Fri, 25 August 2017
The Scarab God ends games quickly
Pro Tour Champion Patrick Chapin and Resident Genius Michael J. Flores begin their discussion of The Scarab God in an odd context... Splashed in a version of Michael Jacob's Temur Emerge!
Even here, The Scarab God is just a remarkable threat. After all, it is a 5/5 creature for five mana to start. Killing The Scarab God is a challenge, to say the least. The other two lines of text are as good as they are anywhere.
The Scarab God against Gate to the Afterlife
One of the big incentives to The Scarab God right now is its ability to interact with God-Pharaoh's Gift type decks.
Whether on its own or in concert with Kalitas, The Scarab God puts tremendous pressure on the opponent's graveyard. Consequently, the opponent might never have six creatures in his graveyard, say.
What should you steal? And when?
Angel of Invention is one of the best cards you can reanimate.
Patrick likens this combination to Donate / Illusions of Grandeur! The increased size of Angel of Invention (4/4 to start, when a zombie instead of just an angel) combined with the creature's natural lifelink protects your own life total while smashing for a ton in the air.
Depending on your archetype, The Scarab God might want to reanimate Trophy Mage. Trophy Mage in the current Standard only has the purpose of finding Gate to the Afterlife (which, in turn, only has the job of setting up God-Pharaoh's Gift)... This not only gives you potential redundancy but can keep your deck strong through the mid-game, even through multiple copies of Abrade.
The Scarab God needs no help
Mike speculates you might want to play Strategic Planning to help fill your graveyard.
Patrick cautions that the god needs little help in filling your own graveyard. The creature, remember, is huge and next to impossible to kill! The Scarab God will typically do fine just reanimating whatever the opponent gives you for targets (though he concedes that getting the big five itself into the graveyard for purposes of Liliana reanimation might be nice).
The two riff on a potential new B/U deck, based on Patrick's GP Denver Grixis build.
This podcast covers many additional topics... Everything from Brad Nelson's continued dominance of Standard (this time with Temur Emerge) to the U/R Advanced Stitchwing deck, to speculation about post-rotation deck archetypes. Check it out now!
Thu, 17 August 2017
Mike can't stand Shrine of Burning Rage in Modern :(
You'd think Mike would be happy about a Burn deck winning Grand Prix Birmingham... But he just can't wrap his head around Shrine of Burning Rage replacing Eidolon of the Great Revel at the two. To Mike, Eidolon of the Great Revel is simply one of the strongest cards in Modern; by contrast...
Patrick does little to turn his opinion around.
Burn deck aside: Scalding Tarn
Mike hates Arid Mesa in Modern Burn decks. While many lands are functionally identical for mono-Mountains fetching (Bloodstained Mire and Wooded Foothills have essentially the same text here), Arid Mesa is most likely to tip the opponent off.
It doesn't come up super often, but if you pass your first turn with the fetch in play, you tend to want the opponent to fetch for an untapped shock land; they are least likely to do this against Arid Mesa.
Mike therefore likes Scalding Tarn in a 4/4/4 split.
Patrick points out a four-fetch distribution has some merit.
The two wax on the difference between the two of them playing a first-turn Scalding Tarn. It doesn't matter which red fetch Michael plays... The jig is up before he ever breaks it. Patrick, though, is a longtime Grixis mage. He would get even more value from turn one Scalding Tarn when playing Burn than most!
Poor Mike :(
More and More Modern
With three big Modern tournaments across three continents to work from, Pro Tour Hall of Famer Patrick Chapin and Resident Genius Michael J. Flores have much to discuss. Everything from Storm to TitanShift is up for discussion. Check it out now!
Fri, 11 August 2017
Sorry, Earthshaker Khenra. Your window may have already closed :(
Sylvan Advocate Hates Earthshaker Khenra
On the way to yet another Grand Prix Top 8, Standard superstar Brad Nelson time traveled and re-innovated the B/G Winding Constrictor deck last weekend, bringing back Sylvan Advocate over Grim Flayer or Longtusk Cub at the two.
Sylvan Advocate? What is this? 2016?
Grim Flayer is great. Longtusk Cub is great. Even Glint-Sleeve Siphoner can be pretty effective. You know what's even better? Three toughness.
Sylvan Advocate comes down as a 2/3 (forget about its size in the future)... Meaning that it can withstand a Shock on turn two, unlike the other B/G two drop options. As a 2/3, it also pwns tiny 2/1 Earthshaker Khenra.
And at 4/5? It chomp Chomp CHOMPS even a 4/4 Earthshaker Khenra later in the game!
Approach of the Second Sun Hates Earthshaker Khenra
Mike's sidekick over at the Ancestral Recall Podcast, Roman Fusco made another Star City Games Classic Top 8 last weekend... This time with an innovative U/W Approach of the Second Sun deck designed by Roman's frequent collaborator (and Regional Finals victim) Dan Ward.
This U/W deck is truly creature-less (and for purposes of Torrential Gearhulk, artifact-less). That completely blanks Earthshaker Khenra teammate Abrade. While haste is helpful across many of the Mono-Red deck's creatures, the ability to prevent blocking also takes up relevant space on the text box. Against no creatures? No additional value.
But the thing that really, really hates the Red Deck?
The old school instant has an amazing superpower against Mono-Red. If the opponent has one card in hand only, you can Unsummon another creature (putting a second card in the opponent's hand) to blank an attack by Hazoret the Fervent. And of course, if you Unsummon the 4/4 backside on an Earthshaker Khenra, that will be that.
This should surprise no one, though: Approach of the Second Suns decks hate Earthshaker Khenra.
Grasp of Darkness Hates Earthshaker Khenra
Grasp of Darkness really, really hates Hazoret the Fervent... But will settle for murdering a hasty Jackal Warrior, let's be honest.
Grasp's new teammate Gifted Aetherborn, though... 2/3 over 2/1 again, etc. etc. And if the Red Deck needs to spend its second turn pointing an Abrade at Gifted Aetherborn? It won't even have time to drop Earthshaker Khenra on curve.
To find out what other cards and decks are creating a hostile Standard environment for our poor Jackal Warrior, check out this week's episode!
Fri, 4 August 2017
Ramunap Ruins may be the most important new card from Hour of Devastation.
Earthsaker Khenra? Yeah! That's a great creature, we'll grant you... But it's still just a creature. Ramunap Ruins can't be countered and gives players a resource to lean against instead of flooding out.
This land enters the battlefield untapped. It essentially has the superpoower of tapping for both red and colorless; it can support Eldrazi Obligator (or Reality Smasher), not just a purely red creature rush.
Ramunap Ruins finishes off control players. The idea of locking down Standard with counterspell control decks will be a thing of the past. Eight life? Ten life? What life do you think it is safe to stabilize? As long as it has enough Deserts, Ramunap Ruins will work to close out games. This will make for a really tough metagame for U/R Control.
Ramunap Ruins can enjoy a critical mass of haste. This is the true golden age of Red Decks. This might be the most important card on the list, but being able to tap it on turn one for a Bomat Courier; then turn two for an Earthshaker Khenra; then maybe dip into a Lathnu Hellion on turn three is an embarassment of (hasty) riches.
It is not good enough, however to drive Arborback Stomper to playability.
Give this week's episode a listen now: