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How to Improve the Liliana, Death Wielder Planeswalker Deck  from  Magic the Gathering's Amonkhet

7/29/2017

2 Comments

 
by ElspethFTW, Old School Duelist
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The Liliana, Death Wielder planeswalker deck has proven to be a popular product. Many players are asking how to improve upon what is already the start of a decent Amonkhet planeswalker deck. It's built around the -1/-1 counter theme, which is strong not only in Amonkhet but even stronger with Hour of Devastation. Before you go any further, you may want to refer to our out-of-the-box review of the Amonkhet Liliana planeswalker deck to see if this is a deck you want to build upon.

When making suggestions on how to improve these introductory decks, it makes the most sense to use the current set as the starting point. The reason not to use previous sets is two fold. First of all, you want this deck to be playable for as long as possible.but secondly, if another set is going to be released with similar mechanics directly afterward, you're buying into an archetype that has room to improve.

While this won't always be the case, especially with Wizards of the Coast moving away from a consistent block structure, Hour of Devastation has proven to be a strong resource for improving this particular deck. Let's just say that this deck improvement article was worth the wait.



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Possible additions from Hour of Devastation

Ammit Eternal

Probably the best addition to this deck is Ammit Eternal. Besides his awesome creature typing, Ammit Eternal fits right into what this deck is trying to do. We don't mind having to spread around some -1/-1 counters to be a bit ahead of the curve. A 5/5 for 2B is amazing, even if he gets weaker with each spell your opponents cast. However, we will have ways of actually taking advantage of this apparent drawback in this deck as you will soon see.

But there is far more upside to this guy. He can lose those counters if he deals combat damage to a player, so he does have a reset button. And even if he doesn't, as soon as he is blocked his afflict 3 ability causes your opponent to lose 3 life immediately. This afflict ability can certainly make combat interesting, so Ammit Eternal could be an all star in this deck.


Banewhip Punisher

While he may be an outside contender for a slot in this deck, Banewhip Punisher is worth looking at for purposes of considering the options. You may put a -1/-1 counter on a target creature when she comes into play . This doesn't seem all that great for 3 mana, but we’ll have ways to make that more relevant. Plus, the Punisher has an ability to sacrifice herself for 2B to destroy a creature with a -1/-1 counter on it. This can be very useful against a problematic creature. Compared to a couple of our other options that we’ll get to, though, it probably won’t make the cut.


Obelisk Spider

Another 3-drop to consider is Obelisk Spider. A 1 / 4 with reach isn’t bad, but it has a couple of strong abilities. The first allows you to put a -1/-1 counter on any creature it deals combat damage to, and whenever you put a -1/-1 counter on a target creature, you gain 1 life and each opponent loses 1 life. The problem with Obelisk Spider is that he’s a bit too defensive for what we’re trying to do.


Driven // Despair

Driven // Despair might be a good Aftermath card to consider for our purposes. Both halves of the card only cost 2 mana. For 1G, Driven gives all of your creatures trample until end of turn, and also allows your creature to draw a card each time they deal combat damage to a player that turn. This is a nice way to gain some extra card advantage. The Aftermath side, which costs 1B to cast from the graveyard, gives all of your creatures menace - meaning each creature must be blocked or two or more creatures. If this wasn’t enough, each time one of your creatures deals combat damage to a player, that player discards a card.

As this is like two cards in one, we could sneak a copy into our deck for a strong effect. We’ll see if it makes the grade.


The Scorpion God?

I really want to dip into red to play the scorpion god, but he sort of throws off the deck's mana base. But being able to draw a card each time a creature with a -1/-1 counter dies on it is so powerful. Can we make it work? We will have to see. This is a very powerful creature. But is it worth being our only Red card in the deck? Probably not.


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Cards to Consider from Amonkhet

Hapatra, Vizier of Poisons

Being the master of -1/-1 counter shenanigans in EDH, it’s no surprise that we will want to consider Hapatra. Whenever she deals combat damage to a player, you may put a -1/-1 counter on a target creature. Then, whenever you put a -1/-1 counter on a creature, you create a 1/1 Snake creature token with deathtouch. That’s some good value right there! Being a Legendary Creature, however, we will only want to have a couple of copies in our deck. Drawing an additional copy is often going to just feel really bad.

Hapatra's Mark

This one-mana instant may be key to our deck. It gives a target creature hexproof, meaning opponent's spells can't target that creature. But, it also removes all -1/-1 counters from that creature. In a few cases, this is very good for us. We may sneak a copy or two in.


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Nest of Scarabs

Here’s an Enchantment that’s perfect for this deck that was surprisingly not included in the original Planeswalker deck. It does something very similar to Hapatra in that it makes a token whenever you put a -1/-1 counter on a creature. These tokens are only 1/1 Black Insect tokens, however.

But there’s an upside to Nest of Scarabs. You get to create a token for each -1/-1 counter you place. So if there’s one counter, you get one, but if you need to place two, you get two tokens. These little guys can add up fast! Plus, if you get more than one Nest of Scarabs onto the battlefield, their abilities stack and you get an additional token.



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Plague Belcher

It’s easy to see that Plague Belcher has a drawback that has made him relatively underappreciated early on in his Standard life. When he comes into play, you have to put two -1/-1 counters on a creature you control. It could easily be him, or another creature of yours that’s expendable. The Plague Belcher, though, becomes a lot better when you have Hapatra or Nest of Scarabs or both on the field. You can always sacrifice a token and get another one in return, or two if you have Nest of Scarabs, or even three if you have both a Nest and Hapatra on board at the same time.


A 5/5 for 3 mana is simply very powerful, as is the case with Ammit Eternal. But this isn’t all Plague Belcher does. Whenever another Zombie you control dies, each opponent loses 1 life. This incidental life loss can win you a game here and there, especially since there is going to be a fair amount of Zombies in this deck.



What Do We Keep and What Do We Cut in the Original Liliana Planeswalker Deck?


Now that we’ve identified several cards that we want to play, we have to decide what will stay and what will go.

Here is the original deck list:

Planeswalker (1)

1 Liliana, Death Wielder


Creature (20)

1 Festering Mummy
2 Dune Beetle
4 Tattered Mummy
1 Channeler Initiate
2 Baleful Ammit
3 Desiccated Naga
2 Gravedigger
1 Crocodile of the Crossing
2 Giant Spider
2 Decimator Beetle

Sorcery (2)

2 Liliana's Influence


Instant (2)

2 Splendid Agony


Artifact (3)

1 Edifice of Authority
1 Luxa River Shrine
1 Oracle's Vault

Enchantment (7)

2 Trial of Ambition
2 Cartouche of Ambition
2 Cartouche of Strength
1 Gift of Paradise

Land (25)

4 Foul Orchard
1 Grasping Dunes
11 Swamp
9 Forest


We would like to keep the exclusive cards to the deck of possible, so we will start with them first.

