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By: Rasparthe, R.A. Sparthe
Feb 02 2009 1:18am
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There hasn't been a whole lot of change in the Block Constructed format so I will recap two week's of tournaments next article which in turn will likely be that last recap before Conflux is released.  Then everything changes.  It is one of the reasons that I love playing Block formats.  If the format gets a little stale it just takes a few months until the next portion of the Block is released and what's old is new again.

Instead, with the good people at MTGO offering promo cards and Nix Tix to play in a Sealed Swiss Event, we will take a stab at this underplayed Shards format.  The biggest complaint of the format seems to be the bombastic nature of some of the cards.  If you open a good pool you are likely almost unstoppable.  No worries about mana, there is so much fixing that it takes almost no skill to put a deck together.  Throw your huge bombs together with any removal you can find and...voila!  Even someone of my minimal skill can do that.  So with some anticipation I opened this pool.  

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Akrasan Squire
Angelsong
Bant Charm
Bant Panorama
Blightning
Blister Beetle
Bloodpyre Elemental
Bloodthorn Taunter
Bone Splinters
Branching Bolt
Cancel
Cathartic Adept
Cavern Thoctar
Courier's Capsule
Crumbling Necropolis
Deft Duelist
Demon's Herald
Dregscape Zombie
Drumhunter
Elvish Visionary
Esper Panorama
Etherium Sculptor
Executioner's Capsule
Fatestitcher
Fleshbag Marauder
Godtoucher
Grixis Charm
Grixis Panorama
Hell's Thunder
Hindering Light
Hissing Iguanar
Incurable Ogre
Jund Battlemage
Jund Panorama
Jungle Weaver
Kathari Screecher
Knight of the Skyward Eye
Lich's Mirror
Lightning Talons
Lush Growth
Marble Chalice
Metallurgeon
Necrogenesis
Obelisk of Bant
Obelisk of Grixis
Obelisk of Jund
Outrider of Jhess
Resounding Scream
Ridge Rannet
Sacellum Godspeaker
Sangrite Surge
Savage Hunger
Sighted-Caste Sorcerer
Sigil of Distinction
Soul's Grace
Steelclad Serpent
Steward of Valeron
Sunseed Nurturer
Thorn-Thrash Viashino
Thoughtcutter Agent
Thunder-Thrash Elder
Tidehollow Strix
Tortoise Formation
Tower Gargoyle
Undead Leotau
Welkin Guide
Where Ancients Tread

 

This pool confused me greatly.  What do you do when you have no bombs?  My game plan seemed to be fizzling from the start.  Perhaps I just wasn't looking hard enough.  I had the fixing I needed, five Obelisks, four Panoramas and a Tri-Land.  The place to start must be with the rares.

Hell's Thunder was a good card for an aggressive deck but I don't think it quite gets into the bomb category.  Lich's Mirror?  Mythic fail.  Sacellum Godspeaker.  Next.  Sigil of Distinction definitely had possibilities.  I loved this card in draft since it made your creatures so hard to kill if your opponent is running damage-based removal spells.  (Editor's note:  Isn't Sigil of Distinction the best rare non creature in the set?)  Its' biggest downside is that it works best late-game and like all equipment it needs creatures to make it effective.  The latter is doubly true for Sigil since each equip makes it that much more ineffective.  That only left Where Ancients Tread.  Certainly a card you build a deck around, all you need is a bunch of 5 power creatures.  Looking over my pool I have...four.  In the whole pool.  Of course there are couple that might get there under the right circumstances but that avenue didn't look too promising. 

It is definintely time for a new game plan.  Bombs Plan A was bust.  Which meant that the deck would likely be a single Shard.  Even with the good amount of fixing the inconsistent mana isn't worth it unless the cards are above average.  Normally I would divide the cards by color but this Block and all its gold cards make that more confusing.  Where to put Steward of Valeron or Grixis Charm?  It is very unlikely that you would be running a single or even a double color deck in this format.  Time to split the pool into Shards and see if that helped.

