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Running on Seaside Citadel

October 18, 2009

At long last, the post-Zendikar mana base for the Mono-Cascade deck… Will Seaside Citadel be the answer to our post-Reflecting Pool / post-Vivd Crag mana base woes?

[Also a bonus You Make the Play!]

Okay, let’s start at the end. This is the current version of the Mono-Cascade deck (at least how I have been tuning it):

Black Baneslayer version 2.2

4 Bituminous Blast
4 Blightning
4 Bloodbraid Elf
4 Captured Sunlight
4 Deny Reality
4 Esper Charm
4 Enlisted Wurm

4 Baneslayer Angel

3 Arcane Sanctum
2 Arid Mesa
4 Crumbling Necropolis
4 Exotic Orchard
1 Forest
1 Island
1 Jungle Shrine
2 Mountain
2 Plains
1 Rootbound Crag
4 Savage Lands
2 Seaside Citadel
1 Swamp

sideboard:
2 Obelisk of Alara
2 Duress
3 Ajani Vengeant
4 Maelstrom Pulse
4 Lightning Bolt

So that’s the new mana base.

Without boring you with too many details I have found the deck to win essentially every matchup as long as its mana comes out.

That is not idle smack talk… It’s just a fact, and a dual-edged vulnerability. I have been trying to figure out what is “wrong” with this deck. In the best terms, the strategy has one of the deepest Stage Ones of any competitive deck, ever. The deck almost can’t make a play before turn four, and I have lost games where I hit my first six land drops and never played a spell!

This is very clearly a Stage One problem.

It has only gotten worse with the transition from Vivid lands and Reflecting Pool to the current mana base.

Because I recognized the Stage One issue, I pulled Enigma Sphinx in favor of more Seaside Citadels (previously the aforementioned Sphinx and one Sunpetal Grove). I am still not 100% happy with the mana base. Not at all, but it has certainly gotten better (that said, Rootbound Crag should probably be packing up his desk if you know what I mean).

I played many matches last night in the Tournament Practice Room (not playing tournaments until I can get my own side of the street relatively garbage-free), and lost matches that I found inexplicable.

I lost to one of those new-fangled [almost?] permission-free four- or five-color control decks, which I think Cascade should be a heavy favorite. I hit turn three Blightning and turn four Captured Sunlight into Blightning… and then stalled on four for the next four turns while he went from crippled to dominating position by topdecking Esper Charm and Jace. Any land drop would have been game, I think (I had three copies of Deny Reality in hand, and he had already discarded one of his Cruel Ultimatums). After I recoverd somewhat and put myself once again in a decent position he pulled Cruel Ultimatum; I held back Enlisted Wurm over Deny Reality… and flipped into Bituminous Blast with no targets on board.

One thing I will give him… His strategic game was admirable. I stalled on three in the last game, and he drew three copies of Thought Hemorrhage. He immediately went for Esper Charm… and unfortunately I had two copies in hand. He saw I had two Obelisks of Alara in hand, too, and made his second Thought Hemorrhage a six-point Blightning, and when I started to recover, he just named Blightning itself.

The Obelisk of Alara naming made YT a victim of opportunity, but the other two plays were superb because they cut off the bottom of my Cascade chain. So once I got finished being manascrewed, I had the privilege of playing with a buffoonish Talruum Minotaur and about 1/3 the value of a Loxodon Hierarch for the same mana cost. Even in-matchup breakers like Deny Reality get really unexciting with the threes cut (though you can flip Ajani Vengeant and that is pretty awesome). Anyway, didn’t win.

I had some frustrating losses like the above early in the evening, but after adding another Seaside Citadel and cutting the Enigma Sphinx, results improved over the course of many, many matches.

One of the excuses I have for not updating this blog as much in the past couple of weeks is that I have been playing almost nothing but Black Baneslayer / Mono-Cascade. In more than 15 years of Magic I have never had this experience before… As you probably know I have deck ADD. Even during the term when I was designing decks like Critical Mass and Jushi Blue I could not stay loyal and focused. I was always branching to Wild Gifts, then URzaTron, and even G/W and R/W creature decks. I just love to design decks and I just can’t help myself… Or at least that’s how it was.

There is a true joy that comes with playing this deck that I have never experienced before… Not even with a Napster or a Masques Block White deck.

