Peasant-Magic

A blog for the discussion of the Magic constructed format called Peasant Magic, or, occasionally, PEZ. Rules for the format can be found at http://www.geocities.com/peasantmagic/ I'll be approaching the format from a competitive perspective, rather than a casual perspective.

Sunday, February 05, 2006

Guildpact Set Review

Ravnica, City of Guilds Set Re-review / Set review post-mortem:

How’d I do?

Pretty well, I think.

I overrated Convoke, as a whole, but I made it pretty clear I saw Convoke.dec as a tier 3 strategy.

Faith’s Fetters hasn’t yet seen play, but I still think it will. There’s no deck for it yet, but once there is it’s very good.

Dizzy Spell is better than I gave it credit for being. I said it would probably make the cut in ProsTides, and as it turns out it’s fantastic in Tides.

Stinkweed Imp is better than I thought. I said it would be a solid blocker but wouldn’t be abused. It turns out to be a good card to abuse that occasionally can be used as a solid blocker.

Surge of Zeal might be better than I thought, but I haven’t seen it yet. People are talking about it in ElfClamp, which I hadn’t considered.

Civic Wayfinder hasn’t seen any play, but I’m beginning to think that it’s a little better than I had thought.

Golgari Brownscale is better than I thought, but mostly I was right in suggesting Tortured Existence. I don’t think Tortured Existence.dec is great, but it’s a lot better that I gave it credit for being and Golgari Brownscale is vital in some matchups.

Centaur Safeguard is probably a little worse than I thought. I thought it was bad, but okay. It’s probably just bad.

I totally missed Terrarion’s coming into play tapped, and I overrated it a little because of that, but I still think it might generally be better than Chromatic Sphere.

I think the Karoo lands (come into play tapped, return a land to your hand) are probably worse than I thought, especially in Psychatog.

Any other blunders you see? Write a comment and let me know where I blew it.

Guildpact Set Review

White

Absolver Thrull - 3W
Creature - Thrull Cleric (C)
Haunt
When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment.
2/3
Illus. Rob Alexander

The slightly higher toughness and capacity to destroy two enchantments makes this argueably better than Cloudchaser Eagle, but not much. There just aren’t enough enchantments being played to justify running Absolver Thrull.



Benediction of Moons - W
Sorcery
You gain 1 life for each player.
Haunt
When the creature Benediction of Moons haunts is put into a graveyard, you gain 1 life for each player.
Illus. Matt Cavotta

Lifegain has to be attached to something else (like Consume Spirit or Teroh’s Faithful) to be worthwhile. This is strictly worse than W – Gain 4 life, which would be pretty much unplayable.



Ghost Warden - 1W
Creature - Spirit (C)
{T}: Target creature gets +1/+1 until end of turn.
"I thought of fate as an iron lattice, intricate but rigidly unchangable. That was until some force bent fate's bars to spare my life."
-Ilromov, traveling storyteller
1/1

It’s got a good creature type, a useful ability, and a low cost. I might put this in Tallowwisp.dec, but it’s too small and competes with too many other creatures to go anywhere else.



Guardian's Magemark - 2W
Enchantment - Aura (C)
Enchant creature
You may play Guardian's Magemark any time you could play an instant.
Creatures you control that are enchanted get +1/+1.

There’s some point at which this and the other Magemarks become a good deal, but it’s a long way off and a lot of work to put together. It would certainly be interesting to splash one of each Magemark into, oh, I don’t know, Tallowwisp.dec.



Lionheart Maverick - W
Creature - Human Knight (C)
Vigilance
{4}{W}: Lionheart Maverick gets +1/+2 until the end of turn.
"Your signet is no symbol of power. It marks only your need for members to aid you. What do you do, guild-rat, now that you face my blade alone?"
1/1

As a one drop without evasion, Lionheart Maverick is basically unplayable.



Shrieking Grotesque - 2W
Creature - Gargoyle (C)
Flying
When Shrieking Grotesque comes into play, if {B} was spent to play Shrieking Grotesque, target player discards a card.
2/1

This is a really strong choice for an aggro-control deck that can consistently generate 1WB. Such a deck will probably also want Phyrexian Rager and Chittering Rats at the three slot, but there’s probably room for the Grotesque as well.



