Magic is filled with
some really niche slang. Honestly, it's addictive. When the jargon catches on,
it's nearly impossible not to at least try it on for size. Sometimes, it sticks
and sometimes, just by letting it slide passed your lips, you feel like an utter lemming . Often, it
just conveys an acknowledgment of the game state: "that's a thing",
"blowout", "crack in", "exactcies", etc. Occasionally
though, the lingo inspires a bit more aspiration...like where you'd like to
live? Let's examine some of these exotic locales.
Lots of players gaze longingly
towards the horizon at the twinkling village known best as Magical Christmas Land...a place often sought, but rarely reached.
"Just wait until I assemble these three cards, across four colors, create
infinite mana and cast this creature that will almost certainly beat you!"
It's not just the combo players either. The aggro players are looking to
retreat to a vacation hideaway on the majestic beaches of Magical Christmas
Land: "Okay, check it. Turn 1 Gobo Guide, Turn 2 Ash Zealot, Turn 3 Ram
Gang, Turn 4 Hellrider. They will never recover. GG!" As you may have
guessed, Magical Christmas Land occurs fairly rarely. You might get to pitch
your tent there every twentieth game or so. I don't begrudge those looking to
assemble something wacky, I love living the dream too, but the odds are forever
not in your favor.
There's also much talk about
taking these nice excursions to a quaint part of the Multiverse: Valuetown. Now, this is where it's at. Trips to Valuetown
are exciting, but what does that mean exactly? I tend to think of these as
small interactions, generally between two cards, that create enough synergy to
net you some form of advantage. The best of these take place when the cards
involved are individually strong, but synergize in a way that creates
more...you guessed it..."value." These interactions range from cute
to downright powerful, but they are generally very attainable, and really, just
fun to put together. They make you feel clever and they help you edge your way
to a win. I can't recommend an extended stay in Valuetown enough.
Enough exploring these
well-known places. Let's get on to the main topic. Let's talk about a place
that few want to visit. In fact, when going anywhere near this place, most
prefer to roll up the windows, lock the doors, and tell the kids to hide any
valuables. This place is seedy. This place is not for the faint of heart. This
place is Jankville.
Every Standard environment,
especially those as large as it is now with M15 in the mix, has a myriad of
cards that sit on the sidelines. Some are clearly for Limited. Some scream EDH.
Some are simply underpowered. Yet others are really interesting, sometimes
working on a unique axis, but get precluded from the format by cards that
always invalidate them. I understand that not everyone feels this way, but to
me there's always a strong appeal to taking one of these castaway cards and trawling
the format looking for just enough synergies to elevate the jank into the realm
of playability. Today, I'd like to look at a few cards from a couple of these
camps. I may never even get a chance to sleeve up any of these cards, but the
mental exercise of building the deck lists is always enjoyable.
So, if you're so inclined, and
think you can handle the jeers of your Magic-playing peers, buckle up as we take a detour through
Jankville and look at some of the cards that didn't quite make the cut in this
Standard. Many of the cards we're going to be looking at hail from the Return
to Ravnica block or M14, as they 're the ones on the verge of rotation. Most of
the jank from Theros will likely remain jank, but they do have a sliver of hope
as new cards rotate in from Khans of Tarkir.
The first deck I'd love to
escort out of Jankville would look something like this:
Howl of the Jank Pack
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23 Lands
|
8 Forest
|
4 Mutavault
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2 Nykthos, Shrine to Nyx
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3 Plains
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4 Temple Garden
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2 Temple of Plenty
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15 Spells
|
1 Howl of the Night Pack
|
1 Hunter's Prowess
|
2 Market Festival
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2 Obelisk of Urd
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3 Raised by Wolves
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3 Selesnya Keyrune
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3 Unflinching Courage
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22 Creatures
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4 Bassara Tower Archer
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2 Briarpack Alpha
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2 Elvish Mystic
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4 Gladecover Scout
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2 Heliod's Pilgrim
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4 Nyxborn Wolf
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4 Witchstalker
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I really enjoyed casting Raised
By Wolves in Theros Limited. It felt pretty powerful, so I began pondering how
it might translate to Standard. No doubt, there are a lot of things wrong with
this deck. There isn't a critical mass of Wolves in Standard, so this looks to
lean especially hard on the Raised by Wolves. Luckily, one of the Wolf
creatures that does exists, Witchstalker, has hexproof, which really mitigates
the risk of going in on an Aura strategy. That led me to explore some other
hexproof creatures in the format in the form of Gladecover Scout and Bassara
Tower Archer. The hexproof is also cute with the other main Wolf in the deck,
Nyxborn Wolf. Bestow already removes much of the risk of attaching an Aura, but
having hexproof makes going for it feel pretty safe. The white splash is mostly
unnecessary, but gets us access to Unflinching Courage, Heliod's Pilgrim (for
more cute Aura synergies) as well as another honorary Wolf in the form of
Selesnya Keyrune, which does actually add a nice hedge against sorcery-speed
removal and sweepers.
