Friday, January 6, 2017

Presentando el Caribbean Tournament Series!


¡Feliz Día de Reyes! 

Hola, mi gente, y bienvenidos a una edición especial de Petals of Insight. Hoy no les hablo como jugador, sino como el creador del Caribbean Tournament Series. ¿Qué es el Caribbean Tournament Series? Me alegro que haya preguntado.

El Caribbean Tournament Series (o el CTS) es un programa de torneos diseñado para incentivar la participación y adquisición de jugadores. El programa consistirá de no solo torneos añadidos al currículo de las tiendas participantes, sino también de unos incentivos completamente orientados para el crecimiento y motivación del jugador. Primero, examinaremos los torneos por venir.

Torneos

Por ahora, el CTS se llevará a cabo solo por los primeros tres meses de 2017. O sea, comenzamos el mismísimo primero de Enero hasta Marzo 31. Esto es lo que le llamamos el “Trial Run,” que será principalmente para medir la reacción de los jugadores y las tiendas.

En estos tres meses se continuarán haciendo múltiples torneos a la semana ya sean los Drafts de los miércoles, Friday Night Magic, Game Days, y los “Pick-Up Tournaments” que se hagan durante los fin de semanas. Los Pick-Up Tournaments son torneos que se lanzarán del formato que sea, siempre que lleguemos a los 8 jugadores o más. ¿Quieren un torneíto de Block Constructed el sábado? ¿Hay 8? ¡Boom! Torneíto de Block Constructed.

Dentro de estos ofrecimientos, estaremos organizando otra variedad de torneos como volver a ofrecer los Grand Prix Trials y PPTQs. En adición a eso, estamos en conversación para reinstituir Campeonatos Nacionales, los cuales serán propiamente puertorriqueños. Pero no queríamos parar ahí. A finales de Febrero, tendremos el regreso de los 1K (or conocidos como Opens). Eso sí, no queríamos hacer un 1K tan… vainilla, como quien dice. A todos nos gusta ganar un poco de cash, ahora, ¿qué pasaría si les damos cash y Byes a un Grand Prix doméstico? GPT Orlando en Febrero será más que un GPT, sino también 1K. Es decir, que primer lugar podría llevarse hasta casi 500 dólares y dos Byes para Grand Prix Orlando.

El primer torneo mayor del 2017 será el Tri-Format Challenge organizado por Café Casa Barista en Enero 8. ¡No se lo pierdan que también lo jugaré!

Hasta ahora:

Miércoles, Enero 4 – Draft Night en su tienda local.
Viernes, Enero 6 – ¡Día de Reyes Mago!
Domingo, Enero 8 – Tri-Format Challenge en Café Casa Barista en Aguada, PR. (Visiten su página para más información)

Miércoles, Enero 11 – Draft Night
Viernes, Enero 13 – Friday Night Magic
Sábado/Domingo, Enero 14/15 – Pre-Release Aether Revolt

Hasta el momento, las tiendas participantes son ISD Gaming en Aguadilla, Café Casa Barista en Aguada y Gaming Zone en Bayamón.*

*Sí usted es un Tournament Organizer con una tienda “Advanced” y le gustaría formar parte del programa, comuníquese al 787-679-4205 o por e-mail ck.fernandez@hotmail.com



Players’ Club

Por supuesto, eso no es todo. Les mencioné alguito sobre como estaremos incentivando a jugadores a jugar más. Ese incentivo se llama el Players’ Club. El Players’ Club (o “El Club,” más fácil) es, probablemente, mi parte favorita de toda esta iniciativa. El Players’ Club está diseñado para darle la oportunidad a todos a tener beneficios por jugar. Beneficios como micas o deck boxes gratis. Beneficios como entradas gratis a ciertos torneos y hasta cash por simplemente aparecerte a un torneo. ¿Cómo así? Pues, ¡déjeme explicarle!

Considerando que estamos en el “Trial Run,” el Players’ Club no será tan robusto como el producto final. Por ahora, el Club tendrá tres niveles cada uno con sus beneficios:

Nivel 1:

·         Miembros recibirán micas y un deck box gratis en un Open.
·         Miembros recibirán un Bye en un Open.

