Sunday, 15 May 2016

The Rotisserie II

Based on the success of the first online rotisserie we did another shortly following. The rules were similar but we introduced a minimal five card sideboard. To give sufficient picks for this we upped that from 45 to 50. With sideboards the Wishes become balanced and so we unbanned them although in hindsight with only five card sideboards the Wishes were picked a little too highly. For 10 card boards the Wishes are nutty good in the right deck but as it was it made things more awkward than intended. The only other difference to the format was the addition of Shadows Over Innistrad, a fact that I perhaps took too much advantage of!

It was the same seven people as last time with the addition of Captain Chicken - an experienced magic veteran. He is one of the best players in the group but has two jobs, a kid and general real life things that the rest of us have fairly wisely avoided! As such his picks are a little less refined than some of the other players but I still expect him to come top half of the tables at least. In terms of success to time invested ratio I think I can already safely call Captain Chicken the winner of this one!

As an example of a rotisserie this is far less useful than the first one we did despite being the proper 8 a draft is best with. The inexperience (and stubbornness!) of one of the group lead to some things going down that shouldn't. Draft (non-team, non-head up draft to be clearer) is a very cooperative event in most capacities. You do not have the power to affect many other people on the table and as such you are almost always better off picking good things for you in your own little niche than you are taking away good things from other people or competing with them in their niche. In booster draft this mostly comes down to colours, you signal what colours you are not to the person on your left and they go something else so that you both do better. You and one other person out of 8 having great decks is far better for you than you and one other person having below average decks.

Cube rotisserie is a little different. You can easily have five people in the same colours and sharing them is no issue. It is also a little less relevant who is next to you. What is relevant is archetypal overlap and dual land overlap. You do not really want to be in the same colour and broad archetype as someone else. Blue can support two control or combo, green can support two ramp and red can support two aggro lists but otherwise you pretty much want to be on your own. You always want to be on your own with a main colour pairing too but sharing a splash with someone is acceptable.

With Recurring Nightmare and Birds of Paradise (not unreasonably) going before I got a look in on them I figured I needed to lock in blue so as to have good options on where to go with my first pick Demonic Tutor. When picking the Tutor I had envisioned going one of three directions, a Dimir mill deck, a mono black Necro deck or a Sultai Aluren deck. I wasn't happy about going mono black with another player taking away the juicy black stuff so soon. Aluren was still an option without the Birds but three colour decks with multiple key cards are very hard to pull off in this format. Either way, I decided to play it super safe and claim Dimir for myself by picking all the best dual lands for it.

With quite a lot of top rate cards I could run in the mill deck still on offer and it being safer I decided to go down that route, dirty though it may be. To my horror Copperline George took a 7th pick Glimpse the Unthinkable. This hurt my mill plan but far worse it made being straight Dimir untenable. Like a good player I changed course abandoning the mill route (I still took Ashiok but it is a great stand alone card and I was considering a Replenish list as an alternate direction and the exile aspect of Ashiok is very hard to beat for such decks so I was either going to play it myself or couldn't beat it, either way it was some revenge as well!) and seeking refuge in a third colour so as to distinguish me from the other Dimir player.

White was the obvious direction for me to expand to. This hurt Swanker a little and Sideshow Cob a little too but as they wound up both splashing their WB and UB respectively we all came off fine for mana bases. Copperline George is the player who has the weak mana base but this is to be expected when you jump in on someone else's colours and start a fight for things from behind.

Despite being good and going white I still made a fairly critical mistake. I was trying to stay open and was quite content picking up lands and very high powered cards that were still floating about. I was becoming reluctant to go Replenish because there were so many other graveyard based decks the sideboard hate would become unbeatable. I was also reluctant to go Esper control and this was my big mistake. My reasoning was that having none of Path to Exile, Swords to Plowshares, Force of Will or Cryptic Command would mean I would just get overwhelmed and overpowered too easily. I was scared of having to fight Sideshow Cob for control cards and lands which was unwarranted as he was clearing diverging from control and going some form of cheaty fat things deck. I felt like the format was too diverse, powerful and quick for a control deck to have a good shot at controlling it all.

