Showing posts with label Magic: The Gathering. Show all posts
Showing posts with label Magic: The Gathering. Show all posts

Top 10 Spot Removal Cards in Commander



Continuing the "Top Ten" list theme from my previous post, I've decided to explore spot removal in multi-player commander and attempt to put together a best of list for cards that fall into this category.   As before this top ten is for cards otherwise in a vacuum and doesn't take into account potential synergies that might benefit specific decks.  The goal is to create a short list of spells that can fit into almost any deck and be effective, provided they fall into the Commander's color identity.

10) Return to Dust

     Does a very nice job of nuking one or two or your opponents best artifacts or enchantments and making sure they never come back.   The cost is a bit steep, but you can pinpoint remove exactly what you don't want on the table, and flexibly use this during a main phase or an end step depending on what is necessary.   With apologies to Hull Breach, this one has an edge because although it costs more mana, the color requirement is easier to achieve and the targets are exiled instead of destroyed.

9) Decimate
   
    This is one of those borderline cards that I debated on whether it's really "spot" removal and rather falls into the mass removal category.  I stuck with the former term since it does target and only removes one of each category.   This spell is a bit clunky in that it "must" have 4 valid targets to actually cast and also has an obtuse casting cost and color requirements.   Despite all this in multi-player the 4 valid target dependency is easy to satisfy, which makes this sorcery an absolute monster.  Demolishing a Maze of Ith, Future Sight, Consecrated Sphinx and Sword of Light and Shadow for 4 mana is outstanding.  

8) Capsize

     I have a hard time not putting this at the top of my list for every blue deck I create.  It is incredibly versatile and once you ramp up fast enough becomes a recurring disaster for your opponents.   The cost is steep, but even then it can be cast for only three mana in a dire emergency.    Blue doesn't have many quality removal options and boomerang is pretty good.  In a format where mana is often plentiful capsize tops out at amazing.

7) Swords to Plowshares

    Sometimes you just have to appreciate the originals.   Plow has been exiling problem creatures since the 20th century and it still stands up just fine in Commander.   It's cheap and efficient, it is an instant, and the drawback is negligible, especially in a format where starting life totals are doubled.   If there is one downside to the plow is that it specifically targets creatures, but creatures are pretty common, so it's not going to sit in your hand unused for long.

6) Beast Within

    Pretty amazing unrestricted permanent removal in a color which usually doesn't have such options.  It's one of the few cards in green that can deal with creatures and it does it at instant speed for only three mana.   It also deals with artifacts, enchantments, lands and planeswalkers and in a pinch is an amusing combat trick when your forest transforms into a beast to eat an incoming attacker.  Yeah it leaves a token lying around, but when you're playing in a format with giant dragons and menacing Eldrazi, giving your enemies a 3/3 beast seems like a suitable trade off.

5) Bant Charm

     This card is incredibly under-rated and does a wide array of things in a format where versatility is king.   Demolish an artifact, tuck a general away into an opponent's deck, or counter an instant spell.   It's pretty amazing for only 3 mana.  The drawback is that you have to be playing Bant colors, so it's not applicable to a lot of decks, but if you are in this color combination and you're not playing this card you're simply doing it wrong.

4) Oblation

     This card isn't really a secret any longer since it was published in the commander pre-con decks, but it was under-appreciated during Onslaught's legality in standard and now is a top choice in most commander decks running white.    As a common refrain:  It is versatile.  It removes just about anything, including problematic planeswalkers and tucks the target away, allowing you to avoid recursion tricks or a general you simply don't want to come back.  In a multi-player format the 2 extra cards you give an opponent stings less.  In an emergency feel free to tuck away your Sol Ring when it's no longer exciting and simply draw two yourself.


3) Maelstrom Pulse

    The second clause on this card is less interesting in a singleton format, but it still can pay dividends against multiple opponents running the same problematic permanent.  It's also gratifying using it to nuke an army of saproling tokens without harming your own permanents.   The only drawback is that it can't touch lands, and that it requires an odd color combination to play.  If you have forests and swamps in your deck though, it's usually an auto-include.

2) Chaos Warp

    Another permanent removal tool that scores big in the versatility department.  It's also one of the few red cards that can actually deal with enchantments which makes it highly valuable in mono-red, Rakdos, and even Izzet or Grixis decks.     The drawback is likely to only hurt you at worst 30% of the time.   Often you're giving your opponent a land instead of the threat you wasted.   Tucks generals as well.   Just like Oblation, feel free to use this on your own card that's about to die anyway and hope for something useful.

1) Vindicate

     This card is at the top of the list because it has absolutely zero drawbacks.  If you're playing the colors it's hands down the best spot removal option in Commander, creature or otherwise.   It kills anything you need it to, including lands, and your opponent gets nothing in return.   It is unfortunately a sorcery, but for three mana it's hard to complain about this kind of efficiency.

Apologies to: Oblivion Ring, Condemn, Dreadbore, Hull Breach


Top 10 Counterspells in Commander




     I thought I'd put together a "top cards" commander series based on my experiences with my weekly playgroup.   We've put some thought into this, and time and again when I'm playing blue I tend to reach for the same counterspells over and over.   This list is a bi-product of those deck creation sessions.  Note most of my decks in the blue color identity don't contain all of these, because I often simply don't have the room, and this list doesn't include some situational counterspells that might be amazing in a specific deck but generally are unplayable in most others.  If I'm making a blue deck, these are always considered in the permission slot, and usually in the order I have listed.


10) Desertion

Not only can you counter a spell but you get to steal a powerful permanent. I pity the player who has their Mindslaver stolen in this fashion. More importantly, this card allows you to steal enemy generals, keeping them out of your opponent's control and also out of the commander zone. If this card cost less colorless mana, it would probably be at the top of the list.

9) Forbid

One of the challenges in Commander is being able to deal with a large number of threats in a multiplayer environment, this is compounded when playing a permission battle. Forbid allows you to cheat this by countering multiple threats with the same card. The cost is steep, but in decks that like to jettison things into their graveyard anyway, this card is a natural choice, particularly when you have a reanimate in your hand. At worst this card is a cancel with options, which is a heck of a lot better than cancel.

8) Muddle the Mixture

At face value this is a crummier version of vanilla counterspell, but it can counter powerful game breaking effects like Wrath of God, Armageddon or Insurrection for two blue mana while also serving as a tutor when the time is right. Tutoring up Lightining Greaves or Scroll Rack in a deck full of islands is nice. A fabricate that can backup as a counterspell should be appreciated. It can't counter creatures, which is notable, but doesn't make it not worth strong consideration in your blue deck.

7) Force of Will

The only real drawback to the Force is that using it to its potential costs you a card in a meta-game where tempo is often less vital than card advantage. It's also notable the card you pitch must be blue making it harder to take advantage of the more colors you have in your deck. Force is the best permission card in Legacy, but in Commander it has to settle for being just really good.

