Thu, 12 July 2018
Your puny little red men are no match for Giganotosaurus. It's a tough cast, though. Is there a legitimate reason to go GGGGG over Verdurous Gearhulk?
Thu, 5 July 2018
Goreclaw, Terror of Qal Sisma
When might you play Goreclaw, Terror of Qal Sisma?
Goreclaw, Terror of Qal Sisma is the king queen of Bears!
I know, I know... Goreclaw is not a 2/2 for 1G; but Bear it claims to be.
Okay, okay... Let's get past the Vorthos on this card. What might make you want to play it... Or not?
In a world of where Lightning Strike and Abrade are played in the most popular deck, three toughness is a bit of a liability on a four casting cost creature; at least one that isn't doing something absolutely card advantageous on the way in.
Patrick speculates that the three toughness is a deliberate structural weakness in the card against red -- a weakness green doesn't usually have -- for other reasons.
Other reasons? Well we'd have to have a doozy of one to accept such a limitation. Maybe a better driving question would be...
WHY Would You play Goreclaw, Terror of Qal Sisma?
Easy: You want to get the drop on a seven-drop.
Goreclaw costs four. Presumably you hit your land drop the following turn. That's five. Alongside Goreclaw's two mana-breaking ability, you can hit something like the new Darigaaz the next turn!
Kind of need your three toughness four-drop to live for that to work out.
Michael is not necessarily convinced. Among other issues, the best five-power [green] creature in the format [by his estimation], Steel Leaf Champion, not only comes down before Goreclaw most of the time... Even when you draw your creatures in the right order, Goreclaw won't help you cast it.
Another new green monster maybe?
Fine, Fine... How About Runic Armasaur Then?
Runic Armasaur has a lot of awesome things going for it.
Size-wise, this card is comparable to the ubiquitous Thrashing Brontodon. That's not a bad place to start. Runic Armasaur isn't quite big enough to stop Hazoret the Fervent, but five toughness is a big brick wall.
Runic Armasaur is punishing to fetchlands, so may have more impact in larger formats. In Standard, it will prove quite effective against Evolving Wilds.
But where Runic Armasaur will really shine? Walking Ballista! Bam! The best card in Aether Revolt is going to have a really tough time generating card advantage against this particular dinosaur.
Speaking of dinosaurs, If Runic Armosaur is good enough, it may just make Thunderherd Migration good enough. Thrashing Brontodon, Ghalta, Gigantosaurus... There may be just enough dinosaurs to hit critical mass of thunder lizards.
We shall quickly see.
To see more; or hear more, rather, including innovations in Senor StOmPy and Dimir Midrange, click the little play button:
Fri, 29 June 2018
Sarkhan, Fireblood is an exciting new Planeswalker from M19. Check out its new Dragon-centric synergies and card advantage options in this week's cast!
Fri, 22 June 2018
Resplendent Angel is just one of several strong flyers from Core Set 2019, revealed earlier this week.
Doesn't Resplendent Angel Just Get Killed by Abrade?
That's the problem, right?
As a 3/3 flyer for three mana, Resplendent Angel is a nice package for its cost. Its many other abilities imply that it should be able to take over the game by itself.
But with only three toughness, it is vulnerable to multiple cards in the most popular current Strategy... Not just Abrade but Lightning Strike will eliminate this creature.
While the Angel has the ability to buff itself offensively and gain lifelink... That doesn't cure three toughness versus instant speed removal. The same Abrades, the same Lightning Strikes, will be able to shoot it out of the sky in response.
They can't always get her, can they? And anyway, when she's good, she's got to be really good.
The Resplendent Angel Payoff
Hit you for five!
Extra Serra Angel, yadda yadda yadda.
Is that the payoff?
It is certainly a payoff... But there is no reason to think so narrowly.
Resplendent Angel is pretty efficient: A 3/3 flying creature for three mana is a heck of a Gnarled Mass! But this is a card that can get better in the right context.
But that's not all!
There are just a critical mass of life gain cantrips. You can cast Renewed Faith, gain six life, and get a 4/4. But M19 brings with it Revitalize. This card can combines both halves of Renewed Faith, but with a little less flexibility.
What we mean to say here is that at some point Crested Sunmare has got to good enough at some point, right? #horsetribal
Tons more M19 in this podcast, including scads more flyers; from Nicol Bolas to his fellow Elder Dragon Legends. Many of them look equally fantastic. Learn more in the cast.
Wed, 20 June 2018
Wizards sent us Liliana's Contract to reveal to you!
... you draw four cards...
So... Who's in it for drawing four cards?
At five mana for four cards, Liliana's Contract is priced similarly to Tidings. In its day, Tidings was a Standard Staple in Vore decks to a variety of control decks.