All this conjecture might have been accurate however it was making a mountain out of a molehill. Esper control is a strong and known archetype, it has lots of options and is incredibly deep. I could have molded it to cope very well with the field and had acceptable matchups. Instead I made something that just isn't an archetype at all. It is a pile of very powerful cards that have quite a lot of counter-synergy with each other. I will post my decklist soon enough when I have finished wresting it into something that looks least awful. Suffice it to say it is some sort of tempo control deck packing a lovely package of Wraths, weenies, countermagic and equipment... On paper I have one of the worst decks, quite an impressive feat given I have a stupidly powerful pool of cards! It is at least highly interactive and full of options so I may get the chance to outplay people and offset some of my weak matchup percentages!

Here is what we all took:



The PhyrexianMeOld Fava BeensCopperline GeorgeCaptian ChickenSideshow CobDaction DanSwanker
1Lightning Bolt→Demonic Tutor→Mana Vault→Jace, Vryn's Prodigy→Recurring Nightmare→Force of Will→Birds of Paradise→Swords to Plowshares↓
2↓Wasteland←Underground Sea←Grim Monolith←Dig Through Time←Vampiric Tutor←Cryptic Command←Rofellos, Llanowar Emissary←Stoneforge Mystic←
3→Umezawa's Jitte→Watery Grave→Tinker→Snapcaster Mage→Grisselbrand→Path to Exile→Kitchen Finks→Swiftspear↓
4↓Burning Wish←Arcane Denial←Yawgmoths Will←Shelldock Isle←Craterhoof Behemoth←Cunning Wish←Wooded Foothills←Young Pyromancer←
5→Badlands→Brainstorm→Wurmcoil Engine→Remand→Entomb→Jace the Mind Sculptor→Noble Hierarch→Arid Mesa↓
6↓Goblin Guide←Counterspell←Upheaval←Preordain←Reanimate←Tundra←Nykthos, Shrine to Nyx←Plateau←
7→Skullclamp→Damnation→Volcanic Island→Glimpse the Unthinkable→Llanowar Elf→Show and Tell→Taiga→Marsh Flats↓
8↓Chrome Mox←Baleful Strix←Thopter Foundry←Archive Trap←Wall of Roots←Emrakul, the Aeons Torn←Elvish Mystic←Sacred Foundry←
9→Wheel of Fortune→Ashiok Nightmare Weaver→Sword of the Meek→Drowned Catacombs→Elves of Deep Shadow→Misty Rainforest→Dragonlord Atarka→Monastery Mentor↓
10↓Urborg, Tomb of Yawgmoth←Hallowed Fountain←Krark-Clan Ironworks←Polluted Delta←Sylvan Caryatid←Flooded Strand←Natural Order←Lingering Souls←
11→Mutavault→Scrubland→Time Sieve→Thoughtsieze→Thragtusk→Tropical Island→Courser of Kruphix→Godless Shrine↓
12↓Bloodstained Mire←Verdant Catacombs←Talisman of Dominance←Overburden←Garruk, Primal Hunter←Ponder←Primeval Titan←Windswept Heath←
13→Blood Crypt→Scalding Tarn→Goblin Welder→Vapor Snag→Garruk Wildspeaker→Savannah→Woodfall Primus→Kytheon↓
14↓Purphoros, God of the Forge←Mox Diamond←Myr Retriever←Sensei's Divining Top←Sheoldred, Whispering One←Breeding Pool←Fyndhorn Elves←Windbrisk Heights←
15→Goblin Sharpshooter→Elixir of Immortality→Mox Opal→Sunken Hollow→Animate Dead→Scroll Rack→Arbor Elf→Hangarback Walker↓
16↓Living Death←Balance←Chromatic Star←Creeping Tar Pit←Exhume←Glacial Fortress←Nissa, Voice of Zendikar←Intangible Virtue←
17→Patriarch's Bidding→Treasure Cruise→Chromatic Sphere→Darkslick Shores→Survival of the Fittest→Frantic Search→Stomping Ground→Signal Pest↓
18↓Goblin Warchief←Underground River←Tezzeret the Seeker←Visions of Beyond←Bone Shredder←Oath of Druids←Scavenging Ooze←Goblin Bushwhacker←
19→Goblin Chieftain→Inquisition of Kozilek→Daretti, Scrap Savant→Memory Lapse→Shriekmaw→Muddle the Mixture→Kird Ape→Raise the Alarm↓
20↓Duress←Thing in the Ice←Seat of the Synod←Toxic Deluge←Bayou←Wrath of God←Oath of Nissa←Reckless Bushwhacker←
21→Goblin King→Sunken Ruins→Vault of Whispers→Thought Scour→Gaea's Cradle→Cyclonic Rift→Bow of Nylea→Goblin Rabblemaster↓
