Jumat, 15 Mei 2015

Modern Masters 2015 Artifacts Edition Part 1: Artifact Creatures

Okay, at first I'm not sure whether I'd dive in MM2 cards or not, as it is expensive and my wallet is pretty unfriendly lately. I think I might be focus back on during Origins, but seeing that there are already many articles about MM2 draft just make me excited! Even though I'm not gonna draft for a while I still think it's fun to do card research.

As I said in my post before about MM2 Review, let's check some artifact cards that is included in the set. I guess their viability will be deciding factor on how viable an artifact or equip deck will be in the draft. It's quite exciting to see a card with higher power level than ones I only knew in Tarkir blocks, albeit slowly, I think I can see begin to see how other format's power is.


Alloy Myr
Do you remember mana rocks such as Banners from KTK or Monuments from DTK? Alloy Myr is exactly that except that it is also a 2/2 creature and provides any color of mana. I think this card will be quite important, not to mention 5-color might be a deck very viable to draft this time. 

Binding Souleater

Dromoka Dunecaster, albeit limited in what it can tap, is a card that is still annoying to face during DDF Draft. Blinding Souleater can tap any creature with exactly same activation cost and is pretty much splashable as you can pay 2 life instead of 1 white mana. 2 life is a lot, but maybe compared to being hammered by a 5/5 creature, it's still a good price to pay. I see that it'll be really useful when you're still trying to build your board and needs as much mana as possible.

Cathodion

Cathodion's ability is a bit tricky, I guess, as the mana will disappear when phases or steps end. I don't really know what will trigger him in the main step so you can have some freedom to use the 3 mana, and 3 free mana seemed pretty game breaking for me. Even so, his 3/3 body looks really solid, so maybe you can treat the ability as a rare bonus.

Frogmite

For you to be able to cast Frogmite at reasonable cost, you'd need two artifact before casting Frogmite (it'll end up casting two mana). But in my opinion if you can gather some artifacts (like 3 or 4) it'll be pretty nice to have a really cheap or even free additional 2/2 body.

Glint Hawk Idol

I haven't check with other flyer in the deck, but 2/2 flier seemed pretty nice. Hawk Idol is easy to trigger and also very cheap to transform. Like Chimeric Mass, you'd have to time their use well (Although, unlike Monuments, those are really cheap to transform.

Gust-Skimmer

I think 2 mana is quite reasonable for 2/1 flier, as 2 damage can adds up fast unless your opponent plays a flier as well. In my opinion though, you probably shouldn't play it if you cannot reliably use it flying ability.

Myr Enforcer
When you draft a bunch of artifacts, you could get a sweet price casting this. Playing multiple 4/4 in single turn is really good and it's a common so you can draft around it easily. During early part of the game though, I don't think you'll want to see it at all.

Runed Servitor
I think Runed Servitor is just OK. As much as I like to draw card, I don't really happy when my opponent does the same because of my own card.

Rusted Relic

Rusted Relic does nothing unless you have 2 other artifact, and I don't think that it's hard to achieve. If you cast artifact turn 2 and turn 3, Relic will come on turn 4 as 5/5 that can block, and I think that's really solid.

Skyreach Manta

The same as Etched Oracle, I prefer to see that Skyreach Manta gets less power the less diverse mana you have. However, that might be mitigated a little bit by it's flying ability. If you could get 4 mana, it will be awesome already, and if you could get to 5 mana, I think 5/5 flier won't dissapoint.

Etched Oracle (Uncommon)
Unlike Monstrosity, which can wait for the mana to gather later, Etched Oracle would need you to have at least four source of different color to have it reach it's full potential lest you'd get an underpowered artifact creature. The fact that it's power/toughness is also limited by your mana availability worries me a bit as well. The ability is impressive, however you will also be losing Oracle, so maybe it would be nice to activate the ability as a response to something that will cost you the Oracle as well. And that's why I think 4 color mana is going to be valuable when playing her.   

Chimeric Mass (Rare)
Chimeric Mass can be as big as you want if you have the mana. It's cheap to turn into creature but you'll have to pick whether you want him as a defender or attacker. Overall it's value is quite solid the longer the game gets.

Etched Champion (Rare)

The cover boy of the set, Etched champion have a powerful Metalcraft effect (and he counts as one as well). As it's Metalcraft will be easily activated, and there are a lot of things you can do by having protection, I think Champion is going to be an amazing card.

Etched Monstrosity (Rare)

I think it's rare to see a 5/5 with 5 mana cost. When you can gather all 5 color of mana you'll be getting a ton of advantage from him.