Nivel 2:

·         Miembro recibirán micas y un deck box en los Opens y en Nacionales.
·         Tendrán dos Byes en un Open.
·         Tendrán un Bye en Nacionales.
·         Tendrán entrada gratis a Opens.

Nivel 3:

·         Miembros recibirán micas y un deck box en Opens y en Nacionales.
·         Tendrán dos Byes en Opens y Nacionales.
·         Tendrán entrada gratis a Opens y Nacionales.
·         Miembros recibirán $25 por jugar en un Open.
·         Miembros recibirán $50 por jugar en Nacionales

Por ahora, esto es lo que tenemos para los niveles. Como mencioné, el programa se encuentra en desarrollo. Hay muchas ideas circulando nuestros cerebros, sin embargo, hay que comenzar con algo pequeño y expandirnos poco a poco. ¿Quién sabe? A lo mejor a la larga habrá un Nivel 4 que premie pasajes o estadías a Grand Prixes domésticos y más dinero.

Y, ¿cómo lograrán esos niveles? Super simple. Participa en eventos y ya. Todos los eventos, absolutamente todos, premiarán Club Points (CPs). Así será la repartición:

Drafts Semanales:
1er lugar – 2 CPs

Friday Night Magic:
1er lugar – 3 CPs
2do lugar – 2 CPs

Pick-Up Tournaments:
1er lugar – 3 CPs
2do lugar – 2 CPs

Pre-Release/Game Day:
1er lugar – 4 CPs
2do lugar – 3 CPs
3er-8vo lugar – 2 CPs

PPTQ/WMCQ:
1er lugar – 6 CPs
2do lugar – 5 CPs
3er-4to lugar – 4 CPs
5to-8vo lugar – 3 CPs
9no-16to lugar – 2 CPs

Opens:
1er lugar – 12 CPs
2do lugar – 10 CPs
3er-4to lugar – 8 CPs
5to-8vo lugar – 6 CPs
9no-16to lugar – 4 CPs
17mo-32do lugar – 2 CPs

*Importante* Debo mencionarles que todos los torneos darán un CP de participación. O sea, siempre que juegues ya tendrás 1 CP garantizado.

Para llegar a cada nivel se necesitarán la siguiente puntuación:

Nivel 1 – 22 CPs

Nivel 2 –  45 CPs

Nivel 3 – 62 CPs

Les reitero que nada de esto está 100% establecido. Los detalles son sujetos a cambios según se entienda que sea necesario. Esperamos que el “Trial Run” nos provea con suficiente data para cuando se oficialice el programa. Espero que la comunidad nos apoye y comparta con nosotros sus pensamientos y críticas constructivas del programa.

Próximamente, el primer torneo mayor será el Tri-Format Challenge de Café Casa Barista en Aguada el 8 de enero. En cuestión de Club Points, el torneo llevará la estructura de los PPTQs. ¡Vayan y disfruten! Yo estaré participando del evento, que si tienen preguntas e ideas que les gustaría compartir están bienvenidos.

¡Espero verlos por allí y felicidades!

Cordialmente,

Chris Fernández 

Wednesday, November 2, 2016

Towers, Hulks, and Thingamajigs - PPTQ Not-Really-A-Report Report 1st Place

Hello everyone and welcome to another blogpost on Petals of Insight! I know, I know, it’s been another while since I last wrote, but what can one do? This time around I’ll be talking about my PPTQ experience. Here’s a foreword, I really miss PTQs. I really miss being able to win a qualifier and actually say “I’m going to the Pro Tour.” As it stands, I basically won a qualifier for a qualifier. I… digress. The point is, Dynavolt Tower is a beast of a card and should see more play.

Before we delve into the specifics, let’s talk about the state of Standard. Currently, Standard is in a bit of a bind. Other than the usual Vehicles Aggro deck (either RW or Mardu) and the random UR Visions deck, BR Aggro, or what-have-you; Standard is largely a battle between GB Delirium and UW Flash decks. There is definitely room for some kooky decks to perform well, but that’s until people know what you are doing. Once they’re unto you, the jig is up, and opponents will know how to stop you. Equipped with that knowledge, I knew I had my work cut out for me.

