Zendikar isn’t online yet, so perhaps an article on Zendikar limited isn’t truly “Pure MTGO,” however, using the lead time between a set’s paper release and its online release to assess the upcoming limited environment is most definitely part of being a good online player. By learning from the paper world now, you’ll be much better positioned to succeed when Zendikar arrives online.
I actually made it to the Zendikar prerelease this weekend, something that's far from a given for me—in fact the last paper prerelease I attended was for Eventide. I love fall-set prereleases, though, as they are the only prerelease (in a typical year) where everything you are playing with is new. I went in only partially spoiled, which is how I like it when I have the discipline to avoid the full spoilers—I want a good idea of what the set is about heading into the prerelease, but it’s fun to read a card for the first time looking at it in your hand instead of on a screen.
One of the things that made this prerelease special—and one of the things that made it possible for me to go at all—was that I took my almost-seven-year-old son Oliver with me to his first Magic event of any kind. I’m raising my children as gamers, and we play everything from Settlers of Catan to Rock Band together, so it has always seemed inevitable that Magic would eventually be part of the canon. Seven felt a little on the young side, but he showed the interest and willingness, and since my alternative was not going at all, I decided why not? I explained to him that the event was scheduled for four rounds, but that we could leave after any round, and that it would be entirely up to him. I certainly didn't want his first Magic experience to be, "Dad made me sit in a chair for four hours," so I was fully prepared for a one-and-done day.
I signed Oliver up for his own DCI number and bought him into the event, then promptly dropped him, what with him never having played a game before and being only a year or so into the whole “reading” thing. He was thrilled to have his own pool, though, and poured excitedly over each card, just like everyone else at the shop. I checked his packs for "priceless treasures," but also like everyone else at the shop, he came up empty on that front. I also told him to put aside any scary cards, and a small pile of mostly black cards appeared face-down to his left.
I did my best to build my own deck while answering Oliver's many questions, and ended up with a solid greed-blue deck with the fixing to splash some removal from any of the other three colors, be it my two Disfigures, two Pitfall Traps, or singleton Burst Lightning. I didn't take any notes so I'm not even going to attempt a walkthrough of the matches themselves, but Oliver was having a great time, and when he heard that I might win packs if I played all four rounds, and that I would share them with him if I did, he happily stayed for all four rounds. What a trooper!
I went 3-1 (I always go 3-1 at prereleases), finishing third out of about 20 at the shop. I lost in the third round to the eventual second-place player, who lost in the finals to the first-place player. The first- and second-place players were both poker/Magic buddies of mine, so it was cool that my playgroup swept the medals on the day.
Everyone was friendly and having a good time, and Ollie was made to feel very welcome, which no doubt contributed to his willingness to stay for the duration. (One MTG: Pants pet peeve, though: when I pick up a card to read it, and my opponent summarizes the rules text for me while I’m trying to read the card, causing both methods of rules absorption to fail miserably. If your opponent picks up your card to read it, just let them read it. You are trying to be helpful, but you are having the opposite effect.)
Yes yes, Godot, but what about the cards?!
Sorry, right, the cards. Let me disclaim the rest of this article a bit: I've played ten total games in the format, and probably still haven't read each and every card yet. As much as you can use past cards as a barometer for some new cards (Journey to Nowhere is going to be similar in power to (Oblivion Ring): it doesn't deal with non-creatures, but costs a mana less), to understand the power level of many cards in a new set, there is simply no substitution for playing them. I have some solid opinions on cards I played with or against, but a lot of it is my sense of things based on a ton of past experience informing a small amount of present experience.
Rather than going through colors, I'm going to be a little more archetypical, taking a look at Zendikar's common and uncommon allies, and its common and uncommon landfall cards.
Allies
Slivers are back! Kinda.
Of the eight common allies (green, white, and red each have two common allies, black and blue each have one), Umara Raptor is the only one that I’m happy to play without another ally in my deck. A 2/2 flyer for (mana=2)(mana=u) is super solid and has been welcome in any base-blue limited deck I’ve ever had. The Nimana Sell-Sword and the Oran-Rief Survivalist are a Hill Giant and Grizzly Bears without allied company: serviceable, but far from exciting.
The question is, then, how many do you need in your deck for these to be reliably good, and more than just underwhelming vanilla men?
