The Tasigur Seen ‘Round the World – My Thoughts on #PTDTK Round 6

Like many of you, last Friday I was watching the Pro Tour during Round 6 when Patrick Chapin was given a game loss for (ostensibly) placing a Tasigur into his hand prior to revealing it during the resolution of the ability on Ajani, Mentor of Heroes. And like pretty much everyone else on the internet, I have a few things to say about it. Luckily for me, I have something of a soapbox in the form of this blog and the YMTGT podcast, where I read a version of this post for discussion on the latest episode of the podcast (available today if you want to give it a listen). What follows are some of my thoughts regarding the situation. I reserve the right to change my mind; my opinions are not set in stone, and I welcome open discourse on the topic. This post merely represents my current stance on the matter.

1) I don’t agree that cameras shouldn’t be available to judges as a resource.

Currently, using the recorded footage to resolve a judge call is not allowed by rule. The thinking behind this is that since all matches aren’t recorded, it would be unfair for featured matches to have a source of information that is not available for all players in all matches in the tournament. This is awful reasoning. In my opinion, if you have the ability to correct a situation (within reason—see below), you absolutely do it. You use the resources available to make it right.

I’ll admit, a line has to be drawn somewhere. If something happens on camera and then several turns pass before it is noticed, going to the tape is probably excessive. But when caught immediately, and/or when it’s the difference between a warning and a game loss, I absolutely feel that using recorded footage is within reason. If the rule were to change, this line would have to be defined. This should not prevent us from modifying the rule.

Is this an advantage for those featured in camera matches? Maybe. Is it an advantage to know your opponent’s deck ahead of time because he or she was featured on the coverage when you weren’t? Probably. Feature matches are already treated differently than non-feature matches, and there are both advantages and disadvantages to players who are shown on camera. It is impossible to treat them exactly the same because they are not the same. The argument “we can’t do the right thing for YOU because we won’t be able to do it for everyone” is to me a flawed argument. Features are already a different animal.

2) I don’t agree with the upgrade to a game loss but I would have agreed with a warning.

If you go back and watch the footage, the location of the card chosen from Ajani is clear at all times.

Here is the relevant rules text:

2.5. Game Play Error – Game Rule Violation Definition This infraction covers the majority of game situations in which a player makes an error or fails to follow a game procedure correctly… An error that an opponent can’t verify the legality of should have its penalty upgraded. These errors involve misplaying hidden information, such as the morph ability or failing to reveal a card to prove that a choice made was legal. If the information needed to verify the legality was ever in a uniquely identifiable position (such as on top of the library or as the only card in hand) after the infraction was committed, do not upgrade the penalty and reveal the information if possible.

The sequence is as follows (if you’d like to follow along, the video is available at the bottom of this post):

  • Chapin places his hand face-down on the table.
  • Chapin puts a counter on Ajani, and passes priority (he points to his library asking whether or not the ability resolves).
  • Chapin looks at the top four cards of his library (Tasigur, Plains, Plains, Temple of Malady).
  • Chapin chooses the only legal card (Tasigur) and places it face-down on top of his hand, which is still where he left it on the table. He does not pick up his hand. The chosen card is touching the cards in his hand, but it is also at a clearly different angle from the rest of the cards in his hand.
  • Chapin then places the remaining three cards from Ajani on the bottom of his library.

At this point, it is quite apparent which card he chose with Ajani. It remains the top card on the pile, cocked at an angle to the rest of his hand. To me, this satisfies the condition of being “uniquely identifiable.”

  • As Chapin moves to pick up his cards, his opponent says, “he needs to reveal.” Chapin simultaneously lifts the cards from the table with the chosen card still cocked at an angle and responds, “yeah sorry,” while clearly separating the chosen card from the rest and flipping it to reveal Tasigur.

I agree that Chapin’s play was  a bit sloppy and deserving of a warning. I do not agree that it should have been upgraded to a game loss, because the chosen card—while admittedly touching the rest of his hand—was still clearly separated.

3) Perception matters a LOT, and many will perceive what happened as undeserved punishment.

