Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Saturday, June 18, 2016

What Could Have Been, vol 5: Spitting Image

I'm a fan of the Simic.
They understand a very simple philosophy; life is better with more toad.
Any opportunity to make a card more simicy is an opportunity worth taking.

To that end, Spitting Image is a perfect candidate.



It's the right colors, and the Simic are totally into cloning things.

So let's see what this might look like:

Colors: Green and blue

Location: A Simic laboratory.

Action: Show a simic biomancer in the middle of splitting a clone off itself. Identical in every way. Perhaps it is the mage from Biovisionary realizing his ambition.

Focus: The wizard splitting into two versions of itself.

Mood: "I'd like a second opinion."

I would love to see an updated Spitting Image with a simic flavor. How about you?

Tuesday, June 14, 2016

What could have been, vol 4; Accursed Centaur

Whenever Magic goes to a world that has weird, but not necessarily unique, creature types; I get excited. It's a perfect opportunity to bring back or reference others of that type from yesteryear.

So was Theros with centaurs. Centaurs have been present on a number of world before Theros, and will surely show up on worlds to come. But given their Greek origins, Theros seemed like a perfect fit to do whatever they wanted to do with the Centaur creature type.

Even kill them.

So I ask you today, if they brought back Accursed Centaur, last seen in Onslaught, and put it in Theros; what might it have looked like?



Color: Black

Location: a swampy grassland on Theros

Action: Show a Returned Centaur, a zombie centaur that has escaped from the underworld. It wears a golden funeral mask over its face. It is wandering through a marshy grassland. In its hand we can see the maimed carcas of some poor human soldier. This centaur was a warrior in life, and in death it can only go through the motions of what it knew in life; killing.

Focus: The centaur, a fallen warrior.

Mood: Forlorn. This creature kills what it encounters for reasons it can no longer remember.

Well that's what I think anyway. How do you like it?

Saturday, April 23, 2016

What Could Have Been, Volume 2: Battle Squadron

Been entirely too long, so let's get into it.

I love the card Battle Squadron. It's fantastic.
Look at that thing. Look at all those goblins, some of them are falling off the dang thing.

Know what else has lots of Goblins flying through the air with wacky flying things?
Izzet. 
Imagine a whole fleet of those?

That gives me an idea...

Color: Red

Location: the skies above the streets of Ravnica.

Action: Show a fleet of Izeet goblins, equipped with a variety of strange flying devices. Hoverboots, jet packs, hoverboards, gyrocopter, and things too bizarre to describe. They are all clearly of Izzet design, lots of brass and electrodes. They are swarming, so many in number they could block out the sky. Show the view from the street level to give a sense of scale.

Focus: The incredibly weird fleet of goblin flying machines.

Mood: Wacky, but still a threat.


Is there anywhere else you think Battle Squadron would fit in?

Thursday, March 20, 2014

Mayael's Army; Born of the Gods edition

Another set, more fatties to review.

Here's a bunch of Born of the Gods fatties and how they fare in Mayael the Anima commander decks.

Forgestoker Dragon



A fine creature, but not for everyone. This best comes into play if your deck doesn't have a lot of built in evasion (flyers, tramples, things that grant either), or if your opponents are playing against a lot of low toughness creatures and this guy becomes a differently-abled Shivan Hellkite. I think the flexibility makes it better off because one of the two options will almost always be viable. The biggest hit against this guy is that there are so VERY many good six drops for Mayael that there's probably something more proactive you could be running instead.

Archetype of Endurance



"Your win conditions have hexproof." Yes. Please. I love this guy, especially because Mayael decks will inevitably have so many ways of doing it at instant speed (Mayael herself, Elvish Piper, Quicksilver Amulet, etc). 8 mana is really expensive for a guy that's not caving skulls in or removal on a stick, but the effect is so powerful, I'd recommend trying it.

Nessian Wilds Ravager



There's one thing in particular I like to keep in mind when I'm putting cards in my EDH decks. One, how practical is this card. Especially in my Mayael deck, which demands a certain amount of slots in the deck to make Mayael a reliable asset, every fatty needs to be earning its space. To that end, I try to make sure that most of my fatties can either win the game on their own, or are an answer to an opponents plans. This guy, when considering it as a removal spell attached to a body, is a mostly worse Gruul Ragebeast. And you know what, that's fine.
Because of the singleton nature of the format, having built in redundancies in any deck is key in this format. And by playing this along Ragebeast gives you a minimum of two chances to draw into "kill your dude, I get a 6/6". Yes, I meant what I said. Carefully read Tribute's rules text. "As this creature enters the battlefield, an opponent of your choice may place six +1/+1 counters on it."  That means the player paying tribute doesn't have to be the same one you're going to fight creatures with. This makes for a wonderful bit of politics. You can choose a player whose disadvantaged at the moment, or has a grudge against the player you want to spite, and if they're feeling appropriately generous, they'll let you get your fight on. Your level of charisma may vary, results not a guarantee.

Karametra



A fine fatty, but perhaps not ideal for this deck. The thing is Mayael has a lot of ways of putting fatties int play that aren't casting them, and because of that we're getting less triggers than a deck built around Karametra's abilities (such as an EDH deck with her at the helm) would. Being big and hard to kill isn't enough in my eyes.



Cyclops of One-Eyed Pass



Limited chaffe. Use at your own risk.


Pheres-Band Raiders



Making dudes is sweet, but we have more efficient ways of doing so.

Thunder Brute


I really like haste, and I REALLY like the art, but I really don't think being big is enough in EDH (unless you're really big). Plus, Bull Cerodon does this and has the decency to block afterwards.

Xenagos




I freaking love this guy. Giving haste is a big deal. Making things enormous is a big deal. Both of these things tied onto body that is really hard to get rid of is a big deal. One of my favorite inclusions in this deck in recent years, and my commandering is all that much more better off because of it.

Those are my thoughts and feelings regarding the fatties of Born of the Gods. I'd love to know what you think! Happy commandering!

Tuesday, December 24, 2013

Mayael's Army; Theros edition

I've spoken of the very special lady in my life before, Mayael the Anima, and I thought of a new segment; with each passing set I hope to talk about all the new fatties and what role they may play in future builds.

Theros came out back in September, and lending itself to the source material, was crammed full of big beasties rearing to eat someone's face off. Let's look at a few of them.

Stoneshock Giant
I  like this guy. He's got a sweet beard. But there's more to Magic than dudes with sweet beards. He's got a reasonable body for his cost, and the monstrous ability isn't too shabby either. When you resolve the ability, it's akin to resolving Overrun or a variant thereof. And that's usually enough to win the game. 6RR: Win the Game. Seems reasonable to me. The biggest strike against this guy is until that actually happens, he's just a vanilla beater. Surely worth trying at any rate.