At this point, I'm thinking it will take seven or eight quality allies in your deck to make the "+1" allies consistently great. For example, if you can play Oran-Rief Survivalist on turn two and Umara Raptor on turn three, that’s solid—you are attacking with a 3/3 on turn three, and you’ve made a (Wind Drake) to boot. Or, in a blue-black deck, if you’ve gone turn-three Umara Raptor, turn four Nimana Sell-Sword, you’ve made as efficient a flyer for (mana=2)(mana=u) as has ever been printed without a drawback, and you have a Hill Giant to go with it.
To see that kind of early chain consistently, though, you will need those two allies in your first 10-12 cards, which comes out to around seven or eight allies in a 40-card deck. My plan for my early drafts as I refine my take on allies is to take Umara Raptor early since I'm happy to play it anyway, and to take Oran-Rief Survivalist and Nimana Sell-Sword more in the middle of pack one if they come to me, and look to make my way to that threshold of 7+ through the remaining packs. If I finish pack one with three or more allies, I will look for them aggressively as higher picks in packs two and three. If I have two, I will see how it goes but keep an eye out. If I only have the one, I will probably bail on the ally plan.
Some thoughts on other common and uncommon allies:
Hagra Diabolist: He seems expensive, but that's my reaction to pretty much every ally that doesn't give itself +1/+1 counters. As I read these allies, I have to keep reminding myself is that they fire again and again with each new ally that hits the table. At first blush, this guy looks like a bad (Singe-Mind Ogre), but the ability triggers with every ally played, not just himself. Three Hagra Diabolists and 10 other allies is going to be a pretty potent mix against an opponent without the removal to contain it.
Highland Berserker: Another underwhelming trigger on an underwhelming body, but the archetype will need its early drops, and later on, the real ability of this guy is, "When Highland Berserker enters the battlefield, trigger every ally you control. Oh yeah, and they get first strike."
Joraga Bard: Terrible in multiples, this is more allied weaksauce whose best feature appears to be increasing your ally count for the ones that cares about the number of allies you have in play. Add up enough allied weaksauce, though, and it starts to taste like awesomesauce.
Kazandu Blademaster: Now we're talking! The blademaster is another ally I wouldn't mind as the only one in my deck, but that means he will be taken by non-ally white drafters. The (mana=w)(mana=w) cost is annoying, particularly since I see allies as a Harrow-driven, three-color-minimum strategy, which likes spells that are easier on the color requirements.
Makindi Shieldmate: Not all the +1/+1 allies are going to be big winners. All of these underwhelming allies are still going to make it into many ally decks because of how important it is to have high a high ally density, but you would pretty much always trade this guy for an Oran-Rief Survivalist or an Umara Raptor in a multicolored ally deck.
Murasa Pyromancer: The counterpoint to Hagra Diabolist that looks like it could take over a game if its controller plays allies in front of and behind it. The high casting cost has me concerned about the ability to have any gas left in the ally tank when he finally hits without sandbagging allies in a way that leaves you vulnerable to early aggression. Still, if you can string together a couple allies in a row after he lands, you ought to win the game. It just concerns me that these expensive uncommon allies we're trying to ramp up to and take over with die to common, one-mana black and red removal spells.
Ondu Cleric: This might actually be the ally that keeps you alive long enough to make it to abusive-synergy enablers like Hagra Diabolist and Murasa Pyromancer. One life on turn two, two on turn three, three on turn four, etc., could be quite useful for the ally player looking to stabilize against aggro.
Seascape Aerialist: Clearly not splashable in non-ally decks, but that's great, it means the ally drafter should find them late. Could end games faster than Hagra Diabolist and Murasa Pyromancer if the opponent has no defense against flying.
Tajuru Archer: An unimpressive maindeck ally that will nonetheless crush souls against heavy flying decks, provided with enough allied support.
Tuktuk Grunts: How often can a 3/3 haste for five profitably attack the turn it comes into play? I'd put this guy in fourth place, ahead of the Makindi Shieldmate, in the ranking of the common +1/+1 ally cycle.
I have to say, I'm going into Zendikar drafting quite skeptical of the ally strategy, but open to being convinced. A lot of the one-shot ally effects are underwhelming and leave behind a marginal body, so it feels like you need a lot of allies in your deck before the mechanic gets abusive enough to match the power of the aggressive strategies apparent in the set (see: landfall).
