Wally Mnemonic

A few quick thoughts on Mnemonic Wall.

The other day, I compared Mnemonic Wall to Eternal Witness. While this comparison still applies, I can’t help but think that the Wall may be even better than I originally thought.

Consider the applications of being able to clear the board with Day of Judgment against an aggro deck, then follow it up with Mnemonic Wall to simultaneously retrieve the Wrath from the graveyard AND put your opponent in a situation where they have to either a) play a creature that the Wall can’t profitably block, or b) overcommit to the Day of Judgment that’s now back in your hand.

On its own, it’s a two-for-one; but in the context of a deck with multiple X-for-one Sorceries and Instants, the Wall can bring back anything from Mind Spring to Mind Shatter, from Day of Judgment to Martial Coup. Or perhaps, “Hm, I think I’ll have that Blightning back, thanks.”

And lest we forget: It blocks! It blocks Bloodbraid Elves and Sprouting Thrinaxes, Kor Firewalkers and Nissa’s Chosen. It’s a great chump blocker to give you one more turn to replay that Wrath. It’s also one more permanent to sacrifice to any Annihilator Eldrazi that may somehow make their way onto the board (not that that’s a great reason to use it, but in a control deck that tends to have few nonland permanents, it’s something to keep in mind at least. Sometimes a land may be more important to keep around than an 0/4 wall).

Lastly, a blurb from Evan Erwin’s Twitter: “Mnemonic Wall seems pretty good with Reveillark in Extended. Just sayin.”

Of course, I’m not sure what else Rise of the Eldrazi has in store for us, but at the moment, Mnemonic Wall looks like an exciting, constructed-playable card that should at least make the short list when building any blue-based control deck.

CURRENTLY READING: The Glass of Time by Michael Cox.


Chapin’s List (UW Control)

Pro-Tour San Diego: Patrick Chapin and his Blue-White Control deck were featured in a video deck tech late on Friday evening. See below:

So, sideboard notwithstanding, I wasn’t far off. Looks like Chapin ditched the Calcite Snappers (regrettably, considering the moniker I used for the deck in my last post), but otherwise a very similar list to what I have above. I’m actually surprised how close I was to getting the same manabase—I’m only off by +1 Scalding Tarn. Chapin does indeed run 2 copies each of Mind Spring and Martial Coup, along with maindeck Flashfreeze and Celestial Purge.

Notice also the FOUR copies of Cancel in Chapin’s deck.






At first, this seems a bit odd. Before now, the problem with most of the playable counterspells (Flashfreeze, Negate, Essence Scatter) was that they were narrow, which often made it difficult to have the correct counterspell for the situation. Enter Worldwake: along come Jace, the Mind Sculptor AND Halimar Depths—both of which help to correct this problem. With these cards, it is much, much easier to have the right counter at the right time. Still, Chapin & co. chose to run 4 copies of Cancel. Why?

The “problem” with Cancel has always been blatantly obvious. Counterspell=good. Cancel=bad. The only difference between the cards is the extra 1 mana. It might not seem like much, but imagine if the price of a staple such as gasoline increased by 33% (oh, wait…it has). Sucks, right? But Worldwake has also gifted us with a means of making up that difference: the mother-lovin’, Everflowing Chalice. As Chapin explains in the video, Chalice may be the “best signet ever,” due to its versatility.

For the curious, here are the differences from my original list:

-3 Calcite Snapper
-2 Negate
-2 Path to Exile
-1 Day of Judgment
-1 Scalding Tarn

+2 Cancel
+2 Flashfreeze
+2 Martial Coup
+2 Mind Spring
+1 Celestial Purge

Lastly, here’s Chapin’s maindeck (as he had it arranged in the deck tech):

