Monthly Archives: May 2019

Upgrading Deadly Discovery 2019 Challenger Deck

This will be the last of my posts looking at this years crop of Challenger decks (I don’t have the Arcane Tempo one, I may get it at some point, but currently finances don’t allow, along with the lack of desire to play the deck archetype).

Readers who follow these MtG posts hopefully will remember that I was curious about this deck and it’s approach to Golgari, and as a cheap source of the check/shock lands.

I was going to link to my final deck list for my Golgari Stompy deck, but couldn’t find it on the blog, and then realised I don’t think I’ve shared it with the world! Oops. I’m not going to make this post longer than it needs to be. So I’ll put the deck list in another post if there is enough interest.

So let’s look at the deck list for Deadly Discovery.

Deadly Discovery is the deck I think out of the new crop that come rotation will be gutted the most. If my understanding of the current standard rotation rules is correct in the Autumn when the next set/block starts we lose all the Ixalan cards, Dominaria and Core 2019.

I think I did mention in a previous post that before even playing this deck that I did in fact upgrade it. The upgrade I did was replace the 4 Guildgates with my copies of the shock and check lands that I already owned. I do think that is the most obvious upgrade to make. It speeds the deck up, you are not having to wait a turn before using that mana.

In the official WotC article they mention possibly going all in on one of these 3 Planeswalkers.

Which is fine. But they ain’t cheap, especially Vivien (I think Vraska Golgari Queen is the cheaper of the 3). I added a second Relic Seeker which I had. At the time of writing slightly more expensive than Golgari Queen but lots cheaper than the other two. It’s also probably the cheapest option because you only need 1 copy, not 2.

I think what needs to be remembered when upgrading the decks is that as I’ve pointed out these decks have a limited life. Not only that we are playing in a FNM or Standard Showdown. The prizes on the line here are participation packs, promos and Standard Showdown packs. If we take out of the equation cards pulled as we can never account for that value until the pack is opened. If you win 3 packs that’s a tenner. There is not mega prize money on the line here. It’s pretty nominal really. So spending say £100 for a playset of Vivien Reid just to win a tenner prize isn’t justified.

If you have the cards already fine use them. Or if like me you can use the cards later in another format then maybe get them. But sometimes it’s better to wait for them to drop out of Standard and get them then when they are cheaper for the other format.

Back to upgrading this deck if you have them Carnage Tyrant is a good addition, but once again it is not cheap card. Neither is Nullhide Ferox, but I think I’d lean towards this at the moment over Carnage if I was buying due to the longer lifetime it could have in the deck.

The theme is the upgrades aren’t cheap. Walk the Plank is a cheap removal but also no good against merfolk. But on a budget worth looking at. However my preference is these two. Which have the advantage of being able to take out these pesky Planeswalkers we will be facing a lot of at the mo.

I do like the look of these two new cards from War of the Spark. They also can be part of a ramp tactic as well.

I also like the look of these cards as possible upgrades as well. The new Vivien allowing you to have flash on your creatures is cool.

But the ramp, big creatures or undergrowth deck suggestions by WotC are basically the tactics John and myself have already tried. I’d explore those options if you wanted to try a different tactic. They are tactics that will last longer than the explore mechanic this current deck relies on.

Myself I’m planning to play this deck using the explore mechanic until the Autumn and then look at changing it into the one of the other tactics, or whatever one of the new mechanics inspires at the time.

I hope this has been of use, and given some ideas.

Microbrew – some initial thoughts

Sunday afternoon Jonathan kindly agreed to meet up and play a learning game of Microbrew.

Microbrew is a worker placement game that is all about brewing craft beers and gaining loyal customers, that all fits into a small tin.

A single copy of the game plays 2 players. So if you want to play 3-4 players you need a second copy.

In our game I replaced the white wooden disk used as the manager token on the brewery with the cute little elephant meeple that came with the game. Why not? I thought looks better than a white disk.

The brewery is where you select your action that you want to take. If you place a worker where an opponent’s worker is that worker returns to your opponent. Basically giving them an extra action to take. Place your worker where the manager is and your opponent gets to take an action without using a worker.