Skyrider Trainee - 4W
Creature - Human Soldier (C)
As long as Skyrider Trainee in enchanted, it gains flying.
3/3

This guy wouldn’t be playable even if he always flew. Five mana is too much.



To Arms! - 1W
Instant (C)
Untap all creatures you control.
Draw a card.

This is definitely playable in any Elf combo deck that can generate the white mana. Between Birchlore Rangers and Skyshroud Elf, it’s quite easy to fit this into an Elf deck that’s looking to generate mana for a big Fireball. The fact that this Cantrips makes it better than Vitalize in a deck that can produce the W.



Withstand - 2W
Instant (C)
Prevent the next 3 damage that would be dealt to target creature or player this turn.
Draw a card.

This has a smaller effect than To Arms! and costs more mana.


Blue

Crystal Seer - 4U
Creature - Vedalken Wizard (C)
When Crystal Seer comes into play, look at the top four cards of your library. You may then put those cards back on top of your library in any order.
{4}{U}: Return Crystal Seer to it’s owners hand.
2/2

Five mana is too much for a 2/2, even a 2/2 with abilities as synergistic as these.



Gigadrowse - U
Instant (C)
Replicate {U} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.

Hello uncounterable Mana Short! Tides wants Dizzy Spell anyway to find High Tide and Prosperity. Gigadrowse is amazing against burn and mono-U control, since it’s an uncounterable instant you can use in your opponent’s end step to tap him out the turn before you go off. This is an extremely significant sideboard card for Tides. It replaces several other sideboard cards, pretty much simultaneously.



Infiltrator's Magemark - 2U
Encahntment - Aura (C)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.

An Aura deck seems too slow to compete with Affinity and Tides.



Repeal - XU
Instant (C)
Return target nonland permanent with converted mana cost X to its owner's hand.
Draw a card.
Illus. Dan Scott

This will rarely be better than Repulse, which doesn’t see play.



Runeboggle - 2U
Instant (C)
Counter target spell unless its controller pays {1}.
Draw a card.

I can’t think of a deck where I’d prefer this to Disrupt.



Steamcore Weird - 3U
Creature - Weird (C)
When Steamcore Weird comes into play, if {R} was spent to play Steamcore Weird, it deals 2 damage to target creature or player.
Like many Izzet creations, weirds are based on wild contradictions yet somehow manage to work.
1/3
Illus. Justin Norman

This is very expensive, but it’s a big effect. Two damage is enough to kill Frogmite, Somber Hoverguard, Ornithopter, or Disciple of the Vault. The ability to target players is a big addition, and the toughness is good, if not great. I could see this as a sideboard card to get a two for one against weenie strategies, but I think Arc Lightning is just cheaper and better.



Torch Drake - 3u
Creature - Drake (C)
Flying
{1}{R}: Torch Drake gets +1/+0 until end of turn.
2/2

Awful, awful, awful.



Train of Thought - 1U
Sorcery (C)
Replicate {1}{U} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Draw a card.
Illus. Matt Thompson

In the early game, Accumulated Knowledge is better because it cycles as an instant. In the late game, Accumulated Knowledge is better because it also draws multiple cards, but for two mana as an instant. I could see this as a one of in a deck with tutoring, but even that’s doubtful.



Black

Cremate - B
Instant (C)
Remove target card in a graveyard from the game.
Draw a card.
Illus. Paolo Parente

I might suggest that this should become a staple maindeck card in MBC and possibly in Psychatog. Cremate is almost always able to cycle for 1 mana, so it doesn’t hurt a deck much at all. It helps a great deal against Dredge and Flashback, hoses Accumulated Knowledge, has an occasionally non-trivial impact against Psychatog (ignoring Accumulated Knowledge) and Threshold, and just so happens once again to slaughter Reanimator.



Cry of Contrition - B
Sorcery
Target player discards a card.
Haunt (When this spell card is put into a graveyard after resolving, remove it from the game haunting target creature.)
When the creature Cry of Contrition haunts is put into a graveyard, target player discards a card.

The price is right, one mana for two cards, but letting the opponent choose is a pretty significant knock. I think there are just too many other options that are just better, like Hymn, Duress, Funeral Charm, Ravenous Rats, Mesmeric Fiend, Chittering Rats, and possibly Wrench Mind.



