by ElspethFTW, Old School Duelist Dragonlord Silumgar has seen play in Standard, Modern, and EDH. ![]() Dragonlord Silumgar is the Elder Dragon for the Sultai clan in Dragons of Tarkir. Like the other Dragonlords, he costs 6 mana to cast - in this case, 4UB (4 colorless, 1 Blue, 1 Black). He's a 3/5 flyer with deathtouch, and when he enters the battlefield, you gain control of target creature or planeswalker for as long as you control him. Essentially, Silumgar is a Dragon-type Sower of Temptation that can also target planeswalkers. This Elder Dragon is pretty good. He's a great target for Sultai reanimator decks to bring back from the graveyard. While he doesn't have the raw power of many of the other Dragons in the set, the deathtouch and ability to steal an opponent's strongest threat makes Silumgar very powerful. Dragonlord Silumgar can also serve as a decent blue/black Commander of a deck built for control. Silumgar is also used as a complementary piece in EDH, especially in Scion of the Ur-Dragon and Marchesa, the Black Rose decks. His previous form in Fate Reforged, as Silumgar, the Drifting Death, is also a good choice for Commander. The older form is a 3/7 flyer with Hexproof, making it harder to deal with in both combat and with removal. Plus, the Drifting Death has an ability to make your opponents' defending creatures lose -1/-1 each time a Dragon attacks. That ability is easier to build an EDH deck around. But the Sower-type ability is very powerful and the Dragonlord has become considerably more popular as a Commander. In any case, Dragonlord Silumgar was a great card in a highly Dragon-friendly Standard format and has even seen competitive Modern play. Beyond that, he should continue to be a casual favorite with strong playability in both control decks and Dragon-themed decks in EDH and Kitchen Table Magic.
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by Shawn Leonardo, CommanDollar Commander is a format dedicated to the unusual,the wacky, the crazy, and the occasional rules question that make judges cry themselves to sleep. The 100-card Highlander format was first geared towards multiplayer and social play, though through the support of Wizards of the Coast (via creating products for the format and taking it into consideration when designing sets), the format has taken a sharper edge.
With the release of Aether Revolt comes Exquisite Archangel, a creature that many who enjoy the format are divided on-some think this to be an auto-include in their decks, while others believe it should be struck with the almighty ban-hammer. But why? At first, Exquisite Archangel looks bland-a 5/5 flyer for a total converted mana cost of 7 isn't all that exciting. The controversy comes from the small wall of text: "If you would lose the game, instead exile Exquisite Archangel and your life total becomes your starting life total." Put into layman's terms, if this card is on a player's field and they take lethal damage, they simply remove this card from the game and start with a new buffer of life. In formats like standard, modern, etc. this may be concerning-after battling and slinging spells to eliminate your opponent from the lofty amount of twenty life, they simple reset to the start with all the board advantage intact. For commander players, however, this card is a much greater issue, as the format has a starting life total of forty. So what are the arguments for and against banning this card? Why Exquisite Archangel should be banned in Commander 1) It negates all of a player's hard work in eliminating a single opponent 2) It is a single card that can change the outcome of an entire game 3) It can be splashed in any deck with white Why Exquisite Archangel shouldn't be banned in Commander 1) It dies easily to removal 2) Higher mana cost 3) Exiles, meaning it cannot be reused multiple times 4) One-of in a 99-card deck These arguments echo similar sentiment over the years, of cards players want banned from the game due to their degenerative nature. More often than not, however, cards become banned only after they have been tried in the format, and found guilty of warping the game around themselves (we're looking at you, Primeval Titan). What are your thoughts on Exquisite Archangel? Should it be banned, or allowed to stay in the format? By Shawn Leonardo, CommanDollar With Aether Revolt coming soon to a kitchen table near you, it's the perfect time to be both excited and prepared. The latest Magic: the Gathering set promises a whole new batch of fun, unique interactions that can potentially change a number of format's metagames. While it is sometimes difficult to get Commander players excited for a new set, Aether Revolt seems to have delivered on that end of the bargain, especially with its set of Legendary Creatures. Players both new to the format and experienced are bound to pick up these cards and want to bring them to their maximum potential, and the ideas below can give everyone a headstart on the process. Sram, Senior Edificer and Batterskull Draw in any mono-color besides blue makes everyone think twice , and after careful consideration it looks like Batterskull would be a Sram commander's best friend. It doesn't take any kind of deep analysis to see