While the four life is potentially prohibitive (versus, you know, losing zero life) it's important to note people are paying four mana and two life to draw cards in black right this format.
For one more mana, Lilian's Contract represents a powerful upside.
Its being an enchantment is quite interesting; you can draw four into your Demons, it can sit around waiting for a win, or you can play it after you've already got your Demons.
This implies, of course, people will want to play for the Demons. Some might just want to draw four cards.
... four or more Demons...
Lilian's Contract is powerful and flexible. It can probably fuel a black control deck that happens to play Demons... Or you can play a dedicated Demon-combo deck.
There are multiple playable Demons in Standard. Ammit Eternal has already proved Top 8-capable; while Demonlord Belzenlok is the "big bad" of Dominaria. Lilian's Contract might be great randomly alongside a handful of already-good-enough Demons.
But you can also try a dedicated strategy!
With Arcane Adaptation, you can turn any creature into a Demon
With Arcane Adaptation in play, it will be much easier to produce four differently-named Demons. Every token, every random body, will get you that much closer to winning immediately with Liliana's Contract.
Thanks again to Wizards! See you back here tomorrow for our regularly scheduled episode.
Fri, 15 June 2018
We're already seeing new cards from Core Set 2019! Two of the most promising are the Militia Bugler and Planeswalker Vivien Reid.
Where Would You Put Militia Bugler?
Militia Bugler is a source of card advantage that is somewhat restrictive on your deck design.
Mike puts Militia Bugler on "Gonti for yourself" ... He's not wrong. Not that wrong anyway.
Like Gonti, Lord of Luxury, Militia Bugler is a 2/3 creature with an ability once it hits the battlefield. In Gonti's case it is Deathtouch and in the Bugler's case Vigilance. Both of them generate card advantage by looking at the top of someone's library; theirs in Gonti's case, your own in the Bugler's.
Militia Bugler has the benefit of costing three mana rather than four; but comes with a meaningful deck design price: If you're going to get paid off by Militia Bugler, you will have to have a certain number of [other] creatures with a maximum of two printed power.
If you've built your deck appropriately, Militia Bugler plays in the range of Sea Gate Oracle or Court Hussar -- both contributing creatures in their respective Standard formats.
Perhaps most importantly for Standard, Militia Bugler can grab you the zero-printed-power powerhouse, Walking Ballista!
Is Vivien Reid "the green Teferi"?
Vivien Reid will be a key Role Player in Standard, if not quite "the Green Teferi".
Like Teferi, Hero of Dominaria, Vivien Reid is a five mana planeswalker.
Both draw extra cards with their first abilities; both blow up things (with some measure of limitation) with their second abilities. Your mileage will vary substantially with their respective limit breaks, though.
Mike's initial love for this card comes from its very obvious superiority over the already-played Crushing Canopy. Sure, Vivien Reid costs two more mana than Crushing Canopy, but the [-3] ability is wildly better! Not only can you potentially keep a draw-engine planeswalker, you gain the ability to destroy artifacts.
This thing is a fantastic answer to Lyra Dawnbringer, right?
Coming back to the card advantage ability, Patrick points out the [+1] is quite a bit better than just drawing a card. You can Impulse for a land if you need it, and otherwise, you're probably digging for Brontodon, Chupacabra, or The Scarab God.
Basically, Patrick likes Bugler best among the new cards; and Mike likes Vivien Reid best. But there are lots of great cards revealed from Core Set 2019. We go over lots more of them.
Thu, 10 May 2018
This is History of Benalia:
History of Benalia
History of Benalia is a three mana Saga.
A Saga is a sorcery-speed enchantment.
It produces two power on the first turn you play it. Then, when you reach Chapter II of the Saga, it produces an additional two power. Consequently -- and not to be too obvious -- but that is four power across multiple bodies for three total mana.
Thanks to Chapter III's "Knights you control get +2/+1 until end of turn[,]" with only the two Knights, you can attack for eight on the card's third turn in play! Because of this, History of Benalia can both burst forward offensively and slow the opponent down with multiple blockers defensively.
This is Lingering Souls:
Lingering Souls is a card of extraordinary power. It was banned in its original Block Constructed format, and has contributed to any number of decks across multiple formats. Not Block of course, but other formats. Jon Finkel played it to his umpteenth Pro Tour Top 8 in an Esper Delver deck. It has contributed to everything from a white splash in Jund to a colorful wink in Eldrazi Modern decks.
Like History of Benalia, Lingering Souls produces two power for your initial three mana investment. To get the next two power, you need to invest an additional two mana (and in another color).
