Thanks stsung for this article, it was a good read.
May I ask you, do you still believe that Sylvan Advocate is better than Grim Flayer in your deck? I favor Grim Flayer (or just Go for the Throat!) but I may be wrong on this. Interested to hear your thoughts.
Mono white is certainly viable in all formats^_^. Oketra may not be it in EDH but for casual playing it can be good enough. White decks usually need acceleration, there are some creatures that fetch lands and also I often featured fast mana.
Thinking of Oketra this comes to mind. I omitted the good cards (that would include some prison cards, removal, wrath effects etc). I also didn't include all the anthem effects. I just mentioned the ones I like to include.
Secure the Wastes
Anointed Procession
Intanglible Virtue
Angel of Invention
White Sun's Zenith
Cathars' Crusade
Martial Coup
Mentor of the Meek
Knight of the White Orchid
Skullclamp
Elspeth, Sun's Champion
Sword of the Animist
Hero of Bladehold
Geist-Honored Monk
Solemn Simulacrum
Burnished Hart
Selfless Spirit
Anointed Priest
Regal Caracal
Angel of Sanction
all the sisters
Hanweir Militia Captain
Rootborn Defenses
Brave the Elements
Mind Stone
Thought Vessel
Hedron Archive
Commander's Sphere
Eldrazi Monument
Marshal's Anthem
Dictate of Heliod
Darksteal Mutation
Luminarch Ascension
Retreat to Emeria
all the relevant walkers...elspeths, gideons etc.
Shefet Dunes
Emeria, the Sky Ruin
the new Kjeldoran Outpost
Oketra's Monument
Mikaeus/Mirror Entity/Thalia's Lt./Entreat the Angels/white decree
Soul of Theros
Increasing Devotion
Conqueror's Pledge
white Shrine
Felwar Stone
Some suggestions for white cards in Commander:
Emeria, the Sky Ruin (recursion lets you beat board wipes)
Emeria Shepherd (same as above)
Sunblast Angel (situational board wipe on a creature)
Increasing Devotion (instant "devotion" for Oketra)
Cathars' Crusade (this card is basically insane in tokens. turns Increasing Devotion into 5 6/6 tokens at the very minimum)
Martial Coup (board wipe + tokens)
Mentor of the Meek (card draw)
Not white, but generally useful:
Sword of the Animist (lets you ramp while attacking, also ramp is harder to come by in white)
Temple of the False God (mana acceleration)
Reliquary Tower (there's always a way to get up to 7+ cards in hand)
Hedron Archive (Mana when you need it, cards when you don't)
Grafted Exoskeleton (not quite a one shot with Oketra, but sometimes you need to cheese out a win)
That was more like it. Vampire decks are definitely much funnier to see play than Dinosaur decks. Plenty of interactions and decision-making.
By the way, man, you should upgrade your PC, the wailing of that CPU fan is unsettling. :)
Hey guys,
I think the comparison of these two cards is extremely interesting and I tend to think that they are on a closer power level than may be readily apparent.
So, and I hope she'll correct me if I'm wrong, I think what stsung meant to explain was this: Demonic tutor because of the range of what is findable with it, will tend to be played in almost any deck that can support casting it--it's never a bad card, because it can be whatever you need it to be given any gamestate. This comes at a cost of what is castable by -2 turns given natural mana development of 1 per turn, but comes at the gain of 100% perfect selection. This is a great deal for any deck that can cast it, however, it's inefficient. I don't mean that it's an inefficient tutor, it's highly efficient as a tutor, but moreso that tutoring in and of itself is inefficient, coming at the cost of time or mana resource for the gain of selection (perfect selection in this case), which in and of itself is inefficient because the finding of a card at the cost of mana does not directly impact the game--based upon what you find and that found card's ability to have relevant impact in the required time window this can still be back breaking (Winter Orb, RIP, etc).