Jace and friend

Photo by Alexander Shearer

[2] Essence Scatter
[2] Flashfreeze
[4] Cancel
[4] Jace, the Mind Sculptor
[2] Mind Spring
[2] Martial Coup
[4] Tectonic Edge
[4] Treasure Hunt
[3] Oblivion Ring
[1] Celestial Purge
[3] Day of Judgment
[1] Path to Exile
[2] Arid Mesa
[1] Negate
[1] Iona, Shield of Emeria
[4] Everflowing Chalice
[4] Celestial Colonnade
[4] Glacial Fortress
[4] Plains
[1] Scalding Tarn
[3] Island
[4] Halimar Depths

EDIT: Added Chapin’s sideboard:

[3]  Baneslayer Angel
[1]  Elspeth, Knight-Errant
[1]  Essence Scatter
[2]  Flashfreeze
[3]  Kor Firewalker
[1]  Mind Control
[2]  Negate
[1]  Perimeter Captain
[1]  Plains

Snapper Control for Standard

Just as a quick aside, I thought I’d post the list I’ve been working on for post-Worldwake Standard.

[3] Calcite Snapper
[1] Iona, Shield of Emeria

[3] Negate
[2] Essence Scatter
[2] Cancel

[3] Oblivion Ring
[3] Path to Exile
[4] Day of Judgment

OTHER (12)
[4] Jace, the Mind Sculptor
[4] Everflowing Chalice
[4] Treasure Hunt

LANDS (27):
[4] Halimar Depths
[4] Tectonic Edge
[4] Celestial Colonnade
[4] Glacial Fortress
[3] Island
[4] Plains
[2] Scalding Tarn
[2] Arid Mesa

This list is inspired by a deck I watched Patrick Chapin play on the Magic Cruise last week. I didn’t get the list from him or anything, but I watched a couple of games and I liked what I saw.

UPDATE: Based on the coverage of PT San Diego, Chapin & crew (including Gabriel Nassif and possibly Mark Herberholz) may also be running maindeck Martial Coup and Mind Spring. I’ll update with the official list(s) sometime this weekend (as soon as I can get ’em)!

I don’t have an exact sideboard as of yet, but I’m thinking 4 Spreading Seas, 3-4 Flashfreeze, some amount of Celestial Purges, maybe a Luminarch Ascension or two. Into the Roil seems to be a great catch-all, especially for when a planeswalker slides past your Negates/Cancels; then again, a 4th copy of Oblivion Ring should do the trick (but I sure do love the cantrip option on Into the Roil). I need to test the maindeck some more to find the weak spots before I get a good idea of how the sideboard is going to end up.


So far, with no sideboard, I’ve been loving this deck. Originally I was thinking Esper was the way to go, but the Jace/Halimar Depths/Treasure Hunt engine makes Esper Charm a lot less necessary—and let’s not kid ourselves, Esper Charm is the best reason to play UWB. Cutting the black from the deck takes a lot of pressure off the manabase, freeing up space for Tectonic Edge. Having now actually played with Celestial Colonnade, it’s better than I expected. Vigilance on a manland in a control deck is just SO. GOOD.


To be honest, I’ve got mixed feelings about blue right now. Don’t get me wrong; it’s good. Really good. I love it. But the problem is, so does everyone else. While that won’t stop me from playing the decks I want to play, it’s never as much fun to play a deck when everyone else is playing it, too. On the other hand, maybe I should look at this as an opportunity to focus my efforts on how to edge out the pseudo-mirror match; that’s a skill I’ve always avoided, simply because it was not as enjoyable to play against a deck similar to my own.

Nevertheless, I’m really excited to see what the pro players have been brewing up for Pro Tour San Diego this weekend. Keep up with the coverage over at the mothership!

Yo! MTG Taps! Exclusive Interview with Patrick Chapin, & More!

Yo! MTG Taps! MC2 Coverage Part 2 – Patrick Chapin, the Mind Sculptor is now available for download!

Check it out over on MTGCast!

The second installment of our coverage of the Magic Cruise: An EXCLUSIVE interview with the Innovator himself, Patrick Chapin!

Also includes bonus audio coverage of Patrick’s monologue from the Magic Cruise on the impact of Worldwake!


Yo! MTG Taps! Episode 11 – The REAL Episode 11 is also now available for download!