Certainly, Lingering Souls has some considerable upside relative to History of Benalia. You get more bodies. Those bodies in fact fly. You can get all four on on turn if you have five mana available... But that's the crux of it; with History of Benalia, you never need to pay the additional two mana!
This is Raff Capashen, Ship's Mage:
Raff Capashen, Ship's Mage
Raff Capashen, Ship's Mage really likes Historic cards.
"Saga" is a Historic type; consequently, Raff likes History of Benalia.
One of the many synergies that you can exploit thanks to Dominaria's heavily Historic themes is to play History of Benalia during times that you couldn't normally play an enchantment or other sorcery-speed card (e.g. Lingering Souls).
History of Benalia has already started showing up in a variety of decks. It is going to be a great card in Historic-themed decks, white swarm decks (or B/W Tokens decks), and will be a consideration for everything from G/W Aggro to U/W Control.
Someone should write a song about how good this card is.
But for now, please settle for this podcast.
Thu, 26 April 2018
Will Lich's Mastery be THE ONLY viable strategy in Standard?
This card is poised to completely warp Standard! It is a draw engine of unprecedented power. Imagine for a moment you were playing a big format and ran Lich's Mastery alongside Nourishing Shoal... The ability to draw cards with little to no incremental mana investment (after the initial six mana investment, of course) is unprecedented!
This Legendary Enchantment has no such limitations.
Lich's Mastery + Gideon of the Trials
White is a natural pair to Lich's Mastery in Standard. Renewed Faith is one of the most obvious best buddies. It cycles to help you hit land drops early. Later on, you can draw six -- count 'em six -- extra cards for just one card!
Fumigate is also an awesome addition. The ability to gain one life per creature killed takes on new meaning when each of those creatures represents even more card advantage.
But what about Gideon of the Trials?
Is there a particular synergy with this Planeswalker that can also prevent you from losing the game? Yes!
Not only does Gideon rumble (giving your combo-control deck a way to win) but it can protect you from losing the game by losing your Lich's Mastery. Further, it gives you a redundant synergy with Glorious End.
Any two of the three -- Lich's Mastery, Gideon of the Trials, and Glorious End -- are great together!
Lich's Mastery + Glorious End
Glorious End + Gideon of the Trials was a combo that never quite hit in Standard. Is it awesome? Probably... But it never quite hit.
What happens when you add a third leg to the stool?
What happens when that third leg has hexproof?
Glorious End is just awesome with Lich's Mastery. Can you just Time Walk your opponent with Lich's Mastery in play? Sure. You can also Fog them, Counterspell them, and generally laugh at them from behind your Legendary Enchantment while they expend resources.
But did you ever think about this?
Cast Glorious End on their Turn Five. Maybe on their upkeep?
Untap and play the Lich's Mastery in your hand!
What if you don't have a Lich's Mastery in your hand... yet? The planned End-Mastery play is a big game, but what might be even more fun is the desperate Glorious End-into-praying-to-draw-Lich's-Mastery. All part of the range.
All Kinds of Lich's Mastery Decks
In this episode of Top Level Podcast, Pro Tour Champion Patrick Chapin and Resident Genius Michael J. Flores discuss all manner of builds around and including this seductive six drop.
Black-White, Mardu, and even straight black takes are on the table.
Gifted Aetherborn? Creatureless? A couple of big guys? A ton of lifelinking Knights? Give this one a listen and figure out how you want your BBB3 to go in the coming months.
Fri, 20 April 2018
Tempest Djinn is one of blue's signature cards from Dominaria
Tempest Djinn is Much Stronger Than Serendib Efreet (in the right deck)
Despite its initial appearance, Serendib Efreet was a blue card.
A good place to think about this most respected of Djinn is the Revised misprint, Serendib Efreet. Serendib Efreet was a 3/4 flying creature for U2 (blue, despite the card frame)... With a drawback!
Serendib Efreet saw play in a variety of decks, and fast multicolored aggressive mages would often dip into blue to play it. Again, despite the self-inflicted damage.
Dominaria's Djinn is much harder to cast, sure. That is a lot of blue pips in the top-right!
But, the payoff is also much greater. In a deck with, say, twenty-five Islands, Tempest Djinn's floor is a Serendib Efreet with no drawback. Each and every incremental Island will make it a faster and faster racer.
Tempest Djinn is Like the World's Greatest Rishadan Airship (in the right deck)
Unlike Rishadan Airship, Tempest Djinn can block
In its era, Rishadan Airship was one of the most important creatures played in the Blue Skies archetype.
Rishadan Airship was not great in very many other decks; it could not block consistently, and even when it could block, it would probably die. But offense-wise? Blue Skies was one of the best decks in Masques Block Constructed + was a favorite of some of the best Hall of Famers in Standard.