Titan of Eternal Fire
No. Just no. There aren't anywhere near enough human fatties to make this guy relevant.

Wild Celebrants
Oh golly. I want to like these guys, I really do, but there is one thing that really kills it for me. 3 toughness. That's just really terrible at 5 mana in this format. I will say that if your meta is plagued by artifact centric decks, this might be viable, but otherwise, this will destroy a random thing and almost immediately die in combat with anything. Might be worth a shot, but very meta dependent.

Arbor Colossus
Look at that fat butt. Most every color has good fliers, and many of them are scary strong in this format. Being able to shoot them out of the sky and still dedicating space to a body is pretty sweet. The only real downside is that the triple green can be a pain in the butt if your fixing isn't so great.

Nemesis of Mortals
I like some fatty boom booms, but this critter has two big problems for it. One, it's just a fatty; no additional utility. Two, Mayael isn't a graveyard deck. Decks that want something like this are those that will routinely be able to get a 10/10 for 4. Mayael is no such deck.

Polukranos, World Eater
I'm more than a little excited that hydras are finally getting their day in the sun. I haven't actually ever gotten the chance to resolve the ability in EDH unfortunately, he keeps getting killed before I get the chance. But any time I had, I would have gotten to kill at least one creature out of it. That he so inspires fear in my opponents that they would waste removal on him rather than something far scarier (in my eyes, anyway) bodes well though. Especially good in conjunction with any sort of big mana spell that I like to run in Mayael like Boundless Realms, Mirari's Wake or Vorinclex.

Colossus of Akros
Love me some jank. That being said, this might be a little too jank. Until you get to 10 mana, this is just a "I'm going to kill the hell out of a thing you used to attack me", and if your meta is full of nonlethal ways o killing things like bounce or exile, this isn't so hot. On the other hand, killing your opponent with a 50 cent jank rare that's also an indestructible 20/20 is pretty sweet.

Vulpine Goliath
Limited chaffe. You have better things to do at 6 mana. Adorable fox or not.

Heliod, God of the Sun
Vigilance is sweet in any multiplayer format. Mana sinks are likewise sweet. And better yet, you don't have to turn him into a creature if you don't want to. It's easy to include devotion heavy beater likes Akroma, to turn him on. Likewise it's easy to avoid them. Whichever suits you better.

Nylea, God of the Hunt
You've got a deck full of strong independant creatures that don't need no man. Doesn't it suck when your opponent chump blocks you forever? Or not. Again, Nylea can easily be made more or less prone towards being a creature depending on if you think she's an asset or a liability as a creature.

Purphoros, God of the Forge
Unlike the other two on-color Gods (so far...), Purphoros really wants a certain sort of build to take the most of his abilities. Both his trigger and his activation favor a deck that swarms the opponent with loads of creatures. Well nuts, Mayael wants to go tall, not wide. Right?... Actually, there are quite a few fatties that let you do both. If you have Purphoros in your Mayael shell, you'd probably benefit from including creatures like Rith, Living Hive, Rapacious One, Avenger of Zendikar, Symbiotic Wurm, etc. That was easier than you thought, right?

Those are some of my thoughts and observations about what Theros had to offer Mayael players. I'd love to hear how you did with this release.

Monday, November 18, 2013

Commander 2013: a set review, part 5

We now arrive at our fifth and final review, 


This is the Jund (black-red-green) deck, and is my personal favorite of the five. In my opinion, it is the strongest of the decks as is out of the box. It is an attrition-based deck that uses creatures as a resource. The creatures aren't usually as big as the ones in Nature of the Beast, or as flexible as the ones in Evasive Maneuvers, but there are more of them. Lots more. And quantity is a quality all its own.

The deck employs lots of token makers to produce enormous armies, and atypically, the deck doesn't tend to use them in the swarming version of token decks that might play things like Beastmaster Ascension, though by all means you can alter the deck towards this sort of thing if you'd like. Rather, it uses them as a resource by sacrificing them, and there is a lot of different ways to get value out of this.

The deck uses creatures to fuel even-the-odds removal with cards like Shattergang Brothers, Stronghold Assassin, Elvish Skysweeper and Quagmire Druid. The idea being that you're prepared to feed more creatrues to these effects than your opponent has, and you'll be fine doing so since your deck has so many ways of recouping the losses. And you are. Thanks to cards like Prossh, Endrek Sahr, Tempt with Vengeance and Sprouting Thrinax, you will almost always have more creatures than everyone else at the table. 

Not only will you have more, but you'll have more things to do with them. You can convert them into kill spells as mentioned above; into damage from Blood Rites, Goblin Bombardment, Goblin Sharpshooter and Stalking Vengeance; into card draw off of Carnage Altar, Jar of Eyeballs, Fecundity and Foster. And even when they're dead they're still useful thanks to things like Hua Tuo, Charnelhoard Wurm and Night Soil.

The deck is resilient. It has the greatest capacity to rebuild after a board wipe thanks to various cards that make multiple creatures, and thanks to the myriad of sacrifice outlets your opponents will have a hard time really gaining value by killing your creatures since its a thing you want to do anyway. Most changes I would make to the deck depend on which direction you want to take it, and that is highly motivated by your choice in commander since Jund has a lot of good choices.

PROSSH, SKYRAIDER OF KHER

Prossh. Let me tell you about Prossh. He's beast mode. He is an incredibly powerful flexible creature and commander that I never felt bad about casting. He provides blockers, fodder for your sac outlets, an army for your anthem effects, and when the opportunity presents itself, can general damage your opponents to death out of nowhere. I really don't have anything bad to say about the guy. At six mana, he's at the top end of what I usually like to pay for in a commander, but in a deck built to maximize his qualities, that's a non issue. Prossh is where it's at.

The most memorable play I saw with him was during a four way game. I had cast a particularly large Earthquake, wiping the board of creatures and bringing everyone's life totals to a tantalizingly low range. The Prossh player, untapped drew his card and cast Endrek Sahr, then Prossh, then fed his now enormous army to the Goblin Bomardment he had played earlier killing me in one hit. I never saw it coming, and neither will your opponents.

SHATTERGANG BROTHERS

The Shattergang Brothers represent an interesting option for Jund players. They're not hard-hitting like Prossh or Karrthus or Kresh, and they're not resilient like Sek'Kuar. They are flexible, allowing you to turn things previously not a resource into a resource. They force your opponents to play fairly by making them manage their resources. They allow you to play with fire by giving you a way out of permanents with dangerous downsides like Baleful Force or Phyrexian Arena.