Lodestone Golem (Rare)
Lodestone makes any nonartifact more expensive by 1 mana, this could hurt both you or your opponent, of course, when you could build a dominant artifact deck this will be good for you, but if you are not, and your opponent have many artifacts, it would spell only trouble. Ability aside, 5/3 for 4 mana is pretty great.

Lodestone Myr (Rare)

Lodestone Myr grows by tapping your unused artifacts. I think this is great if you have an artifact that doesn't need to be tapped to be used, otherwise, I think you'd need to tap quite a number of them if you want the Myr to be big, as the base 2/2 is really low for a 4 mana creature. Perhaps he'll shine in game Stalls though, as you can just converge all your artifact creature into him.

Precursor Golem (Rare)
I'd say this card is insane. Pay 5 to have three 3/3 creature is amazing. It's ability could be both its weakness or strength, and if there are pump instant or sorceries, they will benefit greatly. I also think that the ability also extends to other Golem as well, not just the Precursor Golem.

Spellskite (Rare)
Spellskite will mess your opponent's plan with their removals or ability. It's cheap, high toughness to survive burn spells. It's great.

For me, the common ranks are:
1. Alloy Myr
2. Binding Souleater
3. Rusted Relic
4. Glint Hawk Idol
5. Cathodion
6. Frogmite & Myr Enforcer
7. Skyreach Manta
8. Gust Skimmer
9. Runed Servitor

Honestly I think Runed Servitor is far inferior compared to the others. The only rare I'm uninterested with is Lodestone Myr.

There are all of the artifact creatures of Modern Masters 2015! Solid enough to build a deck around? See you in the next part!


Rabu, 13 Mei 2015

Hearthstone Arena: 11-3 with Shaman!



Hello! Today I'd like to share my first 11-win experience in Hearthstone Arena! It really felt amazing as I usually only ends 4-3 and only sometimes I reach as much as 6 wins so this really blows my mind. The reward is all gold, about 400-ish gold for having more fun in Arena!

Minion Curve: Okay, bit ranting about a term I invent 2 minutes ago. Minion curve is the mana curve of minions you expect to cast as soon as possible, for example Chillwind Yeti in turn 4. I believe this will be a good basis to not let your deck losing early tempo. Minions with conditional effect as well as other spells is not included in this Curve, as you'll want to hold them for the very best moment to took advantage of them. For me, Minion Curve is the real "Mana Curve" so I didn't care too much for the total mana curve. Even so, if you managed to get a good Minion Curve and good total mana curve, I believe you'll have a blast with that deck!

Okay, let's look at the deck:

Minion Curve:
1 Worgen Infiltrator
2 Gilblin Stalker
2 Novice Engineer
2 Puddlestomper x2
3 Gnomeregan Infantry
3 Ogre Brute x2
3 Scarlet Crusader
4 Arcane Nullifier X-21
4 Fireguard Destroyer x2
4 Piloted Shredder
6 Boulderfist Ogre x2
6 Fire Elemental x2
6 Volcanic Drake
7 Stormwind Champion
12 Mountain Giant

A rather flat curve finished with a lot of 6-drop. It's not really curvy and it does bumps a bit in the early game, not having a 5 drop kinda leaves an awkward space as well. However, when I am able to stabilize the game in turn 6 and holding at least 2 6-drop, usually the powerful minions will be too much for an opponent to handle. Fireguard is just too good for so low mana cost. Fire Elemental helps stabilize the board as it made immediate impact and very reasonable toughness as well to eventually trade with bigger minion. I think the Fireguard and the Fire Elemental is a really big game changer here.

Support Minion:
2 Direwolf Alpha
2 Vitality Totem
3 Mind Control Tech
4 Dark Iron Dwarf
4 Defender of Argus

Direwolf Alpha, Dark Iron Dwarf, and Defender of Argus helps to trade your cheaper minion with bigger minion, and even allowing your totem to participate into attack. They make building tempo a lot easier for me. Vitality Totem have allowed me to won games that would be otherwise lost because of large life loss during early game (I got aggroed a lot). Mind Control Tech is amazing as usually your opponent doesn't count him coming and ends up filling his board with minion.

Spells:
1 Lightning Bolt
2 Stormforged Axe
3 Powermace
3 Hex
5 Bloodlust

I only managed to pick 5 spells, but most of them are really useful, except for Bloodlust which is highly conditional and ends up playing to trade my smaller minion. I don't have any mech but Powermace is still very good as Shaman's Fiery Waraxe. Thanks to my pump minions (Dark Iron Dwarf etc.) I can hold them to kill most powerful minion my opponent plays.

Well thats it I guess! It's very satisfying and very tempting for me to play Arena again, see you!

