Tuesday, January 26, 2016

Instant Speed Gazette #001

Instant Speed Gazette, the fastest place to get your MTG news and tidbits!

The Star City Games Open was held this past weekend in Atlanta. Which cards from Oath of the Gatewatch have been adopted by standard players only a week after their release into the wilds?

REFLECTOR MAGE IS IN!



Reflector Mage, that's who.  Jeskai Black and 4-Color-Rally decks peppered the top 24 finishing decks in the Standard Open event. It was clear to anyone watching that these decks were highly empowered and perhaps had already become dependent on Reflector Mage for they're viability. There were Reflector Mages bouncing eldar dragons, bouncing Jace, Vryn's Prodigy's, even Reflector Mages bouncing other Reflector Mages!

The top deck of the tournament went to an Atarka Red build, many of which were sporting the handiness of Relentless Bushwacker, a three drop that can go along with a one mana burn spell to out-cast opponents before mid-game.









RISE OF THE ELDRAZI

Another takeaway from this past weekend's Open tournaments as relates to Standard is the rise of the Eldrazi decks.  The release of Oath of the Gatewatch on January 22nd has, only days later, led to an upper crust of various Eldrazi themed decks. Five of the top Sixteen decks were Eldrazi based decks, with a Mono-Green construction taking the silver medal for the event. Other builds finishing highly were Red/Green and Mono Black Eldrazi.

An interesting slot for the fantastic card Sylvan Advocate appears here, this ally protecting the mid game and paving the way for Ulamog and Kozilek!











Stay tuned for more developments as they develop from INSTANT SPEED MTG! 



Saturday, January 23, 2016

Limited Deck Deconstruction -- Allies/Cohort

LISTEN TO THIS SPECIAL REPORT IN PODCAST VERSION HERE

As recorded in an earlier report, the Instant Speed team had a bad time playing allies at the Oath of the Gatewatch prerelease event last weekend. We seemed to be dragged in that direction heavily with two sealed pools. Allies being so synergy based, we tried it out, woo'd by all the vampires and 4 power cohort allies. The results were not promising.

With the right draft, you can still have power. Yet how resilient is an ally deck?  We prejudged the ally stratagem an aggressive one. OGW is very heavy with removal, and aggro builds waver more in the face of the removal your opponent will bring to bear. Each removal spell is twice as hurtful to your cohort than if it were a gaggle of Eldrazi. There are fewer easy and/or good targets for removal against Eldrazi with they're typically larger rear ends, and plenty for cohort, which tend to run higher power.

Marshall (of the podcast Limited Resources) mentioned Cohort may have latent power so let us examine further.



TEAM AWARDS

Like the Eldrazi drone/processor relationship, there are cohort enablers and cohort payoff cards. Note: We will stick with OGW cards, as they represent the first two and most formative packs in any draft.



Vampire Envoy will be one of the top 5 cards of the set, and for our purposes brings us the Number Three VIP for Cohort decks. At common, there could be 3-4 in a pod. Better than Kalastria Healer, Vampire Envoy needs very little to trigger, and in fact is the best candidate to accomplish both goals of Cohort, namely, to raise shields early and to be a tappable ally available at the end of your opponents turn.







Ally all-star number two is Support (Relief) Captain.  This is a crushing curve card that is only one white mana more expensive than Shoulder to Shoulder, which supports 2. While powerful outside of the deck in question, this card drops an ally to the board which you wouldn't mind tapping down before combat, in conjunction with Spawnbinder Mage, to either smash with one or two pumped creatures or simply sit back behind your curve-out and counters and start to use Cohort drains and removal. Relief captain is an early win condition in itself.



The color White brings us Top Honors with number one in Affa Protector.  While this card doesn't have the potential synergy that Vampire Envoy contains, this is another 4 toughness creature in the turn 3 spot, when your opponent is likely to have either a 2 drop shaking off summoning sickness, or if you're on the draw, he's attacked once already; either way, shields up! Having Vigilance means you can both attack with and reserve for end-step Cohort activation, making this brave soldier the backbone of any Ally-laden deck.




PAYOFF CAPTAINS


Munda's Vanguard is THE top tier Cohort card. At 3/3 it is more resistant than its allies, outliving the likes of Tar SnareFlaying Tendrils, and Searing Light. One pump and you're ahead; two pumps and you are towering above. The 5 CCM is a slight drawback, this rare being a little arrogant, showing it knows how good it is (leaving the Best White Card spot to other worthy suitors).