All that said—and this is what I believe is the worst thing about all this—no matter how “correct” the ruling may have been by the rules, the perception of the situation, especially to newer players, is that it was extremely unjust. A player was punished arguably for placing a card on the table just an inch or two too far to the right. He didn’t cheat. He wasn’t being shady. He chose a legal card and placed it in a spot where it touched the rest of the cards in his hand.

It’s not clear whether or not Chapin would have remembered to reveal the Tasigur on his own, because his opponent pointed it out as Chapin was finishing the resolution of Ajani’s ability. No further game actions had been taken, so Chapin was not given the opportunity to forget to reveal. Therefore, Chapin wasn’t punished for failure to reveal, he was punished for having the chosen card touching the rest of the cards in his hand.

This is the kind of thing that turns people off. It turns me off, and I’m someone who understands the reasoning behind it. Who knows what it looks like to players who don’t grasp the logic behind the rules.

There’s a lot more to this, namely the treatment of the situation by the coverage, but I think Cedric Phillips has handled that aspect of it quite well already and I don’t need to rehash it. I suggest you read it though, even if I disagree with some of his points.

I don’t know exactly what the solution is, because there’s not an obvious solution, but what happened should absolutely not have happened.


Win a Brew Box!

UPDATE: The contest has ended, and the winner is… Matt B (@astormbrewing)! Congratulations, Matt! I’ll contact you about getting your prize in your hands! Thanks to everyone who entered and shared their thoughts on this exciting new offering. Be sure to stay in the loop with the folks over at Brewport Games to make sure you get your monthly Brew Box as soon as it’s available!

———

What’s a Brew Box? This is a Brew Box!

The Brew Box

The brainchild of Charles & Brooke at Brewport Games, the Brew Box is a subscription-based service that ships a monthly package of MTG-related goodies to subscribers. Packs, sleeves, dice, tokens, etc. You can read more details about the Brew Box concept here.

At this point, the Brew Box is in a trial phase, but Charles and Brooke were kind enough to throw one of their prototypes my way, and I’ve decided to pay-it-forward to a lucky random winner.

———

To enter, all you have to do is:

1) Retweet the tweet announcing the contest: Link to Tweet

AND

2) Leave a comment on this post with your thoughts on the Brew Box concept, and if you have any ideas for the folks at Brewport. What sorts of things would you like to see in the Brew Box? Be sure to include your Twitter username so I can contact you if you’ve won!

———

The winner will be announced on the afternoon of Wednesday, April 2nd.

Here’s what you’ll win!

Sleeves, dice w/ dice bag, tokens, and a draft set!

I’ll also likely throw in some In Contention tokens and stickers as well.

Get to it!

Want to see what some other members of the MTG community had to say about the Brew Box? Watch Reuben Bresler’s unboxing video, or read Heather Lafferty’s blog post.

My 2013 MTG Pro Tour Hall of Fame Ballot

In alphabetical order:mtghof

William Jensen
Chris Pikula
Luis Scott-Vargas
Ben Stark

Upon further consideration, I have decided to add a player to my ballot. I originally submitted only four players because I feel that it is a very high honor (Magic’s highest) to be inducted into the Hall of Fame, and if I could not decide on a person to fill that fifth slot, then perhaps that slot on my ballot wasn’t meant to be filled. This is the first year in the three years I’ve been on the Selection Committee where I even considered not using all of my votes.

However, after submitting my ballot, I didn’t feel comfortable leaving that slot empty. Doing so implied that I felt there was not a single eligible player remaining on the list who was deserving of being in the Hall of Fame, and that is not exactly the case. With that in mind, I have decided to add Justin Gary to my ballot for the 2013 MTG Pro Tour Hall of Fame.