22↓Graven Cairns←Mind Twist←Great Furnace←Fact or Fiction←Overgrown Tomb←Enlightened Tutor←Eternal Witness←Spectral Procession←
23→Goblin Piledriver→Deathrite Shaman→Ancient Den→Jace, Memory Adept→Llanowar Wastes→Lat-Nams Legacy→Sylvan Library→Gather the Townsfolk↓
24↓Skirk Prospector←True Name Nemesis←Darksteel Citadel←Scrivener←Twighlight Mire←Mystic Gate←Xenagos, God of Revels←Goblin Bombardment←
25→Goblin Lackey→Celestial Colonnade→Tree of Tales→Breaking/Entering→Woodland Cemetary→Iona, Shield of Emeria→Living Wish→Gideon, Ally of Zendikar↓
26↓Mogg War Marshal←Seachrome Coast←Grindstone←Keening Stone←Temple of Malady←Forbidden Orchard←Green Sun's Zenith←Dragon Fodder←
27→Siege-Gang Commander→Choked Estuary→Painter's Servant→Mesmeric Orb→Liliana of the Veil→Ulamog, the Infinite Gyre→Joraga Tree Speaker→Krenko's Command↓
28↓Stingscourger←Powder Keg←City of Traitors←Curse of the Bloody Tome←Deranged Hermit←Careful Study←Lotus Cobra←Precinct Captain←
29→Meltdown→Delver of Secrets→Ancient Tomb→Gitaxian Probe→Overgrown Battlement→Opt→Kessig Wolf Run→Spear of Heliod↓
30↓Sulfurous Springs←Spell Pierce←Disenchant←Relic of Progenitus←Braids, Cabal Minion←Deep Analysis←Freyalise, Llanowar's Fury←Secure the Wastes←
31→Krenko, Mob Boss→Vindicate→Glimmervoid→Hedron Crab→Obstinate Baloth→Hurkyl's Recall→Cinder Glade→Rugged Prairie↓
32↓Goblin Sledder←Fire / Ice←Talisman of Indulgence←Induce Paranoia←Terastodon←Day of Judgement←Acidic Slime←Clifftop Retreat←
33→Mogg Raider→Declaration in Stone→Trinket Mage→Mind Funeral→Buried Alive→Hibernation →Xenagos, the Reveler→Midnight Haunting↓
34↓Warren Instigator←Looter il-Kor←Faithless Looting←Sphinx's Tutelage←Grave Titan←Moments Peace←Oracle of Mul Daya←Eidolon of Countless Battles←
35→Sparksmith→Gilded Drake→Spellskite→Twincast→Avenger of Zendikar→Wing Shards→Den Protector→Null Rod↓
36↓Goblin Recruiter←Shambling Vent←Tanglewire←Ravenous Trap←Pernicious Deed←Memory's Journey←Worldspine Wurm←Arc Trail←
37→Magus of the Moon→Anguished Umaking→Time Spiral→Hymn to Tourach→Stormtide Leviathan→Tangle→Lifeforce→Containment Priest↓
38↓Goblin Matron←Leyline of Sanctity←Abeyance←Traumatize←Explore←Adarkar Wastes←Pyroblast←Westvale Abbey←
39→Blackcleave Cliffs→Sword of Fire and Ice→Voltaic Key→Jace's Phantasm→Birthing Pod→Yayimaya Coast→Harmonisze→Jotun Grunt↓
40↓Mogg Fanatic←Sinkhole←Mana Confluence←Tainted Isle←Phyrexian Metamorph←Hinterland Harbour←Yavimaya Elder←Assemble the Legion←
41→Foreboding Ruins→Cabal Therapy→City of Brass→Dimir Cutpurse→Awakening Zone→Pulse of the Fields→Vexing Shusher→Rites of Initiation↓
42↓Goblin Ringleader←Liliana, Heretical Healer←Academy Ruins←Shred Memory←Ophiomancer←Bant Charm←Gutteral Response←Doomed Traveler←
43→Auntie's Hovel→Temple of Deceit→Terrarion→Devastation Tide→Reclaimation Sage→Azorius Charm→Hornet Queen→Nomad Outpost↓
44↓Red Elemental Blast←Asylum Visitor←Pact of Negation←Drown in Sorrow←Choke←Lumbering Falls←Devil's Play←Boros Charm←
45→Rakdos Charm→Chill→Thirst for Knowledge→Chromatic Lantern→Maelstrom Pulse→Stony Silence→Creeper Hulk→Needle Spires↓
46↓Warmth←Engineered Plague←Lotus Petal←Cranial Extraction←Doomblade←Flooded Grove←Rootbound Crag←Elspeth. Knight Errant←
47→Boil→Heir of Falkenrath→Engineered Explosives→Dimir Keyrune→Ultimate Price→Detention Sphere→Avoid Fate→Mentor of the Meek↓
48↓Goblin Arsonist←Reflector Mage←Negate←Consuming Aberration←Terror←Temple Garden←Kozilek, Butcher of Truth←Revoke Existence←
49→Fiery Confluence→Vivid Creek→Ensnaring Bridge→Dimir Signet→Ulamog, the Ceaseless Hunger→Stirring Wildwood→Nissa, Vastwood Seer→Isolated Chapel↓
50Kolghan's Command←Supreme Verdict←Thoughtcast←Massacre←Pack Rat←Elesh Norn, Grand Cenobite←Dryad Arbor←Virulent
Plague