During a round players alternate placing a worker and carrying out the action selected.

At a minimum you get 2 actions a round using your 2 workers. But you can hire a third worker. Plus any bonus actions as described above.

A round ends when both players have passed, and you retrieve your workers and other upkeep stuff.

The game ends when either the last customer card comes out and a final round has been played, or immediately if there are 12 loyal customers. Person with most loyal customers wins.

That’s a very rough outline of game play there are some other bits I’ve skipped. But that gives you the general idea.

For a small game there is a lot going on.

Personally I can’t see why this game is so small, or has to be. I think it would benefit from being larger. Take it up to Tiny Epic box size, it’s still pretty portable, could support 2-4 players without having to purchase additional copies, have the beer mat copper and brewery replacements (that I think were part of the Kickstarter).

If we compare it to Mint Works, that plays 1-4 out of a tin. Admittedly it’s a lighter game. However I only need the one copy. Where as I don’t like the having to buy 2 copies to play 2-4 players. Surely having to carry 2 copies around negates that it fits in the pocket argument?

I liked the puzzle element that you have in the game. Manipulating your copper so that you can match up with the recipes as best as possible.

Jonathan didn’t like the final round once the end game trigger had happened, as it was a dead round for him. There wasn’t anything he could score, so he didn’t want to take any actions. But that is a failing of that mechanic. Other games use it as well, and I know why it’s there, that last chance to grab a final point that might give a person victory or a tie. In those other games I’ve certainly had games where that round has been pointless as there was nothing I could do to get more points. It’s just not bothered me as much. Admittedly in this case if I’d had one more action I would have grabbed one more loyal customer. If Jonathan had bounced a worker back to me I would have been able to do that extra action. He needed to avoid doing that. Which he did. But Jonathan will I’m sure explain in the comments much more eloquently than me his feelings on this.

The rule book isn’t brilliant. It’s not entirely clear in spots. I think this is a victim of trying to explain a complicated game in a small space.

As worker placement games go, it’s ok. But I’m not sure if it will get much table time.

If I want that portable scratch the worker placement itch then it has to be Mint Works, it plays more people, it’s quicker, and easier to teach. If I want something meatier which this certainly is, then I’d go for the bigger boxed worker placement games that I enjoy.

History will record Jonathan won.

Upgrading United Assault with War of the Spark Cards

It was nice to see one or two of the 2019 Challenger decks being played at the Standard Showdown last Saturday.

I’ve already mentioned in a previous post that there was a couple of upgraded mono red aggro decks being played. And that I nearly went that route myself.

However there was a young lad there taking part playing with an unmodified United Assault, the mono white Challenger deck.

The young lad came last. I think the only win he got was the bye in the final round. The other games were losses I believe. Which gave them last place (and the Standard Showdown pack that goes with being last).

I think they are pretty new to MtG, so they don’t have the experience, card pool etc of the majority of players taking part.

I like the United Assault deck. It shares a few common cards as far as I remember with the mono white deck that Michael was playing in the previous Standard Showdown season.

Below is the deck list from WotC for the United Assault deck.

But how would you upgrade it?

WotC make the suggestion of splashing red or blue. But let’s stick with keeping it mono white. For staying with that restriction WotC recommend the following cards.

Now what follows is my thinking allowed about cards I’d consider from War of the Spark (legal in Standard longer) , and the look of our local meta based on the opening weekend.

Speaking of the local meta, we did have some new players taking part in this opening weekend. My friend being one of them. It just so happens that the 2 red aggro decks were from those new players. So we have to see if they turn up regularly. I know my friend can’t make every week. Although finishing second and getting a Standard Showdown pack may provide the inspiration needed to get along on a regular basis.

For the sideboard and a way to nerf, slowdown the aggro decks I’d consider sideboarding one or two copies of these 2 new Planeswalkers.

Having said I’m looking at War of the Spark cards, the following 3 are worth considering despite a shorter Standard legal life.

