Hello and welcome to the second article in “The Exiled Zone”. I thought that seeing my last article was a mere introduction that I’d write a full one for you today! Hopefully I won’t bore you overly much on the battlefield and with any luck activate your thinking brain and smile.
In other words, in this first segment of the article I will be discussing the Magic 2010 rule changes that have been recently forced against us. After that I will go into depth about my Jund Cascade Aggro deck so be ready for a large and entertaining read.
I remember the morning when I turned on my computer and checked the Daily MTG website for any important Magic news when I saw it. It! The Magic 2010 Rule Changes! Woe is me!
I’m sure you’ve all seen them, and I’m sure you all hate (most) of them. Here are my thoughts on some of the more interesting aspects.
Now we simultaneously mulligan:
This doesn’t very heavily effect me as I play mostly at FNM’s and such but I know how infuriating it is to have to wait for your opponent to mulligan, then mulligan again as you flick your eyes back and forth from the game-timer and his pile shuffling. Its absolutely pointless.
At a casual level, where you will most likely mulligan simultaneously (at the same time as your opponent) you know that its not difficult to keep an eye on your adversary whilst shuffling. Its pretty easy to spot your opponent stacking a deck me thinks, which seems to be the only reason I can see for them not having had concurrent mulligans. If you know otherwise, comment below.
This I think is a prudent and obvious rule change which I’m sure many, many people are relieved and happy about.
I personally salute Wizards of the Coast for this. I have taken to the terms as the name of my series shows and think it’s a great idea. The old terms were so stale, so bland.
Just compare the pair:
I play Godsire or Godsire enters the battlefield.
Its sounds so much better and adds so much flavor to the game. The only thing I would change is I don’t like the word ‘enter’ being in their. I really can’t imagine a soldier simply entering the battlefield, its not like it has a door or certain boundary. I’d change it to something like:
Godsire is summoned to the battlefield.
But, perhaps that’s just me.
I like the ‘Exile’ term even better! ‘Removed From Play’ doesn’t only somewhat confuse new players but it leaves nothing to the imagination. Magic isn’t just a card game; it has whole storylines and flavor behind it and ‘Remove From Play’ makes it seem like just a card game. Actually, more like just a rectangular shaped cardboard game.
Once more, compare the pair:
I remove from play Godsire or I exile Godsire from the battlefield.
I officially can’t wait to abuse these terms at the M10 prerelease!
I won’t go into much detail about the other terminology terms, but to ‘cast’ a spell makes sense and once more defines Magic from just a rectangular shaped cardboard game. To play a spell seems just that – playing around, playing a card. But, to cast a spell seems more real and fun.
It would be awesome if one day we won’t be just playing lands but capturing lands or traversing lands.
It just makes since to ‘activate’ an activated ability and to ‘trigger’ a triggered ability as well.
Mana doesn’t burn you anymore:
I think this is a pointless change. Basically, on their website they state that most new players don’t even know about mana-burn. So? Most new players don’t know that a 1/1 kills a 9/1 when its blocked until they are taught about damage. If that is their only reason, then why not just make sure it is clear that mana-burn exists on those miniature rule sheets you get in tournament boxes and intro-packs?
Many cards either become pointlessly good or bad because of this:
Cards that benefit:
Braids of Fire
Cards that get worse:
Now, you might think, why is this bad? There are much more cards that benefit than cards that get worse.
But that is my point exactly. It dumbs the game down. No longer do you have to worry about that Manamorphose mana-burning you, just play it and even if you don’t draw into something you can play with that two mana, it doesn’t matter. Totally unnecessary, we are trying to keep this game more intellectually than Yu-Gi-Oh are we not?
Combat damage got exiled from the stack:
I could rant on this for a very long time, but seeing I still have a lot to about in this article I won’t. This officially marks the end of Mogg Fanatic combat trick joys. The complexity of Magic is what drew me from my old and foolish days of play Yu-Gi-Oh. I used to think that game was the bee’s knees in terms of strategy and that’s why I loved to play it – then I took a look at MTG and saw how much more complex it was, how the intricacies of the rules applied so much to real life.
It wasn’t long before I fell in love. And now what? No more mana-burn, no more damage on the stack? What are they trying to do with this game? There are too many cards to list that get worse from this rule change.
Deathtouch and Lifelink are static:
This is not as major as the previous two changes, and could quite possibly be a smart and more sensible move. Although, the casual side of me can’t help but miss multiple instances of lifelink.
I remember only recently I was running a fun Bant deck with a Lifelink side theme in terms of Rhox War Monk, Battlegrace Angel, Behemoth Sledge and Cradle of Vitality.
It was great to have all four of those cards out (add Rafiq to the lot!), swing with Rhox (equipped with Sledge) for incredible amounts of life-gain, then tons of pumping due to the Cradle. It always brings a smile to my face.
Well, that sums up my sum up of the rule changes. Lets proceed to my Jund Aggro Cascade Deck:
4 Bloodbraid Elf
4 Putrid Leech
4 Rip-clan Crasher
3 Boggart Ram-Gang
2 Hellspark Elemental
2 Sygg, River Cutthroat
4 Bituminous Blast
3 Colossal Might
3 Jund Charm
Strategy: The basic strategy of this deck is to beat in hard and early. It can be extremely quick and effective and with Bituminous Blast, Terminate and Jund Charm its easy to clear the board so your Putrid Leeches and Bloodbriad Elves can get through. Which leads me to the Cascade aspect of this deck. Bituminous Blast can save you from many a situation, blasting away their Plumeveil and cascading into that Bloodbraid Elf or Boggart Ram-Gang you need to turn the game around. Bloodbraid Elf is like smashing your foot down on the car accelerator. The game might be off to a relatively slow start but then BANG and Bloodbraid into Boggart Ram-Gang and swing!
Colossal Might: I swap this card out for Maelstrom Pulse against Tokens and mirror-matches but I like this card so much against non-aggro decks. It ruin Twisanity and combo decks and can really win you the game from turn three! Although, its probably not long until I’ll inevitably have to trade these for Pulses though.
Sygg, River Cutthroat: This has great synergy with the rest of this deck. Almost every turn I’m dealing three damage, even by just dropping down an Anathemancer. It gives a deck like this, which really can run out of gas a cheap Petrol Station.
Rip-clan Crasher: A lot of people would run Jund Hackblade over this but seeing as though I run no one drops, Hackblade will never have haste the turn its played. Rip-Clan Crasher will always have haste turn two. Alternatively, I could run Hackblades and Borderposts but Borderposts are terrible to cascade into. Terrible.
This deck is extremely fun and extremely effective. It can rip to shreds almost any deck and especially slow combo decks and control decks (who hate it when I Bituminous Blast their Plumeveil and cascade into terminate)! I highly recommend it.
Well, this is the end of the second article in “The Exiled Zone”. I really think I need a signing off line. Hmmm……
Exiled from the Battlezone,