Is Final Fantasy a dud Magic TCG set?

First, my apologies for that complete click bait title! I doubt that anyone will call the upcoming Final Fantasy set for Magic: The Gathering a failure (or they will be very few and far between). It has already become the best-selling Magic set of all times and it is still not out for another couple of weeks! I expect that this alone will be enough for Wizards of the Coast to call it a success.

For anyone living under a rock, Final Fantasy is the first Universes Beyond set that will be Standard legal. It comes with an army of fans that have followed the video game dynasty that goes all the way back to 1987! That interest alone has shone a new light on this family’s favourite game and brought waves of new players.

Add in Commander sets, the “Through the Ages” bonus consisting of 64 reprints that have been given a Final Fantasy treatment (including the return of Dark Confidant to Standard) and a number of Secret Lair sets, and this is shaping up to be a massive release for the game. 

So why that title for this post? Simply put, Final Fantasy is not connecting in this family. First, let me set the stage a bit. It starts with the fact that none of us are Final Fantasy fans (please, no hate mail!). I was not a console gamer in my youth and so missed the early games. I remember the hype and noise each time a new installment came out but never played. Similarly, the boys never got into the game despite they growing up with gaming consoles in the house. I’m not sure why but there it is.

Back to why I’m calling it a dud. It starts with my disappointment that Universes Beyond Magic sets are now becoming Standard-legal. I’m just not keen on seeing cards of this set in upcoming Standard games. The boys are equally unimpressed by the set. Like me, they are not familiar with the lore. The art, what initially got Noah into the game so many years ago, is not connecting with him.

The cost is not helping. A Final Fantasy Play Booster box is going for CA$249.99! The Commander decks are selling for CA$549.99 for the set of four and none of them sell for less than CA$120 individually. A single Collector Booster pack is selling for CA$94.99 – That’s over CA$6 a card before taxes! A Collector Booster box is going for CA$1099.99! Note that all prices are from Face to Face as of the day I published this post; 401 Games is slightly cheaper and has a better stock situation at the moment.

Even the pre-release events are more expensive (no surprise given the set prices) than usual. At CA$67.50 per person, this is a more than 30% increase over the recent pre-releases which had cost CA$50 or so. With the tradition that Papa pays for these, this gets to be pretty pricey!

All right, I still have not said why I’m calling the set a dud. Simply because there is no interest in this set in this household. I think I will be the only one going to a pre-release event – I love these events. Noah is emphatically saying no at the moment and Christian is on the fence due to lack of interest and possible work shift conflicts. When was the last time we missed a pre-release out of a lack of interest? Never ever since we started!

Our disinterest is extending to a communal decision not to buy a Play Booster box of the set. This is a long-standing tradition for us and the fact that we are deliberately skipping it is another Has-not-happened-in-a-long-time kind of moment.

And last of all, these Moogles and Chocobos look like they belong in the Pokemon world rather than Magic! And this is from someone who initially thought Bloomburrow might be too cute for Magic!

It is increasingly looking like there will be very little Magic for us this summer (aside from hopefully our regular games). And this is particularly sad because Noah is headed out of province for university at the end of August. It definitely feels like the end of an era! And while I cannot blame Final Fantasy for this, I can certainly blame it for it wiping out one of my favourite family traditions. At least until Edge of Eternities comes out this fall!

Drop us a note and let us know your thoughts!

Pioneer finally coming to MTG Arena

Wizards of the Coast this week announced what many had expected for some time now: Pioneer is coming to  Magic: The Gathering Arena later this week. On Saturday, May 10, the Explorer format will bow out and Pioneer will take its place with the introduction of 11 new cards.

We knew that, one day, we would retire Explorer and replace it with Pioneer, a change we would implement once we got all the relevant cards onto MTG Arena. We have closely watching Pioneer and believe that we have achieved this goal. Out of 411 distinct competitive Magic Online decklists played in March, Explorer was only missing seven cards found in those decklists.

Pioneer launched back in late 2019, about a year after MTG Arena launched in beta. Whereas the Modern format includes cards from Eighth Edition onwards, Pioneer limits itself to sets released since Return to Ravnica. Wizards launched Explorer in 2022 as a digital-only format that was very similar to Pioneer but lacked many of the key cards of the latter format. The gap narrowed gradually with new set releases, including the recent Pioneer Masters.

To be accurate, it should be noted that Arena’s Pioneer format does not include all Pioneer-standard cards – There are a number missing (about 2,000 in fact) but none of these appear in more competitive decks. According to WOTC, they did ask their Arena Championship players about any missing cards and were told by most that there were no “major misses.”

The new cards to be launched to turn Explorer into Pioneer are:

  • Battle at the Bridge
  • Borborygmos Enraged
  • Encroaching Wastes
  • Kazuul’s Toll Collector
  • Magmatic Insight
  • Nissa’s Defeat
  • Rakdos Charm
  • Roast
  • Sanctum of Ugin
  • Triton Shorestalker
  • Warping Wail

I’m all for this move. It eliminates a digital-only format and improves parity between digital and physical formats. While the absence of some 2,000 cards is bound to upset some deck brewers,

I don’t play a lot of Explorer on MTG Arena but have been steadily playing more and do have a ExplorerPioneer version of my Orzhov Cleric deck in Arena. There are about 40 Cleric cards in those cards still missing in Arena but I’m not sure that they would materially impact my deck.

Read more: Announcing Pioneer

Is May 10th marked on your calendars? Drop us a note if it is.

Spider-