Monday, October 8, 2012

Preparing for States



Determining a deck for States each year is a difficult challenge.  Few people really know what decks are truly viable and have any testing with or against those decks.  Card availability issues can force deck decisions or leave glaring holes in a deck’s game plan. 

In previous years, this gave a huge advantage to individuals who could correctly identify the best cards and strategies in the format and brew a deck to properly utilize them.  States would occur before any major tournament had occurred, so net-decking was impossible and any online information came mostly from theorizing and not actual testing. 

The Star City Games circuit has changed that slightly.  While SCG has opted not to run major tournaments on prerelease weekends, the release weekends have been considered available.  For the last two years, there has been one large scale tournament before states to help define the metagame.

While this is somewhat of a disappointment, as 50 different tournaments are now shaped by the results of one, it would be negligent to ignore the information it provided. 

An important consideration would be the Wolf Run Ramp deck that made its first appearance at the SCG event(s ?) preceding states.  The frame was very similar to the Valakut decks of the season before that, but the new decks were no longer prepared to fight that variant of deck.  The deck ideally ramped into a turn 4 primeval titan that provided two different threats that were individually capable of winning a game (Primeval Titan with Kessig Wolf Run and then the manland Inkmoth Nexus with Kessig Wolf Run).

This format does not appear to have any deck that attacks the format in ways that are not really expected.  Aggressive decks and control decks are always expected, and the general deck design is both simple to guess and has been endlessly written about.  The reanimator strategy performed well at the Star City tournament last weekend, but it had already been identified as a strategy and has likewise been heavily discussed.

There are really only two combo cards in standard that could possibly be built around.  Burn at the Stake combo decks have been briefly discussed, but they have been pretty firmly in the realm of tier 3 decks or lower.  Epic Experiment is the other one, probably involving multiple copies with Increasing Vengeance and Guttersnipe.  Either one of these would require a lot of testing and tuning with the high probability of being flops.  I wouldn’t be worried about either one of these, as any kind of testing waste some already restricted testing time.

These seem like the initial decks to define the metagame, along with what makes them work and what to watch out for:

UWr Miracles
Zombies
Jund
Reanimator
Bant Control
Selesnya Midrange


UWr Miracles 

2 Snapcaster Mage

4 Pillar of Flame
4 Azorius Charm
4 Think Twice
4 Detention Sphere
4 Jace, Architect of Thought
1 Supreme Verdict
2 Tamiyo, the Moon Sage
4 Terminus
2 Syncopate
3 Entreat the Angels

2 Islands
4 Plains
4 Clifftop Retreat
1 Desolate Lighthouse
4 Glacial Fortress
4 Hallowed Fountain
4 Steam Vents
3 Sulfur Falls

Sideboard:
2 Dissipate
2 Negate
2 Purify the Grave
2 Sundering Growth
3 Geist of Saint Traft
2 Jace, Memory Adept
2 Supreme Verdict


Four Jaces stole the spotlight of the first major Return to Ravnica tournament.  Apart from that, the deck has a lot of things going for it.  A full playset of Pillar of Flame, Detention Sphere, and Terminus is about as good as one can get against the Zombie rush.  Jace and Tamiyo provide the board control and card advantage to make up for the minimal permission.  Lastly, Entreat the Angels is the most potent finisher in standard

One concern about this deck is the lack of win conditions.  The deck can’t dedicate many slots to winning, but a single Slaughter Games (normally not a very good card) reduces the deck to winning with:
-Tamiyo ultimate plus Pillar of Flame
-Jace ultimate getting a threat from the opponent’s deck

Matchup
Zombies feels like an above average matchup.  Snapcaster and Pillar do a decent job of controlling the Gravecrawler wave, Detention Sphere deals with anything bigger, and Jace/Tamiyo lock down whatever is left.  The red zombie deck with burn is a worse matchup, but still winnable.

Jund is probably positive, but not by a large amount.  Thragtust is obviously an issue, but Tamiyo can keep it locked down.  Rakdos’s Return is the big trump for Jund, as it should empty the rest of the miracle player’s hand and likely off a planeswalker in the process.  However, it’s much worse in multiples and the miracle deck has powerful draws.  A Jace should resolve any shortage of options by refilling your hand, and Entreat the Angels is better off the top anyway.  The Miracle deck can both remove and go over the top of an Olivia with angel tokens. 

The mirror match is quite strange game one, as a lot of the cards are sub-par.  Post board, the Dissipates, Negates, Geists, and Jaces come in to give a more proactive game plan.

The plan against Reanimator is a little more suspect.  Angel of Serenity is a good answer to Entreat the Angels, and the deck is chocked full of Thragtusks.  Jace does a good job of neutralizing Lingering Souls, but overall the reanimator deck’s threats match up well against the miracle deck’s answers.


B/R Zombies

4 Diregraf Ghoul
4 Gravecrawler
4 Rakdos Cackler
4 Blood Artist
4 Geralf’s Messenger
4 Falkenrath Aristocrat

3 Pillar of Flame
4 Bump in the Night
4 Searing Spear
3 Brimstone Volley

10 Swamps
4 Blood Crypt
4 Dragonskull Summit
4 Rakdos Guildgate

Sideboard:
3 Underworld Connections
2 Tragic Slip
3 Rakdos, Lord of Riots
3 Dreadbore
1 Pillar of Flame
2 Sever the Bloodline
1 Mountain


This list probably has a better shot against the metagame than the Golgari version.  The green cards encourage more board development, which is how people are fighting the deck.  The Rakdos version is designed to circumvent as much of the hate as possible for zombies while still applying heavy pressure.  Terminus looses a little luster when zombies can untap and do 6 to the dome with burn.  The lack of green does remove the one good, aggressive two drop from zombies, but this deck has more synergy with Blood Artist. 

One key innovation for the Golgari zombie deck was the inclusion of crippling blight.  Originally just a limited card, the Falter effect is just as good as removing it permanently. 

The Underworld Connections provide the additional draw to find more burn, but Tamiyo is quite strong against it.  Rakdos, Lord of Riots is a great way of going big against decks like Selesnya Midrange.  Sever the Bloodline is another removal spell that deals with cards like Trostani, along with being good (if slightly awkward) against the mirror.

Matchups
The miracle matchup should be slightly favorable, as the burn really helps push the last points of damage through board control.  The Golgari version should be slightly unfavorable.  The matchup can never be too unfavorable, as sometimes miracles will draw their cards in the wrong order and have no answers.  The mass of one drops helps the consistency of the aggressive draws and can just steal games from anyone.