I’m not a Gideon fan! But you have to consider them. I don’t think Blackblade fits in with the game plan. However the more costly to play (and buy I’m sure) Oathsworn does. Mainly his ongoing ability that can make Pridemate even bigger, or any creature really as long as we meet that triggering condition.

I like proliferate as a mechanic. So once you start pumping up the likes of Pridemate additional ways to make them bigger is always handy. I like all these 2 CMC flyers. War Screecher would be the least likely to be selected out of the 3.

Apart from a lovely touching back story to the cat in Charmed Stray, I like this card a lot. Love the art and it’s etb. Martyr and Populace (below) help give us a nice value loop from our creatures dying. I like that additional synergy/combo.

That’s my thinking of cards I’d consider to upgrade this Challenger deck from War of the Spark. I’ve not mentioned the new Oketra. If budget allowed I’d definitely add a couple of her.

What cards would you use from War of the Spark? Are there any you would use from the two Ravnica sets?

Some recent gaming

It’s been a busy week for gaming. Wednesday was the monthly meet up for Fenland Gamers. Friday was the regular fortnightly gaming session. Then Saturday was the start of the final season of Standard Showdown.

The monthly meet up was well attended. But bit of a disaster on the planning games wise.

Earlier in the day Jonathan had posted on the club Facebook page a reminder for members to let who over had set up the event that they were going. It makes planning what games to take along easier.

Sadly after that did Jonathan and I take any games? Not really I took some small games, like Love Letter, No Thanks!. Jonathan had none. Our excuse? Others had said they were bringing stuff.

In the end there were 6 of us. Sadly the games bough were max head counts of 4. We could have split into 2 groups and played. But we didn’t. After a period of chatting and indecision Jonathan nipped back to his car and got Saboteur. One of a small handful of games he still had in his car. He used to have a lot more games stored there.

So the evening was spent playing a few small games that played 6 people.

Games played: Saboteur, No Thanks!, Perudo

Friday was a gaming session Jonathan and myself had been waiting for. We were both looking forward to playing Root that another member was bringing along.

While we were waiting for that person to arrive, we played a quick game of the Archer themed Love Letter. It’d been a while since I’d played this version, and it’s still one of my favourites. I like the mechanic it uses where the card that is removed at the start is used in the game.

Root. What can I say? Did it live up to the expectations and the hype? Kinda, I’m not sure!

This was a learning game for everyone. I do like that there is a manual and sheet that is designed for new players, and takes you through your first couple of turns. I do like this trend that has emerged over the last couple of years or so, that for the more “complicated” games you get a beginners guide and reference guide.

I like the truly asymmetrical factions. It does make teaching and learning I would imagine a nightmare. I think I got lucky in getting the vagabonds. They were an easy faction to get to grasp. I liked the political element of the faction. But despite winning, I didn’t really use the faction to it’s fullest.

Root is one of those games like Cry Havoc, that I think is going to reward you for playing the game multiple times with the same faction, so you truly master the tactics and learn the cards.

I love the meeples used (photo below) they have a cute factor. As does all the art used as well. Which is an interesting design choice. The art style would be attractive to a younger age group. But it’s not a game you’d play with a younger age group.

One thing I did not like about the game was the amount of down time between turns. It’s long. I’m hoping this is explained away by the fact this was a learning game. But I can see this still being an issue once a player knows the game better.

Root is an interesting game. I didn’t dislike it. But I didn’t leave the game raving about it either, or thinking I must play another game straight away. It needs more plays for sure.

Games played: Archer: Once You Go Blackmail, Root

Saturday was the first Standard Showdown in the final season of Standard Showdown.

I managed to get some casual games in before the Showdown started, and tinker with the Simic deck. But I was undecided on which deck to play. The choice was between mono red aggro (the upgraded 2019 Challenger deck) and my Orzhov deck.

I decided to go with the Orzhov deck after seeing that a friend was going mono red aggro (with an upgraded 2019 Challenger deck). I wanted to avoid if we did end up playing against each other a mirror match up.

It was bound to happen sometime that I would face off against Andy Hall in a first round. His Selesnya token deck just walked all over mine. My deck just didn’t get set up quick enough. More annoyingly, Andy threw that deck together quickly before leaving the house to come to the Showdown.