However, I think her point was, more so, is that this card will often be run in any deck that can support casting it--which means it has a higher propensity to be cast in multiple different ways--one of which is stopping your opponent from winning, or buying yourself time to win--In a deck like 4CB that she referenced, most of the cards are pretty focused on doing one thing: killing your opponent; in a deck like this, if it's packing demonic tutor, you'll often hold this tutor, because 1. you can expect variance to favor you drawing more threats to accomplish your goal (there's a whole lot of them to draw and they're all really good), so getting another threat at the cost of -2 mana is fairly anemic and 2. You want to have the flexibility to find your more specific answers to that which actually is known and can beat you. For instance, if I know my opponent has Back to Basics in hand, then going down on efficiency to find Dromoka's Command to kill one of their threats through fights and blow up the Back to Basics is better than just finding a better threat that I can cast a turn after casting DT. Looking through her use of the card, while playing 4CB, she used it to make a relevant land drop (Tiaga; stop from losing to variance and ensure an uncastable card in her hand did not continue to be dead), stop vast mana advantage or an opposing land based win condition (Wasteland, possibly targeting Gaea's Cradle to halt vast mana generation or targeting a Thespian's Stage after a Primeval Titan put this land and Dark Depths into play--another, and very possible, proactive use could have been destroying a Glacial Chasm, to enable a lethal swing from her critters), kill an un-targetable threat or win in combat (Zealous Persectution, to kill True-Name Nemesis, or to break a board stale situation that she expected would over time benefit her opponent), and present a relevant body that also swung life totals (Siege Rhino, likely vs a very aggressive deck possibly RDW or WW, while sitting in a losing position). When this card can be run, it will do whatever your deck needs it to do, just a little slower than you'd ideally get to do it if you could draw what you needed each turn--in a deck like 4CB, a very consistent deck, this will tend to equate to answering things that lose you the game, because your fairly focused plan to win will tend to present you with far more threat cards than you need, but the answers to specific situations will be far more uncommon, so given a choice for singular, but perfect, selection, you'll often save it to deal with something that your more common cards cannot. All of that said, Demonic Tutor, when allowed, will tend to be played in any deck that can cast it, some of them will use it to generate vastly unfair gamestates, but due to the card's inherent loss of efficiency, it will allow greater time for reaction, but it will also be played in a lot of "fair" decks as well, and here I agree, due to the rationale above, that it will more often lead to finding something that either stops your opponent from winning or stops variance from beating you as the caster.
On the other hand, Mystical Tutor, a known immediate loss of a card, will tend to be a part of more deliberate engine style deck or chain that as a course of using it will either win the game or accommodate for the loss of the card with overwhelming card advantage (Loam/Intuition) or near immediate presentation of overwhelming threat (Entreat). It can also be used in a fair way to simply find a wrath effect to keep a player alive (and sometimes you'll have to go for this, but it's not likely the go to card), but generally it tends to be a build around card, similar to natural order//Primeval Titan. The fact that it costs one less mana is highly relevant, as typically, in any game of eternal MTG (and 100c is an eternal format) a player's use of mana and cards in the first 4 turns of the game is highly relevant to determining victory or defeat and playing this card at instant speed is highly relevant as the caster of the card is given the flexibility to see an additional full turn out of the opponent's board development and actions, allowing one to opt between interaction or selection, and possibly both due to the small mana investment requirement this card comes with. The point is, if you run this card you should generally know that it costs a card, and because it is more limited in what it can find, you'll generally build engines around having this card available in your deck--Demonic Tutor does not limit your selection, so while you may very well have an engine or immediate win condition that Demonic Tutor could find, you almost assuredly do when you're playing Mystical Tutor (if you want to play it to it's full potential).
So, I tend to agree that it would be more common to see Demonic Tutor used reactively than it would be to see Mystical Tutor used reactively. Note that I'm not saying either card has to be used reactively, but moreso that due to the limits of Mystical Tutor it will often be used in engine style decks that strongly incentivize going for the engine or win condition over Demonic Tutor that is a far more flexible card and would be played in a wider range of deck archetypes that can cast it. Both can be used to do busted crap.
However, Rob, what I'd ask you is do you think Demonic Tutor is more powerful than Vampiric Tutor?
