Shadows over draft guide

Continue Welcome, ladies and gentlemen, to my first article written specifically for Manaleak mtgUK. It is an absolute pleasure to be able to write for you guys and I sincerely hope that my ramblings are enjoyable and above all educational. My main goals with these articles will be to teach you lovely people about some misconceptions, misunderstandings and new things Magic: Gathering related. On that note, let's jump right into my first order theme: Madness Mechanics. Introduction So, the normal format of articles will be the same as this one, an introduction, some talking points, and then a summary of what I reviewed. A TL; DR, if you like. Now Madness Mechanics has been first released in The Odyssey Block, re- released in and most recently in Shadows over Innistrad. So this is by no means a new mechanic like Ingest or Devoid. It is an ability that has two parts, but effectively allows you to play cards from your graveyard at a different price. So let's dive right into the actual ruling. Madness is a two-part ability, a static effect (an effect that occurs no matter what) and triggers an effect. In this case the static ability from Madness is a card banished before it enters the cemetery, at which point the triggered ability allows you to decide to pay its cost of Madness and therefore play cards. In essence, it allows all cards that have Madness to play at instant speed, or technically speaking as if they flash. So if you want to give it up on the ultimate opponent's pitch, you can. It is important to take note, although it may not seem like a big change, that the keyword Madness has been changed, or updated, a bit with shadows over Innistrad. Until this year, both effects were triggers. When the Madness card was dropped, the player decided to throw it into exile, after which the player could either immediately cast the spell or place it in his graveyard. With the updated wording, the card first enters into exile (this can no longer effect), then the player can either cast the spell immediately, or put it in the graveyard. Now, in order for the trigger of Madness to occur, you have to remember two things. First, playing cards for its madness cost doesn't change its Converted Mana value (CMC). If I discard a card that costs 2GG and I pay 2G for its Cost of Madness, its CMC is still 4. Secondly, the map must be discarded. It should not be discarded in a certain way; You can give it up, or simply because you have too many cards in your hand. No matter what the reason is, Madness's ability still causes. What can we do with this information? Well, first of all, it effectively gives Creatures with Madness the ability to be thrown at instant speed. This means that you do it at any given time that instant could be Madness-ing's arrogant Wurm response to ad blockers can cover you back in a bad situation. This happens to be my favorite mechanic from any set, and so I have a random deck focusing on blue-green (Simic) Madness creatures. Check out the latest preview cards, prices and pre-order here! Inspired by when cards have been used in tournaments, the deck tends to control the game early by figuring out effective creatures with their cost of madness when opponents least expect it. So here's my Maindeck list: Sideboard Using This Deck, I've won quite a few games compared to other decks. Most opponents viewed it as just another control deck until I dropped the arrogant Wurm. Remember that this deck was popular in 2004. There is no guarantee that Madness Decks are going to take off as they did then. First of all, in our time the mechanics are much stronger than then. What about the Standard, do you know where he's going to live? In my honest opinion, I think people will underestimate the mechanics, or at least abuse it from the start. Looking at one of the simplest maps in the standard: Working with Jace, Vryn's Prodigy allows us to effectively change his ability to draw a card, reset the card to draw a map. Every time you get to effectively give up a card with Madness, you get the card advantage because you get both the ability, not just one, and the discard flaw is removed through synergy. So let's look at the effectiveness of the cards with their frenzy of spending... 4/3 with Haste for 5 isn't really very much. We probably expect it to cost 4, or have higher average power and durability. So really, if it was a vanilla card (one with no ability what it would be), we'd throw it in the trash and never look at it if it's the last pick in a bad round of the draft. However, if we look at its cost of Madness instead, we find that we get 4/3 to 3, with a rush. Savings of 2 whole mana and therefore a card that is highly effective. The closest we are to this map is the otherwise Scabb Clan Berserker. Most cards will become more efficient when using their Madness value. That's the whole point of ability and that's why it's so fun to play. Not many people tend to factor in the Madness value when they look at unused mana for a turn. Releasing the madness inside my last point will be a few examples of maps that allow you to use the mechanics of Madness to the fullest. To do this, I will look at the maps in a standard format and can look at the madness