They incentive you to build a flexible reactive deck that attacks from different angles (by playing enough enchantments and artifacts to enable their abilities) and reward you for doing so by blowing up your opponents scary enchantments and artifacts. Any reasonable board state you have that includes the brothers is one that is more capable of dealing of breaking your opponent's board states into nothing.

They're also goblins if you've always felt like building goblin tribal but felt that current options were too weak or boring for EDH. There's so many ways you could take a deck in that direction. No matter how you take it, I would include cards that are fine in any normal deck but really shine with the Gang. Mycosynth Wellspring and Spine of Ish Sah both appeal to me, and Hammer of Purphoros manages to be the only card in Magic that currently produces Enchantment Artifact Creatures, feeding all three abilities.

There are certain strategies that the Shattergang Brothers do very well against; any Voltron deck is pretty much doomed against your ability to force them to sacrifice their heavy hitter since you'll have more creatures than they can afford to feed to the effect, but there are also strategies that will be difficult for the Brothers. Any deck that specializes primarily in enchantments or artifacts is bound to have more than you, who had to diversify, to sacrifice, and likewise creature swarm strategies. But at the end of the day, you have a deck that can carefully react to most any battlefield-based strategies, and sometimes that in and of itself will be enough.


For you collectors out there, the following cards in Power Hungry have new art:
Goblin Sharpshooter

Saturday, November 16, 2013

Commander 2013: a set review, part 4.

Another day, another deck

MIND SEIZE

This is the Grixis (blue-black-red) deck. It wins of the back of its spells. Creatures have the greatest opportunity for long term value, but instants and sorceries are so much harder to interact with. The deck has the most card draw, a lot of it symmetrical, yes; but it also has the most removal, so its going to be drawing into all the kill spells it needs to keep people on the table honest.

Beyond all of its numerous spells, it also has the most ways of interacting with them. There are cards in here like Arcane Melee, Nivix Guildmage, Uyo, and Mnemonic Wall that give you that much more mileage. And of note, a lot of the spells in the deck are modal, that is to say they can be used in different ways. Crosis' Charm, Grixis Charm, Incendiary Command, and Soul Manipulation all do a lot of different things, so no matter what is happening, you'll have an answer to them.

Secondly, it's a sort of a group hug deck. There are a lot of cards in here that make everyone draw cards; Vision Skeins, Skyscribing, Prosperity and Nekusar all fill everyone's hands. The idea being that firstly, because you have more killspells and modal spells, you'll be able to choose which threats stick; and second, opponents are less likely to take you out if you're helping them. Lots of political plays involved here.

I didn't get as much experience with this deck as I did the other ones, but when I played against it, players frequently left it alone for two reasons. 1. The afformentioned group hug angle, 2. because it relies more on spells than permanents, it was often perceived as being less threatening. If you're interested in playing EDH in a way that is a little more atypical, this deck might be for you.

Also, it has True-Name Nemesis and Baleful Strix, both legacy playable cards, in it and therefore goes for something like double MSRP in some places. Even if you don't like the deck, it is worth the investment.

JELEVA, NEPHALIA'S SCOURGE

I had high hopes for Jeleva. I had been wanting to build a Grixis-spell centric deck, and they gave me a leading lady perfectly suited towards that. And she has sweet art, win-win. In practice in games between the precons, and even against a few customized decks, I found that she wiffed quite a bit unless you were casting her for 8 or more mana. The biggest problem is that while, indeed, Commander is the format of big splashy spells, it is more typically dominated by big scary creatures. Jeleva benefits best not as a dedicated strategy, but as a meta call in an environment that is more suited towards things on the stack than things on the battlefield.

She also has the unfortunate side effect of being very physically underwhelming, especially when she's run out of spells to cast. 1 power, 3 toughness means nothing in Commander; and if you manage to run out of spells and your opponents have some way of ignoring her, such as by pacifying her, then you're especially screwed. I would definitely recommend running enough Lightning Greaves effects to protect her from removal, and better yet give her haste.

NEKUSAR, THE MINDRAZER

Now this guy here; this guy is something special. He combines something tempting, a howling mine, with something devious, something that can accidentally kill the table out of nowhere. The relatively small size and the helpfulness of the effect can put a lot of players off, thinking that they'll be able to benefit from the effect, or it's not a big deal, they can kill him before the effect gets out of hand. And then you do something horrifying like overload Cyclonic Rift and activate Jace's Archivist, hitting everyone else at the table for 20 damage. Whoops.

All of those 'everyone draws' effects I listed above? Those are terrifying when they come with a Blaze attached. Better yet are Windfall effects; Dragon Mage, Reforge the Soul, Whispering Madness. Terrifying. My only real problem with Nekusar is that I don't seem to be alone in realizing how nuts Nekusar can be, and I'm not particularly interested in playing something everyone else is. But I don't want to stop you from playing something you enjoy, so by all means, jam a deck full of permission, removal and windfalls. You'll have something scary.

Also, you can give him infect.

Collectors, the following cards have new art in the set:
Crosis' Charm

Monday, November 11, 2013

Commander 2013: a set review, part 3.

Let us continue in our reviews

EVASIVE MANEUVERS

This is the Bant (green-white-blue) deck. It seeks to, well, outmaneuver your opponents. It doesn't have as much raw power (in my opinion) as the other decks, but makes up for it by being more efficient. It's creatures aren't as large, but they're more evasive or have some utility or having synergy with a lot of the other cards in the deck. It has more political cards than the other decks, it has more card draw, it has more synergy. It won't always have the best answer, but it always have an answer.

The deck has a couple of things going on. Theme number one; blinking. Blinking is neat, right? For those not in the know, Blinking is when you exile a thing and then return it to the battlefield. Depending on how the way this ability is worded, it has several different applications. It can allow things to dodge removal spells aimed their way, it lets you remove negative attachments like pacifism, it lets you return things to their owner's control. But most typically, its used to get added mileage out of enter the battlefield triggers. Cards in the deck like Acidic Slime, Angel of Finality, Farhaven Elf, Fiend Hunter and more get lots of extra gas thanks to cards like Roon, Flickerwisp, Conjurer's Closet, Flickerform, etc.

Theme number two; activated abilities. There's lots of cards in this deck that tap to do things. Why is this a theme you may ask? Because it also has lots of ways of untapping things. Things like Derevi, Curse of Inertia, Sword of the Paruns, and Thousand-Year Elixir. So while using the ability of Azami, Djinn of Infinite Deceits, or Kazandu Tuskcaller might be fairish when done once per turn, less so three or four times.