Speaking of sweepers, besides
playing relatively underpowered cards, this deck (and others we'll explore
later) falls victim to a Standard staple that wreaks havoc on decks looking to
win with a near-creature-only strategy: Supreme Verdict. I actually like
casting Supreme Verdict myself from time to time, but it's presence makes
wining with decks like the above very difficult. Still, if you enjoy tribal
strategies, consider giving the Wolf clan a shot before the rotation occurs. If
you can blow out one opponent by flashing in a Briarpack Alpha to up your Wolf
count and unexpectedly growing your Raised By Wolves creature, it might just be
worth it.
Next up, I want to look at another
strategy that I wanted to be good, but just never was. I've always enjoyed the
"Swamps matter" style mono-black control decks. Sure, there's a
top-tier mono-black deck in Standard, and even though it plays a lot of spot
removal, it usually plays a little bit more like a tempo deck, with Pack Rats
and Nightveil Specters picking up incremental advantages until Gray Merchant of
Asphodel can seal the deal. The below deck, though, moves much further towards
being a pure control deck, leveraging both spot and mass removal, mana ramp,
and only a handful of ways to close out the game:
Black Betrayal
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23 Lands
|
23 Swamp
|
30 Spells
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3 Bile Blight
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1 Caustic Tar
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2 Corrupt
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2 Devour Flesh
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3 Drown in Sorrow
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2 Extinguish All Hope
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1 Fated Return
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1 Grave Betrayal
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4 Hero's Downfall
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2 Liliana of the Dark Realms
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1 Liliana Vess
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2 Silence the Believers
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2 Ultimate Price
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4 Underworld Connections
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7 Creatures
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4 Crypt Ghast
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3 Gray Merchant of Asphodel
|
One of the subtle downsides to
employing a strategy like (one that puts a lot of the burden of winning on a
handful of cards of the same type) means you suffer badly from incidental hate
cards. Normally, you might think that being enchantments, your Grave Betrayal,
Caustic Tar, and Underworld Connection would be relatively safe. Unfortunately,
in a post-Theros world, the enchantment hate is plentiful and efficient. A
single Back to Nature could single-handedly neuter this deck's primary game
plan. There are still ways to win, but you might find yourself looking to
extort your opponent to death with Crypt Ghast or trying to muster enough targeted
life loss via Corrupt and Gray Merchant. An unanswered Liliana Vess could close
the game quickly with her ultimate, but getting to ultimate with a
planeswalker, even in Standard, seems to be a bit of a rare occurrence. Regardless,
if you enjoy killing creatures and landing game-altering effects, you might
enjoy a foray into this section of Jankville.