I trust R&D, though, and I don't think they would have dedicated so many common and uncommon Zendikar cards slots to a heavily-linear strategy that wasn't viable in limited. There is probably an amazing four- or five-color "all-in allies" archetype to be drafted, but it seems like one of those archetypes where you really have to be the only one going after it or it will blow up in your face, because splitting up the good allies with another drafter seems like a disaster.
I think the first time I open an obviously bomby rare ally like Kazuul Warlord, Sea Gate Loremaster, or Turntimber Ranger, I will force allies and see how it goes.
Landfall
19 commons and uncommons in Zendikar have a landfall ability, triggering when a land enters the battlefield under your control. That's a pretty sizeable chunk of cards going by in drafts that want you dumping lands into play. It has been all the rage this past week to come up with dream scenarios for Lotus Cobra abuse, but you don't need mythic rares to get silly with landfall. Following are some all-common, two-color landfall sequences to help illustrate the potential power of the mechanic in limited Zendikar:
Turn One: Plains, Steppe Lynx
Turn Two: Forest, Khalni Heart Expedition, swing for 2.
Turn Three: Forest, (Lynx is 2/3), Harrow for two land lynx is 6/7), play and equip Adventuring Gear, crack the Khalni Heart Expedition, swing with a 14/15. Oh, and go ahead and have six land in play, too.
16 damage by turn three isn't too shabby for a four-spell, three-land opener containing nothing but commons. Throw in a fetch land for your second- or third-turn land drop to crank it to 18. What about red-green?
Turn One: Mountain, Adventuring Gear
Turn Two: Forest, Plated Geopede
Turn Three: Equip gear, play land, swing for 5/5 first strike, play Khalni Heart Expedition.
Turn Four: Play Teetering Peaks (geopede is 7/5 first strike), Harrow (geopede is 15/13), crack Khalni Heart Expedition (geopede is 23/25), and, I don't know, let's go ahead and play a Goblin Shortcutter with our remaining two mana to thwart that pesky blocker, or maybe give it +4/+4 and shroud with Vines of Vastwood in the face of an untapped Plains and a potential Pitfall Trap, then swing for 27.
Turn-four kill? Turn-four overkill.
Those are two pretty mind-blowing scenarios, and when you consider the components are all common and use only two colors, it's safe to say that landfall sequences along these lines will come to pass in triple Zendikar drafts with some regularity, as players will be able to draft multiple copies of the enablers.
While I didn't pull off anything quite as spectacular as those sequences on Saturday, I did have a solid sequence of:
Turn One: land
Turn Two: land, Welkin Tern (2-power flyers for 2, especially one colorless, are always going to be good)
Turn Three, land, Grazing Gladehart, swing for 2
Turn Four: land, gain 2, Windrider Eel, swing for 2 (ground blocker preventing profitable attack with gladehart)
Turn Five: Land, gain 2, (4/4 eel), Harrow, swing for 10, gain 4, second main cast Khalni Gem to set up more landfall, with Disfigure and Into the Roil at the ready to cast off of the gem to protect my impending turn-six win.
Note the one card repeated in all three powerful landfall scenarios doesn't have landfall written on it: Harrow. Sometimes Wizards reprints a card in a set because they have a hole to fill. The new keyword ability has already been applied to the set's (Giant Growth), and reprinting the elegant (Naturalize) simply makes more sense than making an overcomplicated Naturalize variant instead.
Other times, a reprint just feels so at home in its comeback set, it feels like it was designed specifically for it. (Terminate) making a comeback in the all-gold Alara Reborn, for example. Or, Harrow reappearing in the landfall-laden world of Zendikar. Harrow is so perfect for Zendikar, it actually feels out of place in Invasion to me now, as though it had been waiting nine years for its real home to see print.