Tattered Mummy is a planeswalker deck exclusive, and while it’s not the best two drop in the world, there are several things going for it. First, it’s a 1 / 2 Zombie, which fits into our Zombie sub theme. It's also a good target for -1/-1 counter fodder. Plus, when it dies, each opponent loses 2 life. We will keep the full four copies for now.

On the other hand, Desiccated Naga and her three copies will have to go. Her 4 Mana ability isn't bad, but it can only be activated with a Liliana Planeswalker on the battlefield. While gaining 2 life while also making an opponent lose 2 life seems good, it's not worth running over something like Ammit Eternal. We will be swapping these three copies out for that card.

Liliana, Death Wielder and her support cards, Liliana's Influence can remain for now. They still work into our game plan.

Festering Mummy is a good little creature. Unfortunately as a Singleton, he is taking up a space we will need for something else. So he needs to go.

Baleful Ammit is a decent creature, especially when you can dump the -1/-1 counter on something expendable. But these two copies will go to make room for the superior Plague Belcher. We will have a third copy in place of the Festering Mummy.

Channeler Initiate isn't a deck exclusive, but is a creature we want to keep around nonetheless. We will end up cutting the two defensive Giant Spiders to have two more copies.

Dune Beetle is a 1 / 4 creature for two Mana. This is the deck slot which we need for Hapatra, so out go the vanilla beetles and in go two of our better cards.

The two copies of Gravedigger don’t really fit our deck’s theme. We can get away with running 18 creatures, especially with our added token production. These can go and we can add in two copies of Driven // Despair. The trample and card draw will be helpful. The Aftermath side is just gravy.

Gift of Paradise is a cute card that can help us ramp mana. But with a couple more Channeler Initiates in the deck, this is extraneous. We can put a copy of Hapatra's Mark in its place.


The last card we need to include somehow is Nest of Scarabs. This Enchantment complements our deck’s entire strategy. Fortunately, there are some easy cuts to make here. The “brick counters” cards, while interesting, don’t really need to be in here now that we’re adding a more aggressive bent to the deck.

So out go the three artifacts in the deck, and in go three copies of Nest of Scarabs.

Now, here’s what our revised deck list looks like, with improvements to the Mana base:

Planeswalker (1)

1 Liliana, Death Wielder


Creature (18)

2 Hapatra, Vizier of Poisons
4 Tattered Mummy
3 Channeler Initiate
3 Plague Belcher
3 Ammit Eternal
1 Crocodile of the Crossing
2 Decimator Beetle

Sorcery (2)

2 Driven // Despair
2 Liliana's Influence


Instant (3)

2 Splendid Agony
1 Hapatra's Mark



Enchantment (9)

3 Nest of Scarabs
2 Trial of Ambition
2 Cartouche of Ambition
2 Cartouche of Strength

Land (25)

4 Blooming Marsh
4 Foul Orchard
1 Grasping Dunes
9 Swamp
7 Forest


We now have greatly improved the core of the Liliana Planeswalker deck. Where you take it from here is up to you. We could easily add cards such as Fatal Push to the deck, since Kaladesh and Aether Revolt will remain in standard together. But for purposes of this exercise, it makes sense to just consider Amonkhet on. However, we’ll make an exception in the case of Blooming Marsh. This is the only green and black dual land besides Foul Orchard that will remain in Standard for a bit, and we already had four of those.

We want to make this deck as rotation-proof as possible. That's why we won't make suggestions that include cards from earlier sets. If you're planning on playing this deck casually, there are plenty of ways you could go in exploiting -1/-1 counters.

What would you add to this deck to make it better fit your playstyle? Which direction would you take it?


2 Comments

Can an Enigma Drake Deck Be Competitive? -  Magic the Gathering

5/27/2017

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by ElspethFTW, Old School Duelist
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If you’ve been playing Magic: the Gathering since around the Theros set, you may remember a card called Spellheart Chimera. So, Enigma Drake from Amonkhet (and Magic 2019) may look very familiar. Both creatures fly and their power is equal to the number of instant and sorcery cards in your graveyard. Whereas the Chimera has 3 toughness and trample, the Drake has 4 toughness, but no trample. Which one is better?

Spellheart Chimera decks weren’t exactly top-tier winning lists back in the day, but they were fairly competitive. They would win a local tournament here and there. They also performed decently on Magic Online. Being a three-mana creature, the Chimera could come down rather quickly and start swinging for some real damage. The trample was particularly effective. But, a simple Lightning Strike would bring it down. So, you had to time playing the Chimera correctly.

While the Drake has no trample, it has an extra point of toughness. This puts it out of range of a lot of burn spells and even some other removal. But, really, it’s the same card as the Chimera, especially when you consider there’s a creature in the same set that has great synergy with it: Cryptic Serpent.

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This uncommon is actually seeing Legacy play, specifically in Delver of Secrets decks that play a ton of spells already! And it’s for good reason. Even though the Serpent costs 5UU to cast, his cost decreases for each instant or sorcery in your graveyard. It’s actually fairly easy (especially in Legacy) to get a 6/5 for 2 mana. While he doesn’t have trample, and is a fairly vanilla creature otherwise, that’s a lot of power for a tiny mana investment!

With Spellheart Chimera, you didn’t have another creature in Standard that could pair so well with him. But many solid spells entered Standard such as Magma Spray, Fiery Temper, and Lightning Axe. Not only can these spells do some quick damage, but also fill your graveyard. Fiery Temper is particularly good for Lightning Axe, since when you discard it, you can just cast it for its Madness cost.

Sweltering Suns is a version of Anger of the Gods that you can also cycle for a card, so it’s rarely a dead draw. (Note having 4 toughness saves the Drake from Sweltering Suns!) Standard would also have Anticipate to help filter through our deck to get the right cards, plus Cathartic Reunion and Take Inventory to draw cards and fill our graveyard, too. Censor is a great permission spell that can also cycle for a card, too!

Another creature that works well in an Enigma Drake deck is Bedlam Reveler from Eldritch Moon. He's seen play in Standard, Modern and Legacy. Like the Cryptic Serpent, he also gets cheaper to cast for each instant and sorcery in the graveyard. Then, not only does he have prowess, but when he comes into play, he makes you discard your hand and draw three cards. While this sounds like a drawback, in this deck, it’s certainly not!

Here’s what an Amonkhet Standard Enigma Drake Deck would look like. Here's a U/R Drake list on MTG Salvation. I’d have built it about the same way.