It’s really rewarding to be able to plot out how the next X turns are going to go; as long as you have a spell to cast, some amount of the next turn is predictable. Yeah, he starts to beat on you with his Putrid Leech and Sprouting Thrinax, but you can confidently empty his hand before moving to the Baneslayer Angel phase of the game, or you just keep chaining him with Cascade spells, generating incremental advantages that lace and loop together until the opponent falls further and further behind that victory becomes unimaginable.

One deck that Black Baneslayer absolutely, positively, always beats is Pyromancer’s Ascension. I played against that deck half a dozen matches last night, including mulligans to five and I think even four, faced off against multiple Mind Springs for six or thereabouts, and failed to drop a match. I wasn’t keeping great attention but I don’t think I dropped a game. Basically their deck doesn’t do anything disruptive, nor does it ever pose a remote chance of killing you before Pyromancer’s Ascension comes online, so you have all the time in the world to get your mana straight. Blightning is great, per usual, and even though I don’t recommend actually pointing Esper Charm at Pyromancer’s Ascension, you can if you have to, and it’s fine. Usually through the middle turns you Deny Reality their only X, and / or Pyromancer’s Ascension (which will force counters resets) and eventually you can kill them with Enlisted Wurm or Bloodbraid Elf or whatever.

So there is the new mana base.

Plus there is some griping about not hitting land drops.

And here is a minor You Make the Play…

So this was an epic battle, at least so far as preliminary mana testing in the Tournament Practice Room goes.

Game One he played a turn two Lotus Cobra and utterly demolished me with it. Bloodbraid Elf, Baneslayer Angel… I kind of lost track but it was brutal.

I sided in Lightning Bolts for Game Two but his opener was Knight of the Reliquary, and it was immediately in 4/4-ville. I could see where the game was going but I hit my lands and played super tight.

… And by super tight I mean I played the cards I was given.

The only play that mattered whatsoever was when I had some “exact mana” multiple spell turn laid out, but I forgoed (forwent?) it in favor of a potentially loose life gain move.

Then I realized he could topdeck Bloodbraid Elf and I could very well be dead. So I played Captured Sunlight (the only one I had in my deck that game) instead (which pained me), because I accomplished half of what I intended to do.

Of course he flipped Bloodbraid Elf and I realized what I genius I am :)

It was a nailbiter but I managed to win Game Two on one life.

So here’s the shot for Game Three:

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He openend on Knight of the Reliquary again.

I had the hot draw with the ability to actually play my spells, heavy on the threes.

I hit turn three Blightning and already have turn four Blightning mana queued up.

The only question is, given my hand of:

Blightning (about to be put on the stack)
Esper Charm
Baneslayer Angel
Exotic Orchard
Forest
Savage Lands

Which land should I play?

Look at the game state; how many cards does he have in hand? How big is his Knight? How big is it likely to become soon?

Think hard about this one.

LOVE
MIKE

Currently Reading: The Book of Lies

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You Make the Play: How Else Are You Going to Cast Your Esper Charm?

October 16, 2009

A simple solution.

Finkel’s second Law.

… And Esper Charm.

When last we rocked and rolled I presented the following situation…

[Y]ou run out the Vivid Creek.

Your remainding cards are:

Bloodbraid Elf
Bloodbraid Elf
Enlisted Wurm
Mountain
Plains
Reflecting Pool

Who knows what your next card is going to be?

But there is an interesting mental exercise…

What land do you play?

… So, why is this interesting again?

Share photos on twitter with TwitpicAs you could probably tell from the screen shot, this actually came up for me last week, playing with my Mono-Cascade deck*. I was going to just run out Mountain…

Why would I run out Mountain?

When you play this kind of a deck enough–even now that we’ve layered it with four main deck Baneslayer Angels–you try to play around Anathemancer. I know it’s only turn two… But really, you start to train yourself to play Mountain in these kinds of spots as a default.

Anyway, I thought to myself, if I pull Blightning, I can play it on turn three anyway.

It was at that point that I realized my error.

There is only one right play: Reflecting Pool.

Why?

Because you have an equal chance of drawing Blightning or Esper Charm!

