Thursday, August 27, 2015

Judge's Den Break and Sale Announcement


I'm sure you are all looking forward to Battle for Zendikar as much as we are here at Wizardden.com. With spoilers coming out, Judge's Den is on hiatus so we can shift our focus to Battle for Zendikar. Though I do have one spoiler for you today, that is not the main announcement. Summer's End Singles Sale is starting tomorrow.

15% off all singles this weekend only. That's Friday the 28th through Sunday the 30th. We know many of you are going back to school or have work picking up as the season draws to an end, but we want to ensure you can keep playing. Take advantage of this sale to get what you need for the next month and the rest of Fall.

Guardian of Tazeem. That is the spoiler from BFZ. With the Magic the Gathering Worlds tournament going on as I am writing this we were recently treated to this fun sphinx. The rep from this set's design team alluded to more instances of this land-type-matters version of landfall that I am super excited about. Without further ado Guardian of Tazeem.

Monday, August 24, 2015

Magic Origins Draft #2


Hey everyone! Josh here bringing you yet another Magic Origins draft. I had initially anticipated bringing you the Magic Origins Limited Championships, but... Well here's the pool, I'll let you judge what happened and why we won't be watching that today.


After seeing this I realized there were probably far too many profanities to actually show this to you as the pool was atrocious. I had to tell myself that MTGO can only get me down in things I can't control, I.E, a sealed pool. So, without further introduction, Magic Origins Draft #2!!



Round 1


Round 2


Round 3


I'm hopeful some of the more creative plays that can be found in Round 3, especially, are helpful to you and your future drafts. This set is so powerful and interactive it feels as though we are far from any of the core sets of the past. I'm a huge fan of Origins and hope to bring you at least one more draft before the release of Battle for Zendikar. Thanks for watching!!

Happy Battles,
Josh Kreiter

Wednesday, August 19, 2015

The Biggest Change Needed to MTGO Play Points

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Hey everyone! Josh here with wizardden.com here to talk about the hot topic of MTGO and the new Play Point system. I, like many of you, grind often on MTGO and the new Play Point system is a radical change that has caused several of my friends and acquaintances to jump ship which happened, in my opinion, a bit prematurely. I don't want to dabble too much into the EV and numbers game though I will touch briefly on it as the numbers will tie to my main point. Their concern, of course, is why should I continue to play on a client where I am rewarded with points that are essentially worthless? Well, if the changes I'll be discussing are implemented, which I think they will be in the near future, the Play Point system could be a great thing for Magic Online.

I must admit I'm not sure if this was the actual beginning of a beautiful thing or not but it is the first time I directly encountered it.

The day was August 6, 2014. I crammed into my father's Suburban along with my teammates Tim Zaleski and Brian Young and the star studded team of Daniel Gardener, Christian Calcano and Miguel Gatica on our way to Portland to play some team sealed. Aside from the excitement of putting a ton of practice in to the format I was excited to see the unveiling of the new Prize wall system. I always enjoy playing side event drafts at these events (as limited is by far my best format) but would occasionally feel down on the fact that all I am doing is bringing home a box or two of whatever the most recent set was. That all changed here, Prize Points were the hot new thing and they were definitely awesome. Being able to change my successes into something that was actually relevant to me was a pretty cool thing and something I know a lot of other players welcomed with open arms. This is something I wish we could get excited about with MTGO.

prize wall

I propose a "Prize Wall" for MTGO based on the new Play Points. The concern, of course, is how to put a price on items that will constantly have a fluctuating price via the ticket system. This is true, but with the implementation of the play point system it would cut in half the amount of fluctuation that occurs with these items as tickets are only one way to go about the purchase of this item meaning they will have a more consistent price overall. Under several other examples a Play Point is around 1/10 the value of the current ticket. So let's take for example a Black Lotus which is around 90 tickets currently, but to be generous, we'll call it 100 for this example. Setting up a Prize Wall where 1000 Play Points gets you a Black Lotus, 40 Play Points gets you a booster of any standard set and some other fun goodies like fetches and whatnot seems like a pretty good system. If there is a legitimate concern for the fluctuation in price of some of these items they could easily be updated during downtime (as long as it doesn't take an additional five hours like the change to this system did).

