Showing posts with label Aether Revolt. Show all posts
Showing posts with label Aether Revolt. Show all posts

Thursday, 2 February 2017

Last Brews Pre-PT AER: Upgrades and Miscellany

The Pro Tour is coming up in a few hours, so I'm going to power through the last of the brews I have now pretty rapid-fire. Starting with updated versions of some old standard decks.

https://www.mtggoldfish.com/deck/551364#online is my update to Aetherworks Marvel. Sultai are the colors I like here now. Noxious Gearhulk and World Breaker take the place of pretty good hits that are also castable. Aethertide Whale is a hit that lets you spin again. Renegade Map helps make Glint-Nest Crane much better (though its primary purpose is still to find the Marvel). And Ulamog is the biggest, best hit.

https://www.mtggoldfish.com/deck/548534#online is a very unfocused Bring to Light deck. It's certainly possible to get to 5 colors now. And there's quite a decent number of hits you can go for. But you want most of them to be fairly high in mana cost, but you need things to do early on.... well, I do think the Expertises help the deck, but I'm not hugely convinced this deck is quite where you need to be. But something to be aware of. Note that if this would help you Saheeli Combo, I could easily see that being very good, but a careful reading shows that BtL can't grab Planeswalkers, and only getting Guardian just isn't enough.

https://www.mtggoldfish.com/deck/548550#online is a look at a green ramp deck. Splashing colorless is pretty cheap, and Rishkar's Expertise is a Big Game. Possibly even more important is that Emrakul as the de facto big top end doesn't invalidate you nearly as much as it used to. Lots of mana plus lots of ways to use it makes the deck overall look pretty good, but you do have to be wary of highly synergystic decks (most notably combo decks), so probably those would need to fall out of favor, or you need to up your interaction a little, for it to be good. If it's just Copycat, then probably upping your Walking Ballista count can get you there.

https://www.mtggoldfish.com/deck/547510#online is an update to the deck I'd been calling "Jolly Green Giants". Woodland Wanderer feels so much better now that it doesn't have to face down Reflector Mage. And Rishkar's Expertise is pretty good in a deck looking to make 6/6s and 8/8s (though you don't want to cast the Wanderer off of it). Also, lots of the deck works with Winding Constrictor (man, that card is just fantastic). Quite possibly there should be a mix of more Anguished Unmaking in the main deck; the card seems pretty well positioned right now, with not so many super fast, powerful aggro decks.

https://www.mtggoldfish.com/deck/551391#online is the update of my RB control deck. The biggest gains it gets are from the removal of Copter and Emrakul, which squeezed it out either side. But Shock and Fatal Push help a bit, and Yahenni's Expertise is real. Probably not busted enough to be best, but just a solid collection of good cards can't be too bad.



Last but not least, Metalwork Colossus: https://www.mtggoldfish.com/deck/547677#online

Trophy Mage helps us a little bit here, as does Scrap Trawler. But the main improvements are, of course, the Improvise Cards. Spire of Industry shows up as well, and Walking Ballista being fetchable in this deck is pretty nice - I only have one copy main, but between Inventor's Fair, Sanctum of Ugin, and Glint-Nest Crane, you have pretty good chance to find it. Also the Crane is exceptional in this deck - there are approximately a bajillion (I think it's 29?) artifacts. And it can crew Aethersphere Harvester to keep you alive - possibly there should be more of those (swapping a Caravan for one seems good for a lot of metagames).

Emerging into the new Standard

With the banning of Emrakul, we have a new adjustment in terms of finding the best top-end in the standard format. One way we might try to go about doing that is to look at the next on the list of everyone's favorite cost-reduced Eldrazi: Emerge creatures. In particular, Elder Deep-Fiend has a combination of bulk and tempo that just might thread the needle into being the Mistbind Clique-esque threat that people were predicting when it was first released. Additionally, Distended Mindbender seems pretty well positioned, with most decks playing pretty important cards in both the larger and smaller slots. And in all these cases, the loss of Emrakul means much less chance of Summary Dismissal happening. Flashing back a Kozilek's return also seems pretty potent in the format in general at this point (though it still matches up pretty poorly against Torrential Gearhulk).