Douse in Gloom - 2B
Instant (C)
Douse in Gloom deals 2 damage to target creature and you gain 2 life.

Like Cry of Contrition, it’s good but not good enough to replace other removal.



Necromancer's Magemark - 2B
Enchantment - Aura (C)
Enchant creature
Creatures you control that are enchanted get +1/+1.
If a creature you control that's enchanted would be put into a graveyard, return it to its owner's hand instead.

This is the best Magemark, since as long as it resolves it protects you from Auras’ greatest weakness: card disadvantage. It’s not unreasonable to play this in a black creature deck with lots of coming into play effects and without any other enchantments.



Orzhov Euthanist - 2B
Creature - Human Assassin (C)
Haunt
When Orzhov Euthanist comes into play or the creature it haunts is put into a graveyard from play, destroy target creature that was dealt damage this turn.
2/2

Firstly, it’s not very useful on defense, since you can’t chump block then play the Euthanist. That means it’s only really good for breaking through defenses of large creatures or in conjunction with some source of reusable creature damage. Since the red Prodigal Sorcerers are all useful against weenies anyway, the Euthanist might be playable in a R/b deck as a sideboard strategy against larger creatures.



Ostiary Thrull - 3B
Creature - Thrull (C)
{W}, {T}: Tap target creature.
Orzhov churches don't pass the plate for collection. They charge for admission.
2/2
Illus. Ron Spencer

That’s got to be too much mana for the effect. I’m pretty sure Faceless Butcher is almost strictly superior.



Poisonbelly Ogre - 4B
Creature - Ogre Warrior
Whenever another creature comes into play, its controller loses 1 life.
3/3

The ability would be great in suicide black, but the cost requires a control deck, in which the opponent’s loss of life is unlikely to be relevant.



Restless Bones - 2B
Creature - Skeleton
{3}{B}, {T}: Target creature gains swampwalk until end of turn.
{1}{B}: Regenerate Restless Bones.
1/1

That’s too much mana. This is probably unplayable at B.



Red

Bloodscale Prowler - 2R
Creature - Viashino Warrior (C)
Bloodthirst: 1
3/1

If this were a Goblin it would be spectacular. As a Viashino it’s much less useful, but still likely to be a role player in RG Aggro.



Fencer's Magemark - 2R
Enchantment - Aura (C)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.

This isn’t playable in any real deck.



Ogre Savant - 4R
Creature - Ogre Wizard (C)
When Ogre Savant comes into play, if {U} was spent to play Ogre Savant, return target creature to its owner's hand.
3/2
Illus. Paolo Parente

This is harder to cast than Man-o’-War, and Man-o’-War is a viable sideboard card but doesn’t see much play.



Pyromatics - 1R
Instant (C)
Replicate {1}{R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Pyromatics deals 1 damage to target creature or player.
Illus. Glen Angus

This is an instant, so you can’t compare it directly to, say, Rolling Thunder, but it’s seems pretty clearly not good enough.



Shattering Spree - R
Sorcery (U)
Replicate: {R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.
Illus. Pat Lee

An early spoiler had this as a common, and I was ecstatic. As an uncommon, it’s probably better than Gorilla Shaman. I'm not mentioning this one card because I think it's the best uncommon. I'm just bringing it up because I'm so sad that it's uncommon.



Tin Street Hooligan - 1R
Creature - Goblin Rogue (C)
When Tin Street Hooligan comes into play, if {G} was spent to play Tin Street Hooligan, destroy target artifact.
"Rauck-Chauv's like a holiday! Only it isn't on the calendars, and instead of dancing you knock people flat, and instead of giving gifts you break stuff."
2/1
Illus. Luca Zomini



This is such a great creature in want of a home. I don’t think Goblins can splash it and a don’t think ElfClamp wants to. RG Aggro will probably run it.



Green

Beastmaster's Magemark - 2G
Enchantment - Aura (C)
Enchant creature
Creatures you control that are enchanted get +1/+1.
Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
Illus. Brandon Kitkouski

This compares very poorly with the blue Magemark.



Ghor-Clan Savage - 3GG
Creature - Centaur Berserker (C)
Bloodthirst 3
2/3

As a 5/6 for 5, this would be worse than Blastoderm but probably a reasonably Blastoderm 5-8.