Creatures:

4 Enigma Drake
3 Bedlam Reveler
3 Cryptic Serpent

Non-Creature Spells:

3 Anticipate
3 Cathartic Reunion
4 Censor
4 Fiery Temper
4 Lightning Axe
2 Magma Spray
3 Sweltering Suns
4 Take Inventory

Lands:

4 Aether Hub
4 Spirebluff Canal
4 Wandering Fumarole
5 Mountain
6 Island

Of course, most of this list wasn't Standard legal for long. But, looking at this list, I saw this being easily adapted for Modern. It would probably look something like this:


Creatures:

4 Delver of Secrets
3 Enigma Drake
2 Bedlam Reveler
2 Cryptic Serpent

Non-Creature Spells:

4 Serum Visions
4 Opt
3 Cathartic Reunion

4 Censor
3 Fiery Temper
3 Lightning Axe
2 Sweltering Suns
3 Lightning Bolt

Lands:

4 Spirebluff Canal
4 Wandering Fumarole
4 Steam Vents
4 Scalding Tarn
3 Mountain
4 Island

In this case, we turn it into more of a Delver-type deck, since you really want to have that creature down on Turn One. Also, unlike Spellheart Chimera, Enigma Drake is out of Lightning Bolt range. It’s also out of Anger of the Gods range, which is a common card for Modern. Likewise, Bedlam Reveler has 4 toughness to begin with, and the Serpent has 5. But while this deck wants all of these guys, we run fewer copies since we’re trying to get in early damage with the Delvers. Also, the Modern deck can run better draw power in Serum Visions and Opt.

But fortunately for Enigma Drake, he'd get yet another shot in Standard, making another new friend in an old Goblin favorite.



Enigma Drake in Magic 2019 Standard

Still, could an Enigma Drake deck be competitive in Standard? Despite getting some more tools in Hour of Destruction, it didn't really happen during Amonkhet block. It didn't really do much during Ixalan block or Dominaria, either. But, it was reprinted in Magic 2019 and gained a valuable ally in Guttersnipe!

Finding out that Enigma Drake was in M19, I decided to look and see if someone actually built a deck with these two. In fact, I found a U/R Spells list on Tappedout that fit the bill perfectly!


Creatures:

4x Enigma Drake
3x Guttersnipe

Instants:

2x Abrade
3x Censor
3x Disallow
3x Hieroglyphic Illumination
3x Lightning Strike
4x Magma Spray
3x Opt
3x Supreme Will

Sorcery:

2x Banefire

Land:

9x Island
7x Mountain
4x Spirebluff Canal
4x Sulfur Falls

Enchantments:

2x Search for Azcanta
2x The Mirari Conjecture


Artifacts:

2x Primal Amulet


This deck would lose a ton to the October 2018 Standard rotation, but it gave a much different approach to the deck. It has Cycling elements that replaced the Madness elements of the Shadows Over Innistrad/Eldritch Moon sets. Guttersnipe gives the deck an extra burn component, which is really helpful.

This deck also has a powerful endgame with The Mirari Conjecture to copy a big Banefire and Primal Amulet to speed up your spellslinging and give you another way to copy spells. It's a pretty sweet build.

But alas, it would lose so much so soon...

Enigma Drake and Kiln Fiend in Modern

I always felt strongly that there would be a space for the Drake in Modern. In fact, a Modern deck with Enigma Drake would become competitive. But it took a rather different approach.

In Modern, Enigma Drake made a couple of new friends: Kiln Fiend and Thing in the Ice. It resembles a Kiln Fiend / Nivix Cyclops deck in Pauper, one of the better decks in that format. Here's a list that has gone 5-0 in matches in several competitive Modern leagues on Magic Online.


Creatures

4     Kiln Fiend   
4     Thing in the Ice   
1     Young Pyromancer    
3     Enigma Drake  

Non-Creature Spells

2     Dive Down
1     Gut Shot    
4     Lightning Bolt
4     Mutagenic Growth  
4     Serum Visions
4     Sleight of Hand    
1     Vapor Snag    
1     Disrupting Shoal    
4     Manamorphose
4     Temur Battle Rage   

Enchantment

1     Blood Moon   

Lands

2     Flooded Strand
3     Island      
1     Mountain  
2     Polluted Delta       
4     Scalding Tarn      
4     Spirebluff Canal
2     Steam Vents      

Sideboard

2     Ceremonious Rejection    
2     Dispel   
2     Flame Slash
3     Abrade  
1     Negate   
1     Young Pyromancer    
2     Blood Moon   
1     Enigma Drake    
1     Jace, Architect of Thought    

To save a little money, the 4 Sleight of Hand could be replaced with 4 Opt, which wasn't in Modern yet.

Basically, Enigma Drake becomes a back-up plan to Kiln Fiend. It also is out of reach of Lightning Bolt, which the Fiend isn't. Whereas Kiln Fiend requires you to cast a lot of spells to do a bunch of damage in one turn, the Drake turns your spent spells into power. So it's a really nice synergy you can't do in Pauper, since Enigma Drake is an uncommon.

Yes, Enigma Drake is a competitive Modern card. I still like my sort of midrange brew that I had early on, but this Kiln Fiend deck is really sweet.

What do you all think? How would you build an Enigma Drake deck?
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Magic the Gathering Amonkhet Standard Deck - Four Color (4C) Approach of the Second Sun (AKA New Perspectives Combo) Deck Tech

5/7/2017

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by Phoenix Desertsong
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As a Magic: the Gathering player who loves instant win conditions built into cards, it shouldn’t be surprising that I’m a big fan of Approach of the Second Sun. It’s a deceptively simple win condition that this Amonkhet sorcery offers, too.

It costs 7 mana to cast (6W) and gains you 7 life. That doesn’t sound worth it, except if you haven’t cast a copy of
Approach of the Second Sun during that game, you get to shuffle your deck and place it 7 cards from the top. If you already cast Approach of the Second Sun, however, you simply win the game.

Yes, it sounds simple enough. But 7 mana is a lot to pay for a card that really just gains you 7 life the first time you cast it. Fortunately, the Amonkhet set offers not only ways to ramp your mana, but also draw a whole bunch of cards thanks to the Cycling mechanic. There’s a neat little trick to make a whole bunch of mana in this deck, which will hopefully get you enough mana to cast Approach of the Second Sun twice in a single turn! Part of it has to do with a 6-mana Enchantment called New Perspectives, which is why some people have come to call this build New Perspectives Combo.