Tempest Djinn is like a more flexible Rishadan Airship. Again assuming an Islands-heavy (if not Islands-only) mana base, Tempest Djinn presents the same offense as Rishadan Airship -- at least -- but can also block. Not only that: It can block and often survive!
This flexibility is one of the most important aspects of Tempest Djinn. You can tap out for it on turn three, Skies-style to race... Or you can tap out for it on turn three to block a Red Deck's 3/2 attackers.
Or -- get this -- you can tap out for Tempest Djinn, block... And then back over itself (and generally for four damage).
Tempest Djinn will Redefine Blue in Standard
Patrick made a deck.
Mike is wild about it.
Check out how our intrepid duo thinks Tempest Djinn will be played in Standard right here!
Thu, 5 April 2018
Shalai, Voice of Plenty is a 3/4 Flyer
A 3/4 flyer for four mana is probably not good enough on its own.
That said, there have been highly successful 3/4 flyers -- Angels even -- in the not-so-distant past. All it takes is one good ability and that 3/4 flyer can jump all the way to Staple.
To wit, Restoration Angel:
Like Shalai, Restoration Angel was a 3/4 flying Angel for only four mana. It ended up dominating Standard thanks to synergy with Thragtusk. Restoration Angel was also great at sliding into the Red Zone thanks to end of turn Flash, after a control deck had tapped for main-phase sweepers.
While Restoration Angel was mostly a Standard card (again due to its extraordinary synergy with Thragtusk), it has seen play in larger formats like Modern, often playing with Kitchen Finks or Flickerwisp.
Shalai, Voice of Plenty Turns off Shock
Remember what we said a second ago about just one good ability?
Well Shalai, Voice of Plenty has more than one! Mike focuses on this ability (while Patrick largely focuses on the other). There are many implications to giving not only you but basically everything else on your side of the table hexproof, but one of the coolest is that it turns off Shock.
Or in Modern, it turns off Lightning Bolt.
You can't be the target of the Shock. None of your other creatures can be the target of the Shock. In fact, the Shock can basically only target Shalai. That means, until the bad guys have a second Shock, that first Shock isn't going to be very shocking at all.
What's more, given Shalai's second ability, you can pull it out of even double Shock range with one green activation.
Shalai, Voice of Plenty in Modern
Shalai's "Hexproof" ability is powerful in Modern.
Because Modern has cards like Aether Vial and especially Chord of Calling, the ability to drop Shalai at instant speed adds a powerful dimension.
Current G/W decks, for instance, can slot in [at least one copy of] Shalai as a silver bullet. You can respond to, say, twenty copies of Grapeshot, spoiling the opponent's combo finish.
Even more interestingly, though, Shalai can fill the role of Ezuri, Renegade Leader or Walking Ballista. Shalai is much, much, better than Walking Ballista as a Chord of Calling target, as the latter is generally an inappropriate target.
G/W decks that can generate "infinite" mana will often use Walking Ballista as an endgame finisher. They make a ton of mana, and can kill however. Shuri might be an alternative. Infinite power from multiple creatures, rather than infinite one-point pings, might be slightly inferior (you need some attackers, you need them to be able to get through, you need a combat phase)... But if you are already playing 1-4 copies of Shuri for the hexproof ability, gaining Chord of Calling efficiency while saving a card slot or two might make sense.
Shalai, Voice of Plenty in Standard
Without a doubt, Shalai, Voice of Plenty is going to shine in Standard.
The one-two (rather four-five) punch with Lyra Dawnbringer is just too sweet.
If you untap with Shalai, you can follow up with Lyra and swing for four. Four lifelink (not just three damage) while leaving a plausible defender.
In some cases just tapping out for an awesome Angel might make sense... But it can still die. In this case, Lyra Dawnbringer will gain hexproof. So good luck getting through a flying, first strike, lifelink, and hexproof defender. Lyra will gobble up Glorybringer without even a scratch. It's not like you can kill it with conventional removal.
It is at least arguable that Shalai's third ability will be even more potent in Standard than Modern (infinite possibilities notwithstanding). This ability is highly comparable to Gavony Township.
The deck where you play Shalai is likely going to be G/W. You might have some late-game Llanowar Elves. This ability turns Elves into killers.
But it also turns killers into more vicious killers. Just pulling Shalai and Lyra into the 6+ toughness range is going to be yuge. (They themselves will be yuge.) Shalai might not give itself hexproof, but massive toughness simply means it's tough to kill.
This week's podcast clocks in at nearly an hour and a half.
Shalai, Voice of Plenty is just the first Dominaria card we discuss.