Theme number three; politics. The deck has lots of things that can potentially be used to benefit opponents. Roon can save opponents creatures from removal, or give them the afformentioned enter-the-battlefield abilities. Djinn of Infinite Deceits can give your opponents a nice creature. Most of the untapping things I mentioned above work on any creature, not just your own. These sort of things are nice because other players are more likely to go after someone else if you're benefiting them in some way.

This deck isn't really my thing. I felt it was being pulled in too many directions, and while some may prefer the Jack-of-All-Trades approach, I prefer something a little bit more linear and beefy. Both of the new commanders are generally speaking (heh) aiming to do different things. I would start their and pick your favorite.

DEREVI, EMPYRIAL TACTICIAN

Derevi was hard to evaluate. She's very subtle. Neither of her abilities are overtly powerful, but they add up into a general that is hard to deal with in most traditional means. The twiddle ability is useful and is only limited by your IMAGINATION, but what makes Derevi really special is that she is so hard to kill. General damage is real, and hooking her up with some scary equipment will definitely be the death of more than one person.

To make the most of her untapping ability, I would stick her next to a bunch of evasive critters. Things most likely to be able to connect and trigger the ability, along side things worth untapping. I wish I had better advice, but the commanders I lean towards are usually less subtle in how the mangle their opponents.

ROON OF THE HIDDEN REALM

Roon is a man with a plan, and that plan is blinking. Roon wants to be a long side lots of creatures that want to be 'reset' for whatever reason. Creatures with menacing enter the battlefield triggers like Avenger of Zendikar, Angel of Serenity, and Gilded Drake are all that much more terrifying when you get to do it every turn. And as mentioned above, Roon as the added benefit of resetting negative effects like pacifism, -1/-1 counters on creatures and mind control effects. Better yet, you can do it to your opponents creatures for political value. One of my favorite things to do with Roon in some of the games I played was switch control of a thing I had with Djinn of Infinite Deceits and whatever the scariest thing someone else had, and then getting my thing back with Roon.

I have several problems with Roon. First of all, he's somewhat expensive for a commander with no immediate impact. While this isn't a problem in and of itself, it does feed into the next problem. Roon is scary. The value you can get off of Roon isn't remotely subtle, and whenever you play him, he's bound to be one of the scariest creatures in play at any time. This means he's bound to attract a lot of negative attention, so I would definitely be playing things like Lightning Greaves or Swiftfoot Boots along side him. Doing this would cover my final problem, Roon is slow. You don't get to play him until you get to five mana, and then you have to wait a whole turn to use him provided he even survives. Haste enablers go a long way, so the above equipment and things like Opal Palace is a must.

For you collectors out there, the following cards included in Evasive Maneuvers have new art:
Karmic Guide (previously Judge Promo only)
Rubina Soulsinger
Arcane Denial
Basalt Monolith
Control Magic
Selesnya Signet
Simic Signet
Thunderstaff
Wash Out

Sunday, November 10, 2013

Commander 2013: a set review, part 2.

Another day, another deck review. Today I'm picking apart

NATURE OF THE BEAST

This is the Naya (red-green-white) deck, and it's general strategy seems to be "big creatures are better than not big creatures". Players who were around for Shards of Alara might find this familiar. This deck has more ways of ramping into higher amounts of mana than most of the other decks, goes without saying being the green deck, and thus rewards you by being able to play bigger scarier things turns earlier than other decks.

The deck also has a slight beast subtheme via cards like Contested Cliffs and Ravenous Baloth. Most of the other creatures in the deck, including two of the commanders, have the beast creature type, so these cards will often be relevant. In some one-on-one testing I did, I won every game I stuck a contested cliffs. That card is scary.

This beast subtheme was somewhat unexpected but often played out in good ways. Beasts don't usually come to mind as a tribe to build around in this format, largely because there aren't as many cards that reward you for playing beasts as some of the more iconic tribes like elves or goblins. But the way these games played out really reinforced the fact that it's not necessary the quantity of cards, but rather the quality. I definitely have some beastly ideas for the future, and this deck is a good place to start.

This deck is the deck most like the archtypal EDH day, full of haymakers. This deck doesn't have as many synergies as some of the other decks, and doesn't have as many politically minded cards, but it has more cards that are scary by themselves, and is probably the deck most capable of rebuilding after a board wipe.

A personal issue of mine is that I never felt like Mayael was living up to her potential. Don't get me wrong, I love Mayael. She was one of the earliest cards I ever played with, and my first EDH deck. But in this deck, I feel like she was wiffing more often than if the deck was built with her in mind. There are a lot of creatures in the precon that are big when in play, but start out small enough that Mayael can't cheat them into play. Baloth Woodcrasher, Naya Soulbeast, Marath and similar are nonbos (combos that do not work) with Mayael, and sinking 6 mana to do essentially nothing feels horrible. Were I you, I would take Mayael out, or add more fatties.

MARATH, WILL OF THE WILD


Marath was interesting to me in play. A jack of all trades, master of none; Marath does a lot of things, but there are other cards out there that do those things better. What makes Marath better is one of two things. One, he's your commander. You get the benefit of getting the effect more than once, and at a time of your choosing. Two, he's flexible. Want to attack for a little bit more, for whatever reason? Put some counters on your dudes, or hey, someone else's. Need to kill something? Kill it. Need to make an emergency blocker? Make it.

Marath's flexibility gives him a number of different potential roles as a commander. You could just cram a deck full of good spells, and have another as your general. Beast and Elemental are tribes with support cards, build yourself a tribal deck. What really interests me is a Naya-based swarm deck. There's all sorts of things in these colors that reward you for having lots of dudes or have redundancies for this sort of effect; Assemble the Legion, Rith, Beastmaster Ascension.

GAHIJI, HONORED ONE

Gahiji reminds me of another general from the last iteration of commander decks; Edric, Spymaster of Trest. They're legendary creatures that give everyone a reward for attacking players other than you. In both cases, whatever your opponents get out of the creature, more cards or more severe beatings, is likely less than what you're getting out of it because you had the added foresight of building your deck around the effect.

A lot of what I said about about Marath applies to Gahiji as well. He's powerful enough to be at the helm of a good stuff deck where your opponents just beat each other to death off your bonuses. He has the relevant beast creature type. He rewards you for playing with swarms. Something I like about Gahiji over similar swarm generals in the same colors like Rith and Hazenon Tamar is that his effect is almost instantaneous. You don't have to wait a whole turn to attack, you get it that turn. Also, because it benefits your opponents, they might be less likely to kill it than someone like Rith.