in the modern other time. The most outstanding example of inclusion, like Jace, the prodigy Of Irene. The drop is very strong in this kind of deck, especially since it turns into Jace, Telepath Unbound afterwards. There's also an excruciating voice that allows you to clean 2 cards if you discard one with madness. Epiphany redeemer also be strong, doing the same as the tormenting voice, but at instant speed for 1 total mana more. In Shadows over Innistrad, we get a few more ways to use Madness outside of the main route of the benefits map. The elusive Tormenter allows us to find ways to swing for 4 unblockable damages if we play our cards right (gettit?). Lightning Axe allows us to remove the creature quite nicely along with discarding, pore over the pages is a good method of lategame and finally Olivia mobilized for war can produce a good 2-for-1 with her ability. Obviously there are a lot more cards in the standard format after rotation that can be used, but these are just some of them that stood out to me as strong methods. The most recent thing I would like to point out is that the madness in sSandard is probably manifested in some form of red-blue-black (Grixis) form, as green and white do not thematically follow the concept of madness. Conclusion So, things that we hope to learn from my rambling: I actually got quite nervous writing this article. Madness is not a new mechanic and can lead to some fun interactions where you deceive people with your available mana. There are more Madness opportunities than people think. Remember that if your opponent forces you to fold, you can still activate Madness. Again, Jace, the prodigy Vreen, will probably be able to shine... Here you are, my first article for you guys. Please feel free to leave any comments you have (preferably positive) and tell your friends if you really like it. I have a podcast that I sometimes appear on, so if you want to check that out, its called Transformed Mana Cast. For your convenience I have included episode 2 of our Coverted Mana Cast podcast, I hope you enjoy it. Thank you all very much and I will see you in the next article. Joe Butcher Spoiler season is finally over and it's definitely intriguing. The shadows over Innistrad certainly seem to be one of the lowest power level sets for years - but that's not necessarily a bad thing! A lower power level gives a chance for cards based on synergy to be more likely to shine - and the shadows over Innistrad are packed with cards that, even if they don't have as much power in a vacuum, encourage players to build interesting and unusual decks. Not to mention that some of these cards are absolutely bursting with taste... Click here to view all the shadows above Innistrad singles and sealed products Today I'm going to count down my Top 8 favorite cards from the shadows over Innistrad, let you know why you should try to pick them up on the upcoming shadows over Innistrad Prereales and talk a little bit about how I see them fitting in Before we get underway, it's only fair (on itself) to provide a small waiver - any evaluation of the new card is necessarily done without the context of the entire format, format, as such there is plenty of room for error as previously unseen synergies arise, or apparently powerful maps turn out to be irreproducible, but the popularity of a particular response. All this is a very complicated way of saying that not only would I be able to leave with some of my scores of new cards, I would be shocked if I didn't have a few new cards completely wrong. Either way, these are cards that I will do my best to trade as soon as we all start copying open our packages next weekend, and the ones I recommend you try to get your hands on as well! So, with my pre-emptive excuse for tinnitus, let's take a look at the Top 8. In fact, before that, let's mention it here... TRISKAIDEKAPHOBIA Click here at Triskaidekaphobia prices is not a remotely playable card in any competitive format, but who cares? Take a look at this! This part of the design is so beautiful that I can't help but rejoice that it exists, although the effect is probably worn out by the time I open my thirteenth copy (in my fifteenth booster pack). All these sets of thirteen in art are fantastic. The fact that both provisions use thirteen words is fantastic. There are actually thirteen uses of number thirteen on the map... I love it. Although I can't help but regret for any players out there that actually suffer from triskaidekaphobia... In fact I suspect that this set will probably sell out pretty badly among the heavily phobic community. Obviously, the majors miss the Masters marketing department. Anyway - in, as they say, at number eight: 8. DECLARATION In STONE Click here at prices latest in a long line of white removal spells with a flaw, Declaration in stone is not swords plowshares or the Path to Exile, but exiling any creature for just two mana remains a lot. The downside is significant, however, so I would caution against putting this in control deck as you can't afford to be 2-for-1'ing yourself very often - but in more aggressive decks, it's fantastic how you hope to put enough pressure on your opponent that the two mana investigations constituted a significant