The mirror match will likely come down to what colors are being played.  Red feels likely to be the control deck, as the burn can act as removal and red doesn’t have a replacement to match Rancor and Lotleth Troll.  However, each player’s opening hand and subsequent draws should really determine who is agro and who is control.  If Golgari’s mana can support it, it has Thragtusk and possibly Garruk Relentless in the board.  Rakdos has access to a set of Pillar of Flame.  Both can have access to Vampire Nighthawk if they want it.

Reanimator really comes down to what order they draw their spells.  The successful reanimator deck from SCG had Centaur Healer, Lingering Souls, and Thragtusk, which are all quite good against zombies.  Rolling Temblor is also one of the only remaining sweepers in the format, and it does a good job at decimating all the one drops in zombies.  The matchup seems quite bad for zombies, but the reanimator deck can always lose to just drawing the wrong lands.  The manabase is quite scattered.


Jund

3 Borderland Ranger
4 Huntmaster of the Fells
3 Olivia Voldaren
4 Thragtusk

4 Pillar of Flame
4 Farseek
3 Mizzium Mortars
2 Dreadbore
3 Rakdos Keyrune
1 Underworld Connections
2 Sever the Bloodline
2 Rakdos’s Return

4 Forest
2 Mountain
1 Swamp
3 Blood Crypt
1 Dragonskull Summit
2 Evolving Wilds
1 Kessig Wold Run
4 Overgrown Tomb
4 Rootbound Crag
3 Woodland Cemetery

Sideboard:
1 Tormond’s Crypt
2 Deathrite Shaman
1 Vampire Nighthawk
1 Underworld Connections
2 Naturalize
1 Liliana of the Veil
1 Appetite for Brains
2 Blasphemous Act
2 Duress
2 Slaughter Games

Once again, this deck is clearly built to beat zombies.  4 Pillar of Flame is pretty much standard in anything running red now, along with 4 Huntmaster of the Fells and 4 Thragtusk to recoup life.  This deck beats the other midrange decks by relying on Olivia Voldaren, along with superior removal and discard.  Olivia’s gold color and CMC of 4, along with the ability to grow past 4 toughness make it a difficult threat to remove.  This deck also has Sever the Bloodline to deal with resistant threats such as this, along with Dreadbore to kill anything.

Control decks, currently miracles, have answers for any of the threats in this deck.  Rakdos’s Revenge does a lot of work here, killing planeswalkers and emptying hands.  Sever’s ability to kill angel tokens from the graveyard is another strong point.  Overall, the deck will attempt to grind down anyone and then kill them with whatever is left.  The keyrune is quite strong here, providing both color fixing and ramp for Olivia, along with being a difficult to kill threat.

There was a second list that made top 8 with geist and wolfir avenger.  These cards seem rather poor to me, as the geist is likely to eat one a pillar of flame for no value.  The regenerate on avenger is nice, but it doesn’t match up well against any of the finishers in the format except thragtusk.  The sorcery speed of this deck doesn’t play well with 2 mana regeneration costs.

There was another list that focused on the combo of Lotleth Troll and Veilborn Ghoul.  Veilborn Ghoul triggers every time a swamp is played, and it returns to the hand.  This allows every swamp to permanently pump Troll for each copy of Veilborn Ghould.  Both Lilianas work well with Ghoul too, making it a good way to grind out card advantage.  Troll seems much stronger than geist or avenger if one wants to grind games with creatures instead of spells.

Matchups
The matchup against zombies seems positive, considering 6 removal spells that exile and 8 spells that have resilience and incidental lifegain.  Deathrite Shaman and Vampire Nighthawk are both good against zombies too. 

The miracle matchup seems close to even.  Geist can be a problem for this deck if it can’t keep a blocker in the way or overload Mizzium Mortars.  On the other hand, miracles can have a hard time winning if Entreat gets named by Slaughter Games.  This seems like a very similar matchup to Jund against U/W tapout during Shards block, with less bloodbraid blightning shenanigans. 

The versatility of the removal makes the reanimator matchup seem positive.  Both decks will just attempt to grind out the other, with underworld connections being an all star.  The reanimator deck is filled with dig that can give card advantage, while the jund deck is filled with removal and an equal number of threats.  Griselbrand can be a problem if they resolve it with a high enough life total.  It may not protect itself very well without force of will, but it will still bury jund in card advantage.


Reanimator

3 Centaur Healer
4 Thragtusk
4 Angel of Serenity
2 Griselbrand

4 Faithless Looting
4 Mulch
4 Grisly Slavage
2 Dreadbore
1 Golgari Charm
3 Lingering Souls
2 Roling Temblor
4 Unburial Rites

4 Blood Crypt
3 Clifftop Retreat
4 Overgrown Tomb
3 Rootbound Crag
3 Sunpetal Grove
4 Temple Garden
2 Woodland Cemetery

Sideboard:
1 Centaur Healer
1 Elderscale Wurm
2 Rhox Faithmender
2 Oblivion Ring
1 Golgari Charm
1 Ray of Revelation
1 Vraska the Unseen
2 Bonfire of the Damned
3 Duress
1 Sever the Bloodline

This deck does a good job of filling the “combo” niche in the format.  It has 12 legitimate ways to dump cards in the graveyard to cheat a big monster into play fast, along with the Plan B of casting a bunch of Lingering Souls and Thragtusks.  Angel of Serenity provides a threat that immediately impacts the board, like Elesh Norn used to do, along with being able to chain if you find multiple copies.  Griselbrand is less than optimal here, as the draw ability isn’t the best.  It is still a 7/7 flying lifelink creature though, and that counts for something.

I haven’t been able to test this deck yet, but I’m a little scared of the manabase.  It seems quite possible to shave the red and fill out several of the cards to the full four copies.  Rolling Temblor seems quite weak.  The true loss is faithless looting, but Lotleth Troll can make up for that, along with Tracker’s Instinct if the mill is really necessary. 

Matchups
The matchups for this deck are more specific in terms of what removal is present.  If a deck has poor removal spells, it is quite possible to steal games with unburial rites.  Otherwise, it is prepared for a long grind with thragtusk and lingering souls.

Lingering souls is quite poor against Jace, so the other threats will have to really pull their weight.  Angel is quite good there, so it is important to not lose multiples under a detention sphere or terminus.  The massive card advantage of unburial rites should be pushed as hard as possible.