New arts included in this deck:
Eternal Dragon (previous Pro Tour promo only)
Ravenous Baloth
Fiery Justice
Savage Twister


Friday, November 8, 2013

Commander 2013: a set review, part 1.

So the time has come and gone, and the latest round of Commander decks have come out. Now that I've had a few weeks to play with them, I thought I'd give them all a rundown based on their contents to help any of you that haven't made a decision which deck is best for you.

Here are the decklists:
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/269c

ETERNAL BARGAIN
Eternal Bargain is the Esper deck (white-blue-black). It is split between two primary themes; artifacts and life gain. Two of the generals, returning heavy hitter Sharuum the Hegemon and new girl Sydri, favor artifacts. Oloro, Ageless Ascetic favors using your life total as a resource and Sydri's ability to grant lifelink to artifact creatures gives her a backup functionality in the same respect.

A thing I had worried about going into the product was that the divergent themes of some of the generals would force the decks into two different directions, making them weaker overall. While that is true to some degree, I am pleased to tell you that it's nowhere near as bad as I would have thought. Almost every artifact in the list is either a powerful utility spell, or an artifact that rewards your use of life (Sun Droplet, Well of Lost Dreams, Thopter Foundry, etc)

There were times running the deck with Sydri at the helm where I didn't have any artifacts to turn on, but it was never so bad as to ruin the experience. And honestly, you never want your deck to be a slave to its theme. It makes your deck far too inflexible and easy to play answers to if your theme is that linear, and you never want your deck be dependant upon your commander to function because that's not a guarantee.

The deck as a whole was about playing the long game. It has lots of effects that gain you buttloads of life, and once you've stabilized, lets you use that life to various ends; drawing cards, making dudes, killing dudes, etc. I like this kind of play because (Oloro aside) life total is the most innocuous, largely invisible resource. You can easily missrepresent how much of a threat you are when you're fighting at an angle no one else is expecting.

SYDRI, GALVANIC GENIUS


Let's get this out of the way; I like Sydri. She's an interesting card with cool applications. First of all, loads of commander decks already run lots of utility artifacts. Being able to get further usage out of your mana rocks late game when they aren't as relevant is a win win. Attacking is cool, blocking with deathtouch creatures is cool.
Secondly, she gives Esper-artifact decks a general to play with that isn't as mean as Sharuum. Anyone who's played Sharuum for any length of time 'knows' Sharuum. She has a reputation as an extremely powerful general. Sydri gives players who want to play an artifact-centric deck an option that won't make them public enemy number one. Alternatively, it gives Karn players a general that actually lets them play colored spells. Win-win.

If you want to customize your deck to focus on Sydri, I would include more artifacts (Duh). This really isn't much of a stretch, as there is a veritable buttload of amazing artifacts of all sorts throughout Magic's history that are entirely EDH playable. I like Sydri's ability to turn any utility artifact into a beater or deathtouchy blocker in scenarios wherein they might not be useful. Turn 30 and you drew a manarock? Groovy. Blocks their fatty boom boom like a champ. One card in particular that I like is Unwinding Clock, which allows you to potentially attack with all of your animated artifacts and then threaten to block with them during your opponent's combats.

OLORO, AGELESS ASCETIC


This guy. Let me tell you about this guy. New pillar of the format. Never let it be said that I am afraid of hyperbole. This guy does it all. The ability to have an effect, especially one that can be built around and may or may not be perceived as innocuous, is insane. I've always been interested in the various cards that use your life total as a resource; the life totals start out too high not to, and he rewards you for it. Late game, better yet, he provides you with an additional resource of drawing cards.
Now for the downside. He is annoying as hell. The ability to gain incremental advantage, especially one that cannot be interacted with in any reasonable way, can put people on tilt. I saw a number of games devolve into "let's gang up on Oloro, his life total is too high" even when there were far greater threats on the table. If you favor Oloro, you need to be prepared to paint a target on your head, or be prepared to defend yourself. If you can, you'll have yourself a fine general.

I think the trick to using Oloro is to do it in a way that minimizes just how much more life you're gaining that everyone else. Use it to pay for lots of little incremental effects to have your life seem comparable to the other players. Play politically, using your resources to prove yourself more of an asset than a threat. Play against people who know how to properly assess threats. That last one might not be so easy.

I rather liked playing the deck as-is as a life deck, really the only changes I would add are those that cater towards your own preferences for life-gaining or themed cards. I've always been a fan of Phyrexian Processor for one.

For you collectors out there, the following cards had new art:
Crawlspace
Dromar's Charm
Famine
Greed
Lim-Dul's Vault
Phyrexian Delver
Phyrexian Gargantua
Raven Familiar
Reckless Spite

Sunday, April 14, 2013

Villain

There is no rest for the wicked.

Calave recalled the words the Guildmaster Lazav had told him once. He was being senselessly beaten by a pair of Boros officers. It was an odd time to become sentimental, looking death in the eyes. But Calave was an understanding man; he did not fear death.

Quite simply, the world needs villains.

Lazav would go on. The words echoing in his mind mirroring the echoes of his femur being broken in this basement chamber. Calave had been caught trying to steal evidence from a Boros holding facility. Someone had been arrested, and the Calave had been tasked with wiping his slate clean. He wasn't doing too well.

The world that is Ravnica exists in between the black and the white. There needs to be men and women capable and willing to make tough decisions for the good of us all.
Calave was a bit surprised by the turn of events. The Boros were zealous to be sure, but there was normally a procedure for this sort of thing. Sure someone could be expected to be roughed up, but you usually had to do something pretty heinous to be murdered in Boros custody. Calave had underestimated how high guild tensions were running these days because of that fat purple twit.
The officers handling him were out for his blood. It was bothersome, but Calave was going to die here.

There are too many moving pieces these days. The lines have been drawn in the sand. The Guilds fear showing weakness to one another, fear of showing compromise, so nothing gets done. That's what we are for; we compromise them.
We get things done.

A tingly numb feeling was beginning to cascade throughout Calave's body. He couldn't feel anything below his left knee and a glance confirmed that very little below there would have worked anymore anyway. If Calave still possessed the capacity to sigh, 
Not only would his higher ups be tasked with covering up his compromised position, but they would have to send a cleaner to remove the evidence, a wiper to change the minds of anyone involved, a mole would have to figure out where they would move the evidence to, and another attempt at the evidence would be made.
Life would be so much simpler if the Guilds actually made an effort at compromise, even if it wasn't public. They could keep up appearances, but it was no well-kept secret that all 10 pieces were necessary for the maintenance of this strange machine that Ravnica had become.