I'd like to briefly touch on the numbers game of this and why this would be beneficial to the community as a whole. Looking at 8-man events which currently have the lowest entry to highest EV we can find looking at 100 sample events with a 66% win percentage that we are up nearly 400 Play Points by the end of the ordeal. This is all well and good for going infinite on play with earning around 60 packs to poorly promote the growth of our decks. What happens when we decide to jump ship on MTGO and go to cash out? We are left with an excess of play points that will rot in our account until Wizards deletes it from the servers. Implementing a Prize Wall gives players the chance to turn their collection into a tangible item when it comes time to give it up.

I truly hope we will see this change occur in the near future and would love to hear if you feel the same. If you do, pass feedback along to Wizards. They can't read every piece of content that is out there and won't know this is something we want unless the players let them know. I apologize I never was able to post Mono Black Devotion videos, I still haven't had a chance to pick up a microphone to patch up the audio and would like to get this before I bring you more video content, hopefully before the Magic Origins Limited Championships on Saturday. Thanks for the read!

Happy Battles,

Josh Kreiter

Thursday, August 13, 2015

Judge's Den: Scry Rule Update

Lots of players at Wizardden.com have been asking if the new mulligan/scry rule is in effect. The short answer is no. Your next question is when then, right? Officially all I can say now is not yet. With all my official statements out of the way, I'll share my thoughts on the whole situation.

Wizards always implements major rule changes with the release of a new set. While it appears they have not yet decided for sure, Wizards of the Coast is looking closely at the public reaction from the Pro Tour test run in Vancouver. It would appear so far that the public is liking it. I fully believe with the release of Battle for Zendikar we will be seeing an official announcement that this mulligan rule is here to stay. This has been in the works for some time now, R&D wanted to reduce the number of games that end just because some one mulliganed and this has been the best solution yet.

We did a test run here at Wizardden.com's Thursday night standard a few weeks before the Pro Tour. Despite plenty of early opposition the players seem to have come around on the rule locally and all over the internet. The strongest opposition I have seen has come from the Legacy players. They are worried about the already powerful combo decks and Delver decks gaining too much from being able to trade a card in their hand for a free scry. While these arguments do have merit, the potential advantage will rarely be better than another card in your hand when playing such a powerhouse format. It seems to me though as Modern grows Wizards is caring less and less about Legacy and Vintage and with that player's opinions on those formats. I would say it is very safe to bet we will be scrying a fair amount this fall. Thank you as always for reading this week's Judge's Den.

Tuesday, August 11, 2015

The Great Aurora is the Real Deal


Game Day at the WizardDen.com was approaching, and I was undecided as to what I wanted to play. Although I had piloted an updated version of Atarka red with Abbot of Keral Keep for the first flight, I wasn’t liking the idea of playing the mirror match over and over again after the results of Pro Tour Magic Origins showcased multiple mono red and UR Ensoul aggro decks. Either I would win or I would lose, but I would not be playing much Magic the Gathering. Win or lose I just wanted to play some magic.


While considering the above, I had also been borderline dared to brew a deck based on the new Magic Origins mythic, The Great Aurora. I love a good, wacky brew, and I’m known for giving these sorts of ideas a good brew before I dismiss them. Playing Scapeshift in Modern made me initially try to think of a way to combo kill my opponent with Aurora, but Standard is currently lacking in any sort of land-based kill condition. The only land that really had any sort of relevant and abusable ETB effect was radiant fountain. Sure, there’s scrylands that would be able to offer virtual card advantage in a post-aurora scenario, but if we’re able to spend 9 mana in standard and not have already lost the game, I don’t think getting a couple of scry triggers out of the deal would be worth it. But if our game plan is to live long enough that we can cast The Great Aurora with more cards than our opponent, resetting the nonland permanents (AKA things that kill us) and giving us a favorable position with a lot of lifegain triggers, wouldn’t that be the dream against aggro? I think it would.
Now that I was rolling with the idea of brewing “The Great Aurora”, with an emphasis on beating the aggro meta, I knew what problems I was trying to face. This is the first iteration of the list.