New ballot:

William Jensen
Chris Pikula
Luis Scott-Vargas
Ben Stark
Justin Gary

Azorius Basterds

My name is Lt. Aldo Raine and I’m putting together a special team … Through our cruelty they will know who we are. And they will find the evidence of our cruelty in the disemboweled, dismembered, and disfigured bodies of their brothers we leave behind us. And [they] won’t be able to help themselves but to imagine the cruelty their brothers endured at our hands, and our boot heels, and the edge of our knives. And [they] will be sickened by us, and [they] will talk about us, and [they] will fear us. And when [they] close their eyes at night and they’re tortured by their subconscious for the evil they have done, it will be with thoughts of us they are tortured with. Sound good?
— Brad Pitt as Lt. Aldo Raine, Inglourious Basterds

Those that know me can probably tell you that nothing is more frustrating to me than not being able to hit all my colors and cast all my spells. I am generally a fan of consistency over power. Even in a Standard format with as much fixing as is currently available, I hesitate to play a three color deck.

That said, I’m pretty sure that playing a U/W control deck in this format requires at least a splash of some kind, be it red for Pillar of Flame (as seen in week one from Todd Anderson), green for Thragtusk and Farseek (like the Bant control deck suggested by Chapin), or black for access to Ultimate Price, Lingering Souls, and Sorin (such as the deck that Shaheen Soorani piloted to win Virginia States).

Clearly there are several ways to bastardize the Azorius deck, and personally I’ve run the gamut. I think splashing for Pillar early on was correct—even necessary, considering the saturation of Zombies that was expected. However, the majority of the Zombie population has since died out (“died out again?”), and if you’re going to go with red, I think the midrange/tempo strategies are probably a better fit. The format-defining beast that is Thragtusk, plus the addition of a “Mind Stone” in Farseek was very enticing, but the need to hit green mana on turn two to get the most out of Farseek (i.e. resolve Jace, Architect of Thought on turn three) required more than just a splash of green. In addition, playing Thragtusk in a white deck just begs for the inclusion of Restoration Angel (and to a slightly lesser extent, Angel of Serenity), which also plays nicely with cards like Centaur Healer. All of a sudden, instead of an Azorius control deck splashing green, you’re playing a Selesnya creature deck splashing blue. While both Bant Control and U/W/R Midrange are strong and valid strategies, neither is really my style.

Last Thursday, I read Shaheen Soorani’s articleahem—”Pledge to Lingering Souls,” and my interest was piqued. Then on Friday, Gerry Thompson featured an Esper deck by Michael Hetrick (_ShipItHolla) in the SCG Premium Newsletter:

4 Azorius Charm
2 Think Twice
2 Ultimate Price
2 Syncopate
3 Sphinx’s Revelation
13 Instants

4 Lingering Souls
4 Terminus
8 Sorceries

4 Detention Sphere
4 Enchantments

4 Jace, Architect of Thought
3 Sorin, Lord of Innistrad
2 Tamiyo, the Moon Sage
9 Planeswalkers

4 Drowned Catacomb
4 Glacial Fortress
4 Hallowed Fountain
4 Island
4 Isolated Chapel
2 Nephalia Drownyard
4 Plains
26 Lands

Both of these lists were right in my wheelhouse. Counters, removal, card draw, and the one-two planeswalker punch of Jace + Tamiyo. Initially I wasn’t completely sold on Sorin, but I resolved to give it a shot in an Esper control build. With the above two lists as reference points, I came up with the following:

Azorius Basterds

2 Snapcaster Mage
2 Creatures

4 Azorius Charm
2 Syncopate
2 Dissipate
2 Ultimate Price
2 Forbidden Alchemy
2 Sphinx’s Revelation
14 Instants

4 Lingering Souls
3 Supreme Verdict
1 Terminus
8 Sorceries

2 Detention Sphere
2 Enchantments

4 Jace, Architect of Thought
2 Sorin, Lord of Innistrad
2 Tamiyo, the Moon Sage
8 Planeswalkers

3 Island
3 Plains
1 Swamp

4 Glacial Fortress
4 Drowned Catacomb
4 Isolated Chapel
4 Hallowed Fountain

2 Nephalia Drownyard
1 Vault of the Archangel
26 Lands

These lists are obviously very similar to each other; more than living in the same neighborhood, I think they share a three-bedroom apartment. I like a lot of Shaheen’s numbers, but I don’t really want to play with Runechanter’s Pike. It’s too much of a threat and not enough of an answer. I like my cards to either be able to get me out of a bad situation (spot removal, counterspells, sweepers, card draw) or ideally double as both threat and answer (Lingering Souls, planeswalkers). It’s just a one-of in Shaheen’s deck, and I certainly can’t fault him for playing it—he did win VA States, after all—but equipment is not where I want to be. I also decided to cut the Augurs, which I don’t feel are as good with so few zombies around to scare off (not to mention how demoralizing it is to whiff, even if it’s rare).

