Saturday, April 28, 2012

Card of the Week #1: Jar of Eyeballs

Howdy yall!

I'm gonna start a new section here that hopefully will go on for a little while. So I really like to experiment with my Commander decks to find new tech and new cards that are amazing in the format but sometimes overlooked because they are bad in standard, not multiplayer or just seemingly narrow cards.

Now most of these cards I actually do run in my decks however almost none of these are in all my decks and I won't be covering cards like Sol Ring or Sensei's Diving Top and say to yall "Wow what a great card" because you know they are great already. These are just cards that are older and less played or cards that I am looking forward to playing (lookin' at you Wild Defiance).

On to the card this week...

Have you ever been sitting there looking at the board or your hand in your green/black or black/red creature aggro deck and said to yourself: "if only I could Impulse right now for that one card I need to finish this puzzle of cards in my hand!"

I have.

So I started to look around gatherer and found this little gem from Dark Ascension:


So I shoved this little guy in my Savra, Queen of the Golgari deck and ran with it. The first game I got it out on turn three and it sat there the entire game slowly building up eyeball counters. I would use it every now and again to find an answer to someone's bomb or look for a land or something but no one at the table wanted to use a removal spell on it.

The thing was Jar of Eyeballs seemed way too marginal.

Afterwards when on the last turn I had Jarred for Living Death and wiped the field bringing back almost all of the creatures in my library my friend came up to me and said: "I was holding a Krosan Grip in my hand the entire game, I just couldn't justify using it on Jar of Eyeballs until it was too late."

Lets look at this card more indepth to see why it is such a powerful card in a creature deck.

Now if you have ever run blue you know about Impulse:


If you ARE in blue and thinking of running Jar I'd recommend looking at how many creaturs you are running. If that comes out to be less than twenty (which it probably does) there are just better options in your color.

The issue for most people when it comes to Jar is that if played turn three it is a do nothing card that taps you out. Pretty much irregardless of the situation it will come down and just sit there. Therein lies some of the innate beauty of the card.

In a large multiplayer game there are TONS of artifacts coming down that say to the table deal with me or you WILL die. Then on the other side of the spectrum you have Sensei's Diving Top and Jar of Eyeballs which say we are here giving incremental value but we don't really pose a threat.

So lets look at the text box, it states: "Whenever a creature you control dies put two eyeball counters on Jar of Eyeballs."

Sadly this means that your opponents creatures won't feed your card draw engine but any creature they steal that is yours still puts counters on the Jar. This lends itself well to a deck like Savra where lots of tokens are being created for sacrificing anyway (think Awakening Zone tokens) and most of the creatures come back from the graveyard once or twice to die again.

"Pay three colorless mana, tap, remove all eyeball counters from Jar of Eyeballs" This clause is possibly the most important because it makes it better than this card:


But far worse than this one:


This is because it does not have to sac itself so it falls more into the category of reccuring card advantage. After a couple of games however, where your opponents begin to see it more like a reusable Impulse for X, they will try to kill it either right away (which is just value for you because I'm pretty sure any veteran magic player would be extatic to trade Jar for a piece of artifact removal) or they wait until it has tons of counters on it. If you do find yourself in that situation you either need to pop it with less counters on it more often (still nice but not quite as tutor-esque as before) or keep three mana open at all times so you can pop in response to destruction or just once the remover is tapped out.

For our new players: if you have tons of counters on Jar and search when everyone has tons of untapped mana it will get destroyed in response and you will get absolutely nothing from it.

So to wrap up Jar is a fun, unique way for a non-blue creature decks to tutor up answers instant speed. Generals that work well with Jar include:

The Mimeoplasm (lots of reanimation)
Almost all B/G generals

Cards that synergyze well with Jar include:


These are just a couple that I have found to work well though certainly not the only cards that work well with Jar.

Hopefully this helps you in building your next Commander deck! I will try to do a card of the week every week that I think is fun or useful but oft overlooked. Please leave feedback on whether I should keep doing these or if you would like to see something different. 