Bant

Always playable: Akrasan Squire, Bant Charm, Courier's Capsule, Deft Duelist, Elvish Visionary, Fatestitcher, Jungle Weaver, Kathari Screecher, Knight of the Skyward Eye, Sighted-Caste Sorcerer, Welkin Guide

Playable: Cancel, Drumhunter, MetallurgeonSteward of Valeron, Outrider of Jhess

Filler: Angelsong, Cathartic Adept, Godtoucher, Hindering Light, Sacellum Godspeaker, Steelclad Serpent, Sunseed Nurturer

Ouch: Lush Growth, Marble Chalice, Savage Hunger, Soul's Grace, Tortoise Formation

There is a good amount of playable cards in Bant but they are mostly not very Bantesque.  Only two carry exalted and the rest are better suited in other Shards.  Metallurgeon is a good example.  It works fine in Bant but really shines in Esper.  The same Drumhunter which only works well in Bant when there are lots of exalted creatures that give the creatures a helping hand to five power.  But the biggest strike against it is the total lack of removal.  The closest thing is Bant Charm which doesn't even get rid of the threat.

Esper

Bombastic: Tower Gargoyle

Always playable: Akrasan Squire, Blister Beetle, 2x Bone Splinters, Courier's Capsule, Deft Duelist, Dregscape Zombie, Executioner's Capsule, Fatestitcher, Fleshbag Marauder, Kathari Screecher, Metallurgeon, Sighted-Caste Sorcerer, 2x Tidehollow Strix, Welkin Guide

Playable: Cancel, 2x Etherium SculptorKnight of the Skyward Eye, Steelclad Serpent, Undead Leotau

Filler: Angelsong, Cathartic Adept, Hindering Light, Sunseed Nurturer, Thoughtcutter Agent, Outrider of Jhess

Ouch: Demon's Herald, Marble Chalice, Resounding Scream, Soul's GraceTortoise Formation

This one looks much better.  Esper can take advantage of the good black removal this pool has.  Unfortunately Esper doesn't appreciate sac'ing creatures to Fleshbag Marauder and Bone Splinters.  I put Tower Gargoyle in the bomb section because there has to be at least one and it does win games if it can stick on the board.  It is a fairly solid Shard but it definitely doesn't blow you away with its power.  Still there is removal and a good bit of evasion.  It definitely has possibilies maybe with a few cards splashed from another Shard and an Obelisk it could work out.

Grixis

Always playable: Blister Beetle, Bloodpyre Elemental, 2x Bone Splinters, Courier's Capsule, Dregscape Zombie, Executioner's Capsule, Fatestitcher, Fleshbag Marauder, Grixis Charm, Hell's Thunder, Hissing Iguanar, Kathari Screecher, 2x Tidehollow Strix, Undead Leotau,

Playable: BlightningCancel, Incurable Ogre, Ridge Rannet, Thorn-Thrash Viashino, Thunder-Thrash Elder,

Filler: Cathartic Adept, 2x Etherium Sculptor, Jund Battlemage, Lightning Talons, Steelclad Serpent, Thoughtcutter Agent, Outrider of Jhess

Ouch: Bloodthorn Taunter, Demon's Herald, Resounding Scream, Tortoise Formation, Where Ancients Tread

Grixis Shard takes full advantage of the suite of removal this pool offers but its real problem lays with the creatures.  Most are not very powerful and most better suited in other Shards.  For instance, playing Jund Battlemage means not being able to use its green ability or Thorn-Thrash Viashino will be unable to trample.  The two Devour creatures would be mediocre and only because they can take advantage of Unearth abilities if there happens to be enough mana.  Unfortunately this set of Grixis creatures cannot afford to lose the unimpressive creatures it has to the Devour mechanic.  Still with so much removal it could be worth considering.

Jund

Always playable: Blister Beetle, Bloodpyre Elemental, 2x Bone Splinters, Branching Bolt, Cavern Thoctar, Dregscape Zombie, Elvish Visionary, Executioner's Capsule, Fleshbag Marauder, Hell's Thunder, Hissing Iguanar, Jund Battlemage, Jungle Weaver, Necrogenesis, Undead Leotau

Playable: Blightning, Drumhunter, Incurable Ogre, Ridge Rannet, Thorn-Thrash Viashino, Thunder-Thrash Elder,   

Filler: Godtoucher, Lightning Talons, Sacellum Godspeaker, Sangrite Surge, 2x Savage Hunger,

Ouch: Bloodthorn Taunter, Demon's Herald, Lush Growth, Resounding Scream, Where Ancients Tread

The deepest of all the Shards in the this particular pool.  It can use the Devour creatures and the Bone Splinters aren't killing your expensive creatures with both a Necrogenesis and Jund Battlemage.  Still not much beef but this entire pool is lacking in that particular category.  The good amount of removal and stalling until a large Devour creature of one of the two cycling creatures can come online could be winning strategy. 