Deck: Aurora of Karametra


Creature (6)


Planeswalker (2)


Other Spells (27)


Land (26)
4x Forest
4x Island
4x Plains


Sideboard (15)
1x Negate


If you look at the list, you’ll probably notice it has very obviously defined game plan for each stage of the game. The early game plan is simple, you need to stall. Embodiment of Spring is the most on-plan card in the deck. Not only does it advance our game plan of ramping up to 9 mana, but it offers a roadblock in the early game. There’s a lot of commonly played early drops that Embodiment can block. Some examples are Zurgo Bellstriker, Firedrinker Satyr, Kytheon, Soulfire Grand Master, elvish mystic, Nissa Vastwood Seer, tokens, etc. Since you’re often leaving up early turn 2-4 mana up, you can still build-your-own-fog by blocking a creature and sacrificing it in response. Arashin cleric is a little less subtle, but it gets the job done. Arashin cleric gains us much needed life while we accelerate into the Aurora, and it blocks early drops just as well. Both of these cards also dodge one of the scariest red aggro tech cards being played in Searing Blood.


The midgame plan is also linear. We play the full four copies of End Hostilities, which plays much nicer in our deck than the normal control deck as we are often able to play this card on turn four if we need to. Clash of Wills, Dig Through Time and Ojutai’s Command all allow us to interact with our opponent while we dig for Aurora, and explosive vegetation helps us find the mana to cast it.


The overarching game plan of the deck is a little more tricky than just living through the early turns. We need to keep the number of permanents our opponents control in check while advancing ours. Cards like Dig Through Time, Explosive Vegetation and Ojutai’s command help us create value scenarios where we get up on our opponents on cards. Countering creatures with command and wrathing their board with End Hostilities also puts permanents in their graveyard, which don’t count towards the Aurora. These little advantages are critical towards setting up a scenario where casting The Great Aurora gets us ahead.
How you cast The Great Aurora will make or break the game. Ideally at the end of their turn you can flash in a Dictate of Karametra to take full advantage of the Aurora when you cast it. Floating mana through the resolution, or pouring it into a Secure the Wastes to flood the board with permanents will make the Aurora work in your favor in a much more explosive way than in the grindy fashion mentioned earlier. Every mana you put into a Secure the Wastes will add to your permanent count and increase your advantage over your opponent.


The easiest way to take advantage of a resolved Aurora is to cast it while floating a large amount of mana with the Dictate before you do it. Between mana floating after resolution and all your lands reentering the battlefield, you should be able to assemble a board presence before your opponent can recover, whether it be with Elspeth, Ugin, or a Secure the Wastes. Getting back your radiant fountains and scrylands will allow you to generate tangible space to work with while your opponent attempts to rebuild. The game usually comes to an end at the hands of either a planeswalker, or an absurdly large Secure the Wastes. In most games Learn From the Past becomes necessary to get your win conditions back since you often have to use them in your setup for the Auroras.
The sideboard is still a work in progress. I know that I need cheap counterspells to force my spells through in any game where I’m playing against islands. A second Learn From the Past creates a loop in longer games and lets you trip up Den Protectors and their pet Deathmist Raptors. If you don’t want to go for the longer game, Gaea’s Revenge and Kiora speed up the clock and allow for surprise blowouts, as your opponents will often board out all of their spot removal (with the exception of sometimes downfall for Elspeth) for any card that helps speed up their clock. As for mainboard changes, I know I need to add one more land, probably a scry land, and I will be replacing a Dig with a Jace’s Ingenuity.