Hetrick’s list leans just a touch too heavy on the miracle plan for me, with 4 Terminus and zero maindeck Supreme Verdict. I prefer Shaheen’s split of 3 Verdict, 1 Terminus. Again, it’s a Power vs Consistency thing, with Terminus being more powerful and Verdict being more consistent. Since I’m only playing one copy of Terminus main, Forbidden Alchemy gets the nod over Think Twice. [Note: Hitting a miracle with Forbidden Alchemy does not trigger miracle, as you are not “drawing” the card, you’re putting it into your hand.]

Despite my initial reservations, Sorin has really been pulling his weight. The comparisons to Elspeth, Knight-Errant are inevitable, yet fairly warranted in the context of this deck. In most cases I find myself making a Soldier Vampire token to defend myself and my planeswalkers, and in this way Sorin is better than Elspeth (lifelink!). Sorin also threatens to go ultimate a turn faster. While his second ability is clearly weaker in the sense that it costs loyalty rather than adding it, the actual effect in concert with Lingering Souls can act as a pseudo-Overrun of sorts. If you’re not under a ton of pressure, it’s often correct to hold Sorin until you’re able to play Lingering Souls and flash it back in the same turn; then play Sorin on the subsequent turn, make an emblem, and crash in for 8.

Azorius Charm is another card that has surprised me somewhat. When the Return to Ravnica Charm cycle was initially spoiled, most put this one somewhere in the middle in terms of playability; however, just the “Condemnory Lapse” mode (as I like to call it) makes the card worth playing. That you can “cycle” it is just icing, and the third option is like remembering to grab a napkin. I always forget to grab napkins, but often find myself in situations where I wish I had one handy.

If you haven’t played a Sphinx’s Revelation yet, you’re missing out. The card is really good. I’ve mostly cast it for the lifegain and ended up with 4+ cards as a bonus. It’s like paying a lot of money for a good meal at a nice restaurant, and being given a free iPad on the way out.

I’m still fiddling around with the manabase, primarily the numbers on the utility lands. Currently I’ve got two Nephalia Drownyard, one Vault of the Archangel. I don’t want more than three in the maindeck, and I’m considering cutting one of them for either a Swamp or an Evolving Wilds. With only four counterspells main, this deck isn’t extremely vulnerable to Cavern of Souls, but a Cavern could still hurt. Ghost Quarter may be worth consideration, if only for the sideboard, with the added effect of bolstering your game against opposing Drownyards, Kessig Wolf Runs, etc.

A couple of other cards I’ve got my eye on are Drogskol Reaver and Cyclonic Rift. Shaheen does a great job espousing the virtues of Reaver in his article, so I won’t rehash that here. Rift just seems like an excellent catchall that can double as an additional sweeper—an incredibly powerful, lopsided sweeper at that. SCG’s own Glenn Jones once referred to Sleep as “the blue Bonfire,” and I think Cyclonic Rift is an even better fit for the moniker. I’m seriously considering it for a slot in the maindeck, but it’s a tough call on what to cut.

No sideboard as of right now, as I’m still tweaking the maindeck, and I’m also of the opinion that sideboarding should be tailored to each specific tournament. I will say that in the wake of Brad LeBouef’s win last weekend in New Orleans with three maindeck Cavern of Souls, the Essence Scatters that I was considering are looking a lot worse. It seems to me that you’re better off dealing with creatures using removal and sweepers than by trying to rely on narrow counterspells.