In some contexts it is, but I think if we unbanned Vampiric Tutor we'd have far more issues with that card than if we allowed Demonic Tutor back into the format.
Speed Kills, the most iconic card ever printed, Black Lotus, is a prime example of efficiency at the cost of card economy--but it makes every deck that it's in (excepting dredge) better--why is that--Speed Kills.
I don't know how you can say many players often cast Demonic Tutor in a losing position
when you don't control when you draw it. It can be drawn in winning and losing positions. It can also win you the game as you referenced with RiP or lock your opponent out with Winter Orb/Crucible or win you a blue mirror with Cavern of Souls. The card disadvantage in 100cs is real; very few games are over turn 3 a la Vintage.
Thanks for these great links to the format from many years back. I actually read through quite a few and it's funny to see how much the game in general, outside of 100c, has changed based on card evaluations at that point vice today's game. Although, I strongly agree with some of the cards that had folks in a tizzy back then(Survival of the Fittest--I'm looking at you). One of the things that cracked me up (and I can't remember the article :/) was a player talking about using survival to generate graveyard recursion with Genesis. Don't get me wrong, this is a very powerful interaction given enough time to thrive, and likely crushes one for one permission style control decks, but this really made me think of how much the pace of the game has increased--I don't think this is likely even good enough in an open meta anymore. The other one was Natural Order for Progenitus--this is still a fine play, but I think a far more (and actually) castable 6 drop (Prime Time) with the printing of Thespian's Stage (and--well--Dark Depths-- but that's older than most formats themselves) relegated the Hydra Avatar to moot. The game's picked up a lot of pace over the years and it's cool to see how some of the cards that at one point were too overpowering to enable good games of magic to be played are actually needed now to enable the "unfair" decks to keep pace with the "fair" ones. Thanks again for the links man :)
I used this deck last saturday in a IRL Pauper Championship. After 4 rounds my score was 2-2-0.
In my opinion I think this deck suffers against Controls decks. I lost to both UB Dinrova and Rackdos Midrange.
Using Curse of the Blood Tome as an alternative win condition against controls deck seems to be the unique option but I felt it is was not too effective. What do you think?
I tend to be partial to Barren Glory or The Cheese Stands Alone; now if a player could win with this replacement effect even a single game, then I'd be impressed. Sleeve up those Greater Gargadons, Lion's Eye Diamonds, Insidious Dreams, and Zuran Orbs and get cracking--at your own permanents? Just an idea: Get Glorious, or die trying!
2002(or smth) they started selling electronic boosters that arent real except for when playing mtgo, 4 dollars a piece.
Redemption was to be the thing that covered for the paper price.
Redemption had an enormous restriction, 99 percent of cards couldnt be redeemed after all. This because of only 1 common per mythic. In addition you had to collect full sets, which causes great restriction for part time players.
Do you realize how much it would cost wotc to have players redeem the rest 99 percent of cards ? Enormous amounts of money. And IF they did that this would have great negative effects for their ordinary paper sales(real boosters).
Redemption is, and has always been, a lie.
And soon mtgo will become a ghost town because of Arena, wotc will try sell the Lotuses and Wastelands all over again.
I thought about that, but God-Pharaoh doesn't deal damage with an ultimate, he does it right away. I feel like you can just use him as a 7-mana Fireball, which is sort of lame prize-wise.
Glad you are back! The card is not ideal but can get the job done. So before you get to an optimal list it is a nice card to include. Especially now that you have the new Outpost in addition to all the soul sisters.
Thanks stsung for this article, it was a good read.
May I ask you, do you still believe that Sylvan Advocate is better than Grim Flayer in your deck? I favor Grim Flayer (or just Go for the Throat!) but I may be wrong on this. Interested to hear your thoughts.
Mono white is certainly viable in all formats^_^. Oketra may not be it in EDH but for casual playing it can be good enough. White decks usually need acceleration, there are some creatures that fetch lands and also I often featured fast mana.
Thinking of Oketra this comes to mind. I omitted the good cards (that would include some prison cards, removal, wrath effects etc). I also didn't include all the anthem effects. I just mentioned the ones I like to include.