6) Pact of Negation

A potent spell that allows you to push through that game winning combo or back-breaking Time Stretch certainly deserves to be on this list. The only problem with the pact is it lacks viability early in the game, unless of course you plan on never relinquishing your turn to begin with.

5) Voidslime

Our lone multi-color counterspell on this list, it offers choices at a reasonable cost which pushes it into the top tier. It not only stops problem spells from resolving, but it also can serve as a stifle when needed.  Voidslime stops un-fun cards like Tormod's Crypt, Bojuka Bog, Sun Titan or Eldrazi annihilator triggers from fulfilling their potential.

4) Cryptic Command

The Swiss Army Knife of counterspells. Versatility is crucial in commander and this card offers plenty of choices. It is a Dismiss, Boomerang and Sleep all bundled into a single card. It's prohibitive cmc of 4 and triple blue casting requirement cost makes it difficult to play in 3+ color decks, and prevents it from being higher on the list.

3) Spell Crumple

WOTC was prescient enough to understand that tuck is one of the most devastating effects in Commander, so they included this card in the Commander Pre-Constructed decks. It doesn't disappoint and for only 3 mana and the ability to banish any commander or spell into an opponent's deck, this is one of the most powerful counterspells in the format.

2) Hinder

A Spell Crumple with some negligible options. It offers a memory lapse effect if desired and more importantly, unlike spell crumple, goes to your graveyard instead of your deck, making it slightly easier to retrieve with stuff like Call to Mind.

1) Mana Drain

This is premium spell for commander, both in power level and price.  It's inexpensive to cast and can swing a game in your favor dramatically with the mana boost.  Follow this up with a timely Rite of Replication or Time Stretch and crush everyone else at the table.


Apologies to:  Counterspell, Spelljack, Foil

Commander: Wort, Boggart Auntie


My most recent playgroup really enjoys playing Commander so I've been putting my constructed focus into that lately. I purchased the pre-constructed decks and have tinkered with them a bit. But rather and just build from those, I really wanted to try something with a bit more style. It doesn't hurt to have a closet full of old cards to keep costs down. I read over some of the forums on various blogs and liked the idea of a Wort, Boggart Auntie deck with an army of goblins. I was a fan of Goblin Bidding and Gob-Vantage back in the day. A Commander goblin deck re-hashes those themes and allows for some powerful vintage cards to boot. A weekend poring over old cards and some singles orders yielded a pretty solid deck that is a lot of fun to play.

Here is the current version:

General (1)

Wort, Boggart Auntie

Creatures (35)

Skirk Prospector
Goblin Welder
Goblin Chirurgeon
Skirk Drill Sergeant
Goblin Tinkerer
Goblin Piledriver
Mogg War Marshal
Goblin Recruiter
Stingscourger
Sparksmith
Weirding Shaman
Frogtosser Banneret
Mogg Maniac
Goblin Warchief
Mad Auntie
Goblin Ruinblaster
Goblin Sharpshooter
Goblin King
Gempalm Incinerator
Sensation Gorger
Taurean Mauler
Goblin Matron
Goblin Chieftain
Tuktuk Scrapper
Goblin Wizard
Moggcatcher
Goblin Ringleader
Squeaking Pie Grubfellows
Lightning Crafter
Skirk Fire Marshal
Siege-Gang Commander
Goblin Assassin
Earwig Squad
Kiki-Jiki, Mirror Breaker
Goblin Marshal


Equipment (2)

Skullclamp
Basilisk Collar

Non Equipment Artifacts (9)

Tormod's Crypt
Aether Vial
Sol Ring
Expedition Map
Mind Stone
Rakdos Signet
Oblivion Stone
Nevinyrral's Disk
Coat of Arms

Tutors (4)

Gamble
Vampiric Tutor
Diabolic Intent
Demonic Tutor

Enchantments (6)

Goblin Bombardment
Boggart Shenanigans
Dralnu's Crusade
Shared Animosity
Phyrexian Arena
Chaosphere

Other Sorceries and Instants (9)

Tarfire
Nameless Inversion
Terminate
Wheel of Fortune
Ambition's Cost
Syphon Mind
Damnation
Living Death
Patriarch's Bidding

Land (34)

Maze of Ith
Wooded Foothills
Arid Mesa
Scalding Tarn
Bloodstained Mire
Blackcleave Cliffs
Blood Crypt
Rakdos Carnarium
Lavaclaw Reaches
Dragonskull Summit
Badlands
Molten Slagheap
Auntie's Hovel
Graven Cairns
Sulfurous Springs
Shadowblood Ridge
Volrath's Stronghold
Mutavault
Ancient Tomb
Vesuva
Strip Mine
Goblin Burrows
Bojuka Bog
Vault of Whispers
Urborg, Tomb of Yawgmoth
Barren Moor
Swamp
Shinka, The Bloodsoaked Keep
Great Furnace
Forgotten Cave


It took me a while to cull my goblin collection to get to the right creatures for this deck, especially in a multi-player environment. Staples like Goblin Lackey or Mogg Fanatic were initially in earlier versions of the deck, but eventually replaced my Mogg's with a bit more staying power or utility. All of the gobbos in this deck either focus on card advantage or making other goblins more mana efficient or more powerful.

I chose a variety of utility spells to help achieve constant hand or board re-fills. This deck has 4 cheap tutors for anything needed, and a number of other means to grab goblins with the Recruiter, Moggcatcher and Matron. Cards like Wheel of Fortune allow for gratuitous card recovery after any kind of wipe. Ditto Living Death and Patriarch's Bidding.

Spot removal is generally inefficient in Commander but this deck allows for some exceptions to that. Terminate is so incredibly efficient I think it's worth playing. It sends most generals away for at least a turn or two and is particularly special when used on something exceptionally expensive. Tarfire and Nameless Inversion are nothing exciting, but become quite playable in a deck where they can be recruited, grabbed with a ringleader and recurred with Wort.

Naturally you'll see plenty of Commander staples in this deck as well. Tormod's Crypt, Maze of Ith and Sol Ring are all just as home here as any other Commander deck.

Because we're playing a relatively inflexible color combination I chose to use cards like Disk and Oblivion Stone for enchantment removal that otherwise couldn't be dealt with. Chaosphere is a nice answer to flying armies of which this deck has otherwise little defense against.

There are also a number of soft combos in this deck. Recurring Goblin Marshal's can be amusing with Wort, especially when a Coat of Arms or Shared Animosity is on the table. Skullclamp is a potent card drawing engine all by itself, especially when a number of tokens and generators are in play. Goblin Sharpshooter equipped with Basilisk Collar is Wrath of God for everyone else and the Kiki-Jiki, Lightning Crafter, Sacrifice combination can end the game instantly if you are allowed to go infinite with 3 points of damage per ping.