Jumat, 08 Mei 2015

Modern Masters 2015 Revealed! + White Review

Finally Modern Masters 2015 is fully revealed! Although I don't think I will be playing Modern (mostly due to being a budget player) I read that the previous Modern Masters draft gameplay was a blast and is very memorable to players that played it. I hope I'll get chance to play with them, even though the price tag is higher, it seemed to have a lot valuable cards inside (although I don't know how the older price will be affected). My other concern is that it seemed to require higher skill than Tarkir draft as the set seemed to contain a lot of powerful interaction. Additionally, my store told me though that MM draft will have its rares drafted, so even though you open a really expensive card, you sure have to win to be able to actually bring it home. Even though I won't know whether I'll play them or not, there is no harm in learning the cards inside, and I'll know better about popular Magic cards as well! So let's have a review! I'll try start with...White!

*Before I start, do forgive me if what I write is actually something that is unquestionable or have been proved over the years. As always, the article is more for newer player, from a me thats a new player too. I hope newer players could be helped with these. Opinions from an experienced player would be awesome! Just comment below if you have something to tell.*

White Mythics (2 cards)
Elesh Norn, grand Cenobite
What I notice from MM2 is that there are a lot of expensive creatures. I haven't practiced a lot a hard-cast boss creatures as the Tarkir block have a ton of Morph so mostly you don't have to worry about having dead card in your hand nor pulling enough land to make them live. I think Elesh Norn is a card that is always useful in any state of the game as she makes immediate, powerful impact.
Developing: no (as with any expensive creatures)
Stall: amazing (the board will turn heavily to your favor)
Finishing: amazing (makes your creatures hit harder and weakens blockers)
Behind: great (weakens attackers and is a good blocker)

Iona, Shield of Emeria
Iona costs a whopping 9 mana. Seeing how the set is also designed to casts the Eldrazi, it seemed there will be a lot of ways to have additional mana (Eldrazi Spawn, for example). Iona is able to shut a main portion of an opponent deck. Against a color deck, the ability seemed to be a win condition, but I wonder how will it goes if She faced against artifact or Eldrazi deck.
Developing: no
Stall: good (doesn't actually impact the board, but might prevent your opponent from taking over the stall)
Finishing: good (prevents your opponent from casting their defensive or removal spells)
Behind: ok (maybe if you could still survive with blocking, she could make stabilizing the board easier)

White Rares (6 cards)
Battlegrace Angel
5 mana 4/4 flying is very nice. Exalted seemed to be a powerful mechanic especially when you have multiple instances of it. The ability to give creatures lifelink is going to be nice as well. Alone, she'll become 5/5 flying with lifelink, and similar experience with certain Dragonlord makes it clear how good it a lifelink flier is.
Developing: good (good impact if early enough)
Stall: good (the Exalted ability or 5/5 flier could help you push the board)
Finishing: ok (doesn't help finishing, but she'll make sure the life difference is far enough)
Behind: mediocre (as her ability is attack-oriented, still a good blocker)

Daybreak Coronet
Whew, this only enchant creature that already have another Aura. From what I know, putting your eggs in one basket is rarely desirable and having two aura attached to one creature seemed really risky. However, it seemed that Coronet have a really impactful effect to make it worth. It only costs WW too.
Developing: good (powerful presence, although there might many removals around)
Stall: good (vigilance and first strike will let you keep both attack and defense, not to mention +3/+3 is very, very significant upgrade)
Finishing: good (additional damage and life for you)
Behind: ok (same as during stall)

Indomitable Archangel
if 5 mana 4/4 flier is amazing then 4 mana 4/4 flier is really something. Shrouding artifacts should be really powerful as well.
Developing: amazing (high early impact)
Stall: ok (tightens your defense)
Finishing: mediocre (maybe if protecting your attacking artifact creatures, otherwise, doesn't seem to help here)
Behind: mediocre (still a good blocker)

Leyline of Sanctity
At the very least, it will help you against burn or discards. I haven't checked on all spells in the set so I can't say much how good this is going to be.
Developing: no impact (doesn't impact the board nor give you tempo)
Stall:  no impact
Finishing: no impact
Behind: no impact

Mirran Crusader
3 mana 2/2, double strike, protection from black and green made this card seemed really solid especially early when you can deal a lot of damage.
Developing: amazing
Stall: no impact
Finishing: no impact
Behind: good (a good blocker to trade against 4 toughness creature or holding black/green creatures)