Bant Control

4 Thragtusk
2 Angel of Serenity

4 Farseek
1 Azorius Charm
1 Think Twice
2 Selesnya Charm
4 Detention Sphere
1 Selensya Keyrune
3 Supreme Verdict
3 Jace, Architect of Thought
2 Tamiyo, the Moon Sage
4 Terminus
3 Sphinx’s Revelation
1 Entreat the Angels

2 Forest
3 Island
2 Plains
1 Evolving Wilds
4 Glacial Fortress
2 Hallowed Fountain
4 Hinterland Harbor
4 Sunpetal Grove
3 Temple Garden

Sideboard:
1 Angel of Serenity
2 Centaur Healer
3 Rest in Peace
1 Dissipate
2 Negate
1 Geist of Saint Traft
2 Garruk Relentless
1 Jace, Memory Adept
1 Entreat the Angels
1 Supreme Verdict


This is pretty much the same deck as the UWr miracle deck with different finishers.  Angel is another strong finisher, and the deck gets to minimize the low velocity draw cards (think twice and azorius charm) for higher impact spells.  The numbers seem somewhat rough, but the pair of Jace and Tamiyo is still quite strong, as is Thragtusk.  Sphinx's Revelation obviously much more powerful than think twice, and this deck doesn't need to stretch it's draws to maximize miracle triggers.


Selsnya Midrange

4 Arbor Elf
4 Avacyn’s Pilgrim
4 Call of the Conclave
3 Borderland Ranger
1 Loxodon Smiter
2 Centaur Healer
3 Restoration Angel
2 Trostani, Selensya’s Voice
3 Thragtusk
3 Wolfir Silverheart
1 Sigarda, Host of Herons
2 Armada Wurm

3 Selesnya Charm
2 Garruk Relentless

11 Forest
1 Plains
2 Gavony Township
1 Grove of the Guardian
4 Sunpetal Grove
4 Temple Garden

This was a deck I liked quite a bit as a way to completely smash zombies.  It seems that was everyone else’s plan, and their Terminates are just as bad against this deck.  This deck has a hard time against Olivia as well, unless it grows large enough to get Selesnya Charmed.  It is quite possible to just have the threats match up correctly against other removal though, since Mizzium Mortars and Pillar of Flame are not very good against this deck.  Wolfir Silverheart still deals a ton of damage against sorcery speed removal.


Closing Thoughts

I’m still sad I won’t be able to play in States this year (I was previously booked for the Team Grand Prix in San Jose). 

 If I had the chance to play, I would probably start with the reanimator deck.  I am very interested in trying to fit the Lotleth Troll and Veilborn Ghoul combo into that deck as a better Plan B.  It seems very synergistic with all of the self milling, but there might be a problem with clogging the 2 drops.  Either way, I would want to test it first.

If that didn’t work, my fallback would probably be Jund.  I feel like it has a decent matchup against the miracle deck and can be made much better in the board.  The extreme amount of lifegain the deck has should be enough to make the Zombie matchup positive.  If the mana could support it, I’m interested in Nighthawk in the board for zombies too.

The last fallback would be B/R zombies.  I like the deck a lot, but I feel like Zombies still has a huge target as the primer agro deck of the format.  Too many people will show up with decks designed to beat it to have a reliable shot at top 8.

I would almost definitely stay away from the miracle deck this weekend.  It will be the other deck to beat as the winning deck from the SCG event.  It’s Rakdos zombie matchup still doesn’t feel that good, and the deck can’t really be configured against the mirror without dramatic losses against other decks.  Slaughter Games seems very good against the current list too.

The Bant Control deck seems like a better choice for the controlling route.  Jace and Tamiyo are both still available (I expect the correct number of Jace is 4, not 3).  Angel of Serenity, and to a lesser extent Thragtusk, are more reliable finishers than Entreat the Angel.  The deck is also still fairly anonymous, since it didn’t make the top 8 of the SCG event (it came in 9th).  If threat diversity is a concern, Armada Wurm is available, but Angels are much better in multiples due to chaining them together.

Selesnya Midrange is probably a bad idea right now.  There are too many decks with Terminus to really encourage that deck.  It was mainly a starting platform to beat Zombies anyway, and that is clearly manageable without resorting to mono-creatures.

 Best of luck to everyone playing in States!  I hope the Reanimator deck with Lotleth Troll works out, as I’m super interested in playing with it now.

Friday, September 28, 2012

Return to Ravnica Standard - Calling Shots


This is an experiment for me to try to predict the metagame of the new standard before it comes out. The first two decklists are followed by my reasoning for card selection, as they are the decks I will probably start playing first. There are a couple cards that are strong, but I don’t have the decks they fit in yet, so they are discussed at the end.


G/B Zombies

4 Diregraf Ghoul
4 Dreg Mangler
4 Geralf's Messenger
4 Gravecrawler
4 Lotleth Troll
4 Rakdos Cackler

3 Rancor
2 Abrupt Decay
2 Murder

1 Tragic Slip
1 Ultimate Price
4 Sign in Blood

11 Swamp
4 Cavern of Souls
4 Overgrown Tomb
4 Woodland Cemetery


Explinations:

4 Diregraf Ghoul
4 Gravecrawler
4 Geralf’s Messenger
This is the core of the old zombie deck directly ported into the new standard. They are the best at what they do, and there is no reason to cut any of them.

4 Rakdos Cackler
The loss of Fume Spitter is unfortunate, but this is an adequate replacement. The strength of the zombie deck comes from quickly overwhelming the board, and three 1-drops by turn two is the best way to start.

3 Rancor
This is yet another way to have 6 power in play by the end of turn 2. It is also one of the best weapons against the G/W decks, forcing trades instead of stonewalling all of your creatures. Between Chord of the Conclave, Restoration Angel, Loxodon Smiter, Centaur Healer, and more, the Selesnya guild is filled to the brim with X/3 and X/4 creatures that will cause huge problems for the deck.

4 Lotleth Troll
This is the mythical 2-drop that zombies has been looking for. The discard ability seems relevant mostly for pushing through some large blocker, as the creature would otherwise be better than a +1/+1 counter. It does make blocking difficult when an opponent is at low life, as a couple creature s in your hand can cause a bad block to turn into a win. This makes the regeneration better than it would otherwise be, as it can be necessary to block him instead of the other 1-drop 2/X creatures. The regeneration will also be good against sweepers, but that’s obvious. The trample seems like a bonus that won’t come up very often until the last turn of the game. Then you get a chance to dump your uncast creatures into the yard for a few free gut shots to the face.
*The more I wrote about this creature, the more synergistic the abilities felt. I probably rewrote this 2-3 times as I kept removing negative and marginal comments for good ones. This guy is the real deal.

4 Dreg Mangler
Clearly not as good as Geralf’s Messenger, but it does a good impression. This converts 2 damage to the face into 3 blockable damage. The other change is undying to scavenge 5, which is far worse but at least not a total loss. Even if it doesn’t stack up to Messenger, it does a fair impersonation and that will be huge for the deck. This guy makes sure the deck curves out properly and uses it’s mana as efficiently as possible.