While there have been many builds of Approach of the Second Suns built in the early going, the most consistent and successful so far is this 4-color Approach of the Second Suns deck piloted by ksk0601 in a Magic Online Competitive Standard League to a 5-0 finish!


Creatures (9)

4 Vizier of Tumbling Sands
4 Shefet Monitor
1 Sphinx of the Final Word

Spells (17)

4 Traverse the Ulvenwald
4 Haze of Pollen
4 Shadow of the Grave
4 Renewed Faith
1 Approach of the Second Sun

Enchantments (12)

4 Weirding Wood
4 Cast Out
4 New Perspectives

Lands (22)

1 Fetid Pools
5 Forest
2 Fortified Village
4 Irrigated Farmland
1 Island
1 Plains
4 Scattered Groves
4 Sheltered Thicket


Sideboard

2 Dispel
3 Negate     
4 Drake Haven
2 Kefnet the Mindful     
4 Angel of Sanctions


Essentially, this deck focuses on Cycling a bunch of cards, gaining life, and preventing combat damage long enough to cast your win condition card twice. Let’s break it down, starting with the creatures.


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Creature Line-Up

Vizier of Tumbling Sands is a great little creature who can untap permanents (such as your lands) and be cycled himself to draw you a card, and untap a permanent. Shefet Monitor is a 6 mana creature, but he can be cycled for 3G to not only draw you a card, but put a basic land card from your deck into play. It’s especially important that this card doesn’t come into play tapped, so you can tap it for mana right away.


Sphinx of the Final Word plays several roles in this deck. First of all, he can’t be countered, and gives you a 5/5 flying presence. He is also hexproof, so he’s extremely difficult for opponents to remove. But the best thing about the Sphinx is that he makes instant and sorcery spells you cast unable to be countered. With only a single copy of Approach of the Second Sun in the deck, you have to ensure that it doesn’t go to the graveyard.


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Non-Creature Spell Lineup

Traverse the Ulvenwald has been proven to be a good Magic card, and it’s particularly strong in this deck. For only a single mana, you can get a basic land card into your hand. However, once you have 4 card types in your graveyard, you can add a creature card to your hand instead. It’s a cheap little tutor that can do a lot of work for you.


Haze of Pollen is essentially a “fog” effect, meaning that it prevents all combat damage in a given turn. It costs only 1G to cast and you have the option to cycle it for 3 mana. This flexibility will come in handy as the game progresses.

Shadow of the Grave is one of my favorite cards in this deck. It costs 1B to cast, and is in fact the only Black card in the deck. It’s well worth running, though. What this little instant does is allow to you get back every card that you cycled or discarded that turn. This is pretty nuts, and actually combos well with an Enchantment that we’ll get to shortly.

Renewed Faith is a 1W instant that gains you 6 life. But you can also cycle it for the same amount and instead have the option to gain 2 life. It’s a very solid card when you consider how valuable gaining life in this sort of deck really is.

There’s only a single copy of Approach of the Second Sun in the deck. This seems incredibly risky, but fortunately, this one copy should usually be all you need.


Moving onto the Enchantments, we have 4 copies of Weirding Wood from Shadows Over Innistrad. Not only does this card enchant a land and allow it to produce two mana of any one color, but it also makes a Clue token, which you can trade in for a card later.  This card is a great combo with Vizier of Tumbling Sands to ramp your mana.

Cast Out is a 4 mana enchantment with Flash. It can remove any nonland permanent your opponent controls. This is not the cheapest removal around, but it’s a catch-all that is very useful in a deck like this where you’re working towards a very specific goal. It also has a very cheap cycling cost of a single White mana, so it’s pretty much always going to net you card advantage.

New Perspectives is an Enchantment that costs a whopping 6 mana (5U) but actually does quite a but in this deck. When it comes into play, you draw three cards. That’s already pretty solid. But it’s the second thing that it does which makes it good for this deck. When it’s in play, and you have seven or more cards in hand, you can pay 0 for all cycling costs.

While having 7 cards is a lot, with all of the card draw in the deck, and Shadow of the Grave getting you back a lot of cards, this is an attainable goal. In fact, getting this enchantment out is what really allows you to get enough mana to win the game in one turn. If you can keep cycling enough cards to draw into your Approach of the Second Sun twice, you have a strong chance of winning.



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Mana Base

Unsurprisingly, the mana base is full of rare cycle lands from Amonkhet. There’s one copy of the Blue/Black Fetid Pools, 4 copies of the White/Blue Irrigated Farmland, 4 copies of the Green /White Scattered Groves, and 4 copies of the Red/Green Sheltered Thicket. The last one is particularly strange, considering that there are absolutely no Red mana costs in the deck. But they are mainly in here for the cycling ability.

There are also 2 copies of Fortified Village, which will often come into play untapped since there are so many Plains and Forests in the deck (the cycle lands have basic land types.) For basic lands, there are 5 Forest, 1 Plains and 1 Island. It’s a solid mana base.


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The Sideboard

This deck is setup to draw a lot of cards, stop combat damage, and gain life, all to get to cast one card twice to win the game. The deck can’t really win otherwise. However, in cases where you run into an extremely aggressive deck or a control deck that won’t let you resolve Approach of the Second Sun, there are ways in the sideboard to win anyway.

Two copies of Dispel and three copies of Negate help in the counter wars that could occur as you try to resolve Approach of the Second Sun. Negate is also useful in stopping planeswalkers dead in their tracks.

Drake Haven is a particularly cool card. This 3 mana Enchantment allows you to pay 1 colorless mana to make a 2/2 flying Drake token whenever you cycle or discard a card. This means that the cycling engine of the deck can stay intact, even in aggressive matchups. These can replace the slow 6-mana New Perspectives in those types of match-ups.

Kefnet the Mindful is one of the Amonkhet Gods, and the one that is hardest to get online. But as long as you have at least seven cards in hand (not hard to do in this deck), you get a 5/5 indestructible flyer. His draw a card ability can be useful, too, even if you do have to return a land you control to your hand.

Another great weapon to have against more aggressive decks is the 4 copies of Angel of Sanctions. It does something that the Enchantment Cast Out does - remove a nonland permanent your opponent controls from play - except on a 3 / 4 flyer. Angel of Sanctions also has Embalm, so even after it dies, you can end up making a token of it that does the same thing. It’s a good replacement for those Enchantments when you need to remove opponent’s threat while also giving you a way to do damage in the air.