Mirror Entity
I haven't understand yet how Changeling will impact the game or benefit from, however tha ability seemed to be really especially when you have many land.
Developing: mediocre (only have few mana early and is fragile)
Stall: great (can boosts your entire creatures as you'll have a lot of mana then)
Finishing: good (same reason as stall)
Behind: no impact (its ability benefits the most when you have good number of creatures)

White Uncommon (8 cards)
Celestial Purge
Now these are the more realistic bulk of your deck. Celestial Purge is a sideboard card but an amazing and useful one at that. Verdicts below of course when you are facing a Black / Red deck.
Developing: great (IMO you gain hugest tempo here)
Stall: ok (stopping one creature/blocker might not really helps)
Finishing: good
Behind: ok (same as in stall)

Dispatch
Obviously this will shine the most in artifact decks. But a simple tap could prove useful too in critical situations, but I think there will be more useful spell that achieve similar purpose. These verdicts below will be reflecting the result of having able to exile.
Developing: good
Stall: ok
Finishing: good
Behind: ok

Hikari, Twilight Guardian
Again 5 mana 4/4 is nice. Being able to avoid a removal would help as well although I haven't checked the Spirit or Arcane spells in the set.
Developing: great
Stall: ok
Finishing: no impact
Behind: mediocre

Kor Duelist
How good he'll be will be depending on what equipments we'll see in the set. With low base standard I doubt he'll achieve high though.
Developing: mediocre
Stall: no impact
Finishing: no impact
Behind: no impact

Myrsmith
Cards that generates other creature like Monastery Mentor and Ojutai's Teaching is really popular and is usually good. I think she'll help you the most in achieving Metalcraft easily.
Developing: great
Stall: ok
Finishing: no impact
Behind: ok (could make some chump blockers)

Oblivion Ring
So this is a far better Suspension Field. I think this is a good cheap efficient removal not counting counters against enchantments.
Developing: great
Stall: ok
Finishing: good
Behind: ok

Spectral Procession
It's the first time a mana cost when you can pay W instad of 2 colorless mana, it is a nice flexibility in paying its cost, although when you can pay WWW it should be really powerful. Sees how popular Sandsteppe Outcast is, Spectral Procession will be really good as well and could interact well with Spirit archetype.
Developing: amazing
Stall: great
Finishing: no impact
Behind: good (for chump blocking fliers)

Taj-Nar Swordsmith
Good stats and tutor ability will always be nice. I'll try to rate it again when I've checked the equips. My concern is that he already have a rather high mana cost so you are expected to have more mana.
Developing: good
Stall: ok (If your equip could break the stall it could be good)
Finishing: ok (your equip could help the attackers)
Behind: almost no impact

White Commons (14 Cards)
Arrest
Better effect compared to Pacifism, and it's at common as well.

Apostle's Blessing
Simple protection spell that you can play almost anytime, what might makes it interesting might be how any deck can play these kind of cards (phyrexian mana symbol, i guess) , and this doesn't asks that lot for the cost.

Conclave Phalanx
Rather low stat but the cost could be even cheaper. The healing should be good as  well.

Court Homonculus
It seemed that white get really cheap creatures. 1 mana 2/2 is very much welcome, but might not be that much impactful outside the early games.

Fortify
Pumping your entire team always seemed good if well-executed. 2W is rather cheap in my opinion.

Kami of Ancient Law
A bear (2 mana 2/2 creatures, a standard creature quality at 2 mana) that also serves as countermeasure against enchantments? I think its pretty good.

Mighty Leap
I think this card fills some number of functions, a combat trick, a finisher, and blocking flying creature.

Moonlit Strider
So you can sacrifice to protect a creature and then adds a spirit card with CMC 3 from your graveyard, pretty interesting, I'd say.

Otherworldly Journey
Ah finally an Arcane card! And this is an instant so you might be able to do some tricks with it. The cheap cost and +1/+1 counter could be really helpful.

Raise the Alarm
Helps the most when you want to convoke things. Also useful in chump blocking and killing 1 toughness creatures,

Sunlance
So..white got Lightning Bolt at common. Even though only at sorcery speed it still going to be really useful.

Sunspear Shikari
The bonus you get when equipped is very huge, and that above the standard 2/2 body makes a very nice early game creature.

Skyhunter Skirmisher
Ah, aven skirmisher without Megamorph. Considering number of pump or equip cards in the set, the Skirmisher could be really scary.

Terashi's Grasp
The 2nd Arcane Spell! A powerful effect that destroys any artifact and enchantments and also restores your life.

Waxmane Baku
What I read about this card is that it's going to be really good to control your opponent in limited. Especially when you have Spectral Procession.

Whew, I guess that is for white! Seeing how relevant artifacts and equips to some of the cards here I'd try to check about those after this, see you later!