When the Guilds fail to look eye to eye, we see.
One of the soldiers backhanded Calave so harshly the vision in his remaining eye blurred as though looking through a particularly dirty window.

When communication breaks down, we speak.
A punch to Calave's jaw. What little feeling remained suggested that it was broken, hanging from his face like a faulty marionette.

When no one else makes is willing to do a bad thing for a good reason, we endure.
Calave fell forward. He brought himself to his knees, and then saw a blade spurt out of his chest. The numbness overcame him. His vision failed. His breathe halted.
Darkness.

And then a light.
Calave stared.
In the distance there was a light, obscured as through some sort of opaque lens.
A fish swam by, Calave figured they had ditched his body in an aqueduct or something similar.
Calave tensed, searching for feeling.
What luck, none of his limbs had been severed, this would make this simple.
He brought his hands before his face.
He counted the bones in his hand. Phalanges. Metacarpals. Hamate. Pistiform. Nothing appeared to be missing.
Calave stood up and undid a crick in his neck.



It was going to be a chore sneaking back in through the undoubtedly tighter security.
But such was the way of things.
There was no rest for the wicked.

Saturday, February 9, 2013

Brewing Tibalt

I'm in a bad place right now, readers.

A dark metaphorical hellhole from which there is no escape. A midnight black quagmire of despair and woe that threatens to consume my very sanity and leave me but a wretched husk of what I once was.

I want to brew a Tibalt deck.

I don't know why. Maybe it's because he's a Planeswalker that is cheap, affordable and easily acquirable because no one wants any. Maybe its exactly because no one wants any and some Magic players latch onto things that are unique and unappreciated. Maybe I want to satiate myself on someone's tears when I beat them with a deck built around the worst Planeswalker printed to date. Maybe I've fallen off my meds and you'd best call the police before I hurt someone.

Whatever the reason, I've had Tibalt on my mind a lot lately, and I'd like to share with you some ideas I've had.

First of all, I am in no way saying that Tibalt is good, merely that he is playable. That his downside is one that can be built around.

There are two ways that I can tell to build around that wretched line "discard at random".

Firstly, make sure that your deck is highly redundant. Have lots of cards in your deck that accomplish nigh identical functions. If you pitch a burn spell you want to have lots of other burn spells of similar scope to replace it with. Same with creatures, token makers, draw spells. Whatever you're filling your deck with.

Secondly, ideally, you want most anything Tibalt pitches to be something you would want to pitch. Things with madness that you cheat out with Tibalt. Things that you want in the graveyard in the firstplace like Unearthers, Flashbackers, reanimation targets, etc. Things that you can bring back with recursion outlets.

Or if you can manage, both.

Here's a list I came up with yesterday.

4 Stomping Ground
4 Rootbound Crag
2 Kessig Wolf Run
6 Mountain
6 Forest

4 Tibalt, the Fiend-Blooded

4 Wasteland Viper
4 Boneyard Wurm
4 Dawntreader Elk
4 Lightning Mauler
4 Splinterfright
4 Slaughterhorn
4 Ghor-Clan Rampager
4 Zhur-Taa Swine
3 Kessig Cagebreakers
1 Ghoultree
You see the battleplan, yes?
I get a Boneyard Wurm or Splinterfright, or if the game lasts long enough, a Cagebreakers into play, and go to town! The whole deck is creatures and most of them have ways of getting into the yard whether by saccing themselves, or being bloodrushed, or by way of Tibalt.
Then I bash face my my graveyard fueled monsters.

I have yet to test this and there's probably ways to optimize.
A green-based creature deck in standard usually wants to run Rancors.
This many creatures, maybe Domri is worth including.
That many things in the yard, Garruk Relentless' ultimate would be handy.
Faithless Looting or Mulch to help fill the yard?

I'm not sure, but I look forward to finding out.

Tuesday, February 5, 2013

Glorious

Sedemir fell to the ground clutching his chest. Correction: What was left of his chest. An sizable portion of it had been rather unceremoniously removed from him; rather, it had removed itself. His various cytoplasmic grafts had torn themselves off his body. He heaved, breathing was difficult. He was missing a lung and one of his hearts. It was only by the marvels of Simic biomancy that he had survived the ravages of Simic biomancy.
His sight was failing him, not because of his missing eye, but rather the blood loss and the not insignificant part of his brain that had left him. But he faintly heard some great and terrible beast rampaging in the distance. ‘The Eksperiment must have been successful’ he thought to himself ‘he looked down at the pool of fluids leaking from his mutilated form ‘not quite how I might have imagined it…’ The rest of his senses began to fail him. He rolled over on his back. He could not feel three of his arms and either of his legs below the knee, when he tried to breathe out of his gills he choked and blood spat out instead. This was Master Vig’s greatest work evidentially; birthing a guild of butchered cripples.


Despair and rage began to overwhelm the usually stoic vedalken mage. ‘How could he do this. To me? To all of us?’ he thought, speech was beyond question at the present. ‘How is this, any of this, what you promised?’ He choked on rage and blood ‘The years of service and dedication. The trials and experiments and surgeries. Crafting my body into a more appropriate form for your grand plans, and this is what I receive for my tribute?!’ Sedemir’s blood pressure was inching him ever closer to death. He gurgled a curse through his agony “YOU’VE RUINED ME!”


Sedemir’s sight gave out. As did his hearing, his touch, his taste and smell, and his other 37 senses. They gave way to madness. Colors swirled around him into smells that tasted unlike anything he had ever heard. Everything. Nothing. Nowhere. Anywhere. Too much. All at once. Sensory overload. And then nothing. Sedemir fell hard on his back. “What in the hell?!” Sedemir turned to see who had suddenly joined him. A human man, in simple leather tatters, a look of shock plastered across his face. With what he had left, Sedemir cast the strongest stasis spell he could manage upon the man, and lept upon his frozen form as it fell backwards, stiff as a statue.


He cast a similar, though less dramatic spell upon himself, and held his remaining arm up to his remaining eye. He concentrated as hard as he could, channeling mana with all his might. His fingers elongated into blades. Transpecies organ transplants were tricky, especially without a proper lab, but Sedemir would not allow himself to be a victim of Momir’s deception. He got to work, removing organs from his patient and suturing them into place upon himself best he could. Doing this upon himself, in his condition, was beyond excruciating; but nothing he couldn’t handle.


After some amount of effort, Sedemir had himself a full body of organs again. He had managed to replace two of his missing arms and both of his legs. As luck would have it, his patient was of a similar build. The ham-looking flesh stood in stark contrast to his own turquoise hide, but pride meant nothing before his own survival. He fixed everything but his brain, he didn’t dare mix that with someone else. He would simply have to culture new tissue and program the missing data with what he had written in his logs.