4 Sign in Blood
Zombie’s mana curve has developed well enough that this shouldn’t need to be used as a 2-drop anymore. I’m leaving this as a 4 of initially as a method to rebuild after terminus (no real defense in the deck otherwise) and as a small amount of reach. Since it’s hard to determine the best removal out of all the situational options, it works best to have a bit of everything with the maximum amount of draw to find the right piece.

2 Abrupt Decay
2 Murder
1 Tragic Slip
1 Ultimate Price
The removal in this deck is hard to determine without considering the rest of the format. Abrupt decay doesn’t deal with any of the huge threats people will play to stabilize, so maxing is going to cause dead draws. Murder’s mana cost is terrible with 8 3-drop creatures already in the deck, but it will deal with anything. Enabling morbid before combat will be hard, so tragic slip loses a lot of value. Removal is needed to clear the way to attack, so not working on the first main phase is a huge problem. Ultimate Price could be really good or really bad based on what becomes popular. There is currently a mix of everything to give a chance to draw whatever is necessary in a given situation.


What didn’t make the cut:

Blood Artist
Mortarpod and Fume Spitter are both gone, which makes it much more likely to live. On the flip side, zombies will probably have the smallest creatures, so it really needs to

Knight of Infamy
This is another legitimate 2-drop, but clearly weaker than the troll. If white aggro becomes popular, it could get better. Right now, casting 2 1-drops seems better than this guy.

Cryptborn Horror
Another 3-drop, so it has to compete with messenger and Dreg Mangler. It’s quite good when things are going according to plan, but completely terrible to draw on an empty or stalled board. Not worth filling up the 3-drop spot more.

Red cards

Falkenrath Aristocrat
Great at getting through the air, but lingering souls is still a card. The synergy with blood artist is still there, but that discourages the early beaters that the deck really needs. Instead of casting 2 1-drops, you cast a 0/1 that can’t attack unless you have rancor (and still not that well). This is still a great card, but I don’t think you need the splash for it.

Pillar of Flame
Probably the best reason to play red, it will be a huge trump in the mirror. However, that means adding 4 more shocklands to the deck which will make you weaker. This card will probably discourage X/2 creatures otherwise, as everyone will want them for zombies, so they probably won’t be at their best against the rest of the field.

Other burn
Reach will definitely help the deck, but there aren’t that many spots left in the deck. Some removal can come out, burn is going to be better to finish an opponent than killing creatures. Creature decks are going to need to go bigger than zombies to win, so I don’t like flames of the firebrand much anymore. Brimstone volley is good, but it fights with the other 3-drops and triggering morbid is still hard.


Selesnya Aggro

4 Arbor Elf
4 Avacyn's Pilgrim
4 Call of the Conclave
3 Borderland Ranger
1 Loxodon Smiter
2 Centaur Healer
3 Restoration Angel
3 Trostani, Selesnya's Voice
3 Thragtusk
3 Wolfir Silverheart
1 Sigarda, Host of Herons
2 Armada Wurm

2 Selesnya Charm
2 Garruk Relentless

11 Forest
1 Plains
2 Gavony Township
1 Grove of the Guardian
4 Sunpetal Grove
4 Temple Garden


This will be organized more in clumps, as I know why the types of cards are good. The exact numbers are somewhat up for debate.

4 Arbor Elf
4 Avacyn’s Pilgram
The 1-drops are simply to get big things online faster. This puts Thragtust in play faster against agro and puts games away faster for the control matchups.

3 Borderland Rangers
These fill 2 critical roles in this deck. They provide mana to resolve the game-ending threats and they buy time to get to that point. They also give Restoration Angel a target on curve to blink for value.

4 Call of the Conclave
1 Loxodon Smiter
2 Centaur Healer
These are one of the main reasons I feel this deck can be viable in the new format. Zombies is one of the clear forerunners of the new format, and these cards do a great job of getting in the way. Call of the Conclave tokens will do a great job of blocking Gravecrawler and friends. Loxodon Smiter provides a guy that blocks Geralf’s Messenger and Dreg Mangler and lives to tell the tale. Centaur healer is a bit of a hedge against the new format. Aggressive strategies tend to be the most easily constructed and dominate new meta-games. Healer provides a body and value up-front against aggro decks, while still being reasonable as an offensive threat when necessary. It also gives Restoration Angel another card to blink on curve.
These numbers could be slightly off, but Abrupt Decay is a card I’d like to minimize as much as possible. Eventually, I expect it will be correct to overload on these cards to power through Abrupt Decay. However, it will probably be overplayed initially because it feels like a much better removal spell than everything else. These creatures also dying to Mizzium Mortars is also a consideration.

3 Restoration Angel
This really feels incorrect in this decklist. The raw power is there, but the blinking effect seems lackluster on curve. The value is obviously insane when blinking Thragtusk or Armada Wurm, but that means casting Angel several turns after reaching 4 mana. Another concern is the lack of other instant spells in this deck will make it quite obvious and easy to play around. However, the synergies that do exist for it are insane so I still want to try it. It’ll be one of the first things I look to if I need to find room for something else.

3 Trostani, Selesnya's Voice
This is another card that should profit from the aggressive nature of a new format. The body isn’t that great at attacking, but the other abilities are very good. It might be correct to push tokens a little harder to improve the populate ability, but it should be serviceable between Call of the Conclave, Garruk, Thragtusk, and Armada Wurm. This is also the reason I have 1 Grove of the Guardian instead of another Township. The life gain is where this card really pulls ahead. Resolving this against anything aggressive should do one of two things. It either eats a removal spell that would otherwise kill a bomb, or provide so much value off of the same bomb that most aggressive decks will be extremely far behind. Most of the aggressive decks don’t appear to have much reach, which gives greater value to life gain as a stabilizing tool.


3 Thragtusk
3 Wolfir Silverheart
1 Sigarda, Host of Herons
2 Armada Wurm
These are the game-winning threats. Thragtusk and Silverheart appear to be the best available, so they have the higher numbers. Thragtusk is guaranteed lifegain against the decks where you need it, and a little protection against Terminus, which is a problem otherwise. Wolfir Silverheart provides insane damage, but it is weak to ultimate price. Fortunately, I don’t think that card will initially see as much play as tragic slip and abrupt decay in the first few weeks (until people learn what bombs define the format). Silverheart still guarantees some damage against dreadbore. If jund with good removal is a popular deck, these should change to Sigarda. Sigarda is the ultimate trump against Jund and Zombies, along with whatever other aggressive decks there are. Nothing short of a clone kills it, and it is unlikely anyone will have clone in their board for him. Unfortunately, it falls short against Lingering Souls. Armada Wurm has protection from most of the removal in the format, along with its power being split between two bodies. It also has synergy with Trostani and Resto Angel, so it is worth the couple slots.