By far, the deck that interested me was Shota Yassoka’s winning deck from the Pro Tour. Not because it won, but because it had everything I wanted to attack the format. It had Radiant Flames, Galvanic Bombardments, Weaver of Lightnings, Unlicensed Disintegration, MD Negates, Void Shatters, draw spells, well, everything. Here’s the list:

Grixis Control – Shota Yasooka 1st

1 Jace, Unraveler of Secrets
Planeswalker - 1

2 Torrential Gearhulk
4 Thing in the Ice
Creatures - 6


2 Radiant Flames
3 Painful Truths
1 Transgress the Mind
2 Unlicensed Disintegration
3 Harnessed Lightning
3 Void Shatter
2 Glimmer of Genius
1 Ceremonious Rejection
2 Negate
4 Galvanic Bombardment
1 Essence Extraction
3 Anticipate
Spells - 27


4 Spirebluff Canal
2 Wandering Fumarole
4 Evolving Wilds
4 Sunken Hollow
3 Smoldering Marsh
2 Mountain
2 Swamp
5 Island
Lands – 26


SB - 
2 Ceremonious Rejection
1 Negate
1 Radiant Flames
1 Jace, Unraveler of Secrets
1 Transgress the Mind
2 To the Slaughter
2 Confiscation Coup
3 Weaver of Lightning
2 Summary Dismissal


It had Radiant Flames, Galvanic Bombardments, Weaver of Lightnings, Unlicensed Disintegration, MD Negates, Void Shatters, draw spells, well, everything. After watching some videos and doing some testing on XMage, I realized that the deck was not great. Like… at all. Shota won the PT with luck and sheer skill. He played spectacularly. So, I’m already handicapped there! (Just being jokingly honest?) Then, I saw Sam Black’s run with Grixis Control who did extremely poorly. Afterwards, I bought a one-week premium membership so I could read Gerry Thompson’s and Todd Anderson’s thoughts on Grixis Control. They were both very pessimistic on the deck’s potential. The latter less so, because he had been testing with something new. Add to that the fact that my testing was going terrible, I... didn’t feel exactly hopeful.

In testing, it just wasn't performing well. The Painful Truths hurt too much. The Radiant Flames sometimes didn’t line up well with the rest of the deck. Only two Gearhulks meant that there were games where they simply didn’t come up and the games would have been dramatically different if at least one of them showed up. That last one felt even more pronounced in Control mirrors, where my opponents had three so they would always out-Gearhulk me. At this point, I wasn’t particularly ecstatic about my chances and heavily considering not playing. 

On Friday night, the friend that was going to lend me the deck didn’t show up, meaning I now had no deck for the PPTQ. As luck would have it, a Mr. Justinianes randomly came through with a weird Grixis deck built exclusively around the Energy mechanic. He was packing Live Fasts, Harnessed Lightnings, Dynavolt Towers, Die Young (absolutely terrible card), and Glimmers of Genius to the brim. He had the usual Gearhulks (only this time he had three (the magic number)), Thing in the Ice, and Goblin Dar-Dwellers. The deck was cool in many respects. What stood out the most was, you guessed it, the Towers. The games where I drew them felt pretty incredible. What the deck lacked were ways to interact with opponents on the stack. There was so much removal, yet no ways to effectively deal with Planeswalkers unless I had a few active Towers.

My next thought was: what if I combined both decks? Shota’s and Mr. Justinianes’s? Todd Anderson had put two Towers in his version. That’s a good start. Can’t I go farther? Maybe three Towers. Maybe a third Unlicensed Disintegration so I can make sure I can kill Eldrazi of all stripes, Ishkanah, Kalitas, Gearhulks of all sizes, Avacyns, and so on. Drop a Painful Truths in favor of a third Glimmer of Genius. Three Painful Truths is one Truths too many; the life-loss adds up quickly, and the fact that it’s sorcery-speed hurts against a lot of match ups. In addition to that, Glimmer scries and gives you extra energy for the Dynavolt Towers. Along the same lines is going up to four Harnessed Lightnings for maximum energy pay offs.