I had a ton of fun running the deck at Game Day. It’s very silly on the surface even though there’s a lot of play to it. Everyone wanted to watch games and take a look through the list. I was undefeated heading into the final found of the swiss, and drew into the top eight. Unfortunately I was unable to make it past quarterfinals, where I had hit the bad end of variance and missed too many land drops. My win percentage was much higher than I had anticipated with such a silly deck.


There’s more testing to do before I can tell if the deck is truly worth investing time into, but if you enjoy taking standard to it’s limits and casting ridiculously large spells that are usually reserved for games of commander, then I think this deck is worth checking out. I hope you’ll join me as I continue working on the deck these coming weeks. This has been Ariel with Wizardden.com, and I hope you’ve enjoyed another of my crazy ideas.


Updated Aurora of Karametra:


Creature (6)


Planeswalker (2)


Other Spells (27)


Land (26)
4x Forest
4x Island
4x Plains


Sideboard (15)
3x Negate
1x Ugin, The Spirit Dragon

Thursday, August 6, 2015

Judge's Deck: Replacement Effects

Ariel at Wizardden.com bringing something new today. Many judges enjoy using their rules knowledge to the fullest when deck building and Judge's Deck is a series on just that. This wont be a regular weekly series, but from time to time I'll give you a glimpse into my deck building shenanigans. Today we look at how to abuse the interactions of multiple replacement effects, specifically prevention effects.

616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).
This is the specific rule we will be abusing today. Deflecting Palm and Dictate of the Twin Gods both create replacement effects, but when they come together things get real interesting. If you look closely at the rule above you might notice what we are doing. Lets say your opponent fires off an Exquisite Firecraft at your face and you Deflecting Palm it back at them. They take 4 damage plain and simple.  Same situation, this time with Dictate of the Twin Gods in play. You have 4 damage coming at you and as the recipient you get to choose which effect happens first, double damage or prevent the damage. Both will happen but you get to choose the order. If you choose to double if first that means you prevent 8 damage and shoot it back at them, when it hits them it will hit for double again. That's right we just took 4 damage and through it back at them for 16 damage.

Now how do we make a deck out of this? Obviously we are playing red and white, but there is room for another color. Blue has always been my go to, and it gives us Keranos. I also can't pass up the Soulfire Grand Master interaction with Deflecting Palm and Anger of the Gods for that matter.
Land (26)
2x Battlefield Forge
3x Flooded Strand
2x Island
2x Mountain
4x Mystic Monastery
2x Plains
2x Shivan Reef
1x Swiftwater Cliffs
4x Temple of Enlightenment
4x Temple of Epiphany

Creature (5)
1x Keranos, God of Storms
4x Soulfire Grand Master

Other Spells (29)
4x Anger of the Gods
2x Day's Undoing
3x Deflecting Palm
3x Dictate of the Twin Gods
4x Dig Through Time
2x Dissolve
4x End Hostilities
2x Exquisite Firecraft
3x Searing Blood

I'm sure this list could still use a fair amount of tuning, but it is a great starting place. The idea is pretty simple, sit back and control the board until you can safely set up the combo. A couple Day's Undoing let you go even longer and give your opponent something to throw back in their face. There are some other cute interactions sprinkled in as well. Anger with Dictate will take out most anything in the format permanently. Orbs will prevent some damage and keep you from just being burnt out with a surprise Crater's Claws. You can choose to not prevent damage with the Orbs when you have Deflecting Palm just by choosing what order to apply the replacement effects.

I'll leave tweaking and sideboarding to you if you'd like to pick this up. There will be more of my crazy ideas here on Wizardden.com in the future. Thank you for reading the first edition of Judge's Deck.