Swanker and The Phyrexian swapped placed but kept on hogging those wheel spots. Lighting Bolt was again the first pick and again I cannot argue with it, seems pretty darn good! I predict that one of them will take down the event but not because they got the wheel. I rate their chances as they have proactive consistent decks and are experienced players. On paper Old Fava Beens has the best deck by a country mile but it is hard to build and stupidly hard to play. While doing some practice runs with it and the pilot we found his upkeep steps to generally be more complicated than my turns. He was making more mistakes than he was performing actions! If Finkle were to be the pilot then I would predict that to be the winning list but as it stands I am happy with calling it for the red mages. 

The pick of the draft goes to Rites of Initiation which will make its cube debut in this event. For a card that I haven't ever used it is stupidly powerful and dangerous. It lets Swanker pull off turn three kills! It may be on the niche side but it is the perfect fit for his deck being one of the most powerful cards in it acting like Overrun or Craterhoof Behemoth. You have to respect that he could have it because it is game over if he does and if you do respect it you end up making the most awful plays, using removal spells on tokens, trading them for your actual good cards etc. Overburden was also an excellent pick and was winning the competition up to that point. 

It might be a long time till I have the results for this as it is hard to find a time 8 people are all free together but I will have decklists in the not too distant future. For now here is what I should have roughly drafted and built instead of what I did:

22 Spells

Inquisition of Kozilek
Brainstorm
Spell Pierce
Thraben Inspector

Elixir of Immortality

Baleful Strix
Thing in the Ice
Demonic Tutor
Counterspell

Arcane Denial 
Declaration in Stone

Anguished Unmaking
Vindicate
Ashiok, Nightmare Weaver

Damnation
Supreme Verdict
Jace, Architect of Thought

Mystic Confluence

Elspeth, Sun's Champion
Aetherling
Merciless Eviction

Sphinx's Revelation

18 Lands

Mostly what I had but including a Temple of the False God and a bit more white mana.  







Sunday, 1 May 2016

The Two Kinds of Cube


The more I play different cube formats and evaluate cards and decks the more apparent the divide in cube styles appears to be. Depending on how a cube is built and what kinds of cards it has on offer it will typically fall into one of two groups. It will be either a midrange cube or a combo cube. These labels seem to imply quite specific things but I shall try to elaborate on exactly what I mean by them.