Whether I can over-run opponents with a swarm of goblins or combo out a well-timed bidding or Lightning Crafter, this deck has a lot of ways to win and do it explosively.

M12 Prerelease - Tournament Report


I decided to try my hand at the M12 prerelease last weekend. I haven't played in a sanctioned tournament in years and I haven't played in one this large, 60 people, in even longer.

Here was my full card pool:

Green

Overrun
Garruk's Companion
Stampeding Rhino
Lurking Crocodile
Arachnus Web
Titanic Growth
Stingerfling Spider
Lure
Greater Basilisk
Bountiful Harvest x2
Gladecover Scout
Naturalize
Doubling Chant

Red

Crimson Mage
Grim Lavamancer
Volcanic Dragon
Bonebreaker Giant
Goblin War Paint
Lightning Elemental
Goblin Fireslinger x2
Fling
Goblin Arsonist
Firebreathing
Stormblood Berserker
Lava Axe
Circle of Flame
Goblin Piker
Slaughter Cry
Tectonic Rift

Black
Hideous visage
Devouring swarm
Gravedigger
Drifting shade
Disentomb
Hideous visage
Deathmark
Child of night
Brink of disaster
Tormented soul
Bloodrage vampire
Blood seeker
Zombie goliath
Dark favor

White

Aegis Angel
Arbalest Elite
Archon of Justice
Armored Warhorse
Griffin Sentinel
Serra Angel
Gideon's Lawkeeper
Lifelink x2
Griffin rider
Guardian's pledge
Demystify
Pride Guardian x2
Celestial purge
Stave off

Blue

Master Thief
Levitation
Merfolk mesmerist x2
Jace's archivist
Aether Adept
Aven Fleetwing
Coral Merfolk x2
Harbor Serpent
Merfolk Looter
Sphinx of Uthuun
Skywinder Drake
Cancel
Divination
Ice Cage
Mana Leak
Unsummon
Jace's erasure

Artifact



Elixir of immortality
Scepter of empires
Wurm's tooth
Kite Shield

The pool had some powerful stuff but wasn't especially deep in any color. I took a long look at Overrun and Volcanic Dragon and tried to see if I could make green or red work somehow but decided that Green just wasn't deep enough. After Stingerfling Spider and the Rhino it fell off considerably. Red had Grim Lavamancer and a couple capable creatures but no real staples like shock or incinerate.

Black I dismissed right away. It had a Gravedigger and a Deathmark and little else. Blue and White stood out as the obvious choices after going through the other colors. I had tons of massive fliers, some nice permission and some utility spells. What I happened to lack were some combat tricks but blue/white doesn't have a lot of those anyway. I had an Unsummon and a stave off. I had to rely on Ice Cage instead of Pacifism. Blue also wasn't especially deep. After counting up the playable cards I was looking at coral merfolk and Harbor Serpent as maindeck options. I considered splashing red or green but didn't have any mana enablers to do this. I tend to get screwed when I try splashing a couple lands of an off-color without any kind of fetch or artifact fixing. So I stuck with blue/white and hoped my powerful creatures could outpace my lack of the ability to permanently remove things from play and I also hoped that my weak low curve could survive long enough to get into the 5-7 drop range.

Here is the deck I put together:


Creatures

Aegis Angel
Arbalest Elite
Archon of Justice
Armored Warhorse
Griffin Sentinel
Serra Angel
Gideon's Lawkeeper

Aether Adept
Aven Fleetwing
Coral Merfolk x2
Harbor Serpent
Merfolk Looter
Sphinx of Uthuun
Skywinder Drake

Spells


Stave off
Cancel
Divination
Ice Cage
Mana Leak
Unsummon

Artifact

Kite Shield

Land

9 Island
9 Plains

Notable Sideboard Cards

Demystify
Master Thief
Pride Guardian x2
Celestial Purge

Master thief went back and forth from a maindeck choice to a sideboard choice but in the majority of games I started it in my sideboard. I'm not sure if this was the right choice but a figured a 2/2 flyer with no other notable abilities probably wasn't worth maindecking in an environment with few artifacts.

Round 1:

I sat down against a clearly capable player piloting a red/green beatdown deck. He was sporting Jade Mage and Goblin Fireslingers backed by some bloodthirst and beefy green creatures like Stampeding Rhino and Stingerfling Spider. The first game I sat on 3 islands and a plains for a while and stalled out holding a couple angels in my hand. I was pinged to death by Goblin Fireslingers. Game 2 I managed to get up to six mana to desperately summon an Aegis Angel only to see it plummeted. My Serra was likewise removed by Stingerfling Spider and I didn't have any answers to his pingers. I probably sideboarded wrong as I put in both pride guardians and then regretted it when both hit the table. They didn't help me as much as I initially thought they would.

Loss 0-2 (Match Record 0-1)

Round 2:

She is piloting a green/white beef deck with creatures as large as mine. Ideally I would be able to rush on the ground early and finish in the air because she doesn't have much of a mana curve but I start slowly and only get a couple merfolk hits in before she drops down an Archon of Justice and Double Vastwood Gorger. I manage to Ice cage the Archon, group block her gorgers and ride a Serra Angel to victory in the air after tempoing her gorgers with bounce spells.



Game 2 goes much worse as she boards in two plummets and blows up my Archon and Aegis Angel. I drop a Serra again but it's destroyed by a Stingerfling Spider and her beefy ground creatures finish me off. Game 3 goes almost as poorly as Game 2 for me. I see a plummet again and the spider comes down again as well taking out my Skywinder Drake. This time she enchants it with Spirit Mantle and stops my air attack completely. I still manage to stall out her creatures with enough of my own and Gideon's Lawkeeper. She plays a bit too timidly and misses some crucial attack phases and I manage to finally overwhelm her in the air with my Sphinx of Uthuun and additional card advantage from my looter and divination.

Win 2-1 (Match Record 1-1)

Round 3:

He's playing a Blue/Black deck with some decent removal and some large black creatures like Sengir Vampire and Drifting Shade. He also has a couple of Gravediggers. His creatures are otherwise small though and I'm able to take over the board with larger bodies. I manage to play some bounce tricks with Aether Adept and Unsummon and Ice Cage his Vampire before beating him with Aegis Angel. In Round 2 I have an easier time despite a deathmark to one of my Angels. I eventually get a Sphinx in play which he doom blades but draw into more creatures and eventually finish him off with an unblockable Harbor Serpent.