It’s been three weeks since our last “official” episode, and we’ve got a lot to talk about! A bit about the Magic Cruise, BigHeadJoe goes over GP Oakland, and we discuss a little Standard and Worldwake. Also, we have some listener emails and our first listener voicemails!

Be sure to check out the MC3, coming up in February 2011!

Contact info:
Email: yomtgtaps [at] gmail [dot] com
Voice Mail Line: 1-331-MTG-TAPS
Twitter: twitter.com/yomtgtaps
Joey Pasco’s Twitter: twitter.com/affinityforblue
YouTube: http://www.youtube.com/user/yomtgtaps
Facebook: Become a fan of “Yo! MTG Taps!”
Bigheadjoe’s Blog: http://otherworldlyjourney.blogspot.com
Joey Pasco’s Blog: http://www.affinityforislands.com

Thanks for listening!

It Gets By With A Little Help From Its Friends

A pre-Worldwake look back at post-Zendikar blue.

Blue was never bad. Just not as good as we’re accustomed to.
A 450-lb man who loses 150 lbs—a full 33% of his body weight—would certainly not be considered “skinny” by any means.

This, I feel, sums up the current state of blue in Standard. While blue may have been worse between October and January than it ever has been, in hindsight I think it was a mistake to say it was “bad.” Counterspells were narrow and card-drawing was much less effective, true, but the color still had its strengths.

To wit: There was a time when many considered Morphling to be the best creature ever printed. With a wealth of abilities previously unheard of, Morphling could pump itself to 5/1, stack damage, and then become a 1/5; it could gain Flying; it could gain Shroud. It could untap itself, doing a passable impression of Vigilance.

Now compare Morphling to Sphinx of Jwar Isle:


For 1 additional mana, the Sphinx enters the battlefield with Flying. It enters the battlefield with Shroud. It enters the battlefield as a 5/5, and for all of these Morphling-esque characteristics it requires no more mana than the inital investment. It trades faux-Vigilance for an ability that—in a format with fetchlands, cascades, and soon Treasure Hunts—may be even more relevant. (Not to mention “Knowledge is Power” is the unofficial mantra of the blue mage, right?)

Could the Sphinx actually be better than Morphling?! Well, yes and no. It’s all about context, and when Morphling ruled the skies, blue spells were at their best. (And as much as I would’ve loved to see it, if Morphling were to have been reprinted it would likely occupy the slot in your trade binder right next to Meddling Mage.)

Still, the Sphinx exemplifies the quintessential blue finisher quite nicely: difficult to block, and easy to protect.

No, blue was not bad. Rather, it simply could not stand on its own. Yet, with another color or two along for support, blue found a way to stay strong. With a bit of persistence, blue-based control strategies started showing up as early as six weeks into the post-Zendikar format! At Worlds (late November), a Standard RWU Control deck was in the Team Finals, and Gerry Thompson unveiled his “Spread ‘Em” deck. As Conley Woods put it:

Typically, control decks are only able to emerge as “good” decks once a metagame as been firmly established. This is because the deck needs to know exactly what problems exist in order to determine which answers it must run. (Blue Uprising)

The difference between pre-Zendikar blue decks and those we’ve seen of late, as Conley goes on to point out, is that usually the counterspells are more versatile. This allows them to appear a bit earlier, as their answers don’t have to be so specifically tailored for the metagame. It is this loss of versatility, coupled with the loss of Instant-speed library manipulation, that fueled the perception of blue’s demise.

So, now we have Worldwake. Now we have the Mind Sculptor himself to help sculpt our hands into the ideal mix of answers and threats. We can dig for Treasure in the Halimar Depths, and accelerate our mana by drinking from the motherlovin’ cup. BLUE IS BACK!!!1!!


Not so fast. Let’s take a step back.

Blue mages—like starving children in a frenzy over a hunk of stale bread—have managed to drive the price of Jace, the Mind Sculptor to near-Baneslayer levels. I’m not exactly saying the price is unwarranted, because the card is certainly a piece of beauty, and I hope it’s every bit as good as people are expecting. But it has yet to prove itself. Had JtMS been released while Lorwyn was Standard-legal, I’d have been surprised to see it reach a pre-sale price half as high as it’s seeing now.