A midrange cube is one where there are few narrow cards. Not only is every card high power but it is also typically broad in application or at least a mainstay in a tier one archetype. There are some very good reasons to build a cube in this way. It makes drafting much more interesting and much more skillful. Each pack will have more playables and more contested cards, your final pool will have more build options. Further more the midrange cubes tend to give the most interactive games, epic sagas with mental things happening on both sides of the board.

A  combo cube is much more driven by the most powerful cards and the most powerful things you can do. It will include far more narrow cards that are unplayable in a lot of the archetypes just so long as they are disgustingly unfair in the right one. Typically powered cubes are combo ones, they generally are even if they don't run the classic combo pieces. The things the power lets you do means the games are much more like those in combo cubes. There are advantages to combo cubes, they reward experience, they give the opportunity to do some of the most powerful things you can do in magic, they allow you to be far more creative in your deck design with a much wider range of what can win games.

Combo cubes very much still have aggro and control decks in them, as do the midrange ones. It is like the primary colours, always red and blue but sometimes green and sometimes yellow depending on if you are talking light or pigment. Combo cubes are light and midrange cubes are pigment! Midrange decks get owned by combos and broken things and so they are just not viable in combo cubes where such things are likely to happen.

Good metas should be a three way power struggle like rock paper scissors but with more variance and ability to hedge your matchups. Both combo and control cubes give this effect. The control beat the combo, the combo beat the aggro and the aggro beat the control in the combo cubes. The control beats the midrange, the midrange beats the aggro and the aggro still beats the control in the midrange cubes. Obviously this is just a trend and not even a strong one, there might be as much as 5% win rate in these claims I have made but it does mean you have good options and a good format.

Combo and midrange cubes will typically look very similar. My cubes tend to wind up around 600 cards however I build them and at least half of those cards would be mainstays in both midrange and combo variants. I think I could quite easily do two cube builds, one combo and one midrange, with 100 or less different cards, in as many as 600, and have them feel entirely different to draft, build and play with.

The reason I am doing this article is that I am realising quite how much of an impact your cube type has on the value of cards. When reviewing something or talking about it I am aware of the context in which I am thinking of the card however I am not always sure I make that clear. An example I can easily give to elaborate is that of Scry lands. I rate these incredibly highly as lands however that is from a midrange cube perspective. In a combo cube lands that come into play tapped are pretty costly and as such the Scry lands tend to be pretty low down the list of lands you want. The man lands are a little in the same boat. Scry lands are perhaps the 5th best dual land cycle in a midrange cube however they might not even be in the top 10 in a combo cube (they probably would be top ten but only just).

When I do booster draft or sealed deck I mostly use an unpowered midrange cube. Decks are a littler duller but way more cards are viable and you get better games. This is a good trade in my books. I do however love to combo and do fun things with narrow silly cards. As such I do rotisserie and other constructed cube formats as much as I can (they are more of a time commitment) and in those I always try to do combo cubes. As another point of note, any cube format without card restrictions will be a combo cube. You can ban all the power and more but so long as you allow any other cards it will have the feel of a combo cube with people doing whatever they choose.

Most of my deck techs come from the perspective of a combo cube as I try to highlight the more exotic things you can do in cube. It is also much harder to show the subtleties of good deck design without also giving all the known info about that particular meta when it comes to midrange decks and cubes. I will try to be more clear about where cards and decks are specifically good in future articles. As I do both I will generally think a card is good if it is only good in one of the two cube types. I probably wont go so far as to give cards separate cube ratings for midrange and for combo. I sort of did already with my initial card reviews (which I should really just redo again...) by looking at power and playability of cards. Midrange cubes have a minimum entry level for playability rating as it were while combo cubes can almost ignore this rating and focus purely on the power rating.

It doesn't matter how you cube. They are all good, do what you like, do what you can! I write this article just so you can be aware of what kind of cube you are playing and as such what kinds of things will be more or less important to consider.


Splinter Twin

Splinter TwinThis is a nice simple bog standard list for Splinter Twin. A reliable combo deck that is fairly easy to draft and fit within a broad and established shell. Splinter Twin is not the quickest combo, it can pull of a turn four win without any ramp at all but in my experience is much more of a turn six sort of deck. This is more than fine given that the general shell of the deck is quite controlling. It is near impossible to outright kill a Splinter Twin deck with a godlike goldfish as they have so much cheap tempo disruption at their disposal.