Win 2-0 (Match Record (2-1)

Round 4:

I'm up against yet another Green/White deck. This one doesn't have quite the beef I saw in round 2 but still has some quality creatures like a Lawkeeper and Stampeding Rhino. He is running double siege mastadon which I'm not too concerned about. He also drops an Aegis Angel and Stingerfling Spider (god that card is good against me) but I bounce his angel away and then mana leak his attempt to replay it. I am able to stave off his pacifism and then cancel his Garrukk before finishing him off with an Archon. In Game 2 he has a faster accelerated play with a first turn elf and gets the lawkeeper into play again. I don't see Garruk but he pacifies my early blockers and sends in the ground forces. I demystify his pacifism to try to stabilize but then he drops a Sun Titan to recur it and I scoop. Game 3 goes quickly as I curve up into my fliers and I don't see a lot of answers. I mana leak his attempts at removal and he never gets a chance to play his bombs and I ride my Angels to victory again.

Win 2-1 (Match Record 3-1)

Round 5:


He has a blue/white deck but with a much smaller mana curve with creatures like Stormfront Pegasus and Azure Mage backed by a couple of cancels and a mana leak. Despite getting a Azure Mage into play and drawing proably several cards with it I'm still able to outpace him because I have better board control and a merfolk looter. I eventually sneak a Serra Angel into play and he has nothing big enough to stop it in the air. Game 2 he opens with a turn 1 Elite Vanguard which eats away at my life total before slapping an Angelic Destiny on it knocking me down to 8. I respond with an Aether Adept and win a Counter War. I eventually get a Harbor Serpent into play and seal up the game.

Win 2-0 (Match Record 4-1)

Round 6:

He is playing a blue/red/white deck with equal parts of everything and manalith's to stabilize his mana base. We have a ground standoff in game one until he gets a lawkeeper down and starts tapping my threats. I make a major play error by announcing my attack phase, bouncing a bloodthirst ogre back to his had with my Aether Adept and then attempting to send in the team. He corrects me for skipping my attack phase and despondent I realize I probably gave away the game by missing out on at least 4 damage if not 6. I'm eventually outraced in life after he shocks my own lawkeeper off the board but I'm still in the game until he slaps down Jace and mills me to death over the next 2 turns. Game 2 goes better for me as I try to play around represented counters and realize later on I should have just cast my larger spells as early as possible. I stabilize from his early threats and dump an Aegis Angel into play followed by my Sphinx. I sit at only 5 life but swing into him for big damage in the air and figure I will finish him off a turn later with a lawkeeper keeping his biggest threat in check and only 4 possible represented damage on the table. However he top decks a Volcanic Dragon and slaps it into the battlefield. I can tap the dragon down with the lawkeeper but in doing so will take 5 combat damage from the rest of his creatures. I lose.

Loss 0-2 (Match Record 4-2)

That's the end of the tournament. I wasn't completely displeased with my record but was irritated with my play errors in Round 6. He was a very good player with a good deck but I felt that match was very winnable and my play errors likely cost me. Round 1 was more about a bad draw in game 1 and questionable sideboarding. I'm not sure if I would have recovered from that one even with perfect play though.

My winnings were only 3 packs for finishing with 12 points. I was 13th out of 60. For someone who hasn't played in a tournament in many years with a set I've never seen before I'll gladly take it.

Legacy Tribal Wars: Samurai


My latest creation is an oldie but a goodie way back from Kamigawa block. The Samurai are a relatively small tribe but have solid synergy and can put together a nice swarm attack when backed by quality removal.

Note that Classic Tribal Wars is no longer a format. It has been supplanted by Legacy Tribal Wars, which is appreciated by those of us who don't feel like stuffing the likes of Library of Alexandria into every single deck we make. The homogenization of the format was already bad enough thanks.

The samurai tribe is comprised of 3 colors: White, Red and Black. White is the primary color of this tribe and making a samurai deck without it seems like you're tabling the best cards it has to offer. I considered going mono-white but the power level of the aggressive deck I was trying to create wasn't quite where I wanted it to be. I perused both black and red for filler and found red to be a better fit.

The deck:

Creatures

4 Hand of Honor
4 Kondo's Hatamoto
4 Samurai of the Pale Curtain
3 Ronin Houndmaster
4 Brothers Yazamaki
3 Nagao, Bound by Honor

Spells

4 Lightning Bolt
4 Swords to Plowshares
3 Oblivion Ring
3 Wrath of God
1 Call to Glory

Land

4 Plateau
4 Sacred Foundry
4 Arid Mesa
2 Rugged Prarie
2 Mutavault
2 Wasteland
3 Plains
1 Eiganjo Castle
1 Shinka, the Bloodsoaked Keep

This is a lower curve oriented creature rush as opposed to some kind of pricey control deck. Quick early drops are here: Hand of Honor, Kondo's Hatamoto and Samurai of the Pale Curtain are the earliest threats, followed by some legendary creatures that augment them. A host of removal is available: Swords to Plowshares for difficult threats, Lightning Bolt a versatile stopper of finisher, Oblivion Ring for utility and Wrath of God as a board reset.

This deck is simple in design but stands up nicely to annoying graveyard recursion and can give knight and vampire decks fits with both plow and Samurai of the Pale Curtain in the deck. The samurai can get out of hand quickly against decks lacking enough removal. Plenty of honor to go around here.

MTGO: If You Can't Beat Em...


It's been a few weeks of 'radio silence' but I've finally found something to write about. Just to catch you up, when last I wrote, I was floundering with my Mono-white Mimic-Lifegain deck. Even with the newly found Leyline of Sanctity in the sideboard for anti-Valakut, I was still losing consistently since it appears Acidic Slime is the standard sideboard for that deck. I was also losing to the new up-and-comer UB Jace decks.

So, I finally gave in and decided to just make the deck that was my nemesis - Primeval Valakut. Unfortunately, without any Primeval Titans, and the deck probably at its peak popularity, getting a full playset set me back 150 tickets. While that was extremely painful, it is an investment I am very happy with, but I will get to that later. I also had to grab a couple other cards that were missing from my collection such as Raging Ravine, Gaea's Revenge, and Obstinate Baloth.

I tooled around a bit in the 2-man tourneys with a few wins and a few losses. Wins can basically come just from the deck playing itself, while the losses were stupid plays or lack of familiarity on my part with optimal play order, etc. Once I felt comfortable enough though, I took it into a Daily.

Lo and behold, I went 3-1! Woo Hoo!

I unfortunately don't have a tourney report but I believe I beat a UB Jace deck, a WG Hybrid Quest deck, and a Vamps deck that I can't remember whether it was RB or Monoblack. The one loss was to another UB Jace deck.