Gruul Nodorog - 4GG
Creature - Beast (C)
{R}: Gruul Nodorog can't be blocked this turn except by two or more creatures.
4/4
Illus. Pete Venters

Six mana is too much for a 4/4 with such a trivial ability.



Gruul Scrapper - 3G
Creature - Human Berserker (C)
When Gruul Scrapper comes into play, if {R} was spent to play Gruul Scrapper, it gains haste until end of turn.
3/2

Not all creatures can be Blastoderm, but this does not seem like a sensible 4 mana creature.



Silhana Ledgewalker - 1G
Creature - Elf Rogue (C)
Silhana Ledgewalker can't be blocked except by creatures with flying.
Silhana Ledgewalker can't be the target of spells or abilities your opponents control.
1/1
#94/165

Two mana for a 1/1 is really small, but the Ledgewalker has some really useful abilities. Many decks won’t be able to block it, and without blocking it’s very difficult to contain. Unfortunately, I don’t see the Ledgewalker’s abilities finding it a deck. It’s possible as a 1-of in ElfClamp to be found with Wirewood Herald, but I’m don’t really see what role it can play even there.



Silhana Starfletcher - 2G
Creature - Elf Druid Archer (C)
As Silhana Starfletcher comes into play, choose a color.
{T}: Add one mana of the chosen color to your mana pool.
Silhana Starfletcher may block as though it had flying.
1/3
#95/165

At three mana, it doesn’t provide much acceleration. It’s more of a mana fixing card. If you don’t need mana fixing, it’s a pretty adequate wall. I have trouble imagining this over Vine Trellis or Kodama’s Reach, and I’d definitely run Sakura-Tribe Elder over it.



Skarrgan Pit-Skulk - G
Creature - Human Warrior (C)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature
comes into play with a +1/+1 counter on it.)
Creatures with power less than Skarrgan Pit-Skulk's power can't block it.
1/1
#96/165

The Pit-Skulk isn’t very exciting. Let’s pretend that it’s a 2/2 that you can’t play on the first turn. That means on the second turn you need this and another good one drop, plus a good one drop on the first turn. The list of really good aggressive one drops isn’t that long, but there are enough solid one drops that the Pit-Skulk could probably find a home in a deck like Stompy or G/R Aggro.



Wildsize - 2G
Instant (C)
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.
#98/165

Three mana is a lot in PEZ. There are enough creatureless or creature-light decks that Trample and the extra +1/+1 are not enough to make this better than Aggressive Urge.



Multicolor

Blind Hunter - 2WB
Creature - Bat (C)
Flying
Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
When Blind Hunter comes into play or the creature it haunts is put into a graveyard, target player loses 2 life and you gain 2 life.
2/2
Illus. Warren Mahy
#102/165

It’s a pretty big life swing, but for 2WB it better be. It makes sense in some sort of control deck that’s looking for blockers rather than removal, but outside of that it’s just too expensive.



Burning-Tree Bloodscale - 2RG
Creature - Viashino Berserker (C)
Bloodthirst 1
{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.
{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.
2/2
Illus. Kev Walker
#104/165

It’s just too small. With it’s mana-intensive abilities, it belongs in some sort of very controlling aggro-control deck. With it’s Bloodthirst, it’s calling for a more aggressive deck. In whole, it’s not that great in either.



Castigate - WB
Sorcery (C)
Target opponent reveals his or her hand. Choose a nonland card from it. Remove that card from the game.
#106/165

There’s just too much good discard to give Castigate a big role. You want Duress and Hymn first, and then it’s hard to justify Castigate over Ravenous Rats, Chittering Rats, Funeral Charm, or, say, Shrieking Grotesque.



Izzet Chronarch - 3UR
Creature - Human Wizard (C)
When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand.
He not only assures himself that the lighting will strike twice, but when and how it will.
2/2
Illus. Nick Percival
#119/165

I’m often tempted by Scrivner and Anarchist in decks that stock the Graveyard, but I’m put off by their high costs. Izzet Chronarch is even more expensive since it requires two colored mana, and I don’t think the option of switching from Anarchist to Scrivner as the situation calls for makes the card playable.