Among the cards not holding their own were Jace, Unraveler of Secrets, Essence Extraction, and Transgress the Mind. Jace is a great card, don’t get me wrong, but tapping out on your turn for this is not where you want to be. There are match ups, mainly UW Flash and Control Mirrors, where you simply can’t afford to tap out for Jace; and others where he’s just too slow (Vehicles, for instance). The only match up I can see Jace being phenomenal is against GB Delirium, and even then I’d rather had countermagic or Gearhulk up to keep Ishkanah and any other hard-to-remove permanents from touching the battlefield. I mean, countering Ishkanah means I don’t have to worry about the other three arachnid buddies it brings along, which translates into more removal for the cards that do matter.

Essence Extraction was originally in the deck to, not just kill 3-toughness duders (specifically Smuggler’s Copters), but also to mitigate the life-loss from the Painful Truths. With one less Truths, I felt I wouldn’t need that life-gain, and the Copters? Vehicles often makes their Copters and Fleetwheel Cruisers into 4/4s and 6/4s respectively by crewing them with Motorists and Depalas. Consequently, you end up wasting the Extractions on the 3/1 and the 3/3 to keep the Vehicles small. Sure, you gain 3 life for the trouble, however, you still lose to the Vehicles. I’d rather hit the Vehicles themselves, therefore I need removal that can take them down no matter their toughness, and the third Unlicensed Disintegration and Harnessed Lightning (assuming you’ve gone up to more than 3 Energy are the cards to do the job.

Transgress the Mind is the card I’m still debating. Maybe it has a spot in the deck. It might be alright versus the bigger decks of the format, taking a Gideon, Ally of Zendikar versus UW Flash or an Ishkanah against GB Delirium might be better than hoping to nab them with counter spells. I have two Dispels in my sideboard currently, which is the spot where I would put Transgress the Mind if I ever choose to play them. I’m currently on the Dispel wagon which is better in Control Mirrors and UW Flash. I guess I need more testing.

Anyway, without further ado, my list:

Dyna-Grixis Control

3 Torrential Gearhulk
4 Thing in the Ice
Creatures – 7


2 Negate
2 Painful Truths
3 Anticipate
3 Glimmer of Genius
3 Dynavolt Tower
3 Unlicensed Disintegration
3 Void Shatter
4 Galvanic Bombardment
4 Harnessed Lightning
Spells – 27


1 Choked Estuary
1 Smoldering Marsh
1 Sunken Hollow
1 Foreboding Ruins
2 Mountain
2 Wandering Fumarole
3 Spirebluff Canal
3 Swamp
4 Island
4 Aether Hub
4 Evolving Wilds
Creatures – 26


Probably the most curious thing about the deck is the mana base. It is essentially the brain child of Mr. Justinianes, with my only change was cutting a Mountain in favor of the second Wandering Fumarole. As is? This mana base is actually some kind of beauty. It just… works. On paper, it seems all over the place, but it just works. That said, I would probably make one more change and it is probably going down to three Aether Hubs in favor of a second of either Sunken Hollow or Smoldering Marsh with a strong lean towards the UB land.


Now, how about the sideboard? For the sideboard, I knew I wanted Weaver of Lightning which is quite a beast against Vehicles and UW Flash. I knew I wanted some amount of Radiant Flames, to be safe I started with two. Seeing as how absurd the deck is with Dynavolt Tower, it is quite possible that I go down to two of the sweeper. The way I see it, Radiant Flames is more of a… safety valve. A way to catch up when playing against the Aggro decks. More so because I’m also playing Kalitas, Traitor of Ghet in the sideboard. I figured that having Thing in the Ice, Towers, Kalitas, Weavers, and Radiant Flames would be enough to punish Aggro. Kalitas makes blockers and pads up your life total with the potential to effectively race these decks.

I had the lone Negate to be able to go up to three for the match ups where I wanted to keep opponents off of Gideons and Lilianas, Vehicles, or to win counter wars. Dispel is in the same camp. In testing, UWR Control decks were out-controlling me constantly with their extra Gearhulks, their Dovin Baans, their post-board Gideons and so on. I wanted that to stop. Not to mention, Dynavolt Towers were instrumental to beating them before and after board. Sticking an early Tower meant that their clock was literally ticking down. Tower gives you so much inevitability in that match up, that I wanted a cheap way to protect it. Hence, the Dispels. It was easier to play turn 4 Tower with Dispel-backup than to play it turn 5 with just Negate.