Thoughts on the Deck

This is a pretty cool deck that takes full advantage of the cycling mechanic cards in Amonkhet. It basically stops your opponent from winning just long enough for you to say “I win” by playing a 7 mana card twice. What I really like about this particular build is the sideboard, which allows you to adjust the deck based on the match-up. Having only a single copy of your main win condition is risky, but with the number of cards you can draw, it shouldn’t be hard to get it into your hand during the course of a game.
There are other ways to build an Approach of the Second Sun deck, of course, but the New Perspectives Combo build seems to be the most consistent way for it to work. After all, this deck did go undefeated in matches in a competitive Magic Online tournament.

Not only that, but Saffron Olive of MTGGoldfish went ahead and played a version of New Perspectives Combo in his Against the Odds video series. While the end result hardly surprises me (he went 5-0 in on-video matches), it proved that this is a deck that actually works! Notably, his sideboard contains 3 copies of Radiant Flames instead of 3 of the 4 Angel of Sanctions, and I think this might be a good choice, especially in a deck that can produce 4 colors of mana!

How would you build an Approach of the Second Sun deck? Is this a deck you’d like to play, especially now that it’s been proven to actually work?

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Liliana's Mastery VS From Under the Floorboards -  Magic the Gathering (MTG) Amonkhet Card Reviews

5/3/2017

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by   Phoenix Desertsong
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Liliana's Mastery is a neat little Enchantment from Magic: the Gathering's Expansion set. It costs 5 mana to cast (3BB) and gives all of your Zombies +1/+1. The Enchantment also brings two 2/2 Zombie creature tokens into play. This means that these tokens are nominally 3/3 creatures with Liliana's Mastery in play. With how successfully Mono-Black Zombies played in Amonkhet Standard right from the get-go, it's not surprising that Liliana's Mastery has been seen as a two-of in some lists.

With the mass of new Zombie cards featured in Amonkhet, many players are seeking out any other cards that might synergize well with the powerful new Zombies. One card that has come to mind is a Zombie-themed sorcery card from Shadows Over Innistrad, From Under the Floorboards.

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With the same mana cost as Liliana's Mastery, it would seem that this sorcery and the Enchantment would be competing for the same space in the deck. So does this Zombie token creator with Madness seem worthy of Standard play?

From a raw power standpoint, these two cards are extremely similar. From Under the Floorboards puts three 2/2 Zombie tokens into play. This is the same 6 power that Liliana's Mastery offers, but spread among three creatures instead of two. However, those tokens come into play tapped, which is a drawback. To make up for that drawback, you get to gain 3 life. For 5 mana, that's a good amount of value.

What really stands out about this card is its Madness cost. It has an X cost in it, meaning that if you discard this card, you can choose how much mana to pump into it. Heck, it's probably worth it to pay 1BB for the token and 1 life, especially since it can be played at Instant speed when Madness is being used.

Here's the thing, though. Cards that cost 5 mana or more that don't have an immediate impact on the board tend not to do well in Standard. Granted, this card does have a nice interaction with Wayward Wanderer, which would usually gain you 3 life and make your opponent lose 3 life. But with Liliana's Mastery, you're getting an immediate power boost for your other existing Zombies, plus two 3/3 bodies that can block right away. Then, you can get an immediate 4 point life swing from the Wanderer (or more if you have multiple Wanderers on board).  The immediate effect on the board is more obvious.

Both of these cards are good, but I see why competitive players have shunned From Under the Floorboards. With another Zombie lord, Lord of the Accursed, also in Amonkhet, the boost from Liliana's Mastery is likely enough for the Zombie player to make a lethal push. The Mastery definitely wins here, although I really like From Under the Floorboards in a White/Black Zombie deck that favors tokens and Anointed Procession, which doubles said tokens.

Which do you prefer: From Under the Floorboards, Liliana's Mastery, or would you just play both?

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Magic the Gathering - Amonkhet Planeswalker Deck Review - Gideon, Martial Paragon and Friends

5/2/2017

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by  R.A. Rowell; Co-Owner of Intent-sive Nature & the Brand Shamans network
With Gideon of the Trials making waves in Modern, it might be easy to forget that there is another incarnation of Gideon on the plane of Amonkhet. Featured in one of the two Amonkhet Planeswalker decks, Gideon, Martial Paragon is a powered down, but still very interesting Gideon planeswalker.

First, we’ll take a look at Gideon, Martial Paragon himself as a planeswalker, as well as the three other exclusive cards in the deck. All are Standard-legal as long as Amonkhet is in Standard. Will Gideon and his friends from his aggressive red/white entourage match up to Liliana, Death Wielder and her crew?
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Gideon, Martial Paragon costs 5 mana (4W) to cast and comes into play with 5 loyalty counters, which is a decent number for any planeswalker. His first ability adds 2 loyalty counters and untaps all your creatures. It also gives them +1/+1 until end of turn. This ability seems a bit strange at first. But there is a reason that this Gideon’s ability is good in this deck as we’ll see soon.

His 0 ability is familiar to those who have played with other Gideon planeswalkers. He becomes an indestructible 5/5 Human Soldier who can take no damage that turn. Do remember that he doesn’t gain haste, so you can’t attack with him the turn that you first cast Gideon.

Gideon’s “ultimate” ability costs 10 loyalty counters, but it’s not hard to see it ending the game. Creatures you control gain +2/+2 until end of turn and you tap all creatures your opponent controls. That’s pretty good! All in all, this is a decent planeswalker. He doesn’t hold a candle to Gideon of the Trials, but he’s not meant to. This Gideon planeswalker is borderline Standard playable already. But at 5 mana, he doesn't quite do enough to see play in typical competitive decks.

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So, do you need a way to seek out your Gideon planeswalker? Well, with each of these Planeswalker decks, you get two copies of a card that not only can grab your deck’s planeswalker from your deck or graveyard, but that does something else as well.

Gideon’s Resolve is a 5 mana Enchantment that gives all creatures you control +1/+1. While this seems like a rather expensive “anthem” effect, because you get to search out Gideon, too, it’s actually well worth the mana investment.


Companion of the Trials is a nifty creature, exclusive to this Gideon deck. It’s a 2/2 flyer for 3 mana that has an ability that’s only available when you control a Gideon planeswalker. That ability costs 1W and untaps a creature you control. It’s not a tap ability, so you can use it as many times as you have mana. This untapping ability is going to be very relevant in this Gideon deck.
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Graceful Cat may not look exciting, but this common kitty can do a lot of work. As a 2/2 for 2W, he gains +1/+1 whenever he attacks. While this is decidedly average, having four copies of him in this deck makes him a solid role player.

These three exclusive cards all serve a purpose in this Gideon deck. The theme of this deck focuses around a mechanic where needing to untap your creatures actually matters.