Leap of Flame - UR
Instant (C)
Replicate {U}{R} (When you play this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target creature gets +1/+0 and gains flying and first strike until end of turn.
#121/165

As a finisher, it’s pretty weak. How often will this be better than, say, Rolling Thunder.



Pillory of the Sleepless - 1WB
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block.
Enchanted creature has "At the beginning of your upkeep, you lose 1 life".
Which is worse - the sleep which never ends or that which never comes?
Illus. Mark Romanoski
#125/165

In a deck that can reliably produce WB, I’d run this over the cheaper Pacifism, but probably not over Rend Flesh, and running Pillory prevents you from running Diabolic Edict. I doubt that the 1 damage a turn will typically make up for this card’s shortcomings.



Scab-Clan Mauler - {R}{G}
Creature - Human Berserker (C)
Bloodthirst 2
Trample
They inflict pain to forget their own and break foes to feel whole.
1/1
Illus. Liam Sharp
#128/165

Without the Bloodthirst, the Mauler is awful. With the Bloodthirst, it’s great. I can definitely see this getting some play in RG Aggro.



Streetbreaker Wurm - 3RG
Creature - Wurm (C)
6/4
#133/165

I think this is the best choice in RG for Blastoderm 5-8, but let me know if you disagree.



Wee Dragonauts - 1UR
Creature - Faerie Wizard (C)
Flying
Whenever you play an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.
1/3
Illus. Greg Staples

It doesn’t take many cantrips to make Wee Dragonauts really, really rough on an opponent. Each burn spell you direct at a blocker also makes Wee Dragonauts more punishing. Reviewers for other formats haven’t been impressed with the Dragonauts, and it’s hard to use in PEZ against IsoBurn or MBC, since if you spend mana to pump the Dragonauts you can’t use that mana to protect it, but this strikes me as UR’s significantly worse (but common!) Psychatog. I don’t think the Dragonauts belong in every UR deck, but I think you can definitely build a deck around connecting with the Dragonauts for 7-11 damage a couple of times. Even Lightning Bolt to the dome looks good with the Dragonauts in play and unblocked.



Guild Mana

Mourning Thrull - 1{wb}
Creature - Thrull (C)
Flying
Whenever Mourning Thrull deals combat damage, you gain that much life.
1/1
#146/165

In what matchups would White Weenie or Mono Black want this? Probably against straight burn, where it deals 3 damage and gains 3 life, or at least gains 3 life (by trading with a Lightning Bolt that would otherwise have gone to the dome). I don’t think that’s worth it, and it seems worse in other matchups.



Petrahydrox - 3{ru}
Creature - Weird (C)
When Petrahydrox becomes the target of a spell or ability, return Petrahydrox to its owner's hand.
3/3
Illus. Anthony S. Waters
#148/165

For 4 mana, Petrahydrox needs to do better than be part of some weird combo.



Wild Cantor - {rg}
Creature - Human Druid (C)
Sacrifice Wild Cantor: Add one mana of any color to your mana pool.
They are the voice of the wild, crying out with nature's fury and bringing forth its primeval might.
1/1
Illus. Glenn Fabry
#149/165

It’s a lot to invest for one mana. I suppose it might be a little better than Llanowar Elves as a Bloodthirst enabler, since it can attack and generate a mana in the same turn, but only once. I think it’s a card to keep in mind, but I don’t think it belongs in very many places.



Artifacts

Gruul Signet - 2
Artifact (C)
{1}, {T}: Add {R}{G} to your mana pool.

Izzet Signet - 2
Artifact (C)
{1}, {T}: Add {U}{R} to your mana pool.
The Izzet signet is redesigned often, each time becoming closer to a vanity portrait of Niv-Mizzet.
Illus. Luca Zotini

Orzhov Signet - 2
Artifact (C)
{1}, {T}: Add {W}{B} to your mana pool.

The worst of these signets is probably Gruul, since you probably have other mana acceleration options and since you don’t want to invest two mana in something that doesn’t attack your opponent. Izzet Signet is probably best, since it fits so well into UR Scepter. Your opponent might target it with artifact destruction, but that just means your Scepter will be easier to protect. Orzhov Signet is hardest to judge, because the deck for it doesn’t yet exist (unless it belongs in W/b Life?) and it isn’t clear how controlling a W/B deck will be, how its mana curve will look, or whether it will run other artifacts that make the Signet more sensible.