In the counter-camp, I decided to keep three Ceremonious Rejections in my 75, all of them in the sideboard. Rejection was a concession to Aetherworks Marvel. I just didn’t want to be surprised by it and I also knew there was someone playing BW Eldrazi and didn’t want to take my chances. As fate would have it, I played against Eldrazi and countering 3 and 4-mana critters for one mana felt satisfying. Despite how effective it was, it would likely be better to cut one and open the slot up for something else.


The last card in the sideboard was one of my favorites. I’ve seen quite a few lists from decks that run Red, and I’ve yet to see Tears of Valakut. What better card than Tears of Valakut? Kills Copter, Skysovereign, Consul Flagship, Avacyn, all of UW’s flyers, and so on. No Negates, no Spell Shrivels, no counters can touch it, period. It’s a great tool to have and may even consider going up to two.

This is how the sideboard would look like:

SB
1 Negate
1 Tears of Valakut
2 Kalitas, Traitor of Ghet
2 Dispel
3 Radiant Flames
3 Weaver of Lightning
3 Ceremonious Rejection


Moving forward, I might cut one Flames and a Rejection for two Transgress the Minds. Can’t say without much testing however.

As for the tournament, it was five rounds of Swiss and cut to Top 8. I went 4-0 and with an intentional draw into the Top 8 as first seed. I went:

Round 1 – Grixis Emerge – 2-1
Round 2 – BW Eldrazi – 2-1
Round 3 – American Control – 2-0
Round 4 – UW Flash – 2-0
Round 5 – GB Delirium – ID


The Top 8 was:

Quaterfinals – Bant Midrange – 2-0
Semi-Finals – UW Flash (same player) – 2-1
Finals – GB Delirium – (different player) – 2-0


Is Dynavolt Grixis a good deck? It might just be. Out of all the games I played, only one felt losable and my opponent misplayed giving me the win. Otherwise, it would have been a legit loss. All my other game losses were due to getting stuck on mana and couldn’t catch up once I started drawing the lands. Without more testing, I really can’t make the claim, but it could just be one of the best decks in the format. We’ll see.

Anyway, thanks for reading! Remember to support the blog by sharing the articles and commenting! See you next time!

Love,

Chris

Wednesday, July 27, 2016

Funky Brewster: Delirium and Fever with the New Standard



Hello everybody and welcome to another installment in the Funky Brewster series! Eldritch Moon is finally out and my brewing senses are tingling like Spiderman drowning in a vat of cocaine-filled 5-hour Energy drink. I’m aching to try and bust out those Take Inventories, Eldritch Evolutions, Demonic Pacts, and Elder Deep-Fiends!  So, what are we going to do?! I can’t hear you! Of course I can’t, because I’m way all over here behind the screen! And talking to you from the past! Technically you are reading Past Chris! So, are you ready? I can’t hear… Ok, enough of that. Let’s get started!
Do you remember when back in the day, people used to play Accumulated Knowledge? And people still do so today. Right now, as I write this, someone is drawing 3-4 cards with Accumulated at the end of someone else’s turn. Maybe not in Standard, Modern, or Legacy, but they are in Pauper. Now, with Take Inventory, we might be able to do the same in Standard and Modern.

As we speak, I’ve only tried one deck with the card and it’s some Blue/Red Controllish/Burnish no-counters sort of thing that tries to use Fevered Visions as a win-condition/Howling Mine thingy. It should be said as a disclaimer that when I brew, I always try to go all-in on my strategy to see which cards pull their weight and which one do not. This initial built is a great example of how the initial stages look like for me:

UR Inventory-Burn

2 Scour the Laboratory
3 Collective Defiance
4 Incendiary Flow
4 Take Inventory
4 Epiphany at the Drownyard
4 Galvanic Bombardment
4 Unsubstantiate
4 Fiery Temper
4 Lightning Axe
4 Fevered Visions

2 Wandering Fumarole
4 Highland Lake
4 Shivan Reef
4 Evolving Wilds
4 Island
5 Mountain

I haven’t fully tested the deck, and much less in an actual Standard environment, though the core of the deck seems to be a pretty great starting point. The Lightning Axes, the Epiphanies, Tempers, Bombardments, Visions, and even the Collective Defiance all played very well. The cards that simply didn’t work in this style of deck was Unsubstantiate and Scour the Laboratory. The former is definitely a strong card and I’m sure it will see play in Standard, however, this is not the place for it. Unsubstantiate belongs in a blue-based aggressive deck that can take advantage of the tempo swing Unsubstantiate provides a little better. For instance, in a Blue/Red or Blue/White deck with either Flash Spirits (like Tomoharu Saitou’s UR Flyers list) or in a Spirit deck. Maybe Unsubstantiate is the card that puts Stormchaser Mage back on the map.