Secure the Wastes
Anointed Procession
Intanglible Virtue
Angel of Invention
White Sun's Zenith
Cathars' Crusade
Martial Coup
Mentor of the Meek
Knight of the White Orchid
Skullclamp
Elspeth, Sun's Champion
Sword of the Animist
Hero of Bladehold
Geist-Honored Monk
Solemn Simulacrum
Burnished Hart
Selfless Spirit
Anointed Priest
Regal Caracal
Angel of Sanction
all the sisters
Hanweir Militia Captain
Rootborn Defenses
Brave the Elements
Mind Stone
Thought Vessel
Hedron Archive
Commander's Sphere
Eldrazi Monument
Marshal's Anthem
Dictate of Heliod
Darksteal Mutation
Luminarch Ascension
Retreat to Emeria
all the relevant walkers...elspeths, gideons etc.
Shefet Dunes
Emeria, the Sky Ruin
the new Kjeldoran Outpost
Oketra's Monument
Mikaeus/Mirror Entity/Thalia's Lt./Entreat the Angels/white decree
Soul of Theros
Increasing Devotion
Conqueror's Pledge
white Shrine
Felwar Stone
+ some control...
I appreciate that! I am slowly getting there. I didn't think of some of those
Some suggestions for white cards in Commander:
Emeria, the Sky Ruin (recursion lets you beat board wipes)
Emeria Shepherd (same as above)
Sunblast Angel (situational board wipe on a creature)
Increasing Devotion (instant "devotion" for Oketra)
Cathars' Crusade (this card is basically insane in tokens. turns Increasing Devotion into 5 6/6 tokens at the very minimum)
Martial Coup (board wipe + tokens)
Mentor of the Meek (card draw)
Not white, but generally useful:
Sword of the Animist (lets you ramp while attacking, also ramp is harder to come by in white)
Temple of the False God (mana acceleration)
Reliquary Tower (there's always a way to get up to 7+ cards in hand)
Hedron Archive (Mana when you need it, cards when you don't)
Grafted Exoskeleton (not quite a one shot with Oketra, but sometimes you need to cheese out a win)
That all hallow's eve image would make a great play mat. Could put the caption on it somewhere.
Well, I'd play in a Kamigawa event and I definitely wouldn't play a Commander event, so I guess count me in favour of the change.
At least in theory. Miscuts are often quite more valuable than their normal counter parts.
If WotC corrects card stock issue at this point, doesn't that make all the wrong ones more valuable by being "Error Cards"?
Wotc has no professor in their workforce.
Yes I think Vampiric is the strongest of the three due to being able to EOT tutor for any threat or answer and then untap
That was more like it. Vampire decks are definitely much funnier to see play than Dinosaur decks. Plenty of interactions and decision-making.
By the way, man, you should upgrade your PC, the wailing of that CPU fan is unsettling. :)
Hey guys,
I think the comparison of these two cards is extremely interesting and I tend to think that they are on a closer power level than may be readily apparent.
So, and I hope she'll correct me if I'm wrong, I think what stsung meant to explain was this: Demonic tutor because of the range of what is findable with it, will tend to be played in almost any deck that can support casting it--it's never a bad card, because it can be whatever you need it to be given any gamestate. This comes at a cost of what is castable by -2 turns given natural mana development of 1 per turn, but comes at the gain of 100% perfect selection. This is a great deal for any deck that can cast it, however, it's inefficient. I don't mean that it's an inefficient tutor, it's highly efficient as a tutor, but moreso that tutoring in and of itself is inefficient, coming at the cost of time or mana resource for the gain of selection (perfect selection in this case), which in and of itself is inefficient because the finding of a card at the cost of mana does not directly impact the game--based upon what you find and that found card's ability to have relevant impact in the required time window this can still be back breaking (Winter Orb, RIP, etc).