Malakir Soothsayer takes higher honors than Drana's Chosen easily. The 4 toughness is just too important to shake a Grasp of Darkness at. The Cohort ability to blood magic up some cards is powerful, and can put you ahead of your opponent faster than Drana's Chosen. If this follows any number of Vampire Envoys (or, dear Santa Clause, Cliffhaven Vampires), then you've arrived at GO, collect $200.

At uncommon, you are very likely to see one of these in an 8-man pod. If this lane is open, you may see two (you're top end probably doesn't want three, but it is possible).  Speculatively, Soothsayer in conjunction with Akoum Flameseeker and Zada's Commando may create a Grixis Ally deck we haven't seen before.


That's it. That's all the Payoff.

Drana's Chosen doesn't drop allies and dies to every removal spell in the game.
Spawnbinder Mage won't help you get back into a game, and even as a second-line ability it is undesirable.
Ondu War Cleric is a common 2 drop you will likely use to build a curve, but that is all.




THE RISK


The number-one enemy of this, and most decks in the format, is going to be uncommon, two mana, cannonball-in-a-card, Grasp of Darkness. No ally printed outlives this card. You may have one top tier affect that could become a win condition if left unchecked, but as soon as you see this card, Red Alert, you are entering the topdeck zone.






Oblivion strike will also neatly stow your top tricks away into your exile pile.  At common, you are likely to see it more often, and around the same time as you are playing your payoff cards.







In Red, we have two burn spells that would leave the Cohort Machine in pieces: Tears of Valakut and Devour in Flames.


Devour in Flames is more likely to come out turn 4 or 5, when losing a land will hurt tempo less, meaning it will be likely be saved up for your top tier Cohort Card. It will get rid of almost any ally you have.

Tears of Valekut, on the other hand, will cut the legs from underneath your machine, and get rid of early Vampire Envoys and Makindi Aeronauts. Later on, Cliffhaven Vampires and Steppe Gliders make great targets).




Blinding Drone is definitely getting attention. A devoid deck is less likely to have the colorless mana available until turn 4-6, but once it can keep your top threat tapped down (cheaper than the Spawnbinder Mage), you will be up against the wall and wishing for a Containment Membrane of your own.








CONCLUSION


We were able to illuminate several enabling cards that have the added bonus of giving you the lead on the board state heading into the mid-game. The payoff cards are few and fall too easily, however. It remains the (slightly) educated guess of the Instant Speed MTG! team that this deck shall be found wanting in the face of Black/Blue and Black/Red Devoid decks. The enablers like Vampire Envoy and Affa Protector are still good enough to seek 3rd or 4th pick, and will still form the backbone of any deck in those colors, however Black/White Lifegain and White/Blue support/flyers may make more use of them than will the Ally/Cohort deck.


LISTEN TO THIS SPECIAL REPORT IN PODCAST VERSION HERE

Monday, January 18, 2016

HOW I GOT OWNED - OATH OF THE GATEWATCH PRERELEASE WEEKEND

1. COHORT SUCKS


Having twice found himself drawn into an ally-oriented assault formation, this gaming journalist can attest to one thing for sure: Cohort is slow, and not particularly powerful. Being able to target only other allies means you must grow your game board by multiples of two for your Cohort abilities to begin stacking up on your opponent. Many of the rares in the set are easily chopped off by the ample removal in the set, and in fact, if your opponent is playing black your cohorts will rapidly find themselves cooling off in the graveyard.

Hello, is it me you're looking for?
Simply put, having allies in your deck is a less advantageous and synergistic venture than in the previous format. If you find yourself with ally cards after drafting the OGW packs, you will be wishing hard for a Rally card like Resolute Blademaster.




2. ALWAYS ELDRAZI. ALWAYS.



Eldrazi forces in OGW are less intimidating at first than the brood of Ulamog that brought the focus in Battle for Zendikar. There is however much more synergy on the side of the Eldrazi. There are finishers that aren't 7 and 8 mana.  Most sealed players found that both Wastes and Holdout Settlement were very easy to find, and INSTANT SPEED believes drafters will find them just as often. It seems like either an epic flavor fail, or a sign that everyone needs four Planeswalkers on their side to win.


3. BLACK HAS THE REMOVAL


Here a Tar Snare, There a Tar Snare, EVERYWHERE, a Tar Snare.

Black has RIDICULOUS removal in the coming format, and plenty of it, and since red has fewer burn spells (following a declining trend in the burn power of Red), Black having a ton of good removal is already making it the most played color in OGW.

Add Grasp of Darkness, Unnatural Endurance, AND Flaying Tendrils?