that Batterskull can provide you with some much-needed card draw, as well as a potential threat. While somewhat expensive already, I can forsee the price rising just a hair due to the desire for commander players. Hopefully this has inspired you to go to Gathereror some other card database and pour over the pages! Baral, Chief of Compliance and Arcane Denial Counterspells were already pretty great before Baral was spoiled. Now, cards like Dissolve are all Counterspells, meaning two open blue mana will always signify a resounding "No" while this legend is out on the field, cancelling your plans entirely. Arcane Denial becomes merely one blue mana to outwit your opponents. This cryptic command will lock down the board state as long as there is open mana, and is a wonderful option for the right control player. Foil your opponent's plans before they even get going with sheer force of will, or wait for them to make a mental misstep before profiting from your oppressive will. Rishkar, Peema Renegade and Forgotten Ancient Rishkar seemed underwhelming at first-until you notice that he turns your creatures with counters into Llanowar Elves. You could easily go into Elf tribal with this legend, however you can go in almost any direction you want with Rishkar's burst of strength. Forgotten Ancient allows you to rapidly increase your mana sources, since everyone will be playing spells as much as they can to try and keep up. Note how this card's first ability is triggered when it enters the battlefield, meaning you can find ways to flicker it, adding to both your mana base as well as an increasing savagery during combat. Once you've enjoyed the fruits of this card's natural panoply , casting as many cards as you have the mana for (which should be a lot, and quickly), the game should soon swing in your favor, and your opponents will find themselves in death's presence. A deck centered around Rishkar will certainly be a triumph of the hordes! Kari Zev, Skyship Raider and Confusion in the Ranks Red has a fatal attraction when it comes to...well, pretty much anything. As far as legends go, Kari may be the weakest amongst the Aether Revolt when it comes to being a Commander. Acting on impulse and reflexes alone won't get you far in the multiplayer format, and fortunately this article can become a useful chasm guide for you. Kari likes to work with cards like Confusion in the Ranks, swapping a tapped Ragavan for your opponent's best creature, then watching the pandemonium that ensues when they lose Ragavan and their best creature after combat ends. Use these arcane teachings to cause impact tremors in the game, and you'll have a good chance of avoiding where ancients tread. Yahenni, Undying Partisan and Dictate of Erebos Yahenni was made with some small measure of diabolic intent. With cards like Dictate of Erebos and Grave Pact, this commander becomes an abhorrent overlord, making everyone barter in blood. If your deck is not centered around creatures, you have a stronger chance; if not, the game becomes one of attrition, and you will soon eliminate the competition. There is no such thing as innocent blood in a game Commander , but with the right cards on the field this new legend becomes a merciless executioner, and one sinister concoction of a deck. Hope of Ghirapur and Whispersilk Cloak Wow! A new colorless Legendary! What a godsend! Now, what do we do with it? Attack, of course! Whispersilk Cloak is perfect for this creature, ensuring the ultimate evasion to get damage through in combat. This creature should be cast every first turn if it is your commander, to carry a blazing torch to your opponent's field. You may not be delivering any hot soup, however this card will certainly give you an infiltration lens on what your opponent's strategy is. It may not be a power house, and it may earn a glaring spotlight from your opponent(s) who are locked down, but if all your opponent can cast is creatures (locking out instants, sorceries, planeswalkers, artifacts, and enchantments), there will be more than just hope for victory. These legendary creatures all have a lot of potential for the Commander format, and players around the world are excited to get their hands on them and weild them with deadly efficiency. Prerelease for Aether Revolt is this weekend, January 14-15, and releases in stores on January 20th, 2017! ![]() Shawn Leonardo is a casual Magic: the Gathering blogger, and mainly discusses the EDH/Commander format as well as budget solutions. He currently resides in Idaho, where he plots world domination. Emrakul, Smuggler’s Copter, and Reflector Mage Banned in Standard & Gitaxian Probe and Golgari Grave-Troll Banned in Modern! by ElspethFTW, Old School Duelist Most Magic the Gathering players expected that some cards would be added to the Banned & Restricted List update scheduled for January 16, 2017. What would actually end up banned, however, was quite a bit more than some may have expected. It also came a week early on January 9, on account of community feedback based on the health of the Standard format, in particular. Here is the full explanation of the banlist changes from Wizards of the Coast. The changes go into effect on January 20th in “paper” Magic and after the