Remember the deck is only as good as the Gentleman playing it!

Friday, April 27, 2012

Being a True Gentleman of the Tables


So now I want to talk about a subject that is foreign to many new Commander players and is sometimes overlooked by veterans of the format. That subject is ettiquette.

 First, however, some background. Since the inclusion of prizes for winning, the goal for most Magic players has been to win at any cost. Thats is, find the broken combo, use the cheapest most powerful creatures, and outplay your opponents. Most commanders do not start out with the format, they find it as they peruse hundreds of other articles written about Magic. I like many saw the format and saw the lack of restrictions to my card choice and instantly threw together the cheesiest combo deck I could make. It was filled with Hive Mind, Pacts, Iona, reanimation, ways to cheat Blightsteel and Ulamog into play, and even a Mindslaver combo that could lock out every player other player from every taking a turn.

 Sounds awesome right?

Maybe not so.

While I won my first eight man with ease and had a great time, everyone else at the table looked less than satisfied. The next game I played the same deck and the seven people I was playing with (the same seven mind you) decided to focus me down and kill me turn five.

You see I had made one of the easiest mistakes a new commander can make: I took the mindset that I needed to break the format, like standard, and applied it to Commander when there is a fundamental difference. Commander was designed and played as a social experience less like chess and more like a board game. Yes you all try to win but one of you is not playing with loaded dice cause where is the fun in that?

Let me put it into perspective. Historically one of the most popular generals in the entire format has been this fluffy guy:

He's like Barney with wings...

If a player were to approach this card and ask "how many games am I going to win with this?" The answer would probably be very few. This is where the subtlties lie because a deck that runs Phelddagrif is not going to try to win in a traditional manner that is possible in a 1v1 format. "Group Hug" decks, as they are called, focus on helping whoever is struggling and crippling whoever is in the lead to make the experience more fun for the entire table. Playing political games is almost as important in your card selection as power level.

Another example: In one of my first decks as I slowly learned to be less of a "douchebag" as Sheldon Menery would put it I had included Luminarch Ascension. Now this card is by no means an infinite combo card or a really huge threat at the time. The issue was that I had put it in a deck with Hanna, Ship's Navigator as the general. The other players knew that even if they destroyed this annoying enchantment I would find ways to reaquire it. After all realizing what needed to be done I was promptly hit upside the head by a 13/13 indestructable, shrouded Rafiq of the Many that had survived a board wipe intended to clean up my small Meloku token army.

26 general damage later and I was wondering why I had painted a huge red X on my forehead when a turn before I had been flying fairly under the radar. This isn't just true of cards you play in your deck though.

There are a select few generals themselves that will set off alarms the minute you put them in the command zone. For those new players I am going to list some generals and cards I would not recommend playing unless you are very confident in your ability to repel 7 decksworth of aggresion.

Hated Generals:
  • Sharuum the Hegemon/Arcum Dagsson- Known for fostering decks filled with infinte combos and broken artifacts.
  • Azami, Lady of Scrolls- Mono blue is a bad place to be if you don't like a lot of attention. People tend to resent having everything in their decks stolen from them or countered which blue does only too well.
  • Empress Galina/Tsabo Tavoc- Any card that has a negative interaction with every single general in existence is gonna get some notice form anyone who intends to actually play their generals.
  • Zur the Enchanter- One of the least interactive generals in existence. All he does is build up Auras, counter everyone's important spells, and then one by one he picks off players dealing 21 general damage.
  • Gaddock Teeg- This general cripples so many decks. When you get him on the table the artifact, enchantment, and control players will be begging the other aggro players to finish you off so they can actually play.
  • Skithiryx, the Blight Dragon- Before you ask it only takes ten poison to kill in commander. This means you only have to give 6 power to a hasty, flying dragon in order to donk someone out of nowhere. Have fun watching from the sidelines...