Now, let’s look at the whole deck list and get a feel for what we’re getting here:

Planeswalker (1)

1 Gideon, Martial Paragon

Creature (24)

1 Glory-Bound Initiate
3 Gust Walker
1 Nef-Crop Entangler
1 Pathmaker Initiate
2 Honored Crop-Captain
3 Companion of the Trials
1 Devoted Crop-Mate
4 Graceful Cat
3 Ahn-Crop Crasher
2 Sparring Mummy
1 Tah-Crop Elite
2 Hyena Pack

Instant (3)

1 Impeccable Timing
2 Electrify

Enchantment (8)

2 Cartouche of Zeal
1 Hazoret's Favor
3 Trial of Zeal
2 Gideon's Resolve

Land (24)

4 Stone Quarry
10 Plains
10 Mountain

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Glory-Bound Initiate is a great example of what Gideon, Martial Paragon’s deck is all about. This Amonkhet rare features the Exert mechanic. What Exert does is allow you to activate an additional ability when the creature attacks, at the cost of not being able to untap for an additional turn. While the Exert ability is usually worth it normally, a deck that has consistent ways to untap its creatures essentially pays next to nothing for using Exert abilities.

The Initiate is a particularly good creature with Exert. He’s a 3/1 for 2 mana, which is okay on its own. But with Exert, he gets +1/+3 and lifelink until end of turn. That means he’s a 4/4 with lifelink for only 1W! If you’re able to untap him with the ability of Companion of the Trials or Gideon himself on the very next turn, you can Exert all over again for next to nothing! If you’re looking to upgrade this deck, getting 3 more copies of this guy to round out a playset would be a great step!

Gust Walker is a fine common creature that’s a 2/2 for 1W, but he too has Exert! His ability gives him +1/+1 and flying! That’s pretty powerful, and he is definitely a must-run in this deck.

Nef-Crop Entangler is another 2 mana creature with Exert. This one isn’t quite as exciting, but he gains +1/+2 and trample with his Exert ability. While you wouldn’t think Trample on a 3/3 would be a big deal, it is when it’s used in the early course of a game!

Pathmaker Initiate is a cute card that can tap to make a creature with power 2 or less unblockable until end of turn. Honestly, this is a decent little creature if you’re playing in an Amonkhet Limited event, but I feel like he could be replaced with another Nef-Crop Entangler or another aggressive creature quite easily.

Honored Crop-Captain is one of my favorite creatures in the deck. She’s an aggressive 3/2 for 2 mana (one White, one Red) that gives other attacking creatures you control +1/+0 when she attacks. She gets the job done.

Devoted Crop Mate is a 3 mana creature that’s not only a useful 3/2 but has a really sweet Exert ability. When you Exert him, he can return a creature with converted mana cost 2 or less from the graveyard to the battlefield! That’s any of the creatures we mentioned up until this point! Talk about value!

Ahn-Crop Crasher is a playable Minotaur that’s a 3/2 with haste. He too has an Exert ability, which makes it so a target creature can’t block for the rest of that turn. On a creature with Haste, that’s plenty good. This is a good creature.

Sparring Mummy is a cute White Zombie. He costs 4 mana to cast and allows you to untap a creature when he enters play. This obviously works extremely well with the Exert mechanic, which is why he’s in here. If I were building a Constructed deck, though, this probably isn’t a creature I’d be playing, however.

As 4 mana creatures in this deck go, however, I do quite like Tah-Crop Elite. This bird is only a 2/2 flyer, but his Exert ability gives creatures you control (himself included) +1/+1 until end of turn. He’s fine as a one-of in my opinion.

Hyena Pack is the vanilla creature of the deck. With two copies of this 3 / 4 mana do-nothing creature, here is where you can upgrade your creature base. I’d probably throw in another Ahn-Crop Crasher and one of the aggressive two-mana creatures instead. But for an introductory deck, out of the box these are acceptable.

The Exert creatures are all pretty solid. So how does the rest of the deck shape up in assisting these Exert creatures to cheat once in awhile?

Non-Creature Spells

The instants in this deck aren’t too exciting. Impeccable Timing is a useful Magic card which deals 3 damage to a target attacking or blocking creature for 2 mana. Two copies of Electrify are about the only other removal in this deck. While 4 mana to deal 4 damage to a creature isn’t horrible, it’s no Flame Slash.

The Enchantments in the deck are decent, though. Cartouche of Zeal is a nice one-drop Aura that not only gives the target creature +1/+1 and haste, but when it comes into play, you can stop a target creature from being able to block that turn. Talk about value for a one-drop Aura!

It gets even better with Trial of Zeal. This Trial costs 3 to cast and deals 3 damage to a target creature or player. But when a Cartouche comes into play, you can return the Trial to your hand. It’s a nice combo of cards.

The last card we’ll talk about is Hazoret’s Favor. It’s one of the rare cards in the deck. It costs 2R to cast. At the beginning of each of your combats, you may have a creature you control +2/+0 and haste until end of turn. Although, if you do, you have to sacrifice it at the end of the turn. Still, it can be well worth the extra damage to sacrifice one of your creatures.

Thoughts on the Gideon Deck

While there's a lot to like in the Liliana, Death Wielder deck, the Exert-themed Gideon deck is pretty cool. The only concern that I have with it is that you will be wide open to counter attacks on many occasions. However, with some upgrades, this is a deck that can win some games quite handily. This deck does a great job with showcasing the Exert mechanic. If you add in Gideon of the Trials, this can be a really fun aggro deck.

If this looks like a deck you'd like to build from, the Gideon, Martial Paragon planeswalker deck  is available on Amazon and TCGPlayer. Like any planeswalker deck, it even comes with two Amonkhet booster packs to help your deck and your collection.



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Magic the Gathering - Amonkhet Planeswalker Deck Review - Liliana, Death Wielder & Friends

5/2/2017

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by Phoenix Desertsong
It’s no secret that Wizards of the Coast’s decision to replace the often-maligned Intro Packs with Planeswalker Decks has been a success. While the exclusive planeswalkers featured with the decks are certainly underpowered compared to their expansion set counterparts, they are certainly interesting and still sought after by many players. Amonkhet’s two Planeswalker decks feature Liliana, Death Wielder and Gideon, Martial Paragon. While you won’t see this Liliana and Gideon tearing it up at top tournament tables, they have their own merits to be appreciated.

Today, we’ll take a look at Liliana, Death Wielder and the black & green deck that she has to support her, including 4 cards exclusive to this deck. This Liliana and the other four cards are Standard-legal for as long as Amonkhet is in the format, so it’s worth taking a look at them all to see if they are actually playable.

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Liliana, Death Wielder costs a whopping 7 mana to cast. Compared to Liliana, Death’s Majesty from the main Amonkhet set, this is quite an investment. However, Death Wielder’s abilities themselves are actually pretty good. She starts with 5 loyalty counters, which is a fairly high number, but keep in mind that she costs 5BB to cast.