January 11th scheduled downtime on Magic Online. First, we’ll take a look at the Standard bans. The last time we had a card banned in Standard were the bans of Jace, the Mind Sculptor and Stoneforge Mystic! So it's been awhile! ![]() Emrakul, the Promised End Here’s the official statement by Wizards on the banning of Emrakul 2.0: “Created to be scarily powerful, Emrakul, the Promised End delivered on that promise too well. Emrakul faced too little resistance and ended games too easily. She was the world-ending, all-powerful monster she was in the story, which was too much for Standard.” Yeah, she was a bit too good, wasn’t she? To be fair, the only decks that really played her in Standard were Aetherworks Marvel and Black/Green Delirium. But with Aether Revolt on the way, it’s very likely she would have become even more dominant in the format. Some players believe that the card Aetherworks Marvel is really to blame and not Emrakul herself. But with Aether Revolt on the way, Wizards wanted to be sure that the new cards didn't make her better. ![]() Smuggler’s Copter Wizards finally realized that having four “Looter Scooters” in like every top deck in Standard was pretty stupid. Here’s the official reason for banning the Copter in Standard: “Simply put, Smuggler's Copter is too efficient and shows up in too many decks, diminishing the format's diversity. We want Planeswalkers, sorcery-speed removal, and a variety of vehicles to be viable options, and believe removing Smuggler's Copter will allow them to flourish again. Of the top archetypes in Standard, very few didn't play four copies of Smuggler's Copter, stifling many creative, fun options. Smuggler's Copter was the result of a new card type pushed too far, and, as such, is now banned.” Pushed over the edge for sure. Can’t put it any better myself! A lot of people are upset and believe that the Copter actually helped some decks be more competitive than they would have been otherwise. While this might be true, the Copter became too much a part of the format. ![]() Reflector Mage I was a bit surprised to see the Mage get the ban-hammer. But perhaps I shouldn’t have been. The official reasoning makes a lot of sense. “Our data showed the White-Blue Flash deck was too powerful against the field, and Reflector Mage has been on players' lists of most-disliked cards since the days of Collected Company. Other cards were discussed to check White-Blue Flash, but Reflector Mage came up time and time again as both frustrating and a targeted way to diminish the White-Blue Flash deck.” White/Blue Flash is one of my favorite decks ever, but yeah, the Mage makes the deck a bit too consistent. I’m also really glad that Wizards made this decision based on real community feedback. Also, Felidar Guardian is a bit too good with him around, and we already have the infinite Saheeli Rai "Copy Cat" combo in Standard. We’ll see what they do about that! Some players have said that Reflector Mage is past its prime. Perhaps, that's the case. But Emanuel Sator at MTG Card Market brought up a good point that Reflector Mage's ability has probably kept quite a few creatures from seeing play. He mentions creatures such as Woodland Wanderer and The Gitrog Monster that may have otherwise seen play without the Mage hanging around. The huge tempo shifts that the Mage can cause was warping the format a bit. My take on the Standard bans? Overall, I’m very happy about the Copter ban, because that card is simply way too good. I’m fine with him in Modern. Reflector Mage was a bit of a surprise to me, but made sense based on the data and feedback. Emrakul was also a surprise, but she was just a bit too good for Standard. All three of these bans should greatly increase the diversity of the format. Now, in Modern: ![]() Golgari Grave-Troll I’m not shocked at all about the Golgari Grave-Troll banning. Dredge was getting a bit too good in Modern with the printings of Prized Amalgam and Cathartic Reunion. In fact, the official reasoning for banning the Troll mentions these very cards! “Dredge, the mechanic and the deck, has a negative impact on Modern by pushing the format too far toward a battle of sideboards. With the printing of Cathartic Reunion and Prized Amalgam, the deck once again became unhealthy for the format. While those cards were discussed, the real offender always has been the dredge mechanic itself.” The deck functioned without the Troll once upon a time. It still may, but this is a major blow to the archetype. For all the people who recently invested in the Golgari Grave-Troll, I feel your pain. The deck won't be dead, but it will definitely be slowed down. ![]() Gitaxian Probe This banning seemed out of left field. So, I appreciate the official reasoning for the ban: “Gitaxian Probe increased the number of third-turn kills in a few ways, but particularly by giving perfect information (and a card) to decks that often have to make strategic decisions about going "all-in." This hurt the ability of reactive decks to effectively bluff or for the aggressive deck to miss-sequence their turn. Ultimately, the card did too much for too little cost.” Gitaxian Probe and most other “free” spells with the alternate Phyrexian mana casting cost have proven to