Honorary Mentions:

"Red Flag Cards":
  • Hive Mind- Either you have it in to brew up some chaos (perfectly acceptable use) or you are trying to insta win with Pacts we don't know!
  • Door to Nothingness- Any card that says target player loses the game tends not to go over well...with anyone other than you. Goes for everyother insta win/lose card.
  • Mindslaver- In the words of Sheldon Menery "Mindslaver once is fine, its Mindslaver bunches and bunches of times that I really, really hate." So recurrable.
  • Magister Sphinx/Sorin Markov- The format starts you off at 40 life for a reason. The ability to point at someone and say your life total is now 10 on turn five or six without attacking or paying huge amounts of mana is absurd.
  • Crucible of Worlds- It is assumed by most players that if you are running Crucible you are running Strip Mine and most of those players are attached to their lands.
  • Obliterate/Armageddon- In the same vein. If any of the table manages to recover they will taking you down first.
  • Anything that goes "infinite": Necrotic Ooze + Bloodline Keeper + Grimgrin, Melira + Visera Seer + Kitchen Finks, etc...

These are not by any stretch of the imagination the only cards in these categories just some of the more well known cards.

Before I end this post one final note on combos. It is incredibly imortant to talk to your play group  before putting combos in or taking them out. Some playgroups are ultra competative and try to win as fast as is humanely possible. Other groups have house bans on combo cards and sometimes even tutors. I have found after experiencing a couple of different communities that the general concensus is keep a combo or two in your deck but try not to us it unless the game is really dragging on and everyone wants to end it and start another. Sometimes a quick finisher is the best way to keep things fresh and exciting.

Thanks for reading!

An Introduction to Commander/EDH

Hello Everyone,

I am Kyle Brondyk a writer and Magic the Gathering enthusiast. In my time as a cardboard slinger I have tried out the Standard format, Modern Format (Extended too), and even a little bit of Legacy. It was not until a year ago however, that I discovered my soon to be favorite format: Commander or as it is sometimes called EDH.

For those of you who do not know, most formats require a player to build a 60 card deck of cards that fall within a number of blocks set out before hand by Wizards of the Coast (ex. Standard consists of M12, Scars of Mirrodin Block, and Innistrad Block as of April 27th, 2012). Within these decks you are permitted to run any colors and may include up to four copies of any one individual card.

Commander is another breed all together.

The Commander format originated from a casual multiplayer format invented by the player base of Magic called Elder Dragon Highlander. As the name suggests the format focused on using one of the five Elder Dragon cards from the Legends block to serve as generals for 99 card decks where everone at the table starts at 40 not 20 life.

So where does the Highlander part come in? Well...


"There Can Only Be ONE!"

I'm serious here ladies & gents!

The nickname developed over time as the format only allowed for singletons of each card. This meant a player was stepping up to the 8-man table with 100 (99 + a general) cards with zero of the "Spike" player's so called consistency.

 As time wore on and more and more people entered the format players began to bore of the same old generals. This is when the General rule was established for the Commander format: A decks general must be a Legendary Creature card or Creature whose type is Legend. The colors that appear in the generals's casting cost are the only colors allowed to appear in the deck.

The first question that a savy Magic player might have would be: "What about Rhys the Exiled or Bosh, Iron Golem are they legal generals?" The issue here being that Rhys has only green in his casting cost and black as an activation cost for one of his abilities.

 The answer to this is yes. Rhys, Bosh, Memnarch and a few others are all considered legal generals however it is up to your individual playgroup and community whether Rhys is a mono green general, a black/green general or a green general who can produce black mana only to activate his ability.

One other thing to note about generals is that they present a unique win condition: If a general is able to connect for 21 points of damage regardless of life gain or the players current life they have lost. After this change is when the format truely begins to shift from the old traditional definition of EDH and moves towards the Commander format players can enjoy now.

Recently Wizards decided to endorse the format and make it tournament legal. This meant that they released an official banlist and products for the player base. For those of you that would like I have included the link to the ban list here. If this introduction has gotten you interested or if you already know that Commander is one of your favorite formats I invite you to continue reading as I am going to cover one of the strangest paradigms associated with the Commander format in my next post.