The combo is seven or eight mana across two cards however three of it may be paid at instant speed making it suit control very well and allows you to go off far more suddenly. The deck is strong because it has two components for one half of the combo, two good components for the other half with loads more weaker ones on offer in blue and red or some comparably good ones if you dip into white.

Deceiver ExarchBlack and white both used to be decent splashes for the extra tutors and alternate kinds of disruption they offered. Spliter Twin itself is incredibly hard to fetch well in blue or red but rather easy for black and white. With Open the Armory just printed in white and Restoration Angel, Abeyance, Enlightened Tutor and Village Bell-Ringer to boot I would highly recommend white over black as a 3rd colour option now. The list is likely better with white in it too but I like to offer the simplest most streamlined versions of decks for their first deck spotlight. I have also made an effort to exclude as many of the non-essential top pick cards. Realistically you should only get a couple of things like Snapcaster Mage, Cryptic Command, the good Jace, Lightning Bolt, Brainstorm etc. As such I intend to start giving deck lists with lower power replacement cards where possible. You could very easily cut some of the card quality from this list and add power cards and be better off for it.



24 Spells

PonderSpell Pierce
Burst Lightning
Preordain
Ponder

Elixir of Immortality
Serum Visions
Slight of Hand

Remand
Arcane Denial
Impulse
Fire / Ice

Spellskite
Cyclonic Rift
Pyroclasm
Imperial Recruiter
Perstermite
Imperial Recruiter
Deceiver Exarch
Electrolyze

Drift of Phantasms

Splinter Twin
Jace, Architect of Thought

Kiki-Jiki Mirror Breaker
Force of Will (Pact of Negation)

Dig Through Time

16 Lands





RemandYour best disruption cards are those that cantrip. Remand and Arcane Denial are substantially more exciting than Counterspell as they allow you to dig deeper towards your combo. Unlike other control decks you don't need to have an answer for everything, you just want to delay long enough so you can safely win first. Repulse is a good example of the kind of disruption card you might chose to run in this kind of deck along much the same lines.

Time Spiral is decent in this list as it can recur vital combo pieces that have been dealt with or just draw you a huge chunk of cards. I have used Elixir of Immortality in this role instead as it is less clunky of a card and the list has no other life gain. Red aggro decks are one of the worst matchups for this list, your blue disruption isn't overly efficient against them and they can make going off much more awkward with instant burn. Pestermite is usually a no go versus red and Kiki Jiki is hopeful which makes your combo so much harder to assemble. Even Deceiver Exarch isn't wholly safe and so you are looking to combo off more like turn 8 in reality. Five life will go a long way to making turn 8 a thing you actually see!
Electrolyze
I have not used a miracle theme in this deck but it works very well with the best card quality effects like Top and Brainstorm should you have them. It is very powerful but not overly necessary for the deck to perform and do powerful things. If you do not get the Top and at least two of the Brainstorm, the Jace, See Beyond and the Lat-Nam's you shouldn't entertain the notion of playing miracles in this list. Below is the list my friend did for this deck, it is a great example of the deck but is rather honed towards the meta we were facing. It made great use of niche cards to solve problems and plug holes. It also made mild use of the miracle mechanic. As you can see, there is a lot of overlap between the two lists which highlights the most key cards in the deck. This list is able to run much less card quality as it has both the best individual card quality cards and the ability to reliably pair them with sac lands.
Scalding TarnBrainstormArcane DenialPestermiteJace the Mind SculptorForce of WillDig through Time
Polluted DeltaPonderRemandDeceiver ExarchSplinter TwinKiki-Jiki, Mirror BreakerTemporal Mastery
Misty RainforestSpell PierceFire/IceDrift of Phantasms
Volcanic IslandUnsummonPyroclasmAnger of the Gods
Steam VentsMizzium SkinImperial Recruiter
Temple of EpiphanyLightning Axe
Cascade BluffsFlame Slash
Sulfur FallsElixir of Immortality
Shivan ReefSensei's Divining Top
Wandering Fumarole
Mountain
Island * 5