Fri, 30 June 2017
The Locst God may be on the art, but our bet is that Hour of Promise will be ushering in Ulamog, the Ceaseless Hunger.
Hour of Promise is no Explosive Vegetation
Mike initially misreads Hour of Devastation as an overcosted Explosive Vegetation. It's not a surprising mistake. Explosive Vegetation costs four, but Hour of Promise costs five. They both go and get two lands; Hour of Promise sometimes makes two zombies.
Oh wait... basic.
That is, unlike Explosive Vegetation, Hour of Promise can search up any lands, not just more Forests or whatever!
Example: Go and get two copies of Shrine of the Forsaken Gods
If you can cast Hour of Promise, the implication is that you have five lands in play. If you get two copies of Shrine of the Forsaken Gods, you'll then have seven lands in play, meaning you can tap for nine.
All you have to do is hit your land drop next turn to have ten mana for Ulamog, the Ceaseless Hunger!
Hour of Promise is More a Thalia's Lancers than an Explosive Vegetation
Mike loves to mark for 4/4 creatures for five mana that have a cool or card advantageous abilities.
Hour of Promise is like one of those, but possibly better. Why? Instead of one 4/4 creature, your payoff is two 2/2 creatures. Two 2/2s are sometimes more useful than just one 4/4, but Hour of Promise generates about the same amount of power and toughness.
The "Desert" Clause isn't that big a deal
All you need is one Desert in your first five lands and you'll be dripping in Zombie tokens!
Why? You can just go and get two other Deserts and put them on the battlefield. Now, armed with three Deserts in play, you will soon the be the owner of a pair of Zombie tokens.
The deck design implications are open to explore. Do you want to play lots of Deserts? That would increase your chances of having a Desert in play on turn five. Or, you might only play three total Deserts. Card selection aside, you will have a lot of specialty lands fighting for space in your mana base... You might not have room for too many Deserts.
Pro Tour Champion Patrick Chapin and Resident Genius Michael J. Flores cover many more Hour of Devastation cards in this great podcast. Two words: "horse tribal" ... Check it out now!
Fri, 23 June 2017
Doomfall is an extremely flexible, potentially main-deck, card.
Meet the Cruel Edict
Doomfall costs one more mana than Cruel Edict, but even beyond its ability to act as a discard spell, there may be good reason to pay three instead of two.
Rather than merely destroying a creature (as Cruel Edict did), Doomfall exiles it. That is bad news for Scrapheap Scrounger decks! Any creatures that rely on durability or coming back from the dead might have problems with it (e.g. The Scorpion God)
Playing as Transgress the Mind
Again, we see a card that, at 2b, costs a little more than Transgress the Mind. Part of that is just a tax levied against the creature removal side of the spell (you can't very well have a functional reprint of Staple Transgress the Mind that also kills creatures).
But the reality is, Doomfall is not "just" a reprint of Transgress the Mind. It costs one additional mana, but on the other hand you can take anything, rather than only cards that conform to a particular mana profile. That might not feel like it's worth three mana in isolation... But you've always got the Edict opion!
Ultimately, it Can Get Everybody
This card lets you beat a combo deck with creature removal, or kill an attacker with your extra Duress.
Thu, 22 June 2017
To be honest The Scorpion God is actually near the end of the episode... Still great.
Buckle up for a full-on Hour of Devastation episode! Patrick and Michael hit on tons and tons of cards (and will be back with their own Hour of Devastation preview tomorrow).
The Defeat Cycle
The Defeat Cycle (Jace's Defeat, Gideon's Defeat, etc.) is a quintet of fast color hosers. Most will be Staple in Standard, with a couple of them likely growing up to be cross-format All-Stars (Liliana's Defeat especially).
Nissa's Defeat creates a privileged position for green creatures and adds a three-mana Stone Rain back into Standard.
Adorned Pouncer and Eternalize
Adorned Pouncer is strictly superior to Fencing Ace
Fencing Ace was a good card. It was played as Staple in Jeskai buff decks, and at least a Role Player in Bant Hexproof.
Adorned Pouncer is everything Fencing Ace was... and Also a Cat. And also has Eternalize.
Would you pay five mana for just the 4/4 double striker? Patrick wouldn't. Mike would at least look at it. That the boys are even having this discussion should tell you how good Adorned Pouncer will be.
Thank goodness for Gideon's Defeat's exile clause! Magma Spray will continue to do work.
The Scorpion God
The Scorpion God is like three different engines.
If you just start with 6/5 for five mana... But with this level of resilience... It's at least worth a conversation. A 6/5 body for five mana isn't too bad; and if you can't kill it?
There are two other abilities, still.