My first attempt to get back in this area threw 'the kitchen sink' into the deck:
https://www.mtggoldfish.com/deck/548909#online

This list was probably too unfocused to be any good. So I split this up into two decks - one focused on Zombies: https://www.mtggoldfish.com/deck/548961#online

One on getting value off of Trophy Mage: https://www.mtggoldfish.com/deck/548951#online
The nice thing there is that Trophy Mage gets you multiple 3s to emerge off of, for lots and lots of value:



My favorite, of course though, is my pick for the sweetest, and that has to be going off with Emrakul's Influence: https://www.mtggoldfish.com/deck/549046#online


All I really want to do is sac a Wretched Gryff to a Wretched Gryff, paying U to draw 3 cards. Is that really too much to ask for? This one is probably quite bad, because it's low on interaction and quite slow. But you do have a toolbox of interactive emergers, and if you can get a little time... well, you can really go off.

Wednesday, 1 February 2017

More Sweet and Artifacty Standard Brews

Time for the sweetest deck I've brewed so far:

https://www.mtggoldfish.com/deck/550169#online
 The basic idea is to have Inspiring Statuary in play, with either Trail of Evidence or Metallurgic Summonings, then 'go off' by casting card draw spell after card draw spell for only the blue mana. Pore Over the Pages gets you your U replenished, and the 1-of Paradox Engine allows you to reuse all that gosh-darn mana. There are a number of win conditions - Summonings has to be the main one, but you can mill them out with Fleeting Memories, or alt-win off Mechanized Production as well.

The main weakness of the deck is that it's slooooow and not terribly interactive. The sideboard is built to help that a lot, but it's still probably a bridge too far to be great except in a very warped metagame.


Next, we have several decks that are abusing the improvise mechanics and/or.... EGGS.
https://www.mtggoldfish.com/deck/547430#online


The main idea here is that if you can get a Foundry Inspector in play, you have 16 cards that cost 0 and draw a card on dying. Scrap Trawler and Pia's Revolution add to the value party, and Ravenous Intruder is your Atog of free sacrificio. Reckless Fireweaver and Key to the City allow you to turn these into victory. The main concern I have here is that we don't have enough redundancy and, though the combo pieces more or less function independently, so you don't need all of them, I'm not sure if they're good enough by themselves. The mana base is also very confusing, because you have a bajillion cantripping eggs.

https://www.mtggoldfish.com/deck/550198#online version is even jankier, playing Inspiring Statuary with Main-deck Release the Gremlins for hilarity - tap 4 lands and 3 eggs, draw 3 make 3 2/2s seems decent.

https://www.mtggoldfish.com/deck/547660#online is UB and more of a value approach to a similar kind of deck, and https://www.mtggoldfish.com/deck/550209#online is similar to that, but goes bigger.



Maybe my most hopeful for the archetype in general is this: https://www.mtggoldfish.com/deck/551382#online

 
I'm pretty sure Herald of Anguish is the real deal. RB Gives us lots of sac outlets to give us some reliability there. Scrapheap Scrounger allows us to have lots of fodder over and over. Unlicensed Disintegration is just a very good removal spell. We get some pretty decent ability to go grindy out of the board as well.



Monday, 23 January 2017

Post-AER Standard: The White Aggro Decks

It seems to me that, for the most part, the aggro decks in the new standard format will be white-based, generally also with Red, often with Black. Which leads us to our starting point here, an update of Mardu Vehicles: https://www.mtggoldfish.com/deck/548489#online

The thing about this deck is that it didn't get tons in the way of improvements - the mana is certainly better thanks to Spire of Industry, there are a couple cards added that are nice, notably Shock - but overall, things really seem to be overwhelmed by the loss of Smuggler's Copter. This leads me to want to look in somewhat different directions. Including:

https://www.mtggoldfish.com/deck/547491#online
This one is a very vehicle-based deck. It utilizes Siege Modification, Peacewalker Colossus, and Start Your Engines to try to get mileage out of vehicles with a pretty low creature count. Ultimately, though, I think this, too has to be a bit too gimmicky and fragile of a deck to really be competitively viable.

I'm more interested in a different variation on an old deck of mine that got some help with Aether Revolt: https://www.mtggoldfish.com/deck/540421#online


Sram is the big deal here, though obviously I'm only playing a couple copies here. Kari Zev and Shock also both make appearances, and because this deck was built more on equipment than Copter, that loss is lessened - though I still don't expect this deck to be good except as a metagame call.