Round 2 saw me playing John and his Simic merfolk Simic Ascendancy deck. This was a good match up for me. And it was a by the numbers game. I got Liliana out in the first game, that gave me the edge to get the win. While in game two Sorin gave me the advantage. Being able to bring back the creatures I had in my graveyard, and the lifelink very powerful.

Round 3 against Kar-Fai was draining. I took our first game. But it could have gone either way. The second game was a real back and forth. The first half of the game I had the upper hand, but ran out of juice just as Kar-Fai started to get answers. Then it was me holding on looking for answers. It was such a long game. Which saw Kar-Fai claw his way to victory just as the time buzzer went off. This was a true draw. Our decks very evenly matched.

The final round saw me up against another mono red aggro deck (another upgraded 2019 Challenger deck). So I knew what was coming. The first game was close, but the second game with Tibalt out screwed me over. As predicted it shutdown my life gain shenanigans. I destroyed one, only for it to be replaced with a second the following turn.

My casual games afterwards with my friend saw me testing the Simic deck against the dreaded mono red aggro. I was happy how it handled itself. Sadly in our third game I never drew into my solutions for the Rekindling Phoenix, and with 2 of them out I stood no chance.

Casual Games

Paul: Win 3-0

Bob: Win 2-1

Standard Showdown Stats

Participants: 13

Rounds: 4

Round 1: Andy Hall Loss 0-2

Round 2: John Win 2-0

Round 3: Kar-Fai Draw 1-1

Round 4: Simon Loss 0-2

Record: 1-1-2

Final Position: 10th

Prizes: 1 participation pack plus a Standard Showdown pack.

In the Showdown pack I pulled a foil forest basic land, a foil new Jace, and a Rekindling Phoenix. So very happy with that.

I’m now in the process of trading Jace for Orzhov check or shock lands. And I’m also doing the same with the Bolas I have. I’d like to keep Bolas. But the only way to improve the Orzhov deck is to make it faster, and that needs the lands.

Saturday evening I was listening to the Top Level mtg podcast and they were talking about how good Narset was against mono red aggro. It basically shuts down Experimental Frenzy. Luckily I have 3 of these! So I may have to adjust the sideboard once again for the Simic deck. Which at the moment is looking as being a lot of counter spells. Although I may add Carnage Tyrant back in for countrol decks.

Gods and Cycles

In War of the Spark there are one or two card cycles. Cycles are a group of cards one in each of the five colours of MtG that have a similar name and theme.

I want to look at the Finale and God cycles in my unique uniformed way.

Let’s start with the Finale cycle.

In my opinion (which we have already established is not very well informed) these are at best ok cards in Standard. But put them in Commander and they become really good.

In Standard it’s really the first part of the ability of the card we are looking at for getting any value. Rarely in Standard will you be casting these cards with an X of 10 or greater. Which means you have 12 mana to cast it. That’s a lot. Almost unplayable if that was the only effect we were looking at. However in Commander casting the card for that mana cost is a possibility.

I like Finale of Devastation and will be adding that to my Big Green Stompy Commander deck. Fetching a card and putting it on the battlefield for free (not really because we have paid for it in the casting), and then being able to swing in with it and any other creatures, and they are all bigger for this turn also. That could be the killing blow needed.

Finale of Promise is a card I don’t like. I’m not big on this type of effect, although it might go well in my wizards deck. So this is a card that I love the art, but not what it does.

Finale of Glory. I need this in my life. At the moment I don’t have a copy. But boy do my mono white Angel Commander deck and the Trostani token spam Commander decks what a copy of this in them? I’m just imagining 10 4/4 Angels out on the field, and if timed right double that with Doubling Season.

Finale of Revelation Horrors from the Deep, and anything I have with blue in will love this. Card draw, and unlimited handsize. Do I need to say more? Just refilling your hand mid to late game is game changing. While others are top decking, you have just drawn 10 cards! You have options, solutions, and you don’t have to discard down.

Finale of Eternity. I have mixed feelings about. The removal part is ok. But I do really like returning all my creatures from the graveyard back to the battlefield. Playing that after a board wipe would be particularly sweet.