But, but…we’re SO HUNGRY!!

Worldwake is certainly giving blue a nice shot in the arm, don’t get me wrong. But I think we’re putting the cart before the horse, here. Blue mages are feeling so under-nourished from Zendikar that what may turn out to be a Happy Meal is looking like Thanksgiving Dinner.

So yes, go test your blue-based control decks. Play your Jaces, and your Treasure Hunts (I know I will be). But don’t set your expectations so highly that anything less than “bah-ro-ken” is a disappointment. I don’t think Mono Blue Control will be a reality, but pair it with a pal and I think blue control decks will be just fine.


A Yo! MTG Taps! Video Supplement – Coverage of the Worldwake Prerelease!

Recorded at Dream Wizards Games in Rockville, MD.

Apologies for low audio. We recorded with an iPhone, and I did my best to try to clean it up, but it’s still a bit iffy.

No footage of actual games, but hosts BigHeadJoe and Joey talk a bit about their experiences at the Magic: The Gathering – Worldwake prerelease.

Conley Did It!

Since Conley Woods essentially wrote the article that I’ve been mulling around in my head, instead of posting a rehash here I’m just going to go ahead and point you to his article over on Channel Fireball:

Blue Uprising!

Chins up, blue mages! Have confidence! While we may not have gotten the versatile counterspell that we wanted in Worldwake, as Conley points out, we did get a plethora of options for library manipulation and card draw. This should help to bolster blue-based control strategies a good deal. For those of us who bravely weathered the storm, it’s an exciting time to be playing blue!

Considering the Mind Sculptor

Forgive me for posting this after about 15 seconds of actual thought, but I just wanted to throw the ideas out there for all you innovators.

Firstly, I guess I should mention this guy:

This is what we have so far from The Planeswalker Chase, the newest buzz-generating scheme cooked up by WotC marketing. Obviously I’m pretty excited, not only because it’s blue (IT’S BLUE!) but this is also the first planeswalker with four abilities instead of the usual three. I don’t know about anyone else, but I never even considered more than three a possibility. Nevertheless, here it is.

Currently, based on what we have, the speculation for the abilities is the following:

+2: Look at the top card of target player’s library. You may put that card on the bottom of that player’s library.
+/- ?: Draw three cards, then put two cards from your hand on top of your library in any order.
+/- ?: Return target creature to its owner’s hand.
+/- ?: Exile all cards in target player’s library. Then he or she shuffles all cards from his or her hand into his or her library.

Yes, that second ability is Brainstorm. From what we can see, it also appears to be a “minus” ability rather than a “plus” ability (the shield does not appear to have an upward slope); however, there is speculation that perhaps the second ability is neither a minus nor a plus, and is simply “0.” This would be another new feature on a planeswalker, and I wouldn’t put it past Wizards to do something like this.

In any case, we’ll know the full card in a matter of hours—the final two pieces are in Canada and California, and should be spoiled later today.

UPDATE!: Here’s the full card!

Back when Alara Reborn hit the internets, Lorescale Coatl was spoiled, and one of the cards that immediately started popping up in discussion was Brainstorm. Unfortunately, while we don’t actually get Brainstorm itself, a Coatl in play alongside Mr. Mind Sculptor here will tend to get really big, really QUICK. +4/+4 per turn quick. Might we see the return of a Miracle Grow style deck? We’ve already got Scute Mob, who fits the theme quite nicely.


Earlier, I was going through some of the images I had saved back when Zendikar was being spoiled (images that I’d planned on using in posts to discuss the new cards), when I noticed Archmage Ascension. The new Jace’s Brainstorm ability could help get the Ascension online—perhaps in an Esper deck with Courier’s Capsules and Esper Charms to add counters to the Ascension during your opponent’s turns. As I said, I haven’t given it much thought, but I’m throwing it out there as something to consider.