The other big direction that aggro decks can take is in a Humans flavor. For that, I've brewed up a Mono-White Version: https://www.mtggoldfish.com/deck/548255#online a WR version: https://www.mtggoldfish.com/deck/548403#online which is probably best, and also a WB version: https://www.mtggoldfish.com/deck/549141#online . In all cases, the deck is significantly helped out by the addition of Metallic Mimic set to Human, which helps keep the artifact count high and give a desperately needed extra 'lord'. This also works well with Hanweir Garrison and Hanweird Militia Captain.

Sunday, 22 January 2017

Going Green Post-AER: Tokens and Black

The first deck I built in the format was actually before the format was fleshed out: as soon as Oath of Ajani was revealed, I wanted to maximize it. The list I'm about to post has obviously changed since then - losing Smuggler's Copter was obviously a big change (as the card would have been great here). Let's look at where we stand now:

https://www.mtggoldfish.com/deck/540420#online


Note that the sideboard has been adjusted slightly, but apparently those changes don't take effect in visual view - I'm not sure why.

In any case, the big thing to note here is that this deck is lower to the ground than the versions which were so dominant in Standard last year (and which most other versions I've seen seem to be based on). We just want to apply a lot more pressure a lot more quickly, and rely mostly on the 8 planeswalkers we already have, and going wide, to keep us in/finish out longer games. Enough artifacts for Toolcraft Exemplar (note that Servo Exhibition counts) means that I would also strongly consider playing some Spire of Industry, which may let us also play another copy of Westvale Abbey. The other big thing I'd worry about with this deck is that the 2 drop slot seems a little thin. We could add more Selfless Spirit, Lambholdt Pacifist, or maybe Sylvan Advocate to shore up that spot on the curve. The cards I'd look to cutting are probably Oviya (which may just be horrible, but I'd like to try), and Aethersphere Harvester.

In terms of beating the combo, this has 4 Stasis Snare, 3 Heart of Kiran to kill Saheeli, and some sideboard Authority of the Consuls. Also, just kill them before they draw it. I'm not too worried.




Something else that caught my eye early on was the interaction between these two cards:

With these two in play, every time you make a servo or a permanent you control gets a counter, you can pay X to make X 2/2 servos. That's a pretty darn good ability. And there are a number of other cards in the format that make servos or add counters to your stuff. Let's start with a Servo Tribal Mono White deck which, truth by told might be the worst of all the brews I've come up with in the format so far, but still has some reasonable ideas and might be fun:

https://www.mtggoldfish.com/deck/548391#online



Ruins of Oran Rief and again Westvale Abbery are doing some work here. We get to play lots of 'lords' thanks to Master Trinketeer and Chief of the Foundry. Collective Effort looks really excellent as the pump spell of choice here. So overall it seems too likely to be too slow, but there are good things we're doing. And actually lots of mana sinks.

A more logical direction to take these things, in my opinion, is into Green. An early mono-green list in that direction can be found here: https://www.mtggoldfish.com/deck/540618#online This introduces some ideas - Vile Redeemer as measures against sweepers (notably Yahenni's Expertise) from the board, Rishkar paired with cards like Nissa to be able to make oodles of mana, along with an old favorite in Cryptolith Rite to provide some redundancy. Walking Ballista. But this was pretty raw, and pretty quickly, we want to turn with some of these ideas to... Green Black!

I built many decks in this space. Starting out, I was coming up with things such as https://www.mtggoldfish.com/deck/547139#online , but it started to become clear that I was putting too much effort into making the above combo work - sure, it allows me to make an enormous army, and perhaps an enormous amount of mana, but really to what end. Well, the linked deck here might be ok - there are some sinks for the mana in Walking Ballista and Duskwatch Recruiter - but the other parts of the deck started to seem better on their own. Most importantly, Animation Module and Metallic Mimic seemed too lackluster without the other. So I iterated. And iterated. Sometimes more Revolt-y (Greenwheel Liberator?). Sometimes more Delirium (Grim Flayer, Traverse, Mindwrack Demon). Sometimes lots of counter combos. Sometimes more energy-y.