The God cycle as I call it is soooo annoying. Each of the Gods in this cycle is nigh on impossible to get rid of. Kill it, exile it, and three turns (or less) and it’s back.

In Commander that’s really powerful if you use them as a mono colour Commander. It gets around Commander tax.

So far I have only really found two of these useful for Standard. The first of those is Oketra in my Orzhov deck. Getting a 4/4 zombie for 1 mana when I cast one of the 1 drops is insane. Sadly my Scarab God Commander deck would love Oketra to join it’s ranks but it doesn’t have white.

I don’t have Bontu and it’s a card I’d like to try in my Orzhov deck. Played at the right time and board state, I’d get card draw, damage to my opponent and life gain that would pump up one or two other creatures.

Ilharg is the other card I’ve found really useful in Standard and I want to try him with my mono red aggro Commander deck. I do like the idea of using him as the Commander. Multiple attack phases and a handful of creatures he becomes insane.

Rhonas I’m undecided on. He’s in my Simic standard deck. But I’m not sure how good a fit he is. I think he is better as one of the 99 in my big green stompy Commander deck.

For me the weaker cards in this God cycle are the ones that have an ETB. The two with the repeatable on going ability are the more powerful and useful ones in my eyes. Unless you can find a way to blink out the ones with the ETB and make use of that that way. But that seems a lot of effort. I prefer having to avoid all of that, unless I’m already doing that within the deck.

That’s my look at these two cycles. It’s been through my lense and how useful they are to me and decks I play. Your mileage from these cards especially the ones I’m not keen on may differ.

Chains and Barrels

The bank holiday weekend saw me experiment with painting one of the barrels that was printed for me by a friend. Plus an attempt to paint the piles of chains that came with the cage I bought.

The end result for the barrel I’m very happy with. The metal was painted with Runefang Steel, and the wood with Mournfang Brown. Then a mild brown wash applied. The groves in the wood didn’t come out dark enough for my liking. So I applied a second layer of the wash just to those groves. Which gave me a result I was more happy with. I do like how the wash gave the metal a rusted/copper look.

The chains are ok. And will do. For those I used the Runefang Steel again, and then a dark tone wash.

I also started a couple of chests, that I think need the wash applying again to darken the groves more.

Now to do the other barrels I have printed.

Upgrading Lightning Aggro Suggestions

Last month saw the 2019 Challenger decks hitting the shelves of the FLGS. Last year when the initial ones came out they were a massive hit. They delivered big time on the promise of providing a standard legal deck that would be competitive at a FNM.

Would this years offerings continue to deliver on that promise? IMHO from the 3 I own and have played, the answer is a big yes.

In this post I’m going to look at the Lightning Aggro Challenger deck. It’s mono red. I don’t normally play mono red aggro. So I like that this Challenger deck allows me to try that deck without having to go out and track down all the cards. And like the rest of them it makes a great place to start and make the deck your own.

The WotC article (linked above) suggests that players look at adding Risk Factor and/or Skewer the Critics. They also talk about splashing a second colour and recommend cards in the colours suggested.

However I like the idea of sticking to mono red. So my inclination is to add one or two more copies of Rekindling Phoenix. Or at least having them in the sideboard. I love the card. A 4 CMC 4/3 that is nigh impossible to get rid of. Kill it and it’s back at the start of the next turn. It can be very annoying.

When I first saw Ilharg it didn’t grab me. But then I got this deck and pulled the card. I particular think it’s attacking ability is there to be abused. Chainwhirler and Pyromancer both have etb triggers that this allows us to repeat, a red flicker/blink effect? Plus as I saw at the weekend with Oketra once this is out on the battlefield even if your opponent does get rid of it, it’s back pretty quickly. I’m leaning to having a couple of these in the deck.

Tibalt is a sideboard card. And a situational one. It’s there for when the deck goes up against a deck like my Orzhov deck or the mono white United Assault Challenger deck. Basically any deck that relies on life gain. It switches them off.