For the moment, this is my favorite deck in Standard, and it has a lot of wiggle room and potential to evolve with the format. Not only that, but Gatecrash will be sneaking up on us in just a few months, bringing with it Watery Grave, Godless Shrine, and likely a host of Dimir and Orzhov goodies that will only make the deck stronger.

Jace, Architect of Thought – Fact or Fiction?

It’s no secret that I’m a huge fan of Jace, so when it was announced at the MTG panel at San Diego Comic Con that there’d be a new version of Jace in Return to Ravnica, I was pretty pumped.

Over the weekend at PAX, Wizards revealed this guy:

I’ll be honest; my first impression was disappointment. A Fleeting Distraction effect without the cantrip? A weak Fact or Fiction? A better Bribery that requires a planeswalker to sit around on the table unmolested for four of my opponent’s turns?

That’s what it looked like to me at first, but then I started thinking about it a bit more.

Let’s break it down. Jace’s first ability gets better the more creatures your opponent has on board, thereby discouraging the use of cards like Lingering Souls and Moorland Haunt (both of which have been Standard all-stars since being printed). In fact, it really just discourages strategies relying on small creature swarms entirely. Creatures with 1 power are rendered completely ineffective. Immediately going up to 5 loyalty means it’s going to take a lot of small dudes (each with at least 2 power) to handle Jace if your opponent decides it’s in her best interest to try and get rid of him ASAP.

Alright, so Jace can deal with the swarms of little guys just fine. What if you’re facing down a fatty? IT’S TIME FOR SOCKS WITH SANDALS!

Sticking a Jace alongside Tamiyo, the Moon Sage will be a nightmare for creature strategies. Tamiyo locks down the big threats, and Jace makes sure the little guys are more like kids wearing Halloween masks than actual scary monsters.

Superfriends aside, Jace does not match up well against larger creatures, so you’re going to have to find another answer. Fortunately, Jace’s second ability is great at helping you dig for a solution. While it’s not exactly Fact or Fiction, it’s closer than you might think.

At the same converted mana cost, an unmolested Jace lets you see six cards (where FoF only showed you five). It also gives your opponent an additional opportunity to make a poor split. Back when the original Fact or Fiction was in Standard, there was a guy at my local shop who would cast FoF and simultaneously reach into his bag and pull out a bottle of Advil to offer to his opponents. A cheap gag, sure, but anything that gives your opponent the opportunity to make an error is a good thing. (It’s important to note that cards in the pile that isn’t chosen are put on the bottom of your library, not in your graveyard, so you’re unable to abuse Jace with Snapcaster—but then again, that’s what Forbidden Alchemy is for!)

The bottom line is, Jace’s -2 either gives you a) two cards or b) the best card in your top three—and sometimes it’s going to be c) both. A freshly cast Jace is going to give you the option of doing this twice unless your opponent decides to spend resources to get him off the table.

In my original reading of the card, I thought Jace’s ultimate said “each opponent,” not “each player.” Getting the best spell out of both my own deck and my opponent’s seems like it should be a game-ender, but like most ultimates, the win is only implied; it’s still left up to you to do the work (Note: whatever spells you decide to cast can still be countered!). I have visions of playing free Nicol Bolases, but until we know more about what the post-RTR Standard format looks like, there’s really no telling what the best targets for Jace’s ultimate could be. Being that it’s not the most likely thing in the world to happen, I’m content to sit back on his first two abilities to help buy me time and resources to win the game, rather than rely on activating his ultimate.

While the Architect of Thought is certainly no Mind Sculptor, I’ve come a long way from my initial disappointment. It’s a card I’m excited to try, and I think there’s a reasonable chance it sees play in the new Standard format post-rotation. I expect the first place I’ll put it is in a U/W Control deck alongside some cards with the new Azorius mechanic, Detain. That plus new Jace and Tamiyo seem like a recipe for an excellent late game.

[Modern] In Testing: Pre-Worlds Updates to Flash Delirium

If you haven’t read my last post regarding the genesis of this deck, check it out here).