be too good. Mental Misstep was way too good for pretty much every format except Vintage (and Commander, I guess). The Probe was one of the best draw cards in Modern, and now we bid it adieu. Some decks will just replace it with Peek. But that's not a true replacement, as being a "free" spell is what makes the Probe so good. The Modern decks that will be impacted the most by this change are Infect, Death's Shadow Zoo and U/R Prowess. With these official explanations out of the way, there’s another major announcement related to when Banned and Restricted List changes will be announced. “Banned and Restricted announcements will now be made both on the Monday after Standard-legal set Prereleases and five weeks after a Pro Tour, also on a Monday.” That’s a big difference! While Wizards says they don’t expect more cards to actually be banned or unbanned more often, the flexibility of being able to make the changes can address issues more quickly. In this case, the Copter is on the way out the door. So if Felidar Guardian & Saheeli Rai prove to take over the format, we won’t have to wait as long - in this case, March 13, 2017! My take on these bans is that they were made with a variety of internal data and community feedback, and that’s good! While I know more than a few decks were severely impacted by these changes, I think that the health of the Standard and Modern formats will improve with these cards no longer in play. What do you think of these Banned and Restricted List changes? Are you happy that we’ll be getting regular banlist updates more often? A Solid Equipment to Consider for EDH (Commander) Decks by ElspethFTW, Old School Duelist ![]() Quietus Spike is a Magic card from Shards of Alara quietly enjoyed a rise in price from around $2 to $4 over a couple of years. However, with a reprint in Commander 2017 and later in Planechase Anthology, the original printing fell under $2. Quietly, it's been a very solid Equipment for quite a long time. Appearing first in Shards of Alara, and also included in a Planechase pre-constructed deck, Quietus Spike is a 3-drop Equipment that gives a creature deathtouch. Also, whenever that creature deals combat damage to a player, that players loses half of his or her life, rounded up. Voltron strategies, those that involve loading up one creature with a bunch of Equipments and/or Auras, are extremely popular in Commander. This would explain why a great many Kemba, Kha Regent decks have included this equipment. A card like Quietus Spike is especially good on a Commander like Rafiq of the Many, who much of the time has double strike. That means the effect of Quietus Spike activates twice, which means a ton of life lost. Quietus Spike is also fun on any creature that has trample or otherwise gains trample. This is because when you assign damage on a trampling creature, only 1 of that damage has to be dealt to a defending creature. Now, not only can you deal more damage, but greatly sap your opponent's overall total, as well. Sadly, the Spike's ability doesn't trigger Gisela, Blade of Goldnight's double damage dealing ability. This is since the Spike's ability is life loss, not damage. The Spike also doesn't grant you additional combat damage when totaling the 21 Commander damage (also known as general damage) necessary for an invididual Commander to take out a player. It also doesn't double infect damage, which is a good thing, because 10 Poison Counters to kill a player is a low enough total to begin with. The Spike was also quite good in the short-lived but massively popular Tiny Leaders format, the 50-card Commander variant in which you can only play cards with converted mana cost 3 or less. With how prevalent Voltron strategies are in that format, and the lack of lethal Commander damage, having an Equipment like this can end games quickly. Your opponent only starts with 25 life in Tiny Leaders, so it won't take much for any creature equipped with this to land a heavy blow. The Tiny Leaders format didn't last all that long, but a lot of people bought Quietus Spike that didn't have use for them before. The price has been on an even steadier rise since then. It took a big jump from $3 to almost $4 between February and April of 2016 and the price has been wavering between $3 and $4 since then. Even without Tiny Leaders, Quietus Spike sees play in a wide variety of Commander decks. Interestingly, the Commander who utilizes it the most is not one with Double Strike. It's actually Olivia Voldaren. Olivia is usually a Vampire Tribal Commander who is definitely focused on life loss, so you could see the Spike fitting into that strategy quite well. Another Commander bent on life loss is Vela the Night-Clad, so it's little surprise that the Quietus Spike shows up in some of her decks, as well. Also, both of these decks have access to an Enchantment called Wound Reflection. This card has a player-killing combo with Quietus Spike, since it causes each opponent to lose life equal to the amount of life lost that turn at the end of each turn. It's probably the best combo available with Quietus Spike. Quietus Spike is a fairly valuable equipment in a wide range of Commander decks. While it hasn't become a staple in the format, it's widely