Lands

Gruul Turf
Land (C)
Gruul Turf comes into play tapped.
When Gruul Turf comes into play, return a land you control to its owner's hand. {T}: Add {R}{G} to your mana pool.
Illus. John Avon

Izzet Boilerworks
Land (C)
Izzet Boilerworks comes into play tapped.
When Izzet Boilerworks comes into play, return a land you control to its owner's hand.
{T}: Add {U}{R} to your mana pool.
Illus. John Avon

Orzhov Basilica
Land (C)
Orzhov Basilica comes into play tapped.
When Orzhov Basilica comes into play, return a land you control to its owner's hand.
{T}: Add {W}{B} to your mana pool.
Illus. John Avon

The format is so fast that there aren’t many decks willing to trade the mana on turn two for the extra card and mana fixing that the Karoos provide. You also need to be somewhat Proactive with the Karoos, since otherwise you have to discard when you return a land to your hand. I wasn’t able to make Dimir Aqueduct work in ‘Tog, which seems like the deck most likely to want one of these lands, so I’m not very optimistic about Guildpact’s lands. If they do get used, I think the my comments regarding the Signets apply here. Izzet is most likely, Grull least likely, and without a more concrete decklist it’s hard to see what Orzhov’s role will be.



In summary:

Pretty much definitely see play in an already tier 1 deck:

Gigadrowse

Cremate


Likely to see play, or definitely good but in a deck that’s not quite as well established:

To Arms!

Tin Street Hooligan

Wee Dragonauts

Izzet Signet


Likely to see play, but unlikely to be a major player:

Shrieking Grotesque

Bloodscale Prowler

Skarrgan Pit Skulk

Scab-Clan Mauler

Streetbreaker Wurm

12 Comments:

Blogger Chris Morling said...

I've added a word verification whatsit to prevent comment spam.

Sorry for the inconvenience.

Chris

12:35 PM  
Blogger IdFTrotter said...

I think Terrarion is strictly worse than Chromatic Sphere and even worse than Barbed Sextant.

I play Chromatic in 8 decks, Barbed Sextant in 2, Terrarion in none.

All those 3 cards provide 1 or 2 colored mana and 1 card. In the early game, you want your mana right now, in the late game you want your card right now.

Chromatic Sphere : mana : now / card : now
Barbed Sextant : mana : now / card : later
Terrarion : mana : later / card : later

In Magic you never want to wait a turn if you can avoid it.

2:14 PM  
Anonymous Anonymous said...

swawagon:
Wild Cantor has already fit into my pet Chanel/Fireball deck for it's color fixing and fast mana, and attacking.

9:48 AM  
Blogger kanoyams said...

I totally agree that Wild Cantor is an excellent one-drop as color filtering or even as acceleration. I don't see how this isn't a must-have four-of within RG aggro decks.

It could also be a good pick in many red or green aggro decks splashing another color.

Gigadrowse: It looks utterly broken. Imprinted on an Isochron Scepter, Gigadrowse provides unstoppable disruption (if I read the rules right), if played on an opponent's upkeep step. It also locks down opponents' defense/offense.

Additionally, I think Chris is correct: Gigadrowse could utterly break ProsTides open - again.

As a sideboard card, I'm not sure what could stop or bypass it (not even MUC), besides Force of Will. A 'Tides player can simply, at the end of his opponent's third or fourth turn, Gigadrowse his opponent's lands and begin the combo run on his turn. There's really nothing that can be done to stop it as Gigadrowse can't really be countered, except with maybe a Hindering Touch (and Hindering Touch costs four to cast).

12:55 PM  
Blogger kanoyams said...

Sorry to double post. Wanted to make some quick comments and one correction: To Arms! had been listed as a common on Mtgsalvation.com, however, it was corrected five days ago. It's an uncommon.

Izzet Chronarch - 3UR
Creature - Human Wizard (C)
When Izzet Chronarch comes into play, return target instant or sorcery card from your graveyard to your hand.

It does less than half the things an Eternal Witness does. However, that's still enough to enable older EW combos.

High Tides/Snap and four lands equals infinite mana. Exhume/Chronarch/Ashnod's Altar/color filtering equals infint stacking (although that's a horrible combo). There's probably a lot of combos that we haven't even touched on yet. Still, 5 mana is pretty awful. If it were 3, I'd say it was great.