Here’s my most recent list:

4 Mana Leak
3 Path to Exile
3 Spell Snare
1 Familiar’s Ruse
3 Cryptic Command
3 Punishing Fire
3 Thirst for Knowledge
20 Instants

3 Spellstutter Sprite
4 Snapcaster Mage
4 Tarmogoyf
2 Vendilion Clique
13 Creatures

1 Sword of Feast and Famine
1 Vedalken Shackles
1 Engineered Explosives
3 Artifacts

3 Island
2 Hallowed Fountain
2 Breeding Pool
2 Steam Vents
4 Scalding Tarn
4 Misty Rainforest
3 Grove of the Burnwillows
3 Mutavault
1 Academy Ruins
24 Lands

In anticipation of a more aggro-heavy format, I went back to the Punishing/Grove combo, and also added Tarmogoyf back into the deck. While it doesn’t fit the instant-speed theme, it seems necessary for both early defense and added pressure. One of the things I found was that the deck wasn’t enough of a draw-go control deck to sit back and pick away at an opponent’s life total with a 1- or 2-power dude. Tarmogoyf fills the role nicely.

Another massive hole in the previous version was the lack of card draw. The Ninjas and their curiosity were great when they worked, but they weren’t reliable enough to provide the card advantage/selection that I found myself craving in many of my games. In a word: Cute. Thirst for Knowledge is making a noticeable impact in the games where I’ve seen it. While I’m discarding 2 cards far more often than I’m dumping an artifact, it hasn’t really been a problem (due in part to Snapcaster Mage, who can get use out of any instants or sorceries you decide to dump). One of my favorite “tricks” is to use Thirst mid-combat as a pseudo-pump spell for Tarmogoyf. They rarely see that one coming.

Obviously, these changes demanded some casualties from the previous version. I’m still loving the miser’s Familiar’s Ruse, so for the moment it’s staying. The 2 Ninjas, Venser, and a Vendilion Clique all bowed out to make room for 4 Tarmogoyf. The artifact count has been reduced to just one of each (although I’m likely including more in the sideboard), and a land was cut to make room for 6 more instants (3 each of both Punishing Fire and Thirst for Knowledge). I noticed I kept getting flooded, and since the deck can run reasonably well off just 4 lands, I felt safe doing this. With that in mind, however, I shaved the 4th Cryptic Command, which made room for the aforementioned miser’s Familiar’s Ruse.

The addition of both Tarmogoyf and Punishing Fire required a reworking of the manabase. The new color requirements meant that the 4th Mutavault was the first to go. I considered cutting the Academy Ruins, but having cut down to just one of each artifact, in addition to newcomer Thirst for Knowledge, I’ve kept it in for now. Watery Grave seemed unnecessary (I don’t think I ever needed black mana, not even once).

The Modern format is fairly difficult to grasp at the moment, especially post-bannings. It hasn’t had much of a chance to get any momentum, but I’m hoping Worlds and the upcoming PTQ season will help cement this format in the hearts of players, like Legacy before it. I’ll be keeping a close eye on the Modern decks coming out of Worlds this week, as this is most likely to have the biggest influence on the upcoming PTQ season. If I had to guess, I’d say the format will initially revolve around Punishing Fire and Grove of the Burnwillows. The best decks will be those that can use the combo most effectively, and those that can best neutralize its effects. (Honorable Mention goes to Spell Snare.)

  

Further updates to come. In the meantime, keep an eye on my Twitter account (@AffinityForBlue), as I’ll be tweeting from Worlds this week. You can also expect some content on Episode 87 of Yo! MTG Taps! (coming up after Thanksgiving).

[Modern] In Testing: Flash Delirium

When Snapcaster Mage was previewed at Pro Tour Philadelphia earlier this month, it was the talk of the tournament floor. Personally, I was excited to fit it into as many decks as possible. I already had Modern on the mind (it being the format of the Pro Tour), so the wheels were immediately turning in that direction.

I was already testing a Previous Level Blue style deck with the Punishing Fire + Grove of the Burnwillows combo, but was somewhat unimpressed. The manabase felt clunky, and the Punishing/Grove combo was not as strong as I’d expected. Not to mention the fact that the deck was clearly too slow for the then-current environment, which was saturated with blazingly fast combo decks that made it difficult for a control deck to thrive.

