Why I’m excited for Venser (and you should be too).

I mean, first of all, it’s freaking Venser.

Remember how good the original Venser was a few years back? Of course, the new Venser has little to do with his previous Legendary incarnation, aside from representing the same character. However, this version may have even more of an impact on Standard than the Shaper Savant.

Venser, the Sojourner was the first major card spoiled from Scars of Mirrodin. Being a huge fan of the first Venser (shocking, I know), I was super excited to see what his planeswalker self would be capable of. However, to be honest, I was sort of let down at first.

A Sorcery-speed Momentary Blink? Hm, okay, what else?

Make my creatures unblockable? What creatures? Baneslayer? Celestial Colonnade? They don’t really need it, being that they have Flying.

What’s his ultimate? Exile stuff. Seems spicy, but so does every other planeswalker’s ultimate ability. To be playable, his non-ultimate abilities need to have an impact in case he never reaches his ultimate.

So, with my initial impression out of the way (“he’s okay, but really needs to be built around to be any good”), I moved on to other Scars of Mirrodin spoilers, which were pouring forth at an alarming rate. Elspeth Tirel, Koth (KOTH!), Mox Opalman, Elspeth seems so good!Geez, how am I gonna deal with this Koth guy? Should I just play red?

But when I stopped for a little while, for whatever reason, Venser kept scratching around on the inside of my skull.

So I took a (figurative) page out of Patrick Chapin’s book (Next Level Magic, which you can buy here!) and took another look at Venser from a different perspective: What would make this card good?

I sketched out a list based on an amalgamation of Next Level Bant and U/W Sun Titan Control, trying to get the most possible advantage out of Venser while not relying too much on him. (Looking back, I was definitely overcompensating for Memoricide and therefore wanted to diversify my threats.)

2 Preordain
2 Condemn
4 Mana Leak
1 Journey to Nowhere
4 Wall Omens
4 Sea Gate Oracle
3 Jace Beleren
2 Tumble Magnet
3 Day of Judgment
1 Jace, the Mind Sculptor
2 Sphinx of Lost Truths
3 Venser, the Sojourner
1 Elspeth Tirel
1 Baneslayer Angel
2 Sun Titan

4 Celestial Colonnade
4 Glacial Fortress
6 Island
5 Plains
1 Arid Mesa
1 Scalding Tarn
4 Tectonic Edge

Here is the (entirely unedited) e-mail I sent to Bigheadjoe (my co-host on my podcast, Yo! MTG Taps!—but you knew that already, right?) in the wee hours of the morning on September 10:


○ Condemn, Mana Leak, DoJ, Journey, Tumble Magnet – disruption
○ Preordain – card quality + cantrip
○ Wall, Oracle, Beleren – cantrips, blink targets
○ Sun Titan – gets back all the cantrip permanents, also gets back Journey and Tumble Magnet (if destroyed or discarded to SoLT or something). Sick blink target.
○ Sphinx of Lost Truths – can throw just about any of that stuff into the ‘yard & then I can just get it back w/ Sun Titan. Another blink target.
○ Venser – can blink almost everything to good effect (Wall, Oracle, Sphinx); resets Beleren and Magnet too.
○ Elspeth T. & JTMS – to assist & be alternate win conditions (considering how many cards I’m drawing, I’ll see them fairly often, but don’t need them to win)
○ BSA – because the only relevant ability she lacks is vigilance, and with Venser in play, she has it 🙂 Another win condition.

The interesting thing is I built the deck around Venser, but he’s not the win condition, so the deck is inherently strong against Memoricide (a lot of diversity).

There are a whopping 14 win conditions!:
Titan x2
Sphinx x2
Venser x3
Elspeth x1
JTMS x1
BSA x1
Colonnade x4

Tumble Magnet + Walls and Oracles force over-extension into DoJ or Elspeth’s ultimate. I can DoJ on turn 4, then on 5 do any number of things: SoLT, BSA, Elspeth; with a Condemn in hand, I can play Venser, blink-untap a land, and if a haste creature tries to attack the unprotected Venser, I have mana up for Condemn. Turn 6 a Sun Titan starts bringing back whatever creatures of mine that I may have wrathed away on turn 4.

Venser can also move the Journey to more relevant creatures if I want, and can blink himself to dodge Elspeth’s ultimate. Tirel also destroys Journey and Magnet, but Titan brings them both back. With a Venser in play, on turn 6 I can play Titan, get back a Wall or an oracle, blink the Titan, get back another Wall or Oracle. Plenty of protection for Venser and meanwhile filling my hand with spells for if/when I can use his ultimate. Tectonic Edge w/ Sun Titan & Venser is just sickening. Kill 2 nonbasics a turn. Then start exiling lands with Venser’s ultimate.

I’ve got a confession to make: I have yet to actually try this list, although I still feel it may have potential (I think it’s at least worth trying). Side note: If anyone actually does give this a try, I’d really love to hear your feedback.

So, that was 3 weeks ago, and since then I’ve come to the realization that Venser doesn’t actually need to be built around. Sure, you want to have targets for his blink ability, but the great thing about Venser is how well he already fits into the synergies of U/W Control! The most recent iterations of classic U/W are already playing cards that have a natural affinity for Venser’s blink ability: Wall of Omens; Sun Titan. Give your Baneslayer (or Wurmcoil Engine) faux-Vigilance, or save it from the Day of Judgment you’re about to cast. Move your Journey to Nowhere onto a more relevant target. Untap a land to keep counter-magic or removal mana open.