I played another daily a few days later and lost 2-2 (meaning I was 2-1 going into final round). I still don't know if my play was a mistake or the optimal choice given the info I had. Playing against a mono-white Quest deck with 1 counter on their quest, 3 cards in hand and 3 land in play, I chose to play a Primeval and start building lands rather than cast my Acidic Slime to destroy the enchantment. On my opponent's turn though, he cast Memnite, Glint Hawk (returning Memnite), same Memnite, Ornithopter. That got him to the 5 counters he needed to pop his quest and grab his Argentum Armor and that basically sealed the game as he swung in with his battle-ready and newly equipped Squadron Hawk, destroying my 2nd Forest in the progress and locking me out of my Slime. Should I have been more proactive about destroying the enchantment or did he basically just have (or draw) the perfect hand to beat me?



In any case, that did not put me off the Valakut deck, and I still play it in the 2-man tourneys when I can't get into a Daily. But I think the 'rogue deck-builder' is in my blood because I feel no real enjoyment playing the deck. Maybe because it's a 'netdeck' or because it has a somewhat narrow win condition, but playing the deck feels very mechanical to me. Whatever the reason, I felt compelled to come up with another deck. But, after sinking 150+ smackers into my Primeval Valakut, I knew I had to build something that made use of my newly acquired cards.

Enter WG Titans! That's actually what I have saved the deck as in MTGO.





Here's the decklist and a quick overview. Suffice to say, I am loving this deck right now. It has been doing surprisingly well in the 2-man tourneys and I'm about to start my first daily piloting this thing.

Creatures:
4x Overgrown Battlement
4x Wall of Omens
4x Primeval Titan
3x Acidic Slime
2x Avenger of Zendikar
2x Baneslayer Angel
2x Sun Titan
2x Wurmcoil Engine

Spells:
4x Summoning Trap
3x Day of Judgment
2x Condemn
2x Horizon Spellbomb

Lands:
2x Emeria, the Sky Ruin
4x Khalni Garden
4x Stirring Wildwood
2x Razorverge Thicket
2x Sunpetal Grove
8x Plains
4x Forest

Sideboard:
2x Devout Lightcaster
2x Gaea's Revenge
2x Kor Firewalker
3x Leyline of Sanctity
2x Naturalize
2x Obstinate Baloth
2x Ratchet Bomb


First, the deck basically tries to ramp up mana as fast as possible via the 2 Walls. I don't know why I haven't seen it more often but these seem to be in so many decks, but never together and yet they are an awesome pair. Turn 1 land, turn 2 land + Battlement, turn 3 land + Omens (cantrip!) + whatever for 3 mana (another Battlement if I'm lucky), Turn 4 land and I'm online for a Titan or a Summoning Trap!

Once my mana is online, I'm either trying to just beat them senseless with the Titans, or slowly working to get Emeria online to seal the deal. Additional synergies in the deck are the spellbombs which not only can fetch plains for Emeria in case Primeval isn't showing up, but which also can be returned from the graveyard with the Sun Titan. The Days are there for creature control, and maindeck Acidic Slimes is primarily playing around the metagame, working double-duty against both Valakut decks and Quest decks.

Sideboard is pretty standard I think for the colors I'm playing and the metagame. I'm using Naturalize over Nature's Claim just because I don't have any at the moment but I'll likely switch that as soon as I can.

So there you have it, from one rogue deck to another, with an expensive dip into netdecking in the middle :) I'll update once I get some results out of my daily, hopefully this will be somewhat more consistent. If nothing else, I definitely have more fun playing this deck.

Oh, and did anyone notice something very strange about this new deck?

NO MIMIC VAT!!




Just a quick update, just went 3-1 in the daily. Deck performed awesomely, although I think I need to review it to see what, if anything, can be improved for the loss I had. I went down quick to a Red Black Vampires deck. Wins were against a White Green Fauna Shaman deck, a Mono-Black Vampires deck, and a Mono-Red Koth deck so I don't know if the loss was 'typical' or just bad luck (or good luck for opponent) as far as draws. In any case, not a bad way to start things off with my new rogue deck!

MTGO: You've Got To Know When To Fold 'Em...


I have found myself at a crossroads. My first daily with my Mimic Vat Lifegain deck seemed extremely promising but I had to drop out with a 2-0 record due to personal issues that came up. I then joined a few 2-Man Constructed tournaments and have found myself in a funk of consecutive losses. A 2nd Daily resulted in a 0-2 drop.

At this point, I've reached the 50-ticket limit I had set for myself to try out rogue deck ideas and I feel like I am either expecting too much from this deck, or just need to find the right tweak to make it really competitive.

The only problem is that the 2nd option will require of course more tickets invested and if the reality of the situation is the first option, and I am trying to make a Tier 2 deck perform to the level of a Tier 1 deck, it will ultimately lead to more tickets lost in a hopeless effort.

I guess I am wondering, when do you decide to 'give up' on a deck? At what point do you stop tweaking and move on to another deck? I know this would be easy if the deck performed horribly. The problem is that when it works, it works really well. Amazingly I have had turn 4 kills with this deck, something I hadn't even considered possible. But I have been having consistent issues with Primeval Valakut decks and they seem to be gaining in popularity.


    


If it wasn't such a huge investment, I would simply go with my original plan of creating my own version of existing Tier 1 decks, specifically a Primeval Valakut deck. But when Primeval is going for ~30 tickets last time I checked, and me needing a full playset of 4, that is a HUGE investment for what may be yesterday's news before I can recoup the cost. Not to mention I would likely need Lotus Cobras which have been in the ~20 ticket range lately. That's 200 tickets for 8 cards. It just pains me too much to do that when I feel like I could make a viable rogue deck at a fraction of the cost!

What to do, what to do...

MTGO: The Best Laid Plans...


So in my last post, I hinted at this card as the key to my next deck. And while it's true that the next deck I built was focused around Silence, and I still am tuning it to be more streamlined and competitive, in the process I came upon another deck idea which I liked EVEN MORE and I just could not put off building it and testing it out. So I will come back to my Silence deck if this one starts to falter or I lose interest, but I am just so excited that I've actually found a 'rogue' deck that so far has proved to be VERY competitive.

So, this deck started with two cards that I've been using in most of my other decks: Mimic Vat and Culling Dais. The Dais lets me force a creature under the Vat and at only 2 casting cost and 1 colorless to activate the draw, it's actually EXTREMELY efficient card advantage.

I was using that combo to power my Silence deck and the intent was to use the Vat to generate a Mnemonic Wall every turn to return Silence back to hand and effectively lock down the opponent. The problem with that deck was that I often was too low on life by the time I could cast the Mnemonic, sac it, and then start production. So I thought of adding some creatures that give me life when they come into play.

But once I thought of that, I immediately recalled a 'Tier 2' deck that was making the rounds back in the previous Standard - a Mono-white deck built around various creatures with life gainm or benefiting from life gain. While some of those cards rotated out with Scars of Mirrodin, what was added actually made it much more viable. Here is the decklist and a basic rundown of how the deck works afterwards.