Your path is clear starting on turn four. If you only want to consider four mana spells, you have no issue. Any order of your next three lands will allow you to play a pair of Bloodbraid Elves. In this deck, that two-turn sequence is automatically devastating. The opponent will be under pressure and will be down four cards… That’s just how the deck is designed.

But if you draw an actual three mana spell, you can put yourself so far ahead come turn four or five that the opponent will be in topdeck mode whereas you will be playing Ultimatum Magic (that is actually part of the reason I like the Mono-Cascade deck the best… It is just ferociously more powerful than basically everything else that people seem to be playing… but more on that later).

So in this case, you can see that playing Reflecting Pool is the best turn two play. The next best play is Plains.

If you play Plains and then draw Blightning, you can play Reflecting Pool or Mountain and cast the Blightning; it is inferior to Reflecting Pool on turn two because in this case you will have to take a counter off of your Vivid Creek in order to play the Blightning. This may or may not be relevant in the particular game at hand, but this kind of haphazard play can and will have a negative effect on your long term victory prospects if you are not aware of it.

Why?

… For the exact same reason that playing Reflecting Pool is better than playing Mountain on turn two.

We sometimes talk about the general rules in Magic.

Zvi calls this one “Finkel’s Law” (it was made popular by myself and Justin Polin during our short term at Brainburst Premium): Focus Only On What Matters.

Some people who listen to the Top 8 Magic Podcast know that Finkel actually has more than one law. This is a second one: Magic is a game of options. Generally the better play is the one that preserves the most options.

So in this case, playing a Reflecting Pool on the second turn is better than a Mountain because it helps leave open your options… You will be able to play Esper Charm or Blightning on turn three, regardless of which (if either) you draw.

By the same token, playing Plains is better than playing Mountain on turn two, but worse than playing Reflecting Pool because it shines a similar light (or lack thereof) on your options. You will theoretically be able to play either three mana spell, but if you draw Blightning, you will have to spend a counter on your Vivid Creek that you would not have to spend if you instead played Reflecting Pool first. That Vivid counter might end up mattering.

So what really happened?

I actually just pulled another land (either Plains or Exotic Orchard, I don’t remember). He was playing a U/W deck of some sort and got annihilated by discard into more discard into sixth turn Enlisted Ultimatum… Just like they all do! :)

LOVE
MIKE

Currently Reading: The Italian


* Yes, yes, yes dear readers, I know this whole hypothetical is based on an imaginary, now-outdated mana base. And yes, I made a new one. Check back tomorrow-ish :)

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You Make the Play – Making Your Lands Fall

October 9, 2009

The first land drop was simple. The second one, less so.

Opening grip was nothing to write home about, but solid enough. I actually have this hand as better than 60% against the field:

Share photos on twitter with TwitpicBloodbraid Elf
Bloodbraid Elf
Enlisted Wurm
Mountain
Plains
Reflecting Pool
Vivid Creek

The first land drop is simple… Of course you run out the Vivid Creek.

The opponent makes life somewhat easy (that is, he doesn’t play some kind of Isamaru, Hound of Konda) by playing a Terramorphic Expanse into an Island.

So you haven’t drawn card number eight yet (that is part of the surprise).

The play should be simple… But it might not be as easy as it seems.

What land do you play next?

LOVE
MIKE

PS Obviously the deck in question is Black Baneslayer Cascade Control. Part of the reason I haven’t posted much recently is that I just play this deck over and over and I can’t stop. I really think it may be my favorite deck of all time (at least to play). If you need the deck list to make your decision, here is a re-paste from last post:

Black Baneslayer Cascade Control

4 Bituminous Blast
4 Blightning
4 Bloodbraid Elf
4 Captured Sunlight
4 Deny Reality
1 Enigma Sphinx
4 Enlisted Wurm
4 Esper Charm

4 Baneslayer Angel

4 Exotic Orchard
1 Forest
1 Island
1 Mountain
2 Plains
4 Reflecting Pool
1 Swamp
4 Vivid Crag
2 Vivid Creek
1 Vivid Grove
2 Vivid Marsh
4 Vivid Meadow

sb:
3 Ajani Vengeant
4 Hallowed Burial
4 Maelstrom Pulse
4 Primal Command

Currently Reading: Dune, 40th Anniversary Edition (Dune Chronicles, Book 1)

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