Skarrgan Pit-Skulk - G
Creature - Human Warrior (C)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature
comes into play with a +1/+1 counter on it.)
Creatures with power less than Skarrgan Pit-Skulk's power can't block it.

It should be a must-have in ten-land Stompy, as Stompy delivers combat damage each turn consistently. With pump, it has evasion.

Mourning Thrull - 1{wb}
Creature - Thrull (C)
Flying
Whenever Mourning Thrull deals combat damage, you gain that much life.
1/1

It's powerful enough to see play in both WW and Aggro Black. evasion/life gain combined with creature pump make this card a solid choice in Empyrial Armor/Unholy Strength decks. I swear by Cho-Manno's Blessing now, in WW, and if pumped, and Blessed, this card should wreck a lot of decks.

The most broken thing about it is that one need not include both colors in a deck - only one.

Wee Dragonauts - 1UR
Creature - Faerie Wizard (C)
Flying
Whenever you play an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.
1/3

'Tog strikes me as a good deck in other formats - and as a mid-tier deck in PEZ. Without Upheaval, 'Tog just doesn't present the threat it used to. In that vein, Dragonauts reminds me of 'Tog because it's a kill that benefits most from a deck structured around it, except it has evasion - and it's a common.

UNCOMMONS: Some uncommons I thought it good to mention.

Conjurer's Ban - WB - Sorcery
Name a card. Until your next turn, the named card can't be played.
Draw a card.

In a deck packing Duress, Ostracise and Mesmeric Fiend, this might see some use. It cantrips, it prevents 'Tides from comboing off, temporarily. Unfortunately, it's an uncommon. I thought it was worth mentioning.

Izzet Guildmage
Creature - Human Wizard U
2{U}: Copy target instant spell you control with converted mana cost 2 or less. You may choose new targets for the copy.
2{R}: Copy target sorcery spell you control with converted mana cost 2 or less. You may choose new targets for the copy.
2/2

Is this the new Isochron Scepter? Probably not, but it also copies sorceries. I can almost see this occupying the fifth uncommons slot in 'Tides. Almost.

3:29 PM  
Blogger Chris Morling said...

Gigadrowse:
Gigadrowse allows blue based combo decks to go off through counterspells, as long as the combo deck has about as much mana as the counterspell deck. On a Scepter it's good but not that great. It can deal with creatures or lands, but it's extremely mana intensive. The versatility (plus ability to force a Scepter through counters) is nice, but Vision Charm is much cheaper against mono colored decks and isn't reliant on having more mana than an opponent. It's not that Gigadrowse is unplayable outside of combo, but it's not that great.

Hindering Touch is not a good answer to Gigadrowse, since the Replicate copies of Gigadrowse don't affect the Storm count. Hindering Touch can counter two copies, but probably not more.

Izzet Chronarch:
As you said, Izzet Chronarch does half of what Eternal Witness does, which is still pretty great. Unfortunately, the cost is so high. The combos you describe work with Scrivner or Anarchist, and, while you could create a combo that requires the Chronarch, or run redundant combos, or run a deck with 4 x Scrivner and 4 x Chronarch, I'm pretty sure that's not going to be very effective.

If, as you said, the Chronarch cost 3, or even 4 mana, it might be worth it, or if it returned a Sorcery and an Instant, but as is, it's not good enough.

Izzet Guildmage:
I really like Izzet Guildmage, and I'm looking for a deck for it. My instinct is to put it in a deck with lots of infinite combos.

Izzet Guildmage + Lava Spike + Desperate Ritual is well known, I think. It requires 3RRR to kick off, then deals infinite damage.

Izzet Guildmage + Framed! + permanents by the same artist that produce X2U is a combo that yields infinite X (and takes 3UU to start). Most obviously, you can produce infinite mana, but you could also use, say, Prodigal Sorcerer for infinite damage.

Is this the best use for the Guildmage, or does it just belong in a deck that steadily gains advantage by copying a few spells?

Cheers,

Chris

11:11 AM  
Blogger kanoyams said...

Gah! I misread Gigadrowse. It puts copies into play, rather than playing them. I think.

Still, on a Scepter, it's like an Icy Manipulator on crack.