Scour the Laboratory is a sick card and I can’t wait until someone finds a way to reliably cast it for 4 mana at the end of an opponent’s turn, which is something this deck can’t do. It was usually EOT draw three, something that in most circumstances would be great, incredible even… if this were Odyssey Block Constructed in 2002. Perhaps Standard in 2003. These days, I’m 100% Scour the Laboratory should be Chandra, Flamecaller (obviously!). Here we start cutting back on the “all-in” and start adding cards that actually support the strategy and add more power to the deck.

The current build tries to burn everything in its path and kill with Fevered Visions and any left-over burn spells you have. Usually when the opponent is around 9 to 11 life points. Chandra gives you a legitimate plan to look forward to other than taking opponents to the “Grindhouse.” Umm… That could be a cool name for the deck, actually… UR Grindhouse. Yup, love it. 

Anyway, I’m sure I don’t have to talk about how much of a beast Chandra is. She’s pretty much proven her worth during the last few months as she’s been in Naya Walker decks, GW decks that can only cast her with Oath of Nissas (bunch of greedy bastards), in Grixis Control decks, Ramp, and pretty much any Midrange/Late-game deck that sports Red. Let’s talk about the newer cards like Collective Defiance.

In this deck, Collective Defiance feels at home. Every mode is useful and relevant. Three damage to an opponent can hit Planeswalkers or be part of the burn plan. The four damage to a creature will kill pre-6 lands Sylvan Advocates, Kalitas, Traitor of Ghets, Archangel Avacyns, Gisela, the Broken Blades, Goblin Dark-Dwellers, and so on. Finally, its “Windfall” ability was actually useful. Turns out, when you are drawing copious amounts of cards per turn, you will eventually find your land gluts. Defiance allows you to throw all those lands into the bin and draw a fresh hand, similar to what Chandra would do with her -0 ability. Going forward, Defiance will either continue being a 3-of or possibly go down to two. Regardless, it won’t be getting the shaft any time soon.

Along the lines of burn, we have Galvanic Bombardment and Incendiary Flow joining the, admittedly, anemic burn-cast of Standard. Incendiary Flow is arguably missing piece to making Red-dedicated strategies viable again. It is the card that can make this deck, UR Flyers, Red-aggro, or even RG Aggro decks worth playing. I know, I know—it is no Incinerate, or even Searing Spear—yet it is a Volcanic Hammer that gives you the reach you need to kill Planeswalkers, or to give your little Red or Green men the space they need to rumble into the Red Zone. It is the card that will enable you to close out games when opponents manage to stifle your on-board offense.

In fact, a R/X Dragon deck that has access to Hanweir Garrison, Hanweir Battlements, Draconic Roar, and Incendiary Flow is bound to be quite competitive. The Battlements alone is a very powerful card which I forsee being played even in Eldrazi decks in the future. Giving Thought-Knot Seers and Drowner of Hopes haste could prove to be very strong. Even in the UR Eldrazi Control decks that came out recently. Haste to your Ulamog? I don’t know, if you ask me, I’d be getting a set of Battlements.

Galvanic Bombardment is a special case. If Bombardment is going to see play in this Standard environment, it will be in a deck that can place a copy or two quickly into the graveyard, either by milling or drawing plenty of cards (like this UR Grindhouse, perhaps?) per game. This card can get out of hand quite fast potentially killing Bruna’s just for one mana(!!). Where Bombardment goes, maybe Take Inventory will go as well. Will that deck want Pore over the Pages? Will this card make Jace, Vryn’s Prodigy playable again? Do we want a Black or are there strong Green cards that can support Bombardment/Inventory strategies? If so, could that deck play Traverse the Ulvenwald? Gnarlwood Dryad and Moldgraf Scavenger could be part of a RUG Delirium deck reminiscent of Threshold decks of old that played Nimble Mongoose? Could Noose Constrictor be a legitimate Standard playable Wild Mongrel? 