Back in Invasion block draft, where the fixing was pretty terrible by modern standards for a multicolored block, Harrow was a justifiable first pick for someone looking to make a base-green four- or five-color good-stuff deck. Fast forward to Zendikar, and Harrow will again be a justifiable first pick and an easy 2nd – 4th pick for any base-green landfall deck. It has so much going for it:
- It fixes not one but two colors
- It accelerates
- It triggers landfall twice, frequently for the third time in the turn
- It's synergistic with Grim Discovery and chains into abusive, quintuple-landfall Khalni Heart Expedition shenanigans like those described above
- It effectively costs one mana provided you have three mana sources in play
- It thins your deck of two land (although that may qualify as neutral or a drawback in Zendikar)
- It's an instant, turning it into a legitimate combat trick
That's quite a list. I love landfall, I love Harrow, and I expect it to be one of my most-drafted cards in the set. Here are some quick hits on other common and uncommon landfall cards:
Windrider Eel: I expect this to be the defining blue common of the format, with red and black mages saving their Disfigures and Burst Lightnings for this flying fish when their opponent leads with an Island. Welkin Tern into Umara Raptor into Windrider Eel is going to cause some headaches for opponents without reach or flying.
Adventuring Gear and Explorer's Scope: There's only so much room for equipment in a deck once you have a solid creature count and some tricks, removal, and card-drawing spells, but I like these cards. Both pass my first test for equipment, which is that its ability raise power, enable direct damage, grant evasion, or produce card advantage ((Sword of Fire and Ice) is probably my all-time favorite equipment, as it does all of the above, if protection can be considered a form of evasion).
The casting and equip costs are another plus for this pair. Relevant one-drops are hard to come by in limited, and both of these seem like solid first-turn plays for any deck, and they become excellent in a landfall deck. When you are ready to equip, the one-mana cost means you won't suffer a tempo blowout if your opponent has removal in response. They also help maximize your mana each turn by providing a use for spares you have lying around.
Another way to assess Adventuring Gear—and equipment in general—is to consider what you pay to have the equipment's ability built into a creature. For example, take away (Windrider Eel)'s landfall ability, and you get a (Wind Drake), so the +2/+2 landfall ability adds a cost of 1 to the eel. 1/1 first strikers in red are one mana, so the +2/+2 landfall ability again adds a cost of 1 to Plated Geopede. Other +2/+2 landfall creatures follow this trend of adding about one mana to the cost of the creature, and Adventuring Gear costs the same to add the ability to a creature, so it's a fair equip cost. The casting cost and the fact that it takes up a card slot generally balance out the fact that it is reusable, and can grant an ability to creatures weren't specifically intended to have it.
There's not such an easy comparison source for Explorer's Scope, but it seems pretty incredible in aggressive decks where you are reliably attacking. Accelerating, triggering landfall, and gaining card advantage on 45% of your turns is strong. On the other hand, it's a waste of space if you are on defense, but the upside on it is sky high for the right deck.
Surrakar Marauder: Tnonhis guy reminds me of (Nezumi Cutthroat), and that rat was absolutely fearsome on turn two in Kamigawa block if you didn't have any Swamps in your deck. The marauder exchanges persistent fear for high-percentage fear and the ability to block. That's a great trade, and I expect Surrakar Marauder to intimidate (see what I did there?) non-black Zendikar drafters just as (Nezumi Cutthroat) intimidated non-black Kamigawa drafters.
Steppe Lynx: Despite it being part of one of the sick sequences above, I don't like it except as a late pick in a green-white heavy-landfall deck. The better +2/+2 landfall creatures are the ones that have relevance beyond "speed bump" when you don't have a means to trigger them, such as the eel and the super solid Territorial Baloth. Plated Geopede is better, at least being a 1/1 first striker when not being abused by green landfall enablers.
Khalni Heart Expedition: Speaking of green landfall enablers, the green expedition can clearly get abusive with Harrow, but it's not nearly as good on its own, or as a topdeck with landfall permanents in play. I'm heading into Zendikar limited a little concerned about the deadness of expedition and quest cards in the late game, but I'm ready to test to see if the tradeoff for the early-game power is worth it.
Sunspring Expedition: Even 8 life isn't enough when it does nothing else and costs a card. Could be useful as sideboard material against burn decks in Pauper, though.
Ior Ruin Expedition: I like it a lot—a half-priced (Courier's Capsule), a 50% off (Divination), again for the tradeoff of being a less-than-stellar topdeck. The good news for topdeck mode is, you've either drawn a spell, or you are one land closer to completing your expedition.