2 Garruk Relentless
Both zero abilities are synergistic with the deck. The tokens will give early blockers until your bombs get into play, along with providing Trostani a target to populate. The prey upon ability is the only small removal in the deck. Oblivion ring is being skipped to prevent Abrupt Decay collateral damage, and I don’t really feel that it is necessary. The back side of Garruk is mostly bonus, but it can tutor for the singleton Sigarda if necessary.

2 Selesnya Charm
This card is mostly for the mirror and the control matchup. Against control, it gives another flash creature, and it provides value for Trostani before it gets sideboarded (it’s bad against control, it encourages overextending). More importantly, it kills Wolfir Silverheart in the mirror at instant speed. The giant growth ability is mostly gravy, and probably shouldn’t be used unless it’s killing someone.

Lands
Throstani has a strict mana requirement, so the non-basics are kept to a minimum. The one grove is to try with Trostani, as the ultimate populate target. It could be worse than another township, so it’s on watch.


Extra Notes
-The numbers in this list are clearly attempting to play around abrupt decay. This may not be correct, as it could be easier to overload on threats that die to it and just make them have it.

-Collective blessing might be worth a slot, but I’m not sure. It depends on how well the end threats pull their weight. If zombies doesn’t end up being that popular, one Trostani will probably come out for one.

-Prey upon might be worth considering as removal, but it’s still pretty poor. It depends on what threats Jund adopts. More Selesnya charms are probably just better though.


Jund Midrange

3 Borderland Ranger
4 Huntmaster of the Fells
4 Lotleth Troll
4 Thragtusk

1 Garruk, Primal Hunter
2 Vraska the Unseen
2 Bonfire of the Damned
4 Farseek
3 Mizzium Mortars
4 Pillar of Flame
2 Rakdos's Return
3 Rakdos Keyrune

4 Forest
2 Mountain
1 Swamp
4 Blood Crypt
2 Kessig Wolf Run
4 Overgrown Tomb
4 Rootbound Crag
4 Woodland Cemetery

This decklist is pilfered straight from Patrick Chapin’s article on SCG.


4 Arbor Elf
4 Borderland Ranger
2 Disciple of Bolas
4 Huntmaster of the Fells
2 Olivia Voldaren
2 Thragtusk
4 Wolfir Silverheart

4 Tragic Slip
2 Bonfire of the Damned
4 Farseek
4 Pillar of Flame

9 Forest
1 Mountain
1 Swamp
3 Blood Crypt
3 Overgrown Tomb
3 Rootbound Crag
4 Woodland Cemetery

This decklist is pilfered straight from Brian Kibler’s article on SCG.


Jund has dominated the block metagame since Kibler made the deck for the block Grand Prix. Bonfire was extremely powerful here, and the lack of removal in the format made Silverheart a huge beating. Removal is better in the new format, but nothing is truly on the power level on Doom Blade or Go for the Throat. Having both Rakdos and Golgari in Return to Ravnica make the mana for this shard a cakewalk, so a deck filled with good/value removal spells and creatures will likely be a huge player in the metagame.


U/R Delver of Secrets

The delver decks won’t just die with so many fans of the U/W lists that currently flood standard. Izzet charm causes a huge pull to a U/R build, and pillar of flames is another huge bonus. Something like this:

4 Delver of Secrets
4 Goblin Electromancer
3 Guttersnipe
4 Snapcaster Mage

2 Cyclonic Rift
4 Desperate Ravings
2 Syncopate
3 Bonfire of the Damned
4 Mizzium Mortars
4 Pillar of Flame
3 Talrand's Invocation

6 Island
7 Mountain
2 Desolate Lighthouse
4 Steam Vents
4 Sulfur Falls

This list came straight from one of Gerry T's article on SCG


Control

Some form of control will become become good when the metagame settles a bit. Entreat the Angels, Thragtusk, Angel of Serenity, or Niv Mizzet seem like some of the more powerful finishers available.

Something will need to come up to utilize the new Jace, it just comes down to finding the right shell.

Entreat the Angels
Clearly the strongest finisher if it can be reliably miracled. This requires a fairly dedicated miracle deck, which will make fantastic use of Terminus. Unfortunately, there is no realistic ponder replacement and the deck loses a bit of consistency. If it can’t find an early terminus, it seems very weak to the new zombie decks. Slaughter Games seems like a huge blowout too.

Thragtusk
Not a super powerful finisher, but a legitimate reason to splash green in control. It stabilizes games like almost nothing else in the format. RUG, Bant, and BUG are all legitimate control options.

Angel of Serenity
Very powerful if you can survive to casting 7 mana threats. It encourages multiple copies as they chain together very well. I’m not sure what the decklist that can run this card is, but I imagine it will include detention sphere, terminus, and supreme verdict.

Niv Mizzet
Another huge flier that produces huge card advantage if you untap or cast with open mana. It is resistant to Mizzium Mortars, which is a huge requirement of finishers. It only realistically dies to Murder and Dreadbore (what doesn’t?)


Tokens

Lingering Souls needs a home too. Something token-based should show up, but I don’t have a decklist for it yet


Reanimator

Grisly Salvage is extremely powerful. If reanimating Gisela, Blade of Goldnight, Gristlebrand, Angel of Serentiy, or Angel of Glory’s Rise is worth it, this deck could become popular.





Hope I hit everything. Wish I was playing in states this year, new standard looks great! I’d love to hear some feedback.

Monday, July 2, 2012

Momir Basic Box

This is my current list of cards in my Momir Basic Box.  Cards in Red are currently not in my box due to size constraints.  I've moved the list of these to the bottom of the post.  A " * " indicates cards not in foil because they aren't available or I don't have a foil copy and felt it was necessary to round out that CMC. 
Hopefully I'll figure out a better way to format this soon.