The bannings announced on September 20 changed all that. The loss of a key accelerant (Rite of Flame) plus the two best one-mana cantrips in the format (Preordain, Ponder) should significantly slow things down, providing an opportunity for control to get a grip on the format.

I decided to dismantle the deck I was testing and start from scratch, using various Previous Level Blue decks and Mystical Teachings decks as inspiration. Here’s what I ended up with.

Flash Delirium:

4 Mana Leak
3 Path to Exile
3 Spell Snare
4 Cryptic Command
14 Instants

3 Vendilion Clique
4 Snapcaster Mage
2 Ninja of the Deep Hours
3 Spellstutter Sprite
1 Venser, Shaper Savant
13 Creatures

3 Sword of Feast and Famine
3 Engineered Explosives
2 Vedalken Shackles
8 Artifacts

4 Hallowed Fountain
1 Watery Grave
1 Steam Vents
1 Breeding Pool
4 Mutavault
4 Misty Rainforest
4 Scalding Tarn
1 Academy Ruins
5 Island
25 Lands

The result leans towards Aggro-Control, something like a pre-Bitterblossom Faeries deck (did those even exist? Sure they did. Just ask Zvi). The amount of synergy in this deck is somewhat staggering. Not only are the individual cards powerful on their own, they work together to provide quite a bit of versatility. This is my kind of deck.

Of the 35 non-lands in the deck, 27 of them can be cast at instant speed (or pseudo-instant speed in the case of Ninja of the Deep Hours‘ mid-combat ninjutsu ability); hence the name, “Flash Delirium” (the name of one of my favorite MGMT songs).

Speaking of Ninja of the Deep Hours, its inclusion may seem questionable, but it fuels one of the trickiest (and, frankly, coolest) interactions in the deck. With so many flash creatures with enter-the-battlefield abilities, Ninja acts as a one-use Riptide Laboratory that draws you a card (sometimes more than one) and allows you to return and reuse any of the other 11 creatures. Value! For the moment I’m going with the Ninja, but another idea I had (which doesn’t have to be mutually exclusive) is to play a copy or two of Familiar’s Ruse, which gives you a similar effect without the need to attack.

Moving on to the sorcery speed portion of the deck, Sword of Feast and Famine should be no surprise to anyone. With this many instant speed options, the deck is able to fully capitalize on the Sword’s untap trigger, while the protection the Sword offers can facilitate ninjutsu in a pinch, or help a Ninja slip by and draw you a card.

  

The manabase is built to take full advantage of both Vedalken Shackles and Engineered Explosives. Nearly every land is an island (or can fetch one), ensuring that the Shackles fit any creature you might encounter. The inclusion of all four blue Ravnica-block dual lands allows you to go to the full 5 Sunburst counters if necessary. Mutavault, while not an island, is a faerie, which can be relevant alongside Spellstutter Sprite (as anyone who plays Legacy or who played Standard when Lorwyn was legal will tell you). Lastly, Academy Ruins is there to pick up any broken Swords, Shackles, or dead Explosives that might have found their way into the graveyard.

This is still a rough and somewhat untested list, but it’s what I’m currently working with. I haven’t yet come up with a sideboard (it sort of depends on how the format shapes up), but I’ve got my eye on the usual players: Thoughtseize; Krosan Grip; Pithing Needle (and possibly Trinket Mage to fetch it; can also grab Explosives); Wrath of God; Lightning Bolt (or possibly Helix, but it might be a stretch). I’m also considering an Elspeth, Knight-Errant or two.

Thoughts? Ideas? I’d love to hear ’em.

Follow me on Twitter @affinityforblue.