And of course, limited players have an off chance of slamming BONKERS removal in the third period with Grip of Desolation.

Need I say more?  PLAY BLACK, or be seriously ready to deal with the consequences.









4. FOIL PROMO NISSA


This opponent got to ultimate Nissa twice, yet after drawing 6-8 cards, we still drew the match. He still had a great time blocking even my most menacing allies and storm-chased mages with -1/1 plant tokens (thanks to Dampening Pulse) and allowed him to dig deep into his deck looking for, incidentally, a Birthing Hulk, one of the great new reasons to play green.

Friday, January 15, 2016

Oath of the Gatewatch Hype!

ARE YOU READY TO TAKE THE OATH?

Isn't it nice to have friends to watch forest fires burn with?


That's right, Planesfolk, Pre-release Weekend is upon us!  Tens of thousands of spellslingers will jam into their local game stores to battle with these cards for the first time.

Questions we want answered:


1. Can I get two expeditions in the same sealed pool?

2. Will Wastes be of any use? 

3. Are Processors from your Battle for Zendikar packs now stupidly powerful because of all the new card exiling effects that Kozilek's brood comes with?

(While in a different context, neither Mindmelting nor Thought Harvesting seem to be terrible things...)
4. Do two-headed giants fall harder or faster than single-headed non-giants?

5. Will the Hedron's ever align for a certain Instant Speed Journalist Extraordinaire?







A COHORT TO CAVORT WITH


Cohort abilities, at first glance, seem like clunky, non-intuitive effects that may or may not ever be used, right? 

WRONG! Below are some ways to up the intuitiveness of your allied front.

#1 Tap the N00B

(the easy one)
It is a sweet vanguard, no?

"Tall Grass is where they
live..."


You've got Munda's Vanguard on the board.
You play another ally, say Kor Scythemaster.

Scythemaster is not a creature you necessarily want to block with, and it has summoning sickness, so you target it with the Vanguard, and BOOM! A buffer for the whole team.



#2 End of turn


Your opponent see's your line of defense and is cowered in fear,  He declares no attacks. 
On his endstep, bam, activate all the cohort Abilities you control.



#3 In response to attacks


Send out a blocker, get that priority back and activate Munda's Vanguard again.  Before damage comes around, you've buffed your team, which at least on Pre-Release Weekend, should be a good surprise for your opponenent.



#4 Offsetting effects


Ally decks running black will have access to a great ally to fit into the corhort chain, Vampire Envoy.
At Common, it's a great value pick, and your sealed deck will likely have one or two.


In combination with Malakir Soothsayer or Zulaport Chainmage, you may find yourself with a tidy 3-damage differential gain per turn, or perhaps a free card per turn to bolster your allied ranks.











#6 The Coralhelm Connection


Run Retreat to Coralhelm.  You may want to have a Coralhelm Guide as a tappable cohort target (that would then still be able to activate it's sweet ability) anyway, so while splashing blue, throw in this card that NO ONE PLAYED for the past three months. Every turn you have a land drop, you've got a double tap for your Vanguard or your Soothsayer!











HAVE A TITANIC HEART


DON'T BE AN INTER-DIMENSIONAL INCARNATION OF HUNGER AND NEED.

Support your Local Game Stores!

Play Two-Headed Giant Responsibly!

Hydrate!









 "Eldrazi Love Triangle" copyright Inkwell Looter.
All other images copyright Wizards Of The Coast.

All text copywright InstantSpeedMTG








Thursday, January 7, 2016

Goodbye, Battle for Zendikar!

Battle for Zendikar is leaving us.
Though we Planeswalkers will remain on Zendikar, a plane under attack by not one, but (Surprise!) TWO giant inter-dimensional incarnations of consumption.

























Oath of the Gatewatch Pre-Release weekend is only 8 days away (go pre-register at your LGS!).

Things we all will be eagerly wondering: 
1. Will Green make a comeback?
2. Will Allies be more powerful than Kozilek's Brood?
3. Will Two-Headed Giant enjoy a boost in popularity, or will that particular effort be a whiff?
4. Is anyone actually going to draft Wastes? 


ALSO

Instant Speed MTG would like to announce it's first ever "SET MVC" award for Battle for Zendikar to (drum roll please...) 


LAVASTEP RAIDER! 
The incredible, pumpable, hedron wielding goblin!  It's cheap!  It's available! It's POINTY!

Honorable mention goes to:



PLATED CRUSHER! 

You can't stop it, you can't kill it, you can't even cast it! The incredible forgotten beast of the abandoned color, Green!