Neheb is one to also consider, and could allow you to get Ilharg back even quicker. If I had to say one card I was unsure about then this would be it.

So that’s 6 cards I would consider for upgrading the Lightning Aggro deck. What do you think of these suggestions? What cards would you upgrade in this Cahllenger deck?

Orzhov Aggro Standard

I’ve actually enjoyed playing this deck. Yes it’s aggro. But that doesn’t really reflect what the deck does.

It is a value deck really. It uses life gain to get value, it uses creatures dying to get value.

The main value these two things give me is pumping up creatures, or trigger my favourite mechanic in this set proliferate.

Gain life something gets bigger. Creature dies, and something gets bigger, draw a card, do direct damage and gain life, that then triggers the life gain again! That’s a nice loop to get in.

Oketra is insane. Especially in this deck, once out every time I cast one of those 1 CMC 1/1 creatures I have (which there are a few) they get joined by a 4/4 zombie warrior token! That’s insane value. Plus so hard to get rid of.

I like Liliana. Pumping out that 2/2 token is nice. Using her sacrifice ability, removal and feeds into that value loop.

I never got Sorin into play in testing, so can’t really say how good he is in this deck.

Creatures:28

4 Banehound
4 Charmed Stray
4 Healer’s Hawk
3 Ajani’s Pridemate
3 Cruel Celebrant
2 Grateful Apparition
2 Martyr for the Cause
2 Rising Populace
2 Gideon’s Company
2 God-Eternal Oketra

Spells:12

2 Aid the Fallen
1 Finale of Eternity
2 Seal Away
2 Mortify
1 Unbreakable Formation
2 Ixalan’s Binding
1 Sorin, Vengeful Bloodlord
1 Liliana, Dreadhorde General

Lands:20

4 Forsaken Sanctuary
4 Orzhov Guildgate
7 Plains
5 Swamp

Sideboard:15

3 Demon of Catastrophes
2 Massacre Girl
2 The Elderspell
1 Kaya, Orzhov Usurper
1 Unbreakable Formation
2 Kaya’s Wrath
4 Vraska’s Contempt

Ok you have seen the cards. Here is that boring mana curve bit.

I’d love a second Liliana in this deck. If I can trade for her, I’ll add her to the deck. Then again a second Sorin would be nice too. Kaya in the sideboard might get replaced by another Massacre Girl. I’d like a third copy of Kaya’s Wrath and Unbreakable Formation.

Like most of my decks I’m borderline too little lands. Adding a couple more wouldn’t hurt.

The faster shock and check lands would be nice. But the cost of play sets make it not worth it.

Ok let me know what you like and don’t about this deck in the comments below.

Anytime you are out numbered the odds are stacked against you

Anytime you are out numbered the odds are stacked against you.” Sage advice from Matthew Colville to his players.

I was watching one of the Geek and Sundry RPG lite advice videos on YouTube where Santine Phoenix interviews Mr Colville about planning encounters. When he dropped this nugget of advice that he gives his players at the start of a session.

In the video he does briefly explain why this is the case, using terms such as action economy, and the chances to hit as the reasons why.

So what now follows is an attempt to explain as best I can Matts reasoning behind that statement based on his comments in that video and also another video of his about dice and probabilities.

I apologise now if the following seems confused and incoherent.

D&D uses a 20 sided die or d20 to determine if you are successful when attempting to do anything, like for instance hit an enemy.

The probability of rolling any single number, for example a 5, is 1 in 20, assuming that the die is a fair die.

So to roll any number on a d20 we have a 5% chance of rolling it.

In D&D we are not rolling for a single number but a number that is equal to or greater than a target number, like an armour class of an enemy.

So the probability of rolling a 13 or higher is worked out by adding the probabilities of rolling all of the numbers together.

Let’s look at a creature that has an AC of 13. Well I’ve just shown that we have a 40% chance of getting 13 or higher when we roll a die. Which means we would fail to hit our enemy most of the time. That’s not fun.

But what I haven’t accounted for are any modifiers that can be applied. Let’s assume I’m attacking with a sword that gives me a +3 modifier. So instead of having to roll 13 or higher to hit, all of a sudden I need to roll 10 or higher.