3x Mimic Vat
2x Culling Dais
4x Ajani's Pridemate
4x Lone Missionary
4x Serra Ascendant
4x Soul's Attendant
3x Sun Titan
2x Survival Cache
2x Ajani Goldmane
3x Origin Spellbomb
4x Day of Judgment
2x Emeria, the Sky Ruin
4x Kabira Crossroads
19x Plains

So it's essentially using the Pridemate, Missionary, Ascendant, and Attendant which is the previously used lifegain engine to keep me alive and get me to either 30 life (to transform the Ascendant to a 6/6 flyer) or pump up the Pridemate enough to be formidable. What is so much nicer is that I can now use the Culling Dais and the Mimic Vat to have unlimited life gain creatures and with a single Lone Missionary under the Mimic Vat I can shut down almost any offense.


    


    


The Day of Judgment lets me reset the board and also lets me use the vat to copy my opponents creatures (Primeval Titan in monowhite!). The Sun Titan is an additional big finisher as well as lets me bring back my creatures in an alternate way (as well as the artifacts if they get destroyed). The Ajani is a late addition and I swapped him in for Baneslayers since he is cheaper and gives me a little bit more flexibility.

Survival Cache and Origin Spellbomb are mainly there as cantrips with benefits. And finally the Emeria, the Sky Ruin as a third option for bringing back my lifegain creatures.


    


As for the Sideboard, I am still tweaking it and it is still not perfect for the metagame but I feel like my options are a bit limited. What is in there right now can be broken down like this:

2x Journey to Nowhere - Eldrazi
3x Kor Firewalker - Red Deck Wins
3x Leonin Arbiter - Eldrazi and Titan/Valakut Ramp
1x Luminarch Ascension - Any blue control
2x Ratchet Bomb - Any weenie deck
2x Revoke Existence - White mystic artifact
2x Solemn Offering - White mystic artifact (more for Boros)

Now I know in previous articles I have said the 2-man Constructed Tournaments are a horrible option from a pure financial risk/reward standpoint, but I have been loving this deck and felt so confident in it and my schedule was so out of synch with the dailies that I threw caution to the wind and started playing in the 2-Mans. Needless to say, this deck rocked. While definitely not 'broken', it has won about 70% of the time, and I would say some of the earlier losses were due to need for refinement. That may simply be from complete surprise on my opponent's behalf but I'll just pretend it's cause my rogue deck is just that awesome.

At the moment, I'm 2-0 and waiting for round 3 in the Standard Constructed Daily, so I'm hoping this will be the rogue deck I had been trying to find!

MTGO: Deck Building: You're Doing It Wrong!

    


So after my poor showing in the Daily Standard Constructed, I decided to review my deck and the 'combo' at its core: Liquimetal Coating + Mimic Vat. I knew I wanted to keep this in the new deck, but I was hoping to now make it just one of the multiple viable strategies within the deck. Unfortunately, my brain seems to gravitate towards a 'free association' approach to deck building. If that doesn't make sense, please continue reading and follow along on what unfortunately is not an uncommon process when I am trying to build a deck. Now, as I write this I of course see a ton of new options and ways I could and should have gone while I was building this new version, but I want to show how my mind happened to work in this instance.




I start with Liquimetal Coating and Mimic Vat.


Then, I add Acidic Slime, a card that continually wrecked me in games 2 and 3. Not only can it kill artifacts and lands but also supports enchantment removal, all on a 2/2 body with deathtouch! Why didn't I think of this one before?

Then, I need some way to kill it (and opponent's creatures). My red burn was fine against the white and green decks I playtested against, but it just can't get the job done against Frost Titan. So, I turn to black and opt for simple effective Doom Blade.

Now, I said that Liquimetal Coating could help with Metalcraft, so let's see what's good with Metalcraft in black and green. Unfortunately, nothing really jumps out at me in either of these colors for metalcraft. This, I would later realize, is because I was searching only against the cards in my collection rather than all legal cards in the set. I'll discuss that in my next article.

So without good metalcraft, I decide to see what would benefit just from artifacts in general. I notice that Phylactery Lich would be pretty nice, but unfortunately don't see much else that meshes well. At this point, I think these colors won't work for this deck. I still like the Acidic Slime path, so I decide to re-evaluate black. Since I went into black as an answer to Frost Titan, I could either go into white and aim to stop it once it's in play, or go into blue and aim to either prevent it from coming into play via counters, or stealing it for myself.

As a general statement, I LOVE blue and will often play blue to a fault. In this case though, I think it would help solve one of the other problems I had with the first deck in that I now have access to card draw which should help me get to the Coating and Vat more reliably. Doing a quick search in my collection for Blue cards with artifact in their text shows me a whole slew of cards that get me giddy at the visions of amazing synergy now possible in the deck.

Vedalken Certarch is an auto-include. With the ability to lock down my opponents lands, creatures, and artifacts once I hit metalcraft, I start looking at this guy as if he's the next best thing since Liquimetal Coating! Stoic Rebuttal is also a great counter if I can reliably hit metalcraft. While not a 4x include, definitely want 2 or 3 in the deck, complemented with the real 'auto-include' Mana Leak. I also can't help but notice Grand Architect which I've wanted to use for awhile any way I could. Not only can I use him to get my artifacts out earlier but he can also pump up my blue creatures. Only one problem though...I don't have any blue creatures other than the Certarch!


    


On top of that, my only green is the slime and I think I'm only going to reduce the effectiveness of my deck if I include the green just for that card, especially since it's not a game winner on its own.

So I decide to switch gears and look at going at maybe a mono-blue deck that is just built around artifacts. At this point, I've essentially lost the focus of the deck although I don't realize it. I just keep following one connection to the next. Blue + Artifacts means I start adding Riddlesmith, Trinket Mage, and Argent Sphinx. I even go back to a 'combo' I tried to make work during Zendikar block with Dormant Gomazoa except now I figure I can make it an artifact and then untap with Voltaic Key! I think my lowest point was when I actually thought "Hey, Scrapdiver Serpent would actually be bomb with the Coating!".


    
Please don't judge me





I think this is the point when I realized I had completely lost the focus of the deck and I just wanted to call it quits. I decided Liquimetal Coating was nothing more than a red herring, included simply to distract and confound mediocre deck builders like me. Not really, of course. But I decided I needed to take a break from Liquimetal Coating and just try a completely new deck idea. Not that I am really giving up on the Coating, just that I think letting my mind rest before coming back to it will hopefully open my eyes to other potential synergies.