However, I think her point was, more so, is that this card will often be run in any deck that can support casting it--which means it has a higher propensity to be cast in multiple different ways--one of which is stopping your opponent from winning, or buying yourself time to win--In a deck like 4CB that she referenced, most of the cards are pretty focused on doing one thing: killing your opponent; in a deck like this, if it's packing demonic tutor, you'll often hold this tutor, because 1. you can expect variance to favor you drawing more threats to accomplish your goal (there's a whole lot of them to draw and they're all really good), so getting another threat at the cost of -2 mana is fairly anemic and 2. You want to have the flexibility to find your more specific answers to that which actually is known and can beat you. For instance, if I know my opponent has Back to Basics in hand, then going down on efficiency to find Dromoka's Command to kill one of their threats through fights and blow up the Back to Basics is better than just finding a better threat that I can cast a turn after casting DT. Looking through her use of the card, while playing 4CB, she used it to make a relevant land drop (Tiaga; stop from losing to variance and ensure an uncastable card in her hand did not continue to be dead), stop vast mana advantage or an opposing land based win condition (Wasteland, possibly targeting Gaea's Cradle to halt vast mana generation or targeting a Thespian's Stage after a Primeval Titan put this land and Dark Depths into play--another, and very possible, proactive use could have been destroying a Glacial Chasm, to enable a lethal swing from her critters), kill an un-targetable threat or win in combat (Zealous Persectution, to kill True-Name Nemesis, or to break a board stale situation that she expected would over time benefit her opponent), and present a relevant body that also swung life totals (Siege Rhino, likely vs a very aggressive deck possibly RDW or WW, while sitting in a losing position). When this card can be run, it will do whatever your deck needs it to do, just a little slower than you'd ideally get to do it if you could draw what you needed each turn--in a deck like 4CB, a very consistent deck, this will tend to equate to answering things that lose you the game, because your fairly focused plan to win will tend to present you with far more threat cards than you need, but the answers to specific situations will be far more uncommon, so given a choice for singular, but perfect, selection, you'll often save it to deal with something that your more common cards cannot. All of that said, Demonic Tutor, when allowed, will tend to be played in any deck that can cast it, some of them will use it to generate vastly unfair gamestates, but due to the card's inherent loss of efficiency, it will allow greater time for reaction, but it will also be played in a lot of "fair" decks as well, and here I agree, due to the rationale above, that it will more often lead to finding something that either stops your opponent from winning or stops variance from beating you as the caster.
On the other hand, Mystical Tutor, a known immediate loss of a card, will tend to be a part of more deliberate engine style deck or chain that as a course of using it will either win the game or accommodate for the loss of the card with overwhelming card advantage (Loam/Intuition) or near immediate presentation of overwhelming threat (Entreat). It can also be used in a fair way to simply find a wrath effect to keep a player alive (and sometimes you'll have to go for this, but it's not likely the go to card), but generally it tends to be a build around card, similar to natural order//Primeval Titan. The fact that it costs one less mana is highly relevant, as typically, in any game of eternal MTG (and 100c is an eternal format) a player's use of mana and cards in the first 4 turns of the game is highly relevant to determining victory or defeat and playing this card at instant speed is highly relevant as the caster of the card is given the flexibility to see an additional full turn out of the opponent's board development and actions, allowing one to opt between interaction or selection, and possibly both due to the small mana investment requirement this card comes with. The point is, if you run this card you should generally know that it costs a card, and because it is more limited in what it can find, you'll generally build engines around having this card available in your deck--Demonic Tutor does not limit your selection, so while you may very well have an engine or immediate win condition that Demonic Tutor could find, you almost assuredly do when you're playing Mystical Tutor (if you want to play it to it's full potential).
So, I tend to agree that it would be more common to see Demonic Tutor used reactively than it would be to see Mystical Tutor used reactively. Note that I'm not saying either card has to be used reactively, but moreso that due to the limits of Mystical Tutor it will often be used in engine style decks that strongly incentivize going for the engine or win condition over Demonic Tutor that is a far more flexible card and would be played in a wider range of deck archetypes that can cast it. Both can be used to do busted crap.
However, Rob, what I'd ask you is do you think Demonic Tutor is more powerful than Vampiric Tutor?