Which using similar math to above means that to hit an AC of 13 I’d have a 55% probability of hitting. I am now more likely to hit than miss. Now that’s more fun. And the bigger that modifier is the more likely I am to hit.

Now we jump to the action economy part. And we are specifically looking at combat here.

On a turn a player and enemy can do basically 3 things, with players getting a bonus action as well under certain conditions, that monsters rarely get. Plus a reaction. So players can have between 3-5 actions, while monsters get 3-4.

But in reality that translates to 1-3 actions that players can use to do damage, and 1-2 actions for monsters.

So as you can see on a 1v1 match up, the player has more chances of success at doing damage. And therefore the “advantage” and more likely to kill the monster before the monster kills them.

Any encounter that has equal numbers or less monsters than the party size means that the party has the advantage. They have more actions, and the greater chances to succeed doing damage.

But as soon as the monsters start to out number the party. The number of actions and those opportunities to hit start to sway in favour of the monsters.

So that’s why a group of goblins may not seem dangerous to a party. But they have more opportunities to do damage. More chances of success. And therefore the upper hand. Whilst the same holds true if they knock out/kill a party member.

And that is my understanding of the thinking behind that statement. Obviously there is a lot of mistakes above, and I’ve not explained bits enough. Put your corrections in the comments below.

Testing testing

Friday night was meant to be our second Casual Magic the Gathering session for Fenland Gamers.

However no one showed up. Not even the people that had asked we put these sessions on. Which meant I spent over an hour sitting in The Luxe at a table with MtG play mats on, shuffling decks, and looking like Billy no mates.

To say I was not happy was an understatement.

But Saturday I was back at my FLGS The Hobbit Hole for the MtG Open House.

Thankfully I got to try my two new decks. You’ll find the first deck list below, with the second to follow in another post.

The nice thing about this testing was that playing against Michael and Kar-Fai I was going up against decks that I will be facing in the final season of Standard Showdown.

Michaels burn deck is very fast. Too fast for the Simic Ascendancy deck. But my Orzhov deck just edged it. But they were close games.

Kat-Fai also tried out two deck ideas. One of them I think will be the one he goes with for the Standard Showdown. Once again the Simic Ascendancy deck did the worst out of the two.

I knew before hand that the Simic deck would need more work. I’ll discuss those thoughts below. But I was very happy how well the Orzhov deck seemed to do.

I got to see another deck that will be in the Standard Showdown. It’s one of the dinosaur aggro decks with one or two new additions. These decks are lightning fast also.

So here is the first draft of the Simic Ascendancy deck I’ve put together.

Creatures:29

3 Hydroid Krasis
3 Incubation Druid
4 Merfolk Skydiver
3 Pollenbright Druid
2 Evolution Sage
3 Guildpact Informant
3 Frilled Mystic
2 Zegana, Utopian Speaker
2 Biogenic Ooze
2 God-Eternal Rhonas
2 Roalesk, Apex Hybrid

Spells:9

2 Bond of Flourishing
3 Simic Ascendancy
1 Vivien, Champion of the Wilds
2 Wilderness Reclamation
1 Vivien Reid

Lands:22

3 Breeding Pool
12 Forest
3 Hinterland Harbor
4 Island

Sideboard:15

1 Incubation Druid
1 Pollenbright Druid
1 Evolution Sage
1 Guildpact Informant
1 Thrashing Brontodon
4 Essence Capture
1 Finale of Devastation
1 Simic Ascendancy
2 Vivien’s Arkbow
2 Planewide Celebration

Ok here are the stats. I usually put this before the deck list. But thought I’d try and shake things up and try it here.


The sideboard definitely needs a lot of work. My current thinking is that this should be mainly counter spells.

I do like the new Vivien, Champion of the Wilds. That on going ability of giving creatures flash is nice. So a second of her would be good.

Adjusting the Forest/Island ratio I think needs to be done, so that it takes into account sideboarding counter spells in.

The deck needs to be faster. Of if I can’t get it faster, work on a way to stay alive long enough to implement the plan.