Naya

Always playable: Akrasan Squire, Bloodpyre Elemental, Branching Bolt, Cavern Thoctar, Elvish Visionary, Hell's Thunder, Hissing IguanarJungle Weaver, Knight of the Skyward Eye, Sighted-Caste Sorcerer, 2x Steward of ValeronWelkin Guide 

Playable: Drumhunter, Incurable OgreJund Battlemage, Lightning TalonsMetallurgeonRidge Rannet, Thorn-Thrash Viashino, Thunder-Thrash Elder 

Filler: Angelsong, Bloodthorn Taunter, Godtoucher, Sacellum Godspeaker, Sangrite Surge, 2x Savage Hunger, Soul's Grace, Sunseed Nurturer, Where Ancients Tread

Ouch: Lush Growth, Marble Chalice

This pool has a good many of the pieces to make a good Naya deck.  It has  lots of acceleration and some good removal but it is missing many of the good beef that makes Naya powerful.  Also losing the Black means most of the best removal is not accessible.  Of course we could splash for the black to help out in this regard.  Unfortunately without the heavy creatures Naya is famous for this Shard comes in a close second to Jund.

With that finally decided I didn't have much time to put together this deck.


                      16 Creatures

1 Blister Beetle
1 Bloodpyre Elemental
1 Cavern Thoctar
1 Dregscape Zombie
1 Drumhunter
1 Elvish Visionary
1 Fleshbag Marauder
1 Hell's Thunder
1 Hissing Iguanar
1 Incurable Ogre
1 Jund Battlemage
1 Jungle Weaver
1 Ridge Rannet
1 Thorn-Thrash Viashino
1 Thunder-Thrash Elder
1 Undead Leotau
 

 
                  7 Other Spells

2 Bone Splinters
1 Branching Bolt
1 Executioner's Capsule
1 Grixis Charm
1 Necrogenesis
1 Sigil of Distinction

                      17 Lands

1 Crumbling Necropolis
5 Forest
1 Grixis Panorama
1 Jund Panorama
5 Mountain
4 Swamp

 

I seriously thought of getting into some blue for the Esper cards.  Unfortunately, Tower Gargoyle is unworkable because of the white mana needed but the double Tidehollow Strix could turn out useful.  In the end the mana was shaky enough so I decided against splashing outside of Jund for anything but Grixis Charm.  That splash didn't cost me anything since I was already playing the Crumbling Necropolis.  The white cards also looked particularly enticing, especially the Knight of the Skyward Eye since I was playing the green needed to pump it.  But again, mana concerns kept me honest and mostly inside of Jund.

My first round was against a very good Esper deck with all the greatest hits.  Double Bone Splinters, double Akrasan Squire, Agony Warp, Windwright Mage, Scourglass, Sharuum the Hegemon, Battlegrace Angel, and even Sanctum Gargoyle to do it all over again.  The first game saw me getting beat down fairly quickly despite killing mostly everything, including Sharuum.  But when he played Hindering Light on my Bone Splinter that was targetting his Battlegrace Angel I finally conceded.  The second game went much better and the large amount of removal made sure Windright Mage died - twice - and even getting full value of a Branching Bolt.  For a second game in a row, I killed Sharuum that reincarnated Sanctum Gargoyle but it wasn't enough card advantage and Undead Leotau won the game after two Bone Splinters took care of the bothersome artifacts.  The third game got out of hand early as he had both Akrasan Squires and two other creatures out before I even played my first spell.  Luckily, Blister Beetle took care of one Squire blocked another to keep the pain down to a minimum.  I was all the way down to nine life before stabilizing with an Undead Leotau.  He was soon overwhelmed by a Viscera Dragger, his own Leotau, and a Steelclad Serpent.  The Sigil kept them in check and he was unable to win before he timed out.  I was pretty sure I was in trouble during that game but was saved by the clock.