This are the kind of things that constantly cross my mind. So, many possibilities in very little time, but I digress (you can count on me trying to build these decks). On a final note, with Spirits making such a big splash, Galvanic Bombardment already seems to be a strong player in this format. That, and it is a great card against very low to the ground decks like White Weenie.

The last card I’d like to talk about is Ephipany at the Drownyard. When it was first spoiled, it was highly regarded as the second coming of Fact or Fiction. Needless to say, it was a huge flop. To the point where I got my playset a few days ago for 40 cents each. Now, with the advent of all these graveyard-matter cards (e.g Take Inventory and Galvanic Bombardment), I believe Epiphany may have found new hope in Standard. Epiphany has been instrumental to how this deck plays out. It is the card that sets up your Inventories and Bombardments. It might be the card to enable Delirium much faster while providing a modicum of card advantage. Most cards associated with Delirium require you to discard cards and mill yourself resulting in card disadvantage or just plain minimum return. Epiphany of the Drownyard at least guarantees that you get ahead by +1 or +2 cards and fill your graveyard with goodies. Sometimes they will throw Inventories in the ‘yard and you can play the other one in hand and draw two to three cards for just two mana.



Remember that RUG deck I was just raving about? Epiphany could be a center piece in the deck. You know what? Let’s write a decklist, right now. Off the top of my head?

2 Goblin Dark-Dwellers
4 Gnarlwood Dryad
4 Moldgraf Scavenger
4 Noose Constrictor

3 Arlinn Kord 

1 Incendiary Flow
2 Fiery Temper
3 Unsubstantiate
3 Traverse the Ulvenwald
3 Epiphany at the Drownyard
4 Galvanic Bombardment
4 Take Inventory

1 Game Trail
1 Wandering Fumarole
2 Island
2 Evolving Wilds
2 Shivan Reef
3 Mountain
3 Lumbering Falls
3 Yavimaya Coast
3 Forest
3 Cinder Glade

Seems alright as a starting point. Well, this isn’t exactly off the top of my head. As soon as I wrote the “top of my head” list, I liked it so much I decided to actually try it out. This is a very, very rough sketch of the list. Needs a lot of tuning and testing. Only managed to get in one match with it and it was against Mono Blue Prison. Let’s be honest here, that’s not much of a match when testing, but I did manage to go 2-0. First game I beat him down with this weird assortment of dudes with Unsubstantiate keeping the opponent off-balance, and then they got decked in Game 2. 

A couple of things to note: Gnarlwood Dryad is phenomenal. It’s a one mana guy that can hand out a beating and can trade with anything at whichever stage of the game. I’m so impressed with this little critter that I’m considering trying it in a Bant Delirium deck with Ojutai’s Command. Secondly, aside from being a Dryad, it is also a Horror which means my opponent’s Thing in the Ice, wasn’t even a legitimate back-up plan as the Thing’s flip side only returns non-Horror creatures. Gnarlwood is quite a beast (well, Horror) and I hope it can find a good home in this format or even in Modern. A 1/1 that turns into a 3/3 that can trade up with anything should be a real consideration, even if the format is full of Lightning Bolts. I do miss Nimble Mongoose. 



Another card that pulled a lot of weight was Noose Constrictor: The little boa that could. I underestimated how nice it felt to be able to attack into Sylvan Advocates, Things in the Ice, and even 6/6 Awoken Lands, without nary a fear. That is a common theme in this deck. Its creatures are tiny, but they can trade up at a moment’s notice. Not to mention that it has Reach. Reach is incredibly relevant at this point in time as it means you can kill all of the Spirits and even, possibly, kill Gisela, the Broken Blades, Archangel Avacyn, and so on.

I keep saying “trade up,” so for those who don’t know, “trading up” means that your creatures can effectively “suicide” into bigger creatures and actually take them down. You can fearlessly attack into that 6/6 and discard 4 irrelevant cards (like extra lands) to the Noose Constrictor and trade. You can attack into Sylvan Advocate and they can’t block—you’ll just discard a card and make the Boa a 3/3, end of story.