He stood, tenderly upon his new legs. Human flesh was so unappealing looking. It resembled ham. Sedemir was not fond of ham. He wiggled his hammy toes and twisted his face in disgust. He looked at the grass between his toes and. Grass? It just dawned on him that he was most certainly not in the Simic science hall he had been in when his organs had revolted against him. He looked around. Very few buildings anywhere around, lots of rolling sandy hills, with tufts of grass growing upon rocks, simple stone huts with red banners flapping in the breeze. Sedemir did not get out of the lab as much as perhaps should have, but he was no fool. This was not Ravnica. It was simply not possible to stand anywhere on Ravnica and not see a skyscraper piercing the horizon in some direction. What had happened to him? How had he come here? Who was the man who had saved his life?


He looked down at the man who had saved his life. Correction: The remains of the man who had saved his life. He was still under the lingering effects of Sedemir’s stasis spell, but it was beginning to fade. Blood ever-so-slowly oozed from his body like tree sap. If at all possible, Sedemir would have attempted to save his life in return, he did not enjoy being indebted to another, but it did not seem possible. Without his lab or proper materials he did not have that which would be necessary to replace what he had taken, and he needed it more. A noble sacrifice. Sedemir applied an enzyme to the corpse. Nothing would be left in an hour but fillings and belt buckles.


Sedemir gazed upon the puddle that used to be the man who had saved his life. ‘What now?’ he thought to himself ‘What does a man do when everything he has ever built has become torn down? Pick up the pieces? Start over?’ What was the point, so much had been lost.’ He clenched his fists. ‘No.’ He had worked too hard to be an annotation on Momir’s journal. He would carry on. No longer a parasite to someone else’s vision, but the progenitor to his own. And it would be glorious.

Tuesday, January 8, 2013

A Day at the Circus

A Day at the Circus

              Zlato was a well-to-do man, doing well. A prominent banker within the Orzhov Syndicate, he had managed to pull himself high enough in the organization to have actual power. Power enough to be more than a pawn. He was now a mid-level investment agent, tasked with appropriating funds and determining where money was to be made in the organization. He was feeling good about himself; he had received an invitation from a Rakdos entertainment troupe. They were one of the troupes about legitimate entertainment not some subversive snuff performances, framed as a thanks for his continued investment and well-being between their two guilds. Things were going well for him.
 
            The invitation was for the Rowdy Rioteers, one of the more renowned circus troupes within the Rakdos Cult. While on the dangerous side (this is the Rakdos, after all) their shows were said to be some of the most entertaining around, and getting admissions was a chore in and of itself. Zlato had been a go-between for this particular troupe going on three years now. They would pay him for whatever goods, equipment, training or any other necessities the troupe requested for their maintenance, and he would provide. They hadn’t even seem to noticed or cared when he started skimming off the top sixth months back. They should be fortunate to even find a financier that would dare to do business with the Cult openly; he was too valuable for them to let go.
 
           This would surely be a night to remember. He had spent hours going over a wardrobe that would be appropriate. Nothing too ostentatious, he didn’t want to get robbed on the way there; but nice enough to let everyone else there know that he was better than them, that he was a guest of honor. He had chosen a suit of the finest pelts of beasts hunted in the forgotten wilds those stupid Gruul troglodytes called home; embroidered with silver and pearls in the shape of the Orzhov sun. Nothing too fancy.
 
           The night’s entertainment took place in the outskirts of the district, just far enough from prying eyes that the Rakdos need not fear regular scrutiny from the Azorius inspectors or the Boros patrolsmen. They liked it better when the entertainment was on their terms and not according to some prudish standards of safety or decency. Entertainment was supposed to be shocking and subversive after all! The show would be performed in an old Simic holding facility for some of their nastier beasties, abandoned with the Vigean ways when the Guildpact fell. The Rakdos had appropriated the facilities and made good use of the wide open space that had formerly accommodated monsters. Small and subtle were not things Rakdos entertainment specialized in. He made his way to the theatre, guard thrull in tow, can’t be too careful with these street urchins.
           It was never a trouble finding the Rioteers; this wasn’t one of those depraved debauchery clubs, they had nothing to hide. The place was always well marked. Lots of signs and arrows painted into the wall with what looked like blood but what Zlato always figured was just paint playing into the edgy dangerous look the Rakdos liked to cultivate. They weren’t all cannibals and rapists, Ravnica wouldn’t tolerate them if they were. It was a calculated image to increase their interest and prestige. He made It to the show; bold black and red colors and decorations halfway between a circus and a slaughterhouse. “All part of the act” Zlato told himself as he sauntered in.
 
        The building was quite a bit bigger on the inside than one would have thought. Surprisingly careful consideration had been given towards converting the facility to a performing arena. The center of the building had been dug into to provide more room for some of the larger performers and high wire acts. The back half of the complex was hidden behind makeshift walls and curtains, likely where they stored the props and dressing rooms. All manner of strange spectacle covered every inch of the warehouse. Rakdos grunts performing simple parlor tricks; juggling, breathing fire, artsy magic spells to impress the manaless commoners Several cooks had kiosks selling meat, and only meat, of various flavors. Several of the signs boasted that they were people who had slighted the Rakdos, but Zlato kept telling himself, that only happened in the slummier districts; these were well-to-do honest performers.
 
          Zlato found his seat, near the center of the ring in the third row. Close enough to vividly make out all of the spectacle, but far enough to avoid being lit on fire or splashed with ‘blood’. He found himself people watching until the show began. Though proud he may have been, there was still something oddly inspiring about seeing so many people from different guilds and even the guildless together in one place in spite of their differences. He might have to try to do some business after the show. Several of the lanterns strewn about the facility began to dim, and everyone rushed to take their seats.
         “Laaaaaaaaaaaaaaaaaaaaaaaaaaaaadies and gentlemen!” a magically enchanced high pitched voice boomed throughout the room. “I bid you a welcome to the Rowdy Rioteers pyrotechnic, acrobatic, trip fantastic, dynamite show extraordinaire!” An explosion of indescribable color occurred in the center of the ring and when the smoke cleared, Zlato clearly recognized the form of Zikki, the Rowdy Rioteers’ ringleader. Zikki was a goblin of average frame but above average ambition. Most goblins that Zlato had ever known were little more that petulant, short-sighted children, but Zikki was special, with an ambition and forethought that made him stand out amongst his species. He wore a clearly fake set of devil horns and forked tail to make him resemble a devil (an even more brainless lot than the average goblin). He had a patchwork red and black-checkered pants, a rather slick black leather vest and a comically oversized tophat. “It is an honor to have you all as our guests! I hope you’ve all up to date with your insurance, you’re gonna need it!” Zikki made note of Zlato and gave him a wink. Zlato couldn’t help but chuckle given the amount of insurance the Church dealt with.
 