It only takes three activations to put him on his ultimate. Forget about the minus ability (although it’s there if you can capitalize on it). If you can protect Venser for just three of your opponent’s turns—not such a tall order if you consider the type of cards you’re likely already playing—you’ll be exiling permanents every time you cast a spell (whether that spell resolves or not).

Here’s a rough list, which I’ll be testing a bit this weekend:

2 Condemn
4 Preordain

3 Sea Gate Oracle
4 Wall of Omens

1 Negate
4 Mana Leak
1 Deprive
1 Stoic Rebuttal
2 Journey to Nowhere

4 Jace, the Mind Sculptor
3 Day of Judgment
2 Venser, the Sojourner

2 Sun Titan
1 Wurmcoil Engine

4 Tectonic Edge
4 Celestial Colonnade
4 Glacial Fortress
6 Plains
8 Island

No sideboard as of yet, but I’d expect to play the usual suspects: some number of Flashfreeze and/or Celestial Purge, and possibly Oust (for Fauna Shaman and other problem creatures that don’t tend to attack and thus are not susceptible to Condemn).

Other cards to consider (main or side, probably main) are Into the Roil and Ratchet Bomb. Into the Roil seems like it would be particularly strong in an unknown metagame as a nice catch-all. Ratchet Bomb is retrievable with Sun Titan and seems like just the type of card that you might want to reuse.

Whether you like Venser or not, Scars of Mirrodin has brought with it a TON of options, in addition to pushing some huge players out of the format (remember Bloodbraid Elf?). Now is a great time to not only look at the new cards but to also take a look back at the cards that might not have been as practical in a format like AlaraM10Zendikar Standard. There may be some hidden gems amongst the cards we all passed over while trying to fight against a turn-two Putrid Leech. I know a certain Dragonmaster who’s been eyeballing a modern-day Ophidian for its new-Standard potential…

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On Bloodbraid Elf. (Yes, I’m going there.)

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There’s been a lot of talk lately about the (unlikely) banning of Bloodbraid Elf from Standard. While I don’t think I need to explain the perspective of those calling for said banning, those opposed seem to collectively feel that the card “is not too strong,” is “beatable,” and that “if you don’t play the card, you don’t get a vote” (that last part can be attributed to Patrick Chapin).

As you may be aware, Bigheadjoe and I have mentioned a petition to ban BBE on our podcast, Yo! MTG Taps! However, despite our annoyance at the prevalence of Jund decks, this petition was created as a combination joke-meets-social-experiment; we weren’t actually serious, nor did we expect it to get anywhere.

Nevertheless, I do have something to say on the subject.

Primarily, what does it mean to say a card is “too strong?” Does “too strong” = “unbeatable”? “Extremely difficult to beat?” If so, I do not feel that BBE is too strong.

But if “too strong” means “clearly the best single card in the format, to the point where it is the centerpiece of over 30% of tournament decks,” then yes, absolutely, Bloodbraid Elf is too strong. (and don’t tell me it’s not the centerpiece to the Jund deck, because if you feel that way, you’re fooling yourself.)

The problem with Bloodbraid Elf is not that it is unbeatable. The problem is, anything that reduces variety in the game to this degree makes the game much less fun. I don’t know if that qualifies Bloodbraid Elf as “ban-worthy,” but there is clearly a problem with the presence of this card in the format. Personally, I just don’t think the problem is big enough for Wizards to do anything about it (beyond possible cascade hosers in Rise of the Eldrazi or M11; see also: Great Sable Stag > Faeries/5CC).

I’d like to close with some quotes by LSV on today’s MagicTV, which is what inspired this post:

I think the biggest mistakes are cards that, overall, make less fun than they create.” (2m10s)

Bloodbraid Elf has certainly lessened my enjoyment of the game, and many other players too that I’ve talked to…I wish they hadn’t printed Bloodbraid Elf.” (3m06s)

Yo! MTG Taps! Episode 15 – Now Available!

Yo! MTG Taps! Episode 15 – Shot Down is now available for download!


Check it out over on MTGCast!

Joey & Bigheadjoe go over some of the recent news regarding the Reserved List, Rise of the Eldrazi spoilers, and both GP Kuala Lumpur & GP Yokohama.

Legacy, Reprints, & the Reserved List

GP Kuala Lumpur – Standard – “Ding, Dong, Jund Is Dead In Kuala Lumpur”

GP Yokohama – Extended
Clash of the titans – Katsuhiro Mori (Thopter Depths) vs Masashiro Kuroda (Hypergenesis)

NEW SEGMENT – PRO TOUR FLASHBACK!
Masashiro Kuroda’s PT Kobe ’04 win.

Mythic – Zvi’s Deck Tech from PT San Diego

Rise of the Eldrazi pooled spoilers

PATRICK CHAPIN’S NEXT LEVEL MAGIC – Now shipping!
$35, or $27 if you bought the e-book last summer.

FREE STICKERS!
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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.

FOUR!

CANCEL!!

AT THE PRO-TOUR!!!

     

     

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

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!

***EXTRA! EXTRA! DOUBLE-FEATURE FRIDAY!!***

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:
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