UPDATE: A lot of people have been asking about the list, and while it is my intention to write up a full post after some more testing, I figured I’d throw out a few updates. After discussing the idea with Mike Flores, we both determined that the deck is likely lacking two things: more power/pressure, and probably more card draw as well. I’ve shaved some numbers, cut the Ninjas from the deck entirely, and added Tarmogoyf and the Punishing/Grove combo back into the deck (as Shaheen Soorani pointed out in his recent article on SCG, the format is looking fairly aggro-heavy). I’m currently playing with 2 copies of Familiar’s Ruse as well, which has been stellar. Next on my agenda is to get a few copies of Thirst for Knowledge into the deck. Theoretically, Snapcaster Mage will mitigate the downside of discarding spells off of a Thirst. I’m considering shaving a land, because it feels like the deck gets a little flooded more often than I’d like. More details to come.

Jace, Memory Adept – Under the Hood

It’s been a while, but I wanted to drop a quick post with a few initial thoughts on the latest Jace to (potentially) grace Standard, since the Mind Sculptor has been banned and the original will be rotating in October.

If you haven’t yet seen it, here it is:

Jace, Memory Adept

Yeah, seems…neat.

To me the obvious comparison is Venser, the Sojourner. At the same converted mana cost, their first abilities are comparable, as typically with Venser you’re blinking Spreading Seas and Wall of Omens, etc. Venser’s starting loyalty is lower, but both ‘walkers can immediately go to 5 loyalty, so that’s a wash. On the following turn though, Venser hits 7 loyalty while Jace only reaches 6. This could be very relevant if you’re attempting to reach the ultimate against attacking creatures or a deck with burn. While Jace’s +1 is more “guaranteed” (since you actually need something decent in play to blink with Venser), Venser has the slight edge here in my opinion for the versatility. Blinking a Sun Titan, or any Titan for that matter, often gives you more than a single card’s worth of value, and having to option to blink-“untap” a land in a pinch is useful more often than you might think. There’s a plethora of options here to find interesting permanents with enter-the-battlefield abilities that can be used (and hopefully abused) with Venser.

Skipping the middle ability for a sec, both planeswalkers reach their “ultimate” in the same amount of time (4 activations if left unchecked), and both should win you the game. However, while Venser gives you an emblem that applies for the duration of the game, you only get one turn with the cards from Jace before you need to discard back down to 7. Drawing 20 cards is immensely powerful, don’t get me wrong, but if you can’t put those cards to use the majority of that advantage goes to waste. Not only that, but you have to be careful, since there’s a nonzero chance that you deck yourself. Keep in mind: Using Venser’s +2 for three turns puts him at 9 loyalty, meaning that he sticks around for more blink action after you get his emblem. Jace has to survive an additional turn if you want him to stay in play after his ultimate.

The middle ability on Jace, Memory Adept is probably the most interesting one. In the context of the current Standard, it is “just” a milling strategy. No question, if you let your opponent keep Jace around for too long, he has the potential to be a killer, but it has no real effect on the board, and if this is the route you’re going, you’ve got to worry about protecting Jace. However, all signs point to Innistrad (the fall 2011 set) as a graveyard-based set. It’s exciting to consider whether in the future we will have a reason to want to mill our own library. This is a common thing in Legacy (Dredge, Breakfast), but not usually in Standard. Flashback has already been confirmed (via D12) as a returning keyword in Innistrad.

For the moment, it seems like you can get more value and versatility out of Venser, but if there’s a reason to want to stock our own graveyards, Jace, Memory Adept could be where it’s at. Also, if there are hardcore good milling strategies coming down the pipe, Jace could actually be a staple in those sorts of decks. The Eldrazi giants are rotating, and WotC loves to create tension in their strategies, so pushing milling as a win condition seems to fit perfectly into a graveyard-based block. That’s my prediction anyway.

Be careful to avoid the trap of comparing this new incarnation to Jace, The Mind Sculptor. It’s a different card with different applications, and should be treated as such.

It’s stronger than it looks at first glance. Playable? Maybe, maybe not. But remember, Wizards wants planeswalkers to be playable; Aaron Forsythe even admitted that Chandra Ablaze was a failed design. This Jace’s power may not be immediately apparent, but that doesn’t mean it’s not there. It may just be waiting for some friends. (Remember Stoneforge Mystic before Swords?)