The Scorpion God can mow down a ton of small creatures (and probably draw cards at the same time). It can also shoot at big creatures to get them small enough to tussle with and draw).
This summary doesn't do justice to "The Scorpion God is Just the Beginning" ... The only way to hear everything we're thinking about Hour of Devastation right now, you best give a listen!
Fri, 9 June 2017
Bontu's Last Reckoning costs three mana. That's great! Isn't it?
What a difference a week makes!
... Depending on what continent you are on.
The Return of Spell Queller in Manila
The biggest disconnect with recent history IN THE WORLD took place at Grand Prix Manila. We saw the return of the U/W Flash deck... Now featuring Glory-Bound Initiate.
The U/W Flash archetype (and friends like Esper Vehicles) benefit somewhat by a decline in popularity of Mardu Vehicles... Our assessment is that the Heart of Kiran in Mardu Vehicles would run over the comparatively clunky U/W.
But U/W Flash is not about fighting Mardu. Aetherworks Marvel, on the other hand, is a perfect victim of Spell Queller. Basically, Dispel and Negate are the most common "cover" spells for Aetherworks Marvel at five and six mana, respectively... You can neither Negate nor Dispel a Spell Queller. On the other hand, Spell Queller's 2/3 body is perfect for putting Marvel on a clock.
Ulvenwald Hydra and Shrine of the Forsaken Gods
No surprise that Aetherworks Marvel took down a US Grand Prix this weekend past.
No surprise that Standard master Brad Nelson was at the winning deck's helm.
What's cool? What's different?
Brad used Ulvenwald Hydra to great effect in his build's sideboard... Kind of "the difference that makes the difference."
Basically, Ulvenwald Hydra was Brad's "Nissa's Renewwal" ... An expensive green creature, but not nearly as expensive as Ulmamog. Brad could use the Hydra to make a huge threat on its own, but also as an accelerator. If he got Shrine of the Forsaken Gods he would be one two mana closer to hard casting any Ulamogs stuck in his hand.
Dissenter's Deliverance is the Choice of Champions
Bontu's Last Reckoning and Our First Look at Hour of Devastation
In addition to lots of decks from three Grand Prix across three continents we hit on the three now-known cards from Hour of Devastation. The most interesting topic for this section is probably around the cost of Bontu's Last Reckoning.
Ostensibly, this card costs three mana. That means that it has some synergy with Goblin Dark-Dwellers or certain Expertise cards. It would be a mistake to say that it is just a cheaper Damnation; the fact that it costs three is less of an advantage in most games (how big or dangerous are the creatures coming at you on turn three versus turn four). If you cast it later in the game, the mana restriction is actually pretty disadvantageous.
Net-net, though, we think it will be heavily played.
Fri, 2 June 2017
New Set on the Block Amonkhet had a pretty good weekend in Modern, across three continents, last week. Amonkhet cards contributed to all of the main macro archetypes: Control, Combo, and Beatdown!
Amonkhet Control: Glory-Bound Initiate in Esper
At Grand Prix Kobe, Akio Chiba slotted Glory-Bound Initiate into his creature-poor Esper Control deck, Stonefore Mystic style.
Can't disagree with you there!
Chiba played a four Painful Truths deck, where the life gain from Glory-Bound Initiate could be really effective in fueling his main card advantage engine. Glory-Bound Initiate is just that good in Modern!
Subtly, exerting Glory-Bound Initiate may not have that much of a downside, as opponents may actively try to trade with it.
Amonkhet Combo: Vizier of Remedies in Collected Company decks
Vizier of Remedies + Devoted Druid is an infinite mana engine.
Devoted Druid says "Put a -1/-1 counter on me and I'll untap."
Vizier of Remedies says "Go ahead and untap. But Don't worry about the -1/-1 counter, no problem."
Once you've got infinite green mana access, the world (or at least your deck) is your oyster. Here are some of the things players did last weekend:
Amonkhet Aggro: Harsh Mentor in Burn
Meanwhile back in Baltimore, MD -- USA -- Pro Tour Top 8 competitor Stephen Neal added a Harsh Mentor as his "fifth copy" of Eidolon of the Great Revels.
Neal's version was super atypical for Burn (at least since the release of Inspiring Vantage), going up to some fifteen creatures... But still finding room for some unique spell choices.
Shard Volley, anyone?
What is important for Amonkhet fans is that Harsh Mentor might be Burn's best friend in certain matchups. Of course it makes life harder on the fetchland player, but think about Affinity: Harsh Mentor makes doing stuff like activating an Arcbound Ravager downright dangerous.
TLDR: Amonkhet hit Modern hard last weekend; and it hit from Control, Combo, and Beatdown. Obviously more on this story as the format continues to develop.
Listen to "Amonkhet in Modern" now for even more decks and details!