By the way, Train of Thought, in my opinion is one of the most important cards to be released in Ravnica block. It may not be a great card in most decks, but it enables infinite mana combos by allowing them to draw into win conditions on the combo turn.

This is actually a fairly large step for the PEZ format, because oftentimes, without the ability to translate infinite mana directly into a win condition, lots of infinite combos simply fizzle. Which is why there's not a single top (or even mid) tier infinite mana deck in the format.

I think, combined with the Transmute effect (particularly, Drift of Phantasms and Muddle the Mixture), we'll start to see infinite mana decks capable of taking on the top-tier emerge. Or perhaps, this is a tad optimistic of me?

2:02 PM  
Blogger Chris Morling said...

I'd have to see a decklist to become convinced that Train of Thought is any good. I'm not convinced that infinite mana combo decks would be good in the format if they just hand Braingeyser, and this is generally worse than Braingeyser.

Cheers,

Chris

7:13 PM  
Blogger kanoyams said...

My favorite conceptual infinite mana deck right now uses Freed From the Real/Pemmin's Aura with Ley Druid/Krosan Restorer. After generating mana, it attempts to tutor into Capsize (using Drift or Merchant Scroll) - and then it bounces opponents into the stone age.

It also uses a full set of Drift of Phantasms and Muddle the Mixture for massive tutorage. There's practically no card in the combo that can't be fetched with these cards.

I'm still on the fence about using High Tide or Fertile Ground or both - but I've encountered a lot of problems getting the deck's speed up.

The combo works like this: Freed From the Real on Ley Druid. High Tides or Fertile Ground (on island).

The utility of Train of Thought is that it cycles for 1U and it becomes a kill when combined with infinite mana. It's as you've said - a common Braingeyser.

6:55 PM  
Anonymous Anonymous said...

Train of Thought is growing on me. I have tested it in the precon decks and it really is powerful. It really pushes a late game. Nothing (short of Uncommon Skeletal Scrying) in PEZ can draw that many cards (if it has a lot of mana of course). Late game it can swing a game around. Not hard to draw 4-6 cards with it late game. No other common can do that. I realize control is not really that strong in PEZ but this could fit into like Tog maybe?

About Train of Thought in Combo in infintie combo, sure in theory. But infinte combo is not looking for a finisher/type card (this is one of the best, not finish just huge draw I guess) but that infinte combo it self is still too clunky in PEZ.

Replicate in general is really tough. Pyromatics is really tough, hard to counter and with enough mana can really wipe out a board.

Replicate has a couple things going for it:
1) A counter only stops one spell. Other counters are needed for each replicate spell.
2) The longer the game gets the more powerful it is, and the more powerful it is over any other spell comperable to it. Nothing can potentially draw as much as Train of Though can. Shatteing Spree (Uncommon) in a red deck mid-late game can peck off like 3-4 artifacts against Affinity, severly crippling it.
3) They are very flexible. In a fix for 1U Train of Thought early on can just replace itself. Or Pyromantics can just pop off one little weenie, but later the Pyromatics can whack a few creatures, and maybe have enogh for the dome too.

Of course Replicate spells are overcosted early, but shine later. It is probably the most powerful ability in the set and behind Dredge probably of the whole block, so far.

2:58 PM  
Blogger Chris Morling said...

I'm not convinced of the power of Replicate, with just a couple of exceptions. Yes, Shattering Spree is fantastic, possibly the best choice for an uncommon Red Affinity hoser, although a case can still certainly be made for Gorilla Shaman. Gigadrowse is also fantastic.

Beyond those two cards, though, I'm not seeing it. Train of Thought, for example, is overcosted early and then overcosted late. Yes, it's flexible, but I'm not convinced that flexibility is enough. Accumulated Knowledge functions very similarly, cycling early or drawing multiple cards later, and it does it at Instant speed. Pyromatics is almost strictly worse than Rolling Thunder except for being harder to counter.

All the Red X spells are flexible. Most of them are less overcosted than the Replicate spells. Despite this, people still choose Lightning Bolt and Incinerate over Fireball and Disintegrate. Generally, power trumps flexability, and the Replicate spells -- excluding Shattering Spree and Gigadrowse -- are underpowered at any cost.

12:51 PM  
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11:24 AM  

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