Momir Basic



1 Drops
Acolyte of Xanthrid
Arbor Elf
Avacyn’s Pilgrim
Aven Envoy
Birds of Paradise
Champion of the Parish
Confessor
Deathrite Shaman
Diregraf Ghoul
Dragonmaster Outcast
Elves of Deep Shadow
Enclave Cryptologist
Fume Spitter
Gideon’s Lawkeeper
Glistener Elf
Glittering Lynx
Goblin Guide
Grim Lavamancer
Guul Draz Assassin
Hex Parasite
Icatian Javalineers
Jackal Pup
Joraga Treespeaker
Kederekt Parasite
Kird Ape
Kitsune Diviner
Kracken Hatchling
Krosan Wayfarer
Llanowar Augur
Llanowar Elves
Magus of the Vineyard
Mogg Fanatic
Mother of Runes
Noble Hierarch
Orcish Lumberjack
Phantasmal Bear
Pulse Tracker
Sanctuary Cat
Savannah Lions
Serra Ascendant
Sidewinder Sliver
Signal Pest
Skute Mob
Slumbering Dragon
Soul Warden
Spore Frog
Steppe Lynx
Stonewright
Straw Golem
Thought Nibbler
Tinder Wall
Tormented Soul
Traproot Kami
Typhoid Rats
Ulvenwald Tracker
Utopia Mycon
Vampire Bats
Veteran Explorer
Wild Nacatl
Wingcrafter

2 Drops

Akki Blizzard-Herder
Alabaster Mage
Ambush Viper
Amoeboid Changeling
Baleful Strix*
Bant Sureblade
Battlefield Medic
Beloved Chaplain
Black Cat
Blightsoil Druid
Bloodcrazed Neonate
Bloodghast
Bloodthorn Taunter
Bloodthrone Vampire
Bloom Tender
Boneyard Wurm
Budoka Gardener
Carapace Forger
Coiling Oracle
Crossbow Infantry
Cuombajj Witches*
Dark Confidant
Darklit Gargoyle
Dawntreader Elk
Death-Hood Cobra
Elite Inquisitor
Ethercaste Knight
Fa’adiyah Seer
Falkenrath Exterminator
Fog Bank
Gemhide Sliver
Goblin Legionnaire
Goblin Tunneler
Gold Myr
Harvest Wurm*
Harvester Druid
Hellspark Elemental
Highborn Ghoul
Invisible Stalker
Iron Myr
Kiku, Night’s Flower
Knight of Glory
Lighthouse Chronologist
Lightning Mauler
Lost Leonin
Magical Hacker
Matsu-Tribe Sniper
Miblis of the Urn
Mistmeadow Skulk
Muscle Sliver
Myr Superion
Nearheath Pilgrim
Nightshade Peddler
Onyx Mage
Orcish Settlers*
Phantasmal Image
Plague Myr
Putrid Leech
Putrid Warrior
Qasali Pridemage
Rathi Trapper
Ravenous Rats
Renegade Doppleganger
Sakura-Tribe Elder
Samite Pilgrim
Sejiri Merfolk
Sindbad
Skirsdag High Priest
Skittering Skirge
Spellskite
Stormblood Berserker
Sylvan Ranger
Talara’s Battalion
Tempting Wurm
Thought Eater
Unruly Mob
Vampire Hexmage
Vedalken Ghoul
Vinelasher Kudzu
Viridian Zealot
Vitu-Ghazi Guildmage
Void Staker
Waterfront Bouncer
Wall of Omens
Wall of Tears*
Whirling Dervish

3 Drops
Aether Adept
Akki Drillmaster
Amphibious Kavu
Arc Runner
Avatar of Discord
Awakener Druid
Azusa, Lost but Seeking
Barrin, Master Wizard*
Battle Rampart
Blade Splicer
Blisterstick Shaman
Bloodletter
Bloodrage Campire
Bone Shredder
Borderland Ranger
Bottle Gnomes
Calcite Snapper
Calming Licid*
Cartographer
Champion of Lambholt
Countryside Crusher
Cryptoplasm
Cunning Sparkmage
Daggerback Basilisk
Dauntless Escort
Dogged Hunter
Dominating Licid*
Doran, the Siege Tower
Drift of Phantasms
Drogskol Captain
Dungrove Elder
Edric, Spymaster of Trest*
Elder Cathar
Emancipation Angel
Eternal Witness
Fatespinner
Fruitcake Elemental
Geist of Saint Traft
Gideon’s Avenger
Giltspire Avenger
Glissa, the Traitor
Goblin Sharpshooter
Greenweaver Druid
Grand Architect
Hanweir Lancer
Hedge Troll
Hypnotic Specter
Illusory Demon
Intrepid Hero
Ivy Dancer
Jaya Ballard, Task Mage
Kitsune Riftwalker
Knight of the Reliquary
Kor Hookmaster
Laboratory Maniac
Latch Seeker
Leatherback Baloth
Lightbringer
Liliana’s Specter
Man-o’-War
Markov Blademaster
Merieke Ri Berit
Minister of Impediments
Mirror Entity
Necrotic Sliver
Neurok Replica
Nirkana Cutthroat
Omnath, Locus of Mana
Palladium Myr
Phyrexian Negator
Pilgrim’s Eye
Preacher*
Predator Ooze
Prodical Pyromancer
Psychatog
Rakdos Ickspitter
Rhox War Monk
Royal Assassin
Rune-Tail, Kitsune Ascendant
Sasaya, Orohi Ascendant
Sedraxis Alchemist
Shieldmage Advocate
Silverblade Paladin
Skaab Ruinator
Skrib Nibblers
Soul Sculptor*
Spike Feeder
Starke of Rath*
Stitched Drake
Tandem Lookout
Terravore
Thraben Doomsayer
Turntimber Basilisk
Vampire Nighthawk
Vectis Dominator
Vigean Hydropon
Vodalian Illusionist*
Wake Thrasher
Walking Archive
Wall of Blood
Wall of Nets*
Wayfaring Temple
Wolly Thoctar
Wood Elves
Yavimaya Dryad

4 Drops
Abyssal Persecutor
Algae Gharial
Angel of Jubilation
Aquamorph Entity
Avalanche Riders
Aven Augur
Aven Fogbringer
Ballynock Trapper
Banshee*
Blackcleave Goblin
Blizzard Specter
Boldwyr Heavyweights
Bonesplitter Sliver
Bounty Hunter*
Braids, Cabal Minion
Braids, Conjurer Adept
Brain Weevil
Briarpack Alpha
Brooding Saurian
Conundrum Sphinx
Crookclaw Transmuter
Desecration Elemental
Disciple of Trevesh Szat
Dust Elemental
Eater of Days
Erhnam Djinn
Ezuri’s Brigade
Faceless Butcher
Falkenrath Noble
Flametongue Kavu
Foriysian Interceptor
Ghost Council of Orzhova
Glimmerpoint Stag
Guardian of the Guildpact
Guul Draz Specter
Hellrider
Hero of Bladehold
Hokori, Dust Drinker
Hundroog
Hunted Troll
Iwamori of the Open Fist
Kami of Empty Graves
Keening Banshee
Keldon Champion
Knight of New Alara
Kor Cartographer
Kozilek’s Predator
Lhurgoyf
Lightning Angel
Linvala, Keeper of Silence
Madrush Cyclops
Mana Skimmer
Maro
Marble Titan
Master of the Wild Hunt
Michiko Konda, Truth Seeker
Mist Raven
Mortipede
Murderous Redcap
Mycoid Shepherd
Mystic Enforcer
Nekrataal
Nevermaker
Noggle Bridebreaker
Obstinate Baloth
Ogre Menial
Olivia Voldaren
Patagia Viper
Phantasmal Dragon
Phantom General
Phyrexian Metamorph
Phyrexian Obliterator
Phyrexian Vatmother
Pillarfield Ox
Primal Plasma
Rafiq of the Many
Rishadan Footpad
Rosheen Meanderer
Rust Elemental
Rusted Sentinel
Skinrender
Slayer of the Wicked
Solemn Simulacrum
Soltari Guerrillas*
Soulsurge Elemental
Sower of Temptation
Stone Gint
Stone-Seeder Hierophant
Sublime Archangel
Summit Apes
Sunhome Enforcer
Surgespanner
Swans of Bryn Argoll
Thought Devourer
Thrun, the Last Troll
Tradewind Rider
Trostani, Selesnya’s Voice
Tsabo’s Assassin
Uncle Istvan
Vampire Outcast
Viashino Fangtail
Volcano Hellion
Wall of Reverence
Warmonger
Western Paladin
Windrider Eel
Witch Hunter
Wojek Embermage
Yukora, the Prisoner
Yule Ooze