played. You can't really go wrong picking this card up if you're fond of Equipment-based decks. By Shawn Leonardo, CommanDollar The concept of a New Year's resolution is that a person takes the opportunity of a fresh start, often changing an undesired trait or behavior, or attempting to grow as an individual. It is a time honored tradition that often sees people looking to lose weight, eat healthier, and spend more time with loved ones. But how does Magic: the Gathering fit into this tradition? In truth, Magic has so much room to grow and change, both as a game and as a community of players. The formats aren't perfect, the community isn't perfect, and that means we can make many resolutions together, and hold each other to them as well-after all, a major part of making a change permanent is having accountability. With this, I present to you: A Magic: the Gathering Player's 2017 Resolutions! Resolution #1: Be bold in your builds We all know what works, what's consistent, what's valuable, and what wins. There are staples for each format that make the game run smoother, from fetch lands to Command Tower , and while they don't ruin formats, they do stabilize it-or stagnate it, as some would believe. Think of your local meta-what decks are there to always meet/beat? Do they ever change? Why not take the steps to change yourself? Be bold-build a jank deck, something with budget cards that might never work, but is fun and new and different. Shake up your local meta with something out of nowhere, and inject some new life into it; there are over 16,000 cards in the game-be daring, be different, and be creative! Resolution #2: Try a new format This may be the most challenging resolution for some. They have seen and tested a number of formats, but have settled for the one(s) they enjoy the most. Fortunately, most Magic players like to make multiple decks in the formats they love for the very reason this resolution may become the easiest for you to tackle. Ask that one friend who plays Modern, or Standard, or EDH/Commander, Legacy, Vintage, Frontier, etc. to borrow a deck and learn the format. You never know what you'll discover-though your wallet may cry for the results. Resolution #3: Keep the community diverse Wizards of the Coast has made great strides in diversifying its cast within the last year or so, and it is a warming sight to see the company power forward in making sure everyone has a character they can identify with, whether it be Saheeli Rai, Narset, Alesha (my favorite EDH/Commander deck!), and others. Yet when we go to card shops to play, trade or...well, talk shop, we find the population far less diverse than our cast of characters. This may not be malicious intent on many of our part, however there are a few quick tips to keep in mind when someone new shows up to the LGS you frequent:
Magic: the Gathering is a medium between two or more people, a language in as of itself that people can speak and find friendship in. When you speak the language, you represent all those who speak the same lingo, so being a shining role model at all times is critical. Remember that when you go to your LGS, compose yourself in the way you'd like to be seen by others, and that you'll be in close quarters with these people for the majority of the night. Our community has been the target of the internet's unrelenting barrage due to concerns of hygiene and appearance, and while one can argue that they should feel entirely comfortable in their LGS, others would argue the same for everyone. Know that if you come presenting your best self, nobody stands to lose. This doesn't only apply to appearance, however. Attitude and behavior are just as critical of components to having a fun experience as dress and hygiene. Many players can recall facing someone who was a sore loser-or a sore winner-souring the mood and even at times deterring players from returning, at threat of a repeated incident. Keep in mind that you're playing a game, and that it is only the medium to the person or people across the table; they will remember some plays, for sure, but they will remember more your behavior and actions throughout it. If you see someone who is being subjected to any negative behavior, from attitude to harassment to worse, have someone inform go get a store management and separate the persons involved while bringing a few more level-headed individuals to ease tensions . It takes only one negative experience for a player to give up an otherwise wonderful game, and as Edmund Burke once stated: "The only thing necessary for the triumph of evil is for good men to do nothing.". This applies to all of us as a community-have fun, and do good by ourselves and others. And there you have it! Four resolutions to ring in the New Year, making it all the better with your influence. Keep to these resolutions, and hold others to these standards, and watch the community you love grow to something even greater than it is now. Draw well, and Happy New Year everyone! ![]() Shawn Leonardo is a casual Magic: the Gathering blogger, and mainly discusses the EDH/Commander format as well as budget solutions. He currently resides in Idaho, where he plots world domination. |
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