The most questionable card in the deck is Moldgraf Scavenger. If I can get to Delirium around turn 3 or 4, Scavenger can be absurdly strong. Noose Constrictor helps there, and Epiphany at the Drownyard, yet the deck is still missing some… umm… oomph. Maybe it’s the colors. My brother was suggesting to go on a Jund plan with Grim Flayer replacing the Moldgraf. Flayer is clearly the better card of the two and has a better interaction with Arlinn Kord because of the Trample. Will definitely test, I’m just going to miss having the Blue. I like Blue.

Moving on, Traverse the Ulvenwald feels like it will finally find a home in these decks, the question is what kind of creatures do you want to have access to once Delirium is online. For the first draft, I started out with Goblin Dark-Dwellers, to have a little more late-game strength. There’s the potential of Traversing for a Dark-Dwellers, play it to flashback the Traverse, and search up the second one. That said, I believe we can do better. Perhaps there are more impactful creatures out there, or diversify our threat base by adding a bunch of one-ofs that can be relevant at any stage of the game. We can even play Grapple with the Past to get them back and fill the graveyard in the process. I’m even considering putting Oath of Chandras and Ghostly Wings to have another card type for Delirium.

As it stands, the deck should be more focused on the Delirium side of it, instead of trying to have some sort of Madness component. Fiery Temper feels clunky in this deck, so we might be better served by replacing them with Oaths. Although they interact well with Noose Constrictor and it’s burn to the face, it might not be as necessary. Or we can simply up the number of Incendiary Flows. Having enchantments, though would certainly go a long way to making the Delirium plan slightly more efficient.

Kind of love how the article suddenly became about RUG Delirium. The potential is there. It feels like we have the cards to make the deck work. All we need now is to work out the specifics. Do we want to be Jund, or is RUG a good color combination for the deck? Alinn Kord is pretty much the main reason for playing with Red. I feel she makes your creatures a force to reckon with. But, we could just as well play Bant where we have access to Dromoka’s Command, Ojutai’s Command, and even Tamiyo, Field Researcher. Even though, Tamiyo won’t put on a bad ass damage race, she will definitely threaten to generate a handsome amount of card advantage. Whether they block your dudes or not, you’ll be drawing cards. This prospect has me heavily leaning on Bant for now. I wonder how it would look like:

2 Gisela, the Broken Blade
4 Sylvan Advocate
4 Gnarlwood Dryad
4 Noose Constrictor

4 Tamiyo, Field Researcher

2 Ojutai’s Command
2 Declaration in Stone
3 Ghostly Wings
4 Dromoka’s Command
4 Epiphany at the Drownyard
4 Traverse the Ulvenwald

Here’s what it could look like sans the lands. At this moment in time, I can’t seem to figure out how the mana base will look like, however the deck looks promising enough that I will surely be spending more time on this. Expect another article on Standard (perhaps even a Modern version) Delirium later this week or the next. The idea seems to be dragging me into a dark forest of possibilities… luring me into a pitfall of card advantage and 0-3 tournament results (hey, could happen).

Alright people, that’s it for today! Keep those brewing hats on and enjoy Eldritch Moon. This set will provide the shake up Standard desperately needed. The first SCG Open already happened this last weekend and though we mostly saw Bant Company decks come out of the woodwork, this is only the beginning for the new Standard. There’ll also be a Standard Pro Tour next week, so we’ll see what the Pros will come up with by then. I’m sure the format won’t be only Company decks duking it out. Get ready, for it’s going to be a bumpy ride!

As always, if you like what you see, like, comment, and share! I’m always up for new ideas and whether it be for an article or decks or what-have-you. So, come out, speak up, and let’s have a conversation!

Yours truly,
Chris

MTGO: Hamngs
Twitter: Hamngs
XMage: Hamngs
Twitch: Hamnggs

POST-CREDIT DECKLIST!




MEOW MIX OFFERINGS

4 Jace, Vryn’s Prodigy

2 Chandra, Flamecaller

3 Harmless Offering
3 Duress
4 Take Inventory
4 Demonic Pact
4 Anticipate
4 Galvanic Bombardment
4 Nagging Thoughts
4 Languish

1 Choked Estuary
1 Foreboding Ruins
2 Mountain
2 Swamp
2 Wandering Fumarole
4 Island
4 Evolving Wilds
4 Sunken Hollow
4 Smoldering Marsh