5 Drops
Acidic Slime
Aku Djinn*
Alexi, Zephyr Mage
Ambush Commander
Angelic Overseer
Ant Queen
Archon of Redemption
Arc-Slogger
Ardent Militia
Baneslayer Angel
Battlegrace Angel
Beguiler of Wills
Blodlord of Vaasgoth
Bloodgift Demon
Bloodpyre Elemental
Caldera Hellion
Cao Cao, Lord of Wei
Child of Alara
Clone Shell
Creepy Doll
Crosis’s Attendant
Darigaaz’s Attendant
Deus of Calamity
Dominus of Fealty
Double Header
Drana, Kalastria Bloodchief
Etched Monstrosity
Evil Eye of Urborg
Fortune Thief
Fusion Elemental
Greater Basilisk
Greater Harvester
Grimgrin, Corpse-Born
Gustcloak Savior
Gutwrencher Oni
Havengul Lich
Haze Frog
Hunted Dragon
Infilrator il-Kor
Invader Parasite
Izzet Chronarch
Juniper Order Ranger
Karn, Silver Golem
Kiki-Jiki, Mirror Breaker
Kresh the Bloodbraided
Leveler*
Lightwielder Paladin
Loxodon Partisan
Malingus
Melira’s Keepers
Might Sliver
Mirror-Mad Phantasm
Molder Slug
Morkrut Banshee
Morphling
Mulldrifter
Murder of Crows
Nested Ghoul
Ob Nixilis, the Fallen
Overbeing of Myth
Phantom Flock
Phyrexian Hydra
Phytohydra
Precursor Golem
Psychosis Crawler
Rakeclaw Gargantuan
Riftwing Cloudskate
Rith’s Attendant
Scourge of Geier Reach
Sengir Vampire
Serra Angel
Shriek Raptor
Shriekmaw
Siege Mastodon
Siege-Gang Commander
Sigarda, Host of Herons
Skithiryx, the Blight Dragon
Skyreach Manta
Skyward Eye Prophets
Slash Panther
Sliver Overlord
Sliver Queen*
Sokenzan Spellblade
Soulbound Guardians
Soulgorger Orgg
Spinal Parasite
Spire Serpent
Stingerfling Spider
Stormfront Riders
Stuffy Doll
Thermopod
Thornling
Thragtusk
Thundermaw Hellkite
Treva’s Attendant
Undercity Shade
Urabrask the Hidden
Uril, the Miststalker
Vengeful Pharaoh
Viscid Lemures
Vulturous Zombie
Welkin Guide
Wolfir Silverheart
Zealous Conscripts


6 Drops
Admonition Angel
Aethersnipe
Ancient Silverback
Arcbound Wanderer
Beast of Burden
Bog Hoodlums
Bogardan Rager
Broodmate Dragon
Bruna, Light of Alabaster
Chained Throatseeker
Charmberaker Devils
Coalhauler Swine
Conclave Equenaut
Conquering Manticore
Consecrated Sphinx
Crosis, the Purger
Darien, King of Kjeldor
Dark Hatchling
Deathbringer Thoctar
Deathcurse Ogre
Demonic Hordes* (white bordered)
Dragon Broodmother
Dripping Dead
Durkwood Baloth
Elvish Aberration
Enatu Golem
Essence of the Wild
Experimental Kraj
Fangren Pathcutter
Felidar Sovereign
Firemaw Kavu
Flameblast Dragon
Force of Nature
Frost Titan
Fury Sliver
Geth, Lord of the Vault
Gleancrawler
Grave Titan
Gruul Nodorog
Inferno Titan
Kamahl, Fist of Krosa
Kami of the Palace Fields
Keiga, the Tide Star
Kokusho, the Evening Star
Lairwatch Giant
Malfegor
Markov Warlord
Massacre Wurm
Midnight Banshee
Mordant Dragon
Nacatl Hunt-Pride
Necropolis Regent
Nefarox, Overlord of Grixis
Nightmare
Nightsoil Kami
Novijen Sages
Numot, the Devastator
Oathsworn Giant
Oona, Queen of the Fae
Oros, the Avenger
Oxidda Golem
Pathbreaker Wurm
Patron of the Kitsune
Phyrexian Gargantua
Primeval Titan
Rampaging Baloths
Rapacious One
Realm Razer
Reaper from the Abyss
Roil Elemental
Ronom Serpent
Ryusei, the Falling Star
Sanctum Plowbeast
Sawtooth Thresher
Sharuum the Hegemon
Shivan Dragon
Steel Hellkite
Steel Leaf Paladin
Sun Quan, Lord of Wu
Sun Titan
Sunblast Angel
Thopter Assembly
Thornwatch Scarecrow
Twisted Abomination
Vedalken Dismisser
Vela the Night-Clad*
Victory’s Hearld
Visara the Dreadful
Worldgorger Dragon
Wurmcoil Engine
Xanthrid Demon
Xanthrid Gorgon
Yousei, the Morning Star