On a side note, this is actually one of the benefits of MTGO that I hadn't actively appreciated until now. In paper magic, when I make a deck, I have to pull out the cards from my collection and sleeve them. At that point, those cards can't be used in another deck. I would have to get additional copies, or constantly pull cards out from one deck to another, etc. Not to mention that if I wanted to have any chance at reconstructing my previous decks I'd need to maintain a separate file with each decklist. Maybe people actually do that for paper magic, but I've always been a '1 deck' kind of player (as far as paper goes).

With Magic Online though, it actually frees people up to go crazy and try out wacky deck ideas (I heard about this awesome combo...) without a large process overhead or product investment. If I don't like a deck, I just hit New in Deckbuilder and it's like my collection is magically sorted and available. I think it's something most MTGO players take for granted, myself included. Of course the downside for most people is they started with paper and the thought of trying to 'recreate' their collection in MTGO is a huge barrier to entry unless they're willing to sell their paper collection. But hopefully Magic will come up with a solution, maybe some sort of 'dual-booster' that has some increased cost over a regular booster, but each pack has a code that lets you redeem online to get 'both' versions. Kind of how DVDs now offer a 'special' digital download license in addition to the physical DVD. I don't know the financials around that or thought through the impacts to both play environments, but as a player I love the concept.

Anyways, enough rambling! To wrap up this article, let me give you a hint of what I'm CONVINCED is the key to my next deck idea...

MTGO: Back To Formula!?!?

For the low low price of 6 tickets, I have been reminded once again that I am NOT the master deck builder that I seem to think I am :) And that when playtesting in the Casual > Tournament Practice room (which I will now refer to as the TP room), I should note that Tournament Practice is considered a subdivision of 'Casual'. That is to say, what wins in the TP room should not be considered a 'winning formula' :)

So, back I go to devising a deck. I will not yet succumb to 'net decking' yet. I think I will set a limit of ~50 tickets to trying to come up with a viable Rogue deck. That allows for 5 daily tournaments and 20 tickets for card purchases. And that is starting from today, so this won't include the 9 tickets I used for the previous deck's cards, and the 6 tickets for the daily last night.

As for my next deck idea, I still want to try and build something that uses Liquimetal Coating + Mimic Vat. I think it's a highly potent combo that can allow for repeated abuse of metalcraft and versatile permanent destruction. The only question is what I should do about the other 52 cards.

It was pretty clear from my performance in the Standard Daily last night (which I'll do a write-up for later, hopefully with video) that my deck is flawed. It was obvious that lack of playtesting against Blue-Green-(White|Red) with Frost Titan was a factor as I didn't realize just how easily I was shut down. Unless I could pull one of my 4 Coatings, I had no way to get rid of the Titan. And way too often the Coating that I had managed to successfully draw and cast was simply destroyed the following turn.

I need to make the focus less on making the Coating some kind of 'killer' card, and instead make it a support card for more viable and versatile strategies. So far, the ones I'm thinking of have shifted me entirely out of red but I am going to spend a bit more time just reviewing available cards and seeing what other synergies I can find.

MTGO: And Now For Something Completely Different


As I start looking over the results of the Standard daily tournaments on MTGO, I quickly see a pattern of what decks are winning. They basically fall into two large buckets: the Primeval Titan bucket and the Stoneforge Mystic bucket. There are smaller buckets that these break into but those are the key cards in the majority of the winning decks. There are of course the smattering of other deck types, such as black sacrifice or old skool Boros, and even a random green elves. But the buckets pretty much dominate.

After selling my Jace's, I had been thinking I would just find a winning deck and build that but I really hate feeling like I'm just following the pack, at least while I think I might still have a chance at coming up with a rogue deck that is competitive.

So rather than go through all the various winning decks and decide which is most likely to win, I decided to go through all my current cards that are standard legal and decide which cards I wanted to try and build a rogue deck around.

Now, when I want to build a rogue deck, I always start from the same place. I pick a card that I thought was 'cool/interesting'. I usually have a ton of cards that catch my eye, but after initial review, it becomes clear that the cards (or rather, the decks I've built around those cards) aren't viable for any number of reasons - too fragile, too difficult to get combo pieces out, too easy to work around, etc. But I still like to try and find some way to make it work, and at a bare minimum, I mentally file away that card as something to check again when the next set comes out since a new card rotating in, or cards rotating out, make it now a viable deck.

This time however, I wanted to try and stick to the most recent set, Scars of Mirrodin. I occasionally will play paper magic if I find the time, and the SoM launch party was one such event. Aside from pulling a Koth, I also happened upon a nice little artifact that created an awesome combo, but no one else seemed to be talking about it or playing it. I unfortunately did not get the combo off more than once but I had been wanting to build a deck to take better advantage of that card.

That card?




At the launch party, I used the Coating to turn the opponent's enchantment into an artifact and then promptly destroyed it with an Oxidda Scrapmelter. To me, this seemed unbelievably powerful! Not only could I destroy anything, but the amount of artifact hate in the set was naturally very high.

So, with my key card in hand, I decided to try and see what I could use to abuse it. Naturally, I thought of Oxidda, along with 'Oxidda-lite' Manic Vandal and the bare bones Shatter. I also added the dual-purpose Demolish, helpful against those pesky Eldrazi land-using ramp decks. At this point, I was pretty much going to be Mono-Red.

With the basic meat of the deck defined, I needed to add the support cards - the cards that would help me survive until I got a Coating and something to kill artifacts with into play. I went for the most efficient burn spells I could think of, Lightning Bolt and Burst Lightning. I also needed an alternate win condition, just in case I wasn't drawing a Coating or it was removed by Memoricide or something. I immediately thought of a card I had learned about recently that wasn't getting much notice and I was able to pick up on the cheap (like .25 tickets or something each): Kuldotha Phoenix. Being Mono-Red also let me make Valakut, the Molten Pinnacle an auto-add. Lastly, I added some generic good 'support' in the form of 2x Mimic Vat and 2x Ratchet Bomb.

When I build rogue decks, I start with the basic framework and playtest before I even think about a sideboard or playing with the number of copies. So, my very initial deck was the following:

4x Liquimetal Coating
4x Oxidda Scrapmelter
4x Manic Vandal
4x Shatter
4x Demolish
4x Lightning Bolt
4x Burst Lightning
4x Kuldotha Phoenix
2x Mimic Vat
2x Ratchet Bomb
4x Valakut, the Molten Pinnacle
20x Mountain

Off I went to the Casual > Tournament Practice room and joined a game. First match was against a mono-white Quest for the Holy Relic deck and was pretty much a wash since the opponent conceded the match after I burned his Memnite while his Glint Hawk's come's-into-play ability was still on the stack he failed to find a 3rd land.

The second match was against a Primeval Titan ramp deck. I don't know what flavor of ramp deck this was as I died pretty quickly just to his titans after being stuck at 3 land.

At this point, there were a number of things I could see wrong with the deck so it was back to the deck editor.