Zektar Shrine Expedition: Common (Ball Lightning)s for (mana=1)(mana=r) and playing out some land seem like they could have a home in green-red landfall. One of the games I lost on Saturday was to this card, although it had more to do with the almost-unfair Vines of Vastwood turning it into an 11/4 with shroud in response to my kicked Into the Roil.
Soul Stair Expedition: Broken expedition record: an amazing bargain in exchange for being a terrible topdeck. The quests in general may prove to be the swingiest aspect of the format, providing game-swinging discounts for mages fortunate enough to draw them early, and frustrating blanks for those who turn them up while digging for answers.
Turntimber Basilisk: Clumsy green removal or a fragile blocker. Reasonably costed at 3, but the double green is somewhat prohibitive. I like it wearing Adventuring Gear…
Baloth Woodcrasher: Where Territorial Baloth pays 1 to get +2/+2 landfall, the woodcrasher doubles up both the payment and the effect. I don't know if it's that much better than the Territorial Baloth, though, since both hit hard with a landfall trigger when there aren't blockers, and both will prompt chumping when there are.
Geyser Glider: The glider is like a (Skyclaw Thrash) without the gamble, since you know before you attack whether or not you have liftoff. It's quite strong for an aggressive color like red to have a part-time dragon like Geyser Glider at uncommon.
Hedron Crab: Now this is an interesting little crustacean. In a past article, I compared running a singleton (Mind Funeral) to running the queen of spades, but the Hedron Crab is clearly better than that. For starters, it's a body, and it's a third of the cost. Further, where Mind Funeral could be expected to mill for about 10—not nearly enough to win a typical limited game via decking—a Hedron Crab dropped in the first few turns with 6 or 7 subsequent landfall triggers is going to mill twice the cards that Mind Funeral would. I'm still not willing to say a singleton Hedron Crab is a good play, but multiple-crab decks could certainly be viable when drafted and built correctly.
Grazing Gladehart: I wasn't sure what to make of this guy, but he made the cut in my prerelease deck, and performed quite serviceably. In the game I recapped above, though, you can see the problem with life gain on an otherwise sub-par effect or permanent: if the life gain doesn't actually affect the outcome of the game, you've simply played a sub-par effect or permanent. That being said, I will definitely play it again. He generates a large amount of life hitting the table early, he can trade with a lot of relevant creatures, and decks trying to race you will either lose that race or have to spend removal on a (Gray Ogre).
Hagra Crocodile: The croc is a bit on the expensive side in the relative cost for the +2/+2 landfall ability, as a 3/1 that can't block in black should really cost about 2.5 mana. Blocking is underrated, so I don't like this guy very much.
Shoal Serpent: This may be my favorite (Sea Serpent) variant yet, but that's not saying much. Landfall decks should be playing green creatures that outclass this, and non-landfall decks shouldn't be excited about six-mana landfall cards that don't have bomby landfall effects.
I hoped to hit more cards before wrapping up, but once again I find my word count growing and my time shrinking. I'll break down more Zendikar cards and archetypes next week, and leave you today with an ending (beginning?) to Oliver's Magic story.
After having fun at the prerelease, Oliver naturally wanted to learn how to play, and big sister Clara decided to try as well. I described the philosophies of each color to them, and asked each of them to pick two colors they wanted to try. In a result that would surprise nobody who knows both Magic and my children, Clara ended up in green-red, and Oliver in blue-white. I whipped together two fairly straightforward decks from tenth edition cards I had around, and dove in by refereeing a face-up tutorial game.
It went fine for about twenty minutes, until Clara decided she was bored and moved on. I took over her game, continuing to explain the game to a fully-engaged Oliver. He eventually stabilized and began to take over with card drawing, although he crumbled to the ground on the verge of tears when I resolved a (Shivan Dragon). When I pointed out his (Pacifism) in hand, his frown turned upside-down, and he marched on to victory. He was positively beaming, and spent the rest of the day talking about his intentions to make all sorts of decks, and to start playing me with the hands hidden.
When I came home from work on Monday, my wife told me to look at the homework page Oliver had completed that night:
Come on, how awesome is that? He pointed out to me that some of the cards are tapped, and some are untapped. Following the "play what scares you" approach to Magic deckbuilding, he has decided his next deck is going to be "All red, with that dragon, all the good red cards from Clara's deck, plus, you know, anything else." Coming right up, son, coming right up…
I'll see you all next week!