7 Drops
Ancient Ooze
Angel of Despair
Angel of Glory’s Rise
Angel of Serenity
Archangel of Strife*
Avenger of Zendikar
Balefire Dragon
Butcher Orgg
Boldwyr Intimidator
Chancellor of the Dross
Chancellor of the Forge
Chancellor of the Spires
Cytospawn Shambler
Damia, Sage of Stone*
Djinn Illuminatus
Drogskol Reaver
Elderscale Wurm
Elesh Norn, Grand Cenobite
Enormous Baloth
Faultgrinder
Gaea’s Revenge
Gisela, Blade of Goldnight
Goliath Sphinx
Grim Poppet
Hamletback Goliath
Herald of Leshrac
Hellkite Igniter
Hornet Queen
Hundroog
Iridescent Angel
Ith, High Arcanist
Ivory Giant
Kalitas, Bloodchief of Ghet
Karrthus, Tyrant of Jund
Lord of the Pit
Lunar Avenger
Magister Sphinx
Magma Giant
Maul Splicer
Mournwhelk
Myr Battlesphere
Nim Grotesque
Novablast Wurm
Oakgnarl Warrior
Panglacial Wurm
Patron of the Nezumi
Pentavus
Penumbra Wurm
Phage the Untouchable
Phantom Nishoba
Phyrexian Ingester
Platinum Angel
Quicksilver Behemoth
Rockshard Elemental
Scrapdiver Serpent
Serra Avatar
Shauku, Endbringer*
Sheoldred, Whispering One
Skarrgan Skybreaker
Slipstream Eel
Spearbreaker Behemoth
Sphinx Ambassador
Sphinx of Uthuun
Thorn Elemental
Thraximundar
Tolaria Serpent*
Tyrant of Discord
Vagrant Plowbeasts
Venomsprout Brackus
Vish Kal, Blood Arbiter*
Wormfang Manta
Wurmskin Forger


8 Drops
Akroma, Angel of Fury*
Akroma, Angel of Wrath
Akron Legionnaire*
Avacyn, Angel of Hope
Avatar of Hope
Avatar of Might
Avatar of Slaughter*
Avatar of Woe
Bloodfire Colossus
Bogardan Hellkite
Celestial Force*
Craterhoof Behemoth
Denizen of the Deep
Excruciator
Ghoultree
Godsire
Goliath Spider
Griselbrand
Guardian of Vitu-Ghazi
Heartcage Giant
Hellkite Overlord
Hoverguard Sweepers
Infernal Denizen*
Kederekt Leviathan
Khalni Hydra
Liege of the Pit
Liege of the Tangle
Living Hive
Lorthos, the Tidemaker
Maelstrom Wanderer
Nicol Bolas
Patron of the Orochi
Petradon
Platinum Emperion
Razia, Boros Archangel
Reiver Demon*
Scaled Wurm
Scornful Egotist
Scourge of Kher Ridges
Skeletal Wurm
Slipstream Serpent
Sphinx of the Steel Wind
Sphinx Sovereign
Stormtide Leviathan
Sundering Titan
Terastodon
Thousand-legged Kami
Tidal Kraken
Titanic Bulvox
Towering Baloth
Trench Gorger*
Ulamog’s Crusher
Utvara Hellkite
Vampiric Dragon*
Verdant Force
Vorinclex, Voice of Hunger
Walker of the Grove
Woodfall Primus


9 Drops
Artisan of Kozilek
Blazing Archon
Body of Jukai
Bringer of the Black Dawn
Bringer of the White Dawn
Crimson Hellkite
Hand of Emrakul
Inkwell Leviathan
Kuro, Pitlord
Leviathan
Reya Dawnbringer*


10 Drops
Dragon Tyrant
Dread Cacodemon*
Infernal Spawn of Infernal Spawn of Evil*
Jin-Gitaxias, Core Augur
Kozilek, Butcher of Truth*
Krosan Cloudscraper
Myojin of Seeing Winds
Progenitus
Stratadon


11 Drops
Darksteel Colossus
Hypnox
Pathrazer of Ulamog
Polar Kraken*
Ulamog, the Infinite Gyre


12 Drops
Blightsteel Colossus
It That Betrays


15 Drops
Autochthon Wurm
Emraku, the Aeons Torn





Cards originally included but removed:

Caravan Escort 
Dwarven Grunt 
Elvish Lyrist
Goblin Bushwacker
Haazda Exonerator 
Mikaeus, the Lunarch
Nephalia Smuggler
Nettle Sentinel
Promised Kannushi
Rimebound Dead 
Salvage Scout
Shrieking Drake*
Skarrgan Pit-Skulk
Spurnmage Advocate

Acidic Sliver
Augury Owl 
Azure Mage
Cerodon Yearling 
Crystalline Sliver 
Deranged Outcast
Dimir Infiltrator 
Fang Skulkin 
Gatekeeper of Malakir
Halimar Excavator 
Ikiral Outrider 
Looter il-Kor
Manor Skeleton
Melira, Sylvok Outcast 
Merfolk Looter 
Merfolk Mesmerist
Mindshrieker
Mourning Thrull 
Reassembling Skeleton 
Salvage Slasher 
Screeching Skaab
Sunspear Shikari
Thalia, Guardian of Thraben
Tidehollow Skuller
Tin Street Hooligan
Valeron Outlaster 
Wall of Mulch
Anurid Barkripper 
Big Game Hunter 
Cabal Torturer 
Callous Deceiver 
Cateran Brute
Diregraf Captain 
Elvish Champion 
Ember Beast
Fire Imp*
Fleeting Aven
Goblin Flectomancer 
Heckling Fiends 
Immerwolf
Jace’s Archivist 
Jund Battlemage
Lantern Spirit
Moriok Replica
Neurok Commando
Neurok Invisimancer
Nightwind Glider
Riptide Entrancer
Roc Egg
Searchlight Geist 
Soulcage Fiend 
Spined Thopter
Stromkirk Captain 
Terraformer
Topan Ascectic
Vectis Silencers
Venerated Teacher
Village Cannibals
Vulshok Heartstroker
Vulshok Replica
Wee Dragonauts
Zealot il-Vec
 
Ambassador Oak
Arsenal Thresher
Battering Craghorn
Battlewise Aven
Evernight Shade 
Fungus Sliver 
Giant Spider 
Hedron Rover
Holy Justicar
Hound of Griselbrand
Lavaborn Muse
Master Splicer
Mausoleum Guard
Mirror Wall
Ogre Resister 
Phantom Beast
Reflex Sliver
Rhox Brute
Rhox Meditant
Scornful Aether-Lich 
Spellgorger Barbarian 
Thorn-Thrash Viashino 
Tree of Redemption 
Vent Sentinel
Viashino Skeleton
Viral Drake
Vulshok Berserker
 
Angel of Flight Alabaster 
Fiend of the Shadows 
Gristle Grinner
Pitchburn Devils 
Razor Hippogriff 
Sky Swallower 
Spire Monitor
Tattered Drake 
Voidstone Gargoyle
 
Ashenmoor Cohort
Aurochs Herd
Centaur Veteran
Chartooth Cougar
Ogre Geargrabber 
Phyrexian Hulk
Ronin Cavekeeper 
Root Elemental 
Void Maw
 

Updated 10-26-12