loss in pace. The fact that this has an incredible utility against token decks pushes it into a clearly playable bracket for me. There are a few cards already defaced that create a bunch of tokens or encourage you to find ways to make them (Westvale Abbey in particular stands out) and get punished by opponents who've sunk a ton of resources into churning spirit or human tokens of great little recycling. It is also worth noting that in general the removal of spells in the standard is quite a bit stronger and more effective than the creatures they will kill, and that encourages players to either play creatures, resistant to removal (of which there are relatively few), or try to go go to reduce the effectiveness of removal against them. The Declaration in Stone has the potential to punish both approaches. Check out the latest preview cards, prices and pre-order here! Don't be fooled by the downside - it's a very real map and I'd be surprised if it didn't originate a decent amount on the top tables across the country. 7. EVER AFTER Click here for prices It just smells of value. And the decaying flesh is presumably, but mostly valued. One way to make your creatures resistant to removal (something I suspect will be very necessary in the coming months) is to use creatures with great goes-to-combat effects like Goblin Dark Residents. So even if they die immediately, you will make sure you card (or some other beneficial effect) to the bargain. And what better way than to get the card advantage once? Getting it in half. Ever After feels like a card that should shine in grindier match-ups. Rebuy two dark residents, or get a second use of Sidisi, the undead vizier is already a huge value, but getting the creatures themselves back while making it a deal. And while six mana is definitely a lot, the potential impact on the game is more than enough to justify the cost. I can imagine this card leading to a lot of sick value plays, and as long as I'm the one making them, I'm all for it. 6. ANGUISHED UNMAKING Click here for prices, of course, a map like Ever After gets much worse if your creatures never hit the graveyard. Excruciating unmaking is a pretty effective way of making sure they don't. The expulsion is likely to be extremely relevant in the new standard, not only because of the cemetery's synergy from the new set, but because of old maps like Deathmist Raptor and World Breaker as well. Three lives is not an inappropriate cost, of course, and it's not a map that you can just throw four into your deck and call it a day as a result, how playing too many of them is likely to lead to a dangerously low overall life - but in a format where removing creatures is plentiful, but, importantly, effective removal of planeswalker is lacking, it's a map that I expect to see very much. So with all this great removal running around (remember that Ultimate Price, Grasp of Darkness, Fire Impulse and Roast will all be in format) and if exile ensures that Ever After won't always cut it, how else can we play our creatures? Well, fast... 5. OLIVIA, MOBILIZED FOR WAR Click here at prices The last time we saw Olivia Oldlaren, she swam around her manor, louchely sipping a glass of what is probably not red wine. She doesn't wander around these days. This is what a blood hangover will do for you, I think... It is pretty clear that the wizards want to push the red-black vampires as they go to deck of the new standard, and they provided a lot of support. Olivia, mobilized for war lets you get out of the gate on on huge pace, not only letting you give up the outlet for your incorrigible youth, but even pumping another creature at the same time. Olivia can create some incredibly fast starts for the agro deck and even bypasses the legendary issue somewhat, allowing you to drop excess copies for value, meaning that she's easy enough to work like four. How well Olivia ends up being will depend heavily on how good Madness Vampires herself end up. Drop points there, whether the 4/3 rush for 3 provides a strong enough punch to blow through the removal and blocker-heavy format that will be the key. Between Olivia and Falkenrath Gorger it shouldn't be hard to consistently turn on Madness so it's whether the payout cards can pick up the slack that will determine whether the red-black vampire has the chops to be a standard staple. I certainly won't bet against it. Watch out as well for a spicy reprint Lightning Axe - five damages for one mana lot if you can consistently turn the flaw into an advantage. 