In some contexts it is, but I think if we unbanned Vampiric Tutor we'd have far more issues with that card than if we allowed Demonic Tutor back into the format.
Speed Kills, the most iconic card ever printed, Black Lotus, is a prime example of efficiency at the cost of card economy--but it makes every deck that it's in (excepting dredge) better--why is that--Speed Kills.
I don't know how you can say many players often cast Demonic Tutor in a losing position
when you don't control when you draw it. It can be drawn in winning and losing positions. It can also win you the game as you referenced with RiP or lock your opponent out with Winter Orb/Crucible or win you a blue mirror with Cavern of Souls. The card disadvantage in 100cs is real; very few games are over turn 3 a la Vintage.
Sensei,
Thanks for these great links to the format from many years back. I actually read through quite a few and it's funny to see how much the game in general, outside of 100c, has changed based on card evaluations at that point vice today's game. Although, I strongly agree with some of the cards that had folks in a tizzy back then(Survival of the Fittest--I'm looking at you). One of the things that cracked me up (and I can't remember the article :/) was a player talking about using survival to generate graveyard recursion with Genesis. Don't get me wrong, this is a very powerful interaction given enough time to thrive, and likely crushes one for one permission style control decks, but this really made me think of how much the pace of the game has increased--I don't think this is likely even good enough in an open meta anymore. The other one was Natural Order for Progenitus--this is still a fine play, but I think a far more (and actually) castable 6 drop (Prime Time) with the printing of Thespian's Stage (and--well--Dark Depths-- but that's older than most formats themselves) relegated the Hydra Avatar to moot. The game's picked up a lot of pace over the years and it's cool to see how some of the cards that at one point were too overpowering to enable good games of magic to be played are actually needed now to enable the "unfair" decks to keep pace with the "fair" ones. Thanks again for the links man :)
Thanks for this nice article.
This format is a gemstone barely untouched.
I really miss the old days. Hope more can join us!
http://puremtgo.com/articles/recent?uid=Tarmotog
http://puremtgo.com/articles/snapshot-bannings-100-classic-singleton
Hi there!
I used this deck last saturday in a IRL Pauper Championship. After 4 rounds my score was 2-2-0.
In my opinion I think this deck suffers against Controls decks. I lost to both UB Dinrova and Rackdos Midrange.
Using Curse of the Blood Tome as an alternative win condition against controls deck seems to be the unique option but I felt it is was not too effective. What do you think?
Thanks!
I tend to be partial to Barren Glory or The Cheese Stands Alone; now if a player could win with this replacement effect even a single game, then I'd be impressed. Sleeve up those Greater Gargadons, Lion's Eye Diamonds, Insidious Dreams, and Zuran Orbs and get cracking--at your own permanents? Just an idea: Get Glorious, or die trying!
Or so you hope?
2002(or smth) they started selling electronic boosters that arent real except for when playing mtgo, 4 dollars a piece.
Redemption was to be the thing that covered for the paper price.
Redemption had an enormous restriction, 99 percent of cards couldnt be redeemed after all. This because of only 1 common per mythic. In addition you had to collect full sets, which causes great restriction for part time players.
Do you realize how much it would cost wotc to have players redeem the rest 99 percent of cards ? Enormous amounts of money. And IF they did that this would have great negative effects for their ordinary paper sales(real boosters).
Redemption is, and has always been, a lie.
And soon mtgo will become a ghost town because of Arena, wotc will try sell the Lotuses and Wastelands all over again.
I thought about that, but God-Pharaoh doesn't deal damage with an ultimate, he does it right away. I feel like you can just use him as a 7-mana Fireball, which is sort of lame prize-wise.
Maybe in the future the prize can be extended to God Pharoh
I get a lot of my cards from the Friendly sealed leagues. If you can average 6-3 over the event, it costs barely anything to keep going.
Thanks for the welcome! yes he is in my list currently :)
Glad you are back! The card is not ideal but can get the job done. So before you get to an optimal list it is a nice card to include. Especially now that you have the new Outpost in addition to all the soul sisters.