on the last turn of the game. In Game 2, I came across only one, fortunately in my opening hand. This problem would be much more disabling in the game to come.
Game Three
More utility land openers, when her Barren Moor is met with my Khalni Garden + freebie Plant token. Sam fishes for more options in turn 2 with Sign in Blood, and I drop another Forest. My opening draw looked solid if a little slow, and I was delighted to open with a Path to Exile in hand, figuring a Plains could come along as the game progressed.
Turn 3 sees Sam with an Urborg Syphon-Mage on the board, followed by an Infectious Horror the next. As for me, I’m lamely laying Forests and growing steadily more anxious.
Sam plays the lowly Festering Goblin turn 5, then trips the Syphon-Mage to lifesteal, and I watch in horror as the Avatar of Woe hits the graveyard from her hand. Although I’ve played little, I’m not without options. The Feral Hydra in my hand has been there from the start, but since at time of casting each +1/+1 counter costs one mana, and after casting costs three, I’ve been trying to strike a balance on the best time to cast him. With her Mage and Horror already at work on my life total and the Avatar festering in the grave, I make the call and play a turn 5 4/4 Hydra.
Sam’s pressure is relentless, however, and when she drops Zombify on turn 6 I hear the clock ticking. The good news is that I have yet to miss a land drop. The bad? Not a one of them is a source of White mana.
My Hydra is no impediment to the Avatar, who is able to waltz right past my defenders and cut my life total in half. Contrary to some belief, Green actually does have a strategic response to evasive creatures (Flyers, Forestwalkers, Unblockables, etc). Novice Green mages will frequently worry so much about them (particularly the flyers) that they can fill a decent chunk of their mainboard with answers (Windstorm, Wind Shear, Leaf Arrow, and now M11’s Plummet, for example)- answers which tend to become dead draws when the much-feared flyers aren’t being played against them.
The strategic response for Green, naturally, is pressure. Put enough of it on, and either the ‘Evasives’ won’t kill you before you kill their controller, or they’ll hold them back as blockers and/or chumps. That’s not to say that Flyer-hosers don’t have their place (Plummet in particular is being welcomed for its anti-Baneslayer capabilities), but individual cards are tactical. Playstyle is strategic. It’s important to recognise the difference.
Sadly for me, although I know what’s needed here, I just can’t quite get there. Pathing the Avatar would buy me enough time to wrest momentum from Sam and turn the tables, but the White mana never arrives. I concede after one more draw. The next two cards? Plains. Of course.
Anaylsis
Full disclosure time: I’m not exactly thrilled by Green (it’s my least-liked colour), but I’ll do my best to rate this fairly.
Trample is something of a ‘Plain Jane’ deck. It’s a solid and reliable choice, but not all that sexy. Bring About the Undead Apocalypse had that sexiness built in- cheating out absolute beasts which took the head off your opponent when they resolved. Assemble the Doomsday Machine appealed to one’s sense of cleverness with its many moving parts and interlocking artifacts (although, in fairness, it was hit or miss). Archenemy’s Green/White offering gets the job done, but doesn’t gain many points for style. Although I like the versatility of the paths to victory (Big Dumb Beats ™ and/or Token Swarm), and the cards do work well together, it had a few weaknesses as well.
Onesuch was the land. In Part 1 of the review, I held up as a virtue the tremendous diversity of land in the deck for those looking to buy and integrate the cards into other projects. In actual play, they felt just a shade too clever. There were too many times I pulled out nonbasic land and just wished it was a Plains. Being fair, however, there was certainly some unluck in that- there are a number of ways to tutor up land in the deck, so I wouldn’t give Trample too black a mark on its account.
Although I won’t factor it into my rating of the deck on its own, I should mention here that I took on three friends the other night as the Archenemy, Schemes and all, and this deck was brutal. With Schemes that let you landhunt, others that dump token creatures on your side of the board, the Smash n Swarm was fully online. And unlike with Undead Apocalypse, I didn’t experience any Scheme “misses” where the effect fails to go off (for example, a Scheme that lets you pull from the opposing players’ graveyards is only useful when they actually have a graveyard, so it’s essentially a dead draw early in the game).
In the final analysis, this deck should make Green mages quite happy. The splash of White supports a solid removal suite, and the creature selection is nicely varied and interact well with one another. There are a couple “appear in other precon” type creatures (Krosan Tusker, Molimo, Maro-Sorcerer), but should appeal to those who like their rage against the corrupt, decadent and nature-despoiling world to come on the end of a very, very large stick indeed.
Or a whole bunch of small sticks.
FINAL GRADE: 3.9/5.0






