Her +2 allows you to put a -1/-1 counter on up to one target creature. This doesn’t seem all that exciting until you read her second ability. Her -3 is to destroy a target creature with a -1/-1 counter on it. With the many -1/-1 counter interactions that can be seen in the Amonkhet set, these are very relevant abilities. Her “ultimate” ability costs a whopping 10 loyalty, but it allows you to return all creatures from your graveyard to the battlefield.

Honestly, for a Planeswalker deck exclusive, this gal is pretty good. She gets better, though, when you consider another one of the exclusive cards in this deck, Liliana’s Influence.

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Each Planeswalker deck comes with two copies of a card that synergizes with the deck’s planeswalker. It not only allows you to search out the very planeswalker that the deck is based around, but also comes with a useful effect to help set up that planeswalker. While Liliana’s Influence costs a whopping 6 mana to cast, it does a lot.

Not only do you get to seek out your library or graveyard for a copy of Liliana, Death’s Wielder, but also the ability to put a -1/-1 counter on each creature you don’t control. This works very well with Liliana’s first two abilities, allowing you to easily do away with a 2 toughness creature once she comes into play with her +2 ability, or destroy a bigger creature with her -3 ability.


Desiccated Naga and Tattered Mummy aren’t super exciting, but are solid role player type creatures. The Naga has an ability for 3B to “drain” your opponent for two life, gaining you two life and making your opponent lose two. While you can only activate this ability when you have a Liliana planeswalker in play, that’s a fairly good ability. Tattered Mummy makes each opponent lose 2 life when it dies, a very solid ability on a common creature. There are 4 in the deck, too.

The other exclusive card is Foul Orchard, which is a land that comes into play tapped and allows you to tap for either black or green mana. It’s hardly exciting, but with 4 copies in the deck, you get some instant mana fixing.

As a whole, the deck has some really other interesting cards. Here’s the list:


Planeswalker (1)

1 Liliana, Death Wielder


Creature (20)

1 Festering Mummy
2 Dune Beetle
4 Tattered Mummy
1 Channeler Initiate
2 Baleful Ammit
3 Desiccated Naga
2 Gravedigger
1 Crocodile of the Crossing
2 Giant Spider
2 Decimator Beetle

Sorcery (2)

2 Liliana's Influence


Instant (2)

2 Splendid Agony


Artifact (3)

1 Edifice of Authority
1 Luxa River Shrine
1 Oracle's Vault

Enchantment (7)

2 Trial of Ambition
2 Cartouche of Ambition
2 Cartouche of Strength
1 Gift of Paradise

Land (25)

4 Foul Orchard
1 Grasping Dunes
11 Swamp
9 Forest

Before I get into the creature line-up, I really need to touch on Grasping Dunes. It’s a colorless land that not only can tap for a colorless mana, but also has an additional ability. For just one mana and a tap, you can put a -1/-1 counter on a target creature. You can only play this ability at sorcery speed, but that’s some pretty effective removal early in the game.


CREATURE LINE-UP

Festering Mummy is a cool little one-drop creature that allows you to put a -1/-1 counter on a creature when he dies. It’s a may ability, which is neat. There is only one copy of this guy in the deck, which is a shame.

Dune Beetle is a 1 / 4 vanilla creature for 1B. You’re not going to see this guy played in Standard, really, but is decent value for 2 mana in an introductory-type deck.

Channeler Initiate is one of the two other rares in the deck. He’s a 3 / 4 for only two mana, which is great. But when he enters the battlefield, you must be 3 -1/-1 counters on a target creature you control. Usually this is going to be himself, but that’s okay. He has an ability to tap and remove a -1/-1 counter from himself to add one mana of any color to your mana pool. He’s a pretty neat creature, actually.

Baleful Ammit is yet another creature with above average stats, a 4 / 3 with Lifelink for only 3 mana. But you have to put a -1/-1 counter on a creature you control when he comes into play. Of course you can just put it on himself. Still, this is a decent creature, especially when you pair it with something like Channeler Initiate.

Gravedigger is an older Magic card that’s been reprinted in Amonkhet. He has a simple ability, return a target creature card from your graveyard to your hand. There are plenty of creatures you’d like to get back in this deck, so it makes sense to include two copies of the Gravedigger.

Crocodile of the Crossing is a lot like Baleful Ammit in that he’s an above average creature that comes along with a -1/-1 counter you have to stick on someone you control. But the difference here is that he comes with haste.  A 5 / 4 with Haste for 4 mana is nothing to sneeze at!

Giant Spider is yet another old Magic card reprinted for Amonkhet. This one is one of the first Magic cards ever printed! Being a 2/4 with Reach for 4 mana isn’t great by today’s Magic standards. But in this deck, to be able to block flyers is enough reason for this classic Spider to hang out in this list.

The last creature in the deck is two copies of Decimator Beetle. Like many of the creatures in this deck, you have to stick a -1/-1 counter somewhere when he enters. However, when he attacks, he can actually move a -1/-1 counter from a creature you control onto a creature that the defending player controls. This stag beetle is actually pretty cool!



Non-Creature Spells


There are only two instants in the deck, two copies of Splendid Agony. For 3 mana, this card allows you to distribute two -1/-1 counters among one or two target creatures. This is a pretty flexible card, particularly good in this deck. The only two sorceries in the deck are the two copies of the aforementioned Liliana’s Influence.

The artifacts in the deck are all pretty interesting, featuring the “brick counter” mechanic new to Amonkhet. These cards all feature a first ability that costs a mana to do some minor thing and puts a brick counter on the card.

The first is Edifice of Authority. It costs 3 colorless mana to cast. The first ability stops a creature from being able to attack that turn, which is helpful. But once you get 3 brick counters on the Edifice, you get to stop that creature from attacking, blocking, or activating its activated abilities. It’s a rather defensive card, but cleverly designed and useful in this deck.

The second brick counter card is Luxa River Shrine. Paying 1 mana to gain 1 life seems underwhelming, but it’s worth doing to get to 3 brick counters. Once you do, you get to tap for a  free 2 life every turn, which is great for tempo.

The last of the three artifacts in the deck is also the other rare in the deck, Oracle’s Vault. Gaming Successfully has reviewed the Vault before, and found it to be an extremely useful card. Its first ability is decent, if not exciting, allowing you to exile the top card of your deck and play it that turn if able. But once you get to 3 counters, you get to use the second ability to play that exiled card for free! That could even be Liliana herself!