Tuesday, August 4, 2015

R/G Tron Takes Down Local PPTQ

 Ariel has taken over Tuesdays at Wizardden.com and I am kicking this off right with a tournament report on Auston Robertson's path to victory piloting Red Green Tron. This past weekend Tap Cut Games hosted a Preliminary Pro Tour Qualifier which I had the honor of judging. It was a relatively small event with many of our regular modern players unable to make it for various reasons. Auston and Rogue T3ch member Will Lotz were the only ones able to represent Wizardden.com. I was impressed by the diverse meta with skill players who have learned and tuned there decks with great care. Here was his list.

Creatures (6)
1 Emrakul, the Aeons Torn
2 Spellskite
3 Wurmcoil Engine

Planeswalkers (5)
4 Karn Liberated
1 Ugin, the Spirit Dragon

Other Spells (29)
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
2 Explore
4 Oblivion Stone
3 Pyroclasm
4 Sylvan Scrying

Land (20)
1 Eye of Ugin
1 Forest
1 Ghost Quarter
4 Grove of the Burnwillows
1 Llanowar Wastes
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard (15)
2 Back to Nature
2 Boil
1 Crucible of Worlds
3 Nature's Claim
2 Slaughter Games
1 Spellskite
2 Sudden Shock
1 Sundering Titan
1 Ugin, the Spirit Dragon
Auston started off this event with a match up against a Zoo deck featuring Knight of the Reliquary. Unfortunately for his opponent, creature based strategies tend to crumble to R/G Tron. Three mainboard Pyroclasm, four Oblivion Stone, and most everything else in the deck favors him in these matches. Game one turn two Pyroclasm wiped up all the small creatures, and a turn three tron setting up a Stone tied up his opponent's ability to win. An Ugin killing the last threat finished up the first game.

Sideboard: -1 Karn, -1 Explore, +1 Ugin, +1 Sundering Titan
Ugin is better than Karn at dealing with multiple threats and closing the game. The Titan also closes the game so he removes Explore since it is mostly a filler anyways.

Game two a turn three Blood Moon locked up the game real quick, but as it often does it shut down both players. The now smaller Wild Nactl were not enough to kill Auston. An Oblivion Stone cleared up the board and opened the door for a tag team of Ugin and Karn to close out the game.

Round two was a bit harder. His opponent was piloting the ever dangerous Splinter Twin combo. Fortunately mainboard Spellskites and smart play with Oblivion Stones can mitigate this threat. Sure enough turn two Kite and turn three tron allowing for Stone and a fate counter on the Kite left his opponent no real way to win before Emrakul finally came down.

Sideboard: -3 Pyroclasm, - 2 Explore,-1 Ugin, +1 Nature's Claim, + 2 Boil, +2 Slaughter Games, +1 Spellskite
Ugin and Pyroclasm don't hit much of anything that matters and the Explore allow for the more relevant cards to come in. Boil will beat the Blood Moon play everytime since they will tap out for the Moon as soon as possible. Slaughter Games removes the threat of combo and the Kite helps slow them down enough to establish a winning board.

Game two went much like game one with a board stall into Emrakul for the win. Turn three Blood Moon did slow things down but the opponent did not have the combo before Auston had the Oblivion Stone ready.

Round three Will Lotz sat across from him with the ever threatening Boggles. Thanks to a Grove of the Burnwillows a turn two and three Pyroclasm kept Will from establishing a board state. A follow up assembling of Tron, Spellskite, and next turn Ugin rolling down cinched up the win.

Sideboard: -4 Karn Liberated, -2 Explore, -1 Oblivion Stone, +1 Spellskite, +1 Ugin, +3 Nature's Claim, +2 Back to Nature
Karn can't target much that matters, Stone is slow, and Explore consumes colored mana better spent on Nature's Claim, and Back to Nature. Boggles also can not beat a resolved Ugin.

Turn two Back to Nature and a Ugin on turn four took it down.