First, I definitely needed more land. At 24 lands, I was often stuck at 3 or 4 lands and falling quickly behind as the opponent could either drop cheap creatures, or find land very quickly. I decided to try upping the land count to 26 but in order to maximiz the effect, decided to add 2x Mystifying Maze as this could also help stave off an attacker that I didn't have an answer for yet.

I also felt I had gone overboard on the artifact hate. Too often I was sitting with a shatter or an oxidda that didn't have a target and no Coating in play. After some thought, I decided to remove the Shatters completely. While they are the quickest to cast, as well as my only instant speed artifact destruction, they were just too situational. All of the other artifact hate had a secondary use (creature, land destruction). I also found the burst lightnings to be too weak. Maybe it was because of my low initial land count, but I kept finding myself with a Burst without the necessary kicker mana.

On the plus side, I discovered some nice synergies that weren't obvious to me before. For instance, there is amazing synergy between the Mimic Vat and the Oxidda/Vandals. The first time I chump blocked with a Vandal only to imprint it on the Vat with a Coating on the table, I realized that I could now destroy any of my opponent's permanents for 3 mana! And if necessary, I didn't even need to wait to chump block, I could just use a burn on my own creature. I decided I needed to use a full playset of Mimic Vats.

I also hadn't really focused on using Liquimetal Coating's ability on my own permanents. But now I realized, I could very easily hit metalcraft with only 2 artifacts as long as one of them was the Coating! I didn't want to change the 'focus' of the deck too much by overloading on Metalcraft abuse (although that is definitely on my list of other ideas to try) but I realized I could make my Kuldotha Phoenix more useful by slightly increasing my artifact count to hit metalcraft more often. Even better, now with Metalcraft as another 'force' in the deck, I found a replacement for the Burst Lightning I removed earlier - Galvanic Blast. I had already added 2x Mimic Vats, but I figured I could do with some mana acceleration and added 2x Iron Myr.

Finally, I needed to cut 2 cards since I had added 2 lands. I decided I had enough artifact destruction as it was and decided to cut 1x Oxidda and 1x Demolish.

So then, my deck was the following:

4x Liquimetal Coating
3x Oxidda Scrapmelter
4x Manic Vandal
3x Demolish
4x Lightning Bolt
4x Galvanic Blast
4x Kuldotha Phoenix
4x Mimic Vat
2x Ratchet Bomb
2x Iron Myr
4x Valakut, the Molten Pinnacle
2x Mystifying Maze
20x Mountain

Back to the Casual > Tournament Practice room for some more playtesting!

I definitely saw the improvements from my changes. I never got the chance to really play against a Primeval deck but got a lot of play in against various Quest decks. Given that the metagame seems to have a large number of these decks, it's not too shabby that I am pretty much set up as an anti-Quest deck. My only concern is handling the Kor Firewalkers after sb, and of course their own artifact hate in their sb.

Despite a big improvement from the first incarnation, I still had problems with having dead cards in my hands too often. One match against someone playing an Overwhelming Stampeding deck, I lost the final game with a Coating in play and a Mimic Vat waiting for an Oxidda or Vandal, but drawing nothing but land until the inevitable +x/+x. Needing some way to ditch the dead cards, I realized, I had a perfect answer in Chandra!

While Chandra Ablaze is a bit high on the casting cost, at that point in the game, I usually have most of the combo in play and just need one of my artifact creatures. I decided to replace a Kuldotha and an Oxidda (being on the higher end of my mana curve) with 2x Chandra Ablaze.

I also started working on my sideboard. I won't go into the details of my playtesting for that but here is a quick explanation of my current choices. I am pretty sure I will need to revise this though after playing against some more competitive decks:

1x Act of Treason - I have a singleton in case I run into a ramp deck with Eldrazi.
3x Chain Reaction - It may have just been the people that were playing at the same time I was testing but I continually ran into decks that dropped a ton of small creatures quickly. This is my attempt to try and clear the board.
3x Goblin Ruinblaster - Again for Eldrazi ramp decks
3x Ricochet Trap - I hadn't played against any Blue decks so this is just my standard anti-counter sb card.
2x Lavaball Trap - Again for Eldrazi ramp decks
2x Unstable Footing - One of my sb options for white decks that will bring in Kor Firewalkers
1x Brittle Effigy - Another option for both Firewalkers as well as Eldrazi

As I mentioned, I was limited to what decks I could play against in the Casual > Tournament Practice room. I know from experience that this is far from ideal but as a first pass, it should suffice. The only way now to really improve is to test it against decks that are really competitive. And the only way to do that is to play in an event that requires tickets. While there are a handful of options, to me the only ones that make sense are the 2-Man Constructed and the Daily Tournaments.

2-Man Constructed is my option if I just HAVE to play right now and I want to play against a competitive deck. Most people won't risk 2 tickets on a real casual/fun deck. The downside is that return is horrible. At 2 tickets to enter and winner getting a pack of SoM which is currently selling to bots at 3.9 tickets, unless you are winning more than 52% of the time, you are going to lose your tickets in the long run. This is usually not the best option if I'm not completely confident in my deck AND in my knowledge of the deck and the metagame. But again, if I just need to play at a more competitive level, this is sometimes the only option if I can't align my schedule with the dailies.

The Standard Daily is the best bang for the buck and I know others have written more extensively on this. At 6 tickets to enter, you play 4 rounds and prizes are 11 packs for 4-0 and 6 packs for 3-1. Not only do you get to play more games (4 rounds for 6 tickets versus 1 'round' for 2 tickets), the payout is MUCH higher if you win. I don't know the math for this but trust me, even going 3-1 is almost a 4:1 payout (versus less than 2-1 for a 2-man tourney). And if you are good (and lucky!) enough to go 4-0, you have almost a 7:1 payout!!

Anyways, now I am in the unenviable position of all 'decked' out with no where to go. I want to play in a Daily but the next Standard Daily isn't until 11pm. I want to maximize my Jace investment as much as possible so I am going to force myself to refrain from joining a 2-man. I just hope I don't massacre my deck second-guessing card choices as I continue playing/testing in the Casual > Tournament Practice room.

And speaking of Jace investment, I did have to purchase a few of the cards I added to my deck. I kept my shopping to cards that were either cheap (<.5 tickets) or could be used in more than just this deck. That being said, my purchases for this deck were:

2x Mimic Vat (2.7 each = 5.4)
2x Galvanic Blast (.15 each = .3)
1x Ratchet Bomb (2.5)
4x Kuldotha Phoenix (.12 each = .48)
Total : 9 tickets (8.68)

With luck, I will have a nice write-up of how this performs in tonight's daily. Until then, I'll be testing, testing, testing!


Current Jace-Ticket Tally
------------------------
Initial Amount: 364
Mono-Red Coating Investment: -9
Current Amount: 355