           The show went off largely without a hitch; with a Rakdos show its hard to tell when something is scheduled, if they’re faking an accident for shock value, or someone legitimately got hurt. There was little difference to most Rakdos. There was a duel of flame-throwing elementals, fed all manner of strange minerals to make their flames unusual colors. There was a bit where they launched several explosive thrulls out of cannons as makeshift fireworks, there was a zombie clown that kept “accidentally” cutting his own head off.  All spectacular and visceral. Say what you will, but the Rakdos were excellent showmen. Then came the finale.
 
        “Folks, you’ve all been a most wonderful audience, but I’m afraid too many of our performers have been mutilated to continue” laughter rolled through the audience, “but we do have one final trick up our sleeve; Mungo the Magnificient! Let’s give him a hand folks!” Roaring applause rose from the audience, Zlato included, he had heard the reputation of this particular act. THOOM. The ground shook. THOOM. Again, it was getting closer. THOOM. It sounded like a thundercloud had become trapped in the earth. Suddenly the largest curtains, easily several stories tall, parted as a giant made his way towards the center of the ring. This was Mungo. A well-built giant that must have stood at least fourty feet tall stood in the middle of the ring. He wore simple tattered rags as a loincloth and was adorned with a variety of strange armaments that appeared to have been out of use Izzet piping and machinery, even a helmet with a visor. He brought his arms above his head as if to say ‘ta-da!’ “AYM MAGNIFISHENT!” he slurred. The cheering intensified.
 
        This act was legendary in this district. Mungo would pick up various performers, and sometimes reportedly, audience members; and would juggle them through the air. In and out of flaming rings of razor wire or other hazards. Three rather menacing looking thrulls covered in blades walked towards Mungo’s feet, and he reached down and picked them up, and with a delicate touch unexpected of such a creature, began juggling them in elegant sweeping arcs. Sometimes they would pass near each other midair, and clash their blades against one another, creating a shower of sparks. The audience vocalized their awe.
         “Now folks, I think we can do better than this, don't you?” Zikki queried. “Mungo, lets find out who our lucky ‘volunteers’ are tonight shall we?” “YEPYEPYEP” Several spotlights were lit up from near the ceiling, tracing arcs through the audience unti they came to rest on a well-dressed Azorius woman on the far left side of the stands. She clearly didn’t expect to become part of the show and began to protest. “Oh no, ma’am, we insist.” Mungo shifted all of the thrull to one hand, and with his spare, picked her up and included her in the act. Screams of fear eventually subsided into joy “It’s like I’m flying!” she could be heard screaming.
 
        “Next victim!” More spotlights. This time, they came to rest upon an extravagantly dressed Izzet mage. He was more accepting of his role in the performance. It was most impressive how Mungo managed to go from three things in the air to five with seemingly little effort. “Not bad, Mungo, not bad. But I think you can do better.” Another spotlight, this one eventually came to rest on Zlato. Shock to turned to smugness, “Of course they would pick me” he mused. He was plucked like a fruit and soon he too was flying through the air like a drunken griffin. Zlato had once ridden with a Wojek roc-knight to clench a business deal, and this was so much more exhilarating than even that.
          This continued for about a minute before Zikki chimed in “Folks lets give a round of applause to our volunteers!” More applause. A spotlight shone on the Azorius woman “Sveta here is an Azorius permit taker person thing, I don’t know the terminology. Anywho, she processes our various request forms for merchandise to be transferred from one place or another.” Still more applause. Then Zikki's smile faded into a menacing toothy smirk “Cept last month when she denied a request for a new cannon cuz we had reached the permitted limit of artillery for’a organization despite us not actually using dem as artillery.” Mungo’s hand suddenly jerked on the downswing and rather than being caught, Sveta rolled of the back of his hand and fell to the floor with a sickening thud. The audience gasped. Zlato’s eyes grew wide in horror. “Oh no, Mungo look whatcha did!” “HURRRR?” Mungo glanced down and shifted his weight, stepping on Sveta in the process. KERRUNCH. A scream from the audience. “Bad, Mungo, bad!”
      
         The giant lifted his foot away revealing the sickening mess on the circus floor. As Zlato bobbed up and down, still part of the act, he caught a first-hand glimpse of the scene as it darted in and out of his twisting vision. “D’oh well, the show must go on, right folks?” The audience was mostly silent. Some people murmured to their neighbors, and Zlato was sure he heard at least one child sobbing. The spotlight shifted from the smear on the floor to the Izzet man being juggled, whom Zlato was sure was wearing an expression similar to his own. “Plamen here is a chemister for the Izzet where he comes up wit new neato explosives and stuff. Couple month back he provided us wit’a experimental new propellant ta use for one’o our cannon tricks. I say experimental, cuz dere’s no way dat stuff was tested. Killed 20 o’our crew on our first test run.” Plamen rose in the air, and all three of the juggled thrulls intercepted him in midair and promptly eviscerated him. He let out a guttwrenching scream, and then the tangled mass of blade and man and thrull landed with a wet crunch on the floor. “Oh whatever will we do wit dose thrull. Dey’re so hard ta train!” More screams from the audience and a lump was beginning to form in Zlato’s throat.
           “Finally! We come ta Zlato here.” Zlato was blinded for a moment as the spotlight began to trace his arcs through the air. We was more scared than he had ever been, but could think of nothing to say, nothing to do. This whole experience was too surreal to process. He was going over the whole evening in his head. Had it all been a trick? A ruse to trick him and others that had slighted this troupe into a public spectacle? Every horrid little thing he had ever heard about the Rakdos seem magnified a hundred fold in his mind. “Zlato izza investment banker. Wat dis means iz dat we gives him money, and he gets us stuffs we asks for. After he pockets somes first, right Zlato?”

 
        Zlato stammered, tried to think of something to say, an excuse, an apology, anything, but the words died in his mouth. “No hard feelings, iz just business right?” Zlato was thrown higher than usual as Mungo stretched his arms out to the side. “And iz been a pleasure doin business witcha.” As Zlato fell, Mungo slammed his hands together with the sound of thunder. THWOOM. Zikki straightened his hat and cleared his throat“Thank you all for coming folks! We hope you’ll all consider what exactly it iz you want when you do business with the Rakdos in da future!”