Some lists:
https://www.mtggoldfish.com/deck/547417#online
https://www.mtggoldfish.com/deck/551368#online
https://www.mtggoldfish.com/deck/548547#online

I think my best overall list at the moment is probably the following, but I'm very much not convinced by it, and would really need to test many different variations, and really need to figure out an expected opposing metagame, to work it out.
https://www.mtggoldfish.com/deck/548252#online


Some notes on this style of deck: Winding Constrictor seems very good. Makes Tireless Tracker get big, fast. Helps with energy from Glint-Sleeve Siphoner. Has outstanding interaction with Longtusk Cub, in that it nets you more energy per hit AND more counters per energy. Walking Ballista breaks up the Saheeli combo, provides a mana sink, and has counter synergies. Drana is good in spots... but you need to be careful that's not limited too much to win-more.

Lots of options, and I suspect that optimizing the build of this will be a good exercise for Standard coming up.



Saturday, 21 January 2017

Post-AER Standard Brews Part I: Best Card and Some Blue Brews

I know that generally I start out talking about a set with Limited Analysis. I may try to do that at some point, but in this case, my time had me tied up after the full set info was released and before Pre-release, so I wasn't able to math it out then, and now... well, there aren't too many things I can think so much to look at there, and I'm far more interested in the constructed shake-up. So I'm going to start out with that - leading with my pick for the best card in the set (for Standard - Fatal Push has to be it for older formats):


Yeah, the land. And 'the' is right, because it's the only one, but it's very, very good. It provides decks that want to play Eldrazi more colorless sources that are actual dual lands. It provides multi-color fixing. And it lets artifact-featuring aggro decks have significantly better mana as well, without needing to play ETB tap lands. Let's start with a deck that's a riff on an old favorite, which Spire of Industry plays a prominent role in:

https://www.mtggoldfish.com/deck/548501#online

That's right, Mono U Eldrazi. Here, we have 11 cheap artifacts for the Spire, making it reasonably consistent as a blue source (though not stellar). It's one of a couple major improvements the deck received this set, along with Metallic Mimic and Heart of Kiran. The Mimic is big in e.g. turning your Skyspawners into 3/2 fliers that come with 2/2 scions, which is actually quite a good rate. The land is actually pretty darn important in getting the mana to work out ok - we can run 14 C sources plus 4 Hedron crawlers (and scions from Skyspawner), which should be good enough, I think; 10 islands would normally be light, but getting to supplement with 1-shots off Aether Hub and the Spire, we should be ok there, too. The hard part is definitely getting up to UU for emerging Elder Deep-Fiend, but I think that generally we should be ok.

The sideboard is very rough - you can play these cards, but there are lots of options. Might also note that Stoneforge Masterwork is one - but might be better at home in a deck with more scion-production. To fight the Saheeli Combo, this deck has Heart of Kiran, Thought-Knot Seer, generally having big things to attack, EDF to tap down, and counterspells (plus Warping Wail) to disrupt.


Another deck that Spire plays into (at least one version of) is possibly the one I'm most excited about for the new Standard - and the deck which, looking at the spoiler, looks like it gained the most from the new set:

https://www.mtggoldfish.com/deck/539340#online


We're storming off! Reverse Engineer seems like a huge boon for the deck. Renegade Map are nice split-cards between lands, mana rocks, findable by Glint-Nest Crane, fixing, returnable with Paradoxical Outcome... Ornithopter gives us more free artifacts, which contributes to Improvise as well as Outcome. Metallic Rebuke gives a good counterspell to protect things. Baral makes all your spells cheaper. Whir of Invention gives redundancy. Merchant's Dockhand gives long game. Hope of Ghirapur really protects the combo. Sram helps you draw cards... a lot.

Three Authority of the Consuls are primarily there for Copycat combo, but play against aggro also (and hey, the life is nice). This deck seems really strong to me, and I'm not sure what the mana base should be (mostly, how many lands do we need?), as improvise can make that tricky, and I haven't really sat down to math it out, or test it, so much. But I certainly expect this deck to be a very strong player.... though maybe not this version:

https://www.mtggoldfish.com/deck/539824#online

The mono U version has a more streamlined mana base, plays more counters and more Inventor's Fair. We also get to use our freed up slots for access to Padeem, and Foundry Inspector makes more of our artifacts free. The biggest plus is probably the ability to play Engulf the Shore, and that the white cards aren't all that plentiful or great anyway. Out of the board, this deck is sporting an alternative plan to have a huge creature which is cheap and protectable by counters. Not sure if/when these cards are the plan we want to go with, if ever, but want to highlight the possibility.



I'm excited about blue in the format, for the first time in quite a long time. I'll be back soon with more new Standard brews!