I'll conclude with a deck very
similar to one that I did actually sleeve up for an FNM. The event was prior to
the release of Magic 2015, so it's
not quite the same, but the core of the deck and it's game plan are all
detailed below:
Hour of Pyro
|
22 Lands
|
7 Island
|
7 Mountain
|
4 Steam Vents
|
4 Temple of Epiphany
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22 Spells
|
2 Essence Scatter
|
2 Frost Breath
|
1 Harness by Force
|
3 Hour of Need
|
4 Lightning Strike
|
2 Peel from Reality
|
3 Retraction Helix
|
1 Sea God's Revenge
|
4 Titan's Strength
|
16 Creatures
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4 Akroan Crusader
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4 Battlefield Thaumaturge
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1 Purphoros, God of the Forge
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3 Satyr Hoplite
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4 Young Pyromancer
|
As I said, I opted into this
deck not-too-long ago for an FNM at our local (and awesome) Fanantix. When
things were churning, it was really great fun, but unfortunately, things didn't
seem to churn too often. On a few occasions, I just drew a lopsided mix of
creatures and spells. This was often the plight of players pursuing a Heroic
deck in Theros Limited and the problem is not completely removed in Constructed
either. Two of my matches pitted me against decks packing (what I can only
assume) was a full complement of the afore-mentioned Supreme Verdict. This deck
has basically zero game against sweepers so I was not surprised to drop games
against the decks that leaned so heavily on the uncounterable wrath. Blue-White
based control decks weren't the only trouble. A friend of mine, Trevyn, was running
a sweet Black-Green deck making use of all the new Constellation goodies in
Journey to Nyx. At one point, I had developed a substantial board position with
Young Pyromancer cranking out Elemental tokens at a nice clip. With a smirk,
Trevyn said, "I hate to do this."
"No you don't," I
snapped back.
"Doomwake Giant."
The acidic flavor of a dinner
gone by lurched into the back of my throat. "You sicken me!" I joked.
All in all it was a fun outing, but I never quite got to smash face with
Sphinxes the way I'd hoped. C'est la vie.
Alright, that's about a wrap on
this one. If you're looking for some upside to playing a deck that's not on the
quite radar, here's a couple I can offer: Since the cards aren't major players,
you can generally pick up most of the pieces you need relatively cheaply. Also,
when you do pick up a "W" on a match, it's much, much sweeter. I
enjoyed exploring some of the cards that will likely be lost to history in this
current Standard format. I hope you did as well. If you have some pet cards that are looking
to take up residency in Jankville, brew up a quick list and drop it in the
comments. It's always interesting to see what ideas are rattling around in the
heads of fellow players.
I'd like to close with a shout out to Faxatix owner Phillip Chalker. His willingness to foster the Dothan gaming community is unmatched. I appreciate the opportunity to write for the Team Fanatix blog and I look forward to sitting down across the table with you other spellsplingers! Until next time, don't be afraid to put a little jank in your tank.Eric Peel has been playing Magic: The Gathering since he discovered the game in college, around the time of Invasion block. Most of the time Eric's simply a devoted family guy, but occasionally he finds time to sling spells or become temporarily devoted to a Therosian deity. He enjoys multiple formats, finding fun and competition in Limited, Constructed, and Multiplayer Magic.
I was well entertained by the thought of RBW tribal minotaurs back when Rageblood Shaman was released in Theros. Unfortunately there wasn't enough minotaurs to play with until Born of the Gods. I liked the deck list I made, but you essentially did nothing until turn 3 when you hopefully dropped a Boros Reckoner, Rageblood, or Kragma Butcher, respectively. Lack of time and money also prevented me from building this deck to test (I need to build more farms!) I had Ragemonger in this list at one point, but I wasn't really running any of the dual colored minotaurs except Mogis, which I was still skeptical about. I did ponder about putting him back in just because he's 3 CMC and a 2/3. Not to mention he rounds out my other creatures to a 3 CMC when he's on the field anyway, saving me precious mana, Here's the list I made probably around when BOG came out:
ReplyDelete4 Boros Reckoner
4 Rageblood Shaman
3 Fanatic of Mogis
3 Felhide Spiritbinder
4 Kragma Butcher
2 Mogis, God of Slaughter
2 Oracle of Bones
4 Boros Charm
4 Magma Jet
2 Warleader's Helix
2 Mizzium Mortars
2 Rakdos's Return
2 Thoughtseize
4 Sacred Foundry
4 Blood Crypt
6 Mountain
2 Swamp
2 Plains
3 Temple of Malice
2 Temple of Triumph
SB: 3 Skullcrack
SB: 4 Dreadbore
SB: 2 Pithing Needle
SB: 2 Rest in Peace
SB: 2 Ratchet Bomb
SB: 2 Thoughtseize
Also, light grey text on a white background makes the decklists had to read. Make the text black so it stands out from the background.
A great read! Very informative...
ReplyDeleteThis article is the nut. 10/10 would read again. Maybe you could take us to the value village next time? I'd be happy to show you around, seeing as I'm the mayor ;-)
ReplyDelete