The second round was a little disappointing.  My first game I only had the three land in my opening draw until turn 8.  My removal kept me in the game since I was able to kill a Mossodon, Naya Battlemage and Rhox Charger but was continually being hit by a Gustrider Exuberant.  A newly cast Cavern Thoctar was suddenly flying thanks to the martyrdom of the Gustrider and that was the end of the game.  The second game was very close affair.  The Gustrider was again pinging away during most of the game as for the first time my removal almost completely failed me.  An eight point Sigil of Distinction managed to keep all but the Gustrider under control.  When I finally could get going he had a Resounding Silence for my 9/10 Undead Leotau and then a trampling 9/9 Thorn-Thrash Viashino hit once and just when I had enough trampling damage to win the game he plays out a Qasali Ambusher to keep himself at three life and able to attack for the win next turn.

The third round was against another Jund deck.  I had more removal and surprisingly better creatures unless I just didn't see his rares.  My biggest problem was working around a Algae Gharial since blocking with tokens just makes the problem worse.  As a result both games went rather long with me winning one sporting a 15/15 trampler that he couldn't deal with and the other by drawing five cards off Drumhunter through a pumped up Undead Leotau that eventually overwhelmed him.

Feel free to post a better decklist below or even just insult the choices I made.  I am sure there is a better build to be made if someone wants to take the time.  Perhaps some blue for the Strix or white for the Knight.  I came close to timing out during the deck creation just coming up with this one.

In the end, this bombless deck went a modest 2-1 for four packs of Shards.  Not the greatest investment but a good deal of fun nonetheless.    If you are missing leagues then this might just scratch that itch.  The tournament doesn't last five or six hours like a Daily or Premier Event but you can still open those tournament packs and mix it up.  No messy drafting and you play 'em if you got 'em.  The payout is pretty flat but on the upside only one player goes home empty handed.  All-in-all a good format that I hope they keep around for awhile.  Unfortunately it may just be foiled by the fact it seems they are hiding it in the darkest corner of the building.  Hopefully the promo cards and some advertisement will pick up traffic.  That is until leagues finally make an appearance.  If they ever do.  Likely about the same time George Bush the Third makes it into the White House and then only by presidential decree.  'Til next week when we turn back to Block Constructed.

8 Comments

deck optimization by Kioskman (not verified) at Mon, 02/02/2009 - 09:53
Kioskman's picture
4

Out with Grixis Charm if no island are played and in with the allmighty Blightning. Alternatively adding a island and taking out 1 mountain could make the grixis charm work. I would never have played a singlecard plash of only a tri-land.

deck by Rasparthe at Mon, 02/02/2009 - 16:23
Rasparthe's picture

In truth, I found I took out the Grixis Charm every round. I replaced it with the Lightning Talon most of the time since it helped with getting overrun by bigger creatures. Thx for the comment

Sigil of Distinction is the by iceage4life at Mon, 02/02/2009 - 19:41
iceage4life's picture

Sigil of Distinction is the format's #1 bomb...

bomby by Rasparthe at Mon, 02/02/2009 - 20:34
Rasparthe's picture

Really? the #1 card? Perhaps I am undervaluing it since it can go into any deck at all. Still the #1 non-creature rare? Better than the three main Planeswalkers?

I wouldn't call Sigil the #1 by Arkady (not verified) at Tue, 02/03/2009 - 00:09
Arkady's picture

I wouldn't call Sigil the #1 bomb, seeing as there's enough artifact removal in the set (especially so in ALA-CON), and most sensible players will maindeck some of it in.
Elspeth, Sarkhan, or Flameblast Dragon are all, IMHO, much better bombs, because they win the game on their own.

I'm also going to say that Grixis Charm > Lightning Talons because: 1. Lightening Talons loses to enchantment removal; 2. Lightning Talons gets 2-for-1'ed by creature removal; 3. Grixas Charm only loses to counterspells, and -4/-4 is a lot to give a creature.

Addendum: by Arkady (not verified) at Tue, 02/03/2009 - 00:11
Arkady's picture

Probably worth running a single island if you have Grixis Charm. The Grixis Panorama can fetch it for you if you need it, and the Necropilis gives 3 draws to get blue mana. Splashing a colour is risky with anything less then that, and I certainly wouldn't try to splash with only 1 source of mana in a certain colour.

Iceage is usually wrong... by walkerdog at Tue, 02/03/2009 - 03:25
walkerdog's picture
4

But sigil is 100% the biggest bomb. Colorless, makes every creature a threat, it's just great.

Iceage is usually wrong... by walkerdog at Tue, 02/03/2009 - 03:25
walkerdog's picture
4

But sigil is 100% the biggest bomb. Colorless, makes every creature a threat, it's just great.