The Enchantments in the deck are very solid, too. It features two Trials and four Cartouches. One of the cooler interactions in Amonkhet, the Trials are enchantments that do something and stay in play until you play a Cartouche, when you can then return them to your hand. In this deck, we have two copies of Trial of Ambition. This 2-mana Enchantment forces your opponent to sacrifice a creature.  It then just sits in play until you get to play a Cartouche.

The Cartouches are Aura Enchantments which are pretty cool. There are two copies of each Cartouche of Ambition and Cartouche of Strength. The Cartouche of Ambition gives you a chance to put a -1/-1 counter on a target creature, as well as giving one of your own creatures +1/+1 and lifelink. The Cartouche of Strength allows the enchanted creature to fight an opponent’s creature and gives it +1/+1 and trample. Being able to reuse the Trial of Ambition multiple times in a game is a powerful play.

The last non-creature spell in the deck is Gift of Paradise. It costs 2G to cast and enchants a land. When it enters play, you gain 3 life, plus that land can now produce 2 mana of any one color you choose.


Thoughts on the Deck


Overall, for an introductory deck, the Liliana, Death Wielder Planeswalker Deck has lots of great synergies in it. It plays well with the -1/-1 counter theme of the set, while giving you ways to accelerate your mana production to get to your Liliana. Also, the creatures are overall aggressive, and there are ways to gain life back in the deck. So while your big pieces in the deck are higher-costed, the deck has ways to keep you in the game while you prepare Liliana, Death Wielder to hit the board.

While I don’t ever seeing this deck actually profiting you in regards to what the cards in it are worth, this is a nice start to a black/green deck that’s certainly playable at your kitchen table. Compared to the Gideon, Martial Paragon deck, this deck is the one I would choose between the two Amonkhet Planeswalker decks.

See how we improved the Liliana, Death Wielder Planeswalker Deck with cards from Hour of Devastation!


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Unwavering Initiate - A Magic the Gathering (MTG) Card Review

3/30/2017

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by ElspethFTW, Old School Duelist
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Unwavering Initiate is a common creature from Magic: the Gathering's Amonkhet expansion set. It features the Embalm ability, which means that it can be essentially "resurrected" from the graveyard. Embalm involves paying the creature's Embalm cost from the graveyard, then exile that card, and create a token of that creature. That token is a Zombie, as well, without a mana cost.

Unlike its cousin Trueheart Duelist that also has Embalm, Unwavering Initiate wouldn't see Constructed play. A 3/2 creature with Vigilance is plenty good for a 3 mana common creature. But 5 mana is a lot to pay for a 3/2 creature that doesn't do much else in Constructed. The Initiate is plenty good in Limited, however. Getting two lives out of one creature is always worthy of a look when filling out your mana curve in draft or sealed deck.

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Oracle's Vault from Amonkhet - A Magic the Gathering (MTG) Card Review

3/28/2017

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by ElspethFTW, Old School Duelist
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Oracle's Vault is a rare artifact from the  Magic: the Gathering Amonkhet expansion set. The Vault is also the Draft Weekend promotional card that was given out at the set's release. It is also included in the Liliana, Death Wielder Planeswalker deck. The immediate reaction from many Magic players was that this is a card that seems perfectly made for Atraxa, Praetor's Voice decks in Commander. Indeed, any useful card that creates counters that can be proliferated is good in Atraxa. This is definitely a useful card. But it's good for more than just that particular Commander to take advantage of to its fullest.

In recent years, Magic players have seen the power of being able to exile a card from the top of the library and be able to play it that turn. Even with the possibility that it will be a card that you can't cast and will lose "forever," the upside of essentially drawing a free card is very powerful. Oracle's Vault lets you do just that by paying 2 colorless mana and tapping it. But each time you do this, it gains a brick counter.

Once Oracle's Vault has amassed three brick counters, you're able to access its second tap ability. This activated tap ability doesn't require any mana to activate, and allows you to also exile a card to be able to play that turn. However, you don't have to pay that card's mana cost in order to play it. Not only is this great, but you don't have to remove any counters from the Vault to use this ability. Once there are three brick counters on the Vault, you can use this ability every chance that you get to tap it.

There are so many possibilities to break this card wide open in Commander. There are so many ways to untap artifacts, and this can get up to three brick counters in a hurry. You could play the majority of your deck in a turn in some artifact-happy decks utilizing the Oracle's Vault. There are some good combos between Oracle's Vault and Paradox Engine, for example. But, what about competitive 60-card Constructed play?

Is this card truly as good as it looks? It would seem that this card is on the verge of being at least Standard-playable, as 2 mana isn't a bad price to pay for that effect. It is 4 mana to cast, and doesn't have an immediate effect on the game, so it may be a bit too slow. But the raw power of this card is amazing.

How about Modern, where the Tron lands can create tons of colorless mana? Both Tron and Eldrazi decks could play Oracle's Vault, but there isn't really a place to fit it into those deck lists. Affinity probably doesn't want to pay 4 mana for this. It's just hard to say how this will work without other ways to throw brick counters onto this.

Being only a rare and also being a promo, Oracle's Vault is going to be hard to find and is one of those cool "sleeper" cards that may fit into a competitive combo deck some day. Its abilities are just too good to ignore. This is a really fun card to brew around.

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Glorybringer  - Amonkhet Game Day Promo -  A Magic the Gathering (MTG) Card Review

3/28/2017

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by ElspethFTW, Old School Duelist
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Glorybringer is the first creature from Magic the Gathering's Amonkhet expansion set that revealed the Exert mechanic. It's also one of the two Amonkhet Game Day promotional cards. It's the rare card that all Top 8 players in Game Day events received as a prize.

Exert is an ability that you can choose to use when declaring attackers. As a result of using the Exert ability, that creature doesn't untap during your next untap step.  One cool thing is that if you find someway for that creature to gain vigilance (so it doesn't tap when attacking) or otherwise untap it, then you essentially pay nothing for the ability.

Glorybringer is one of the better Game Day promo cards that Wizards has chosen. A 4/4 flyer with haste isn't bad for 5 mana. His Exert ability is pretty decent, as well, dealing 4 damage to a target non-Dragon creature an opponent controls. Considering that this is a repeatable ability, it's decent enough.

Glorybringer would be the Stormbreath Dragon for each Standard format he  appeared in for the eighteen months he was around. Being a 4/4 creature with haste and flying, plus being able to take out a problem creature made him relevant at the top-end of pretty much every aggressive Red deck. He was well worthy of this promo printing. Not only was Glorybringer a creature that many Standard players slotted into the top of their mana curves, but he's even crossed into Modern, too! He is going to be a fun Dragon to play with for years to come.

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