Round four Auston was completely undefeated allowing him to draw and get top seed. This was incredibly lucky since Infect is an incredibly poor match up between it's speed and Inkmoth Nexus being a land allowing it to dodge most of Trons removal. Had he had to sideboard this was his plan: -1 Emrakul, -2 Explore, -1 Karn, -1 Sylvan Scrying, -1 Stone, +2 Nature's Claim, +2 Sudden Shock, +1 Ugin, +1 Spellskite. The basic plan is to take out the slower plays and replace them ways to stay alive long enough to actually cast a threat.

The quarter finals kicked off with a match against Borosmancer Burn, a burn list featuring Young Pyromancer and Boros burn spells. Game one a Pyroclasm on turn three swept away a Pyromancer and a Swiftspear. Turn three Karn followed next turn by a Wurmcoil Engine.

Sideboard: -1 Explore, +1 Ugin
This matchup was already favored so an extra Ugin was the only change needed.

Game two was very similar, early Pyroclasm with a turn four Ugin to keep the board clear bought time for Emrakul to come down.

The semifinals pit Will Lotz against Auston all over again. Game one Will came out swinging but a Kite slowed it down a bit. Long enough for a turn four Ugin to remove any chance of victory for the boggles.

Sideboard: -4 Karn, -2 Explore, +1 Spellskite, +1 Ugin, +2 Nature's Claim, +2 Back to Nature
Remembering that his opponent has Suppression Field this time Auston brought one less Nature's Claim. He did this because trying to pop a Sphere or Star gets to expensive to commit a turn and card just to hitting the Field. Stone is more reliable under these circumstances thanks to tron lands.

Game two Auston kept a risky hand with: 2 Spellskite, 2 Nature's Claim, 1 Back to Nature, 1 Chromatic Star, and 1 Urza Land. He kept this only because it had the tools he needed and only required a single land draw. He got locked up on two Urza lands and an Eye of Ugin. The Star got burned on a Back to Nature which stemmed the bleeding at 8 life. At this point Auston was presented with choice; play a Map and a Sphere or play a Spellskite. He chose the Map play and Will slammed a Rancor and Daybreak onto the surviving Gladecover Scout, this was too much to deal with and Auston lost his first game of the day.

Game three kicked off with a Nature's Claim to slow down the Boggle onslaught. Turn three Auston had a Back to Nature and Expedition Map ready and was able to get the last piece of Tron. A turn four Ugin crushed the game.

The finals came down to Tron verses Grixis Twin. Game one Auston got turn three tron which allowed him to force a Spellskite through a remand and keep the Twin from going off. Karn ate a counter the next turn. His next Karn ate a Remand, but now a Stone was free to land and buy time for Eye of Ugin to find Emrakul.

Sideboard: -3 Pyroclasm, - 2 Explore,- Ugin, +1 Nature's Claim, + 2 Boil, +2 Slaughter Games, +1 Spellskite
Same plan as before.

Game two a turn two Kite and a turn three Stone stared down a Blood Moon. That Moon stalled both players long enough for Auston to fire off the Stone and Slaughter Games choosing Splinter Twin. A quick loot let the Twin player ditch the copy in his hand but that didn't fix the problem that he had too few ways to win. Eventually Emrakul took it down yet again.
This deck is extremely powerful in an unknown meta. It is easy to pick up and play but hard to master to the degree that Auston has. He shared a few bits of advise for those wanting to pick up Tron. Try to keep two land hands, in very few cases you can keep a one land hand. Karn Liberated always rolls up unless you will die without rolling down. Ugin rolls whichever way will remove all threats. When dealing with counter spells use your Wurmcoils as bait so your walkers and Stones can get through. Auston's biggest piece of advice is play your Stones wisely. Using your life as a resource lets you get the maximum value out of your Stones and mana. Lastly always use your last land search on an Eye of Ugin so that you can get a way to close the game out. I would like to thank Auston Robertson for giving Wizardden.com an inside look on this powerhouse in the format. Join us next Tuesday for another breakdown on a deck, this time one very special to me.