4. EERIE INTERLUDE Click here for prices Maybe I just love the value of that too much, but this card really interests me. Ghostway - an old map that is strictly a better version - is already a big favorite of mine and there are still quite a few creatures with interesting enters-in battlefield ability to abuse this time around. Just imagine shooting this with a boards full reflector mages. Or Goblin Dark Residents - who can immediately fire it for the second time for double the cost. One flicker can go an awfully long way. I even imagine casting this with a dos, full of allies and a Calastria healer or two. There really are quite a few ways to abuse this if you dig deep enough. Of course, to really abuse it you need some creature that can return it from your graveyard to yours to do it over and over again... Oh, hello, Obsessed Skaab, for a moment forgot about you... Bending an otherwise unexciting Magic Origins zombie in two purposes by Eerie Interlude sounds disgustingly good, and if there's a built-up worthy shell that supports it, you can bet I'll find it. It's also worth noting that it's already been pretty cool Ghostway in the modern that put up the odd good result, and now that it can run up to eight cards with this effect, it's possible it could spike to level one at some point. Keep an eye on this - it's a modest map, but it can just go a long way. 3. SHADOWLANDS Click here for a pricey look, I admit that Double Lands are not the most interesting cards in the new set. They are rarely going to do something new or unexpected. They are not teeming with taste or rewrite the set of design rules. But they'll fix your mana, and nothing does it, then how do you expect to throw all those sweet new cards in the same deck as well? Think of double lands as both a little bit like the guy who cleans your drains. You don't really care about his name, but you're very happy that he exists at the end of the day. I admit that building manabases with these for a new standard has given me migraines so far. Battlelands include them - but that doesn't help Battlelands come into play unused. And no set of lands wants much to do with the enemy-colored earth creature. It's all a bit puzzling, but certainly sharper minds than my soon-to-crack code - and I'm sure the tricolor manabases (especially in the shard combination) will be completely viable after the rotation, even if I don't have the numbers exactly right just yet. Oh, and I'm adamant the root for them will be called Shadow by the way. The shadow sounds cool. That was the title of a pretty decent Ryan Adams song too, though I admit it doesn't add much to the argument. I mostly prefer Shadowlands because Handlands, the other apparently popular proposition, is rubbish. I appreciate that technically this is just my opinion, but it is also a fact. 2. ARCHANGEL AVACYN / AVACYN, PURIFIER Click here at prices Do you know what else is the fact? Archangel Avachin is amazing, it's a fact. Meaty flyers are already good, but Avacyn is much more than just a spicy Serra Angel. If you have Avacyn and five mana available, your opponent just doesn't get anywhere in the fight. If they attack, they will probably get their board destroyed. If they don't attack, you get to reset 4/4 in the game and start smacking them in the face. Good players rarely go into five open mana for fear of this card, but it's a bit like a collected company in the current standard environment - you may know it's coming, but that doesn't mean you can do much about it. Then there's the downside. If you can donate one of your own creatures, then you often get to destroy the enemy board and even more flyers in the game. Nantuko Hask even helpfully eats your weakest being, experiencing a human being, and by now no one has any illusions about how good Hask can be. You don't have to try too hard to build around a pair of cards as good as those, and if your opponent doesn't have an immediate answer, they are in a world of trouble. With victim points galore, I would be very shocked if Avacyn didn't find a house that allowed you to abuse both sides of the card for maximum effect. Oh, and if you happen to open one of these in a limited way, then congratulate in advance on all your wins... 1. ARLINN KORD / ARLINN, EMBRACED BY THE MOON Click here at prices In my last article I reviewed four new planeswalkers in the shadow of Innistrad and gave Arlinn Kord a pretty glowing score. My opinion hasn't changed in the last week. Anyway The more decks I project with her, the more excited I sleeve it up and come to work. She just does everything! It protects itself and raises your board. She's deleting the spell, if not immediately. It pumps your team when it's big, and lets the newly thrown creatures hum in a ton of damage when it's not. It's hard to find a scenario where you play creatures and Arlinn Kord together and it goes bad for you. It bears some resemblance to Gideon, an ally of the , but trades a bit of crude energy for much greater flexibility. Every sensible counter-game arlynn is covered in her suite ability short of excruciating unmaking - and even that leaves the wolf behind. I'm willing to put almost any money on the line that I play pretty much this card for the next eighteen months - and that many of you guys and girls will do the same. That's all for my Top 8 list this week, but I'll be back very soon really with another one - my Top 8 Least Favorite Card. Because if there's one thing a high-opinion Magic player like, as I enjoy more than salivating over exciting new cards, it's moaning about those that I don't like. In the meantime, enjoy brewing for the new standard - and if you think I missed any cards that deserves a mention, then please let me (and other readers) know in the comments below! Click here to view all the upcoming Magic: Gathering UK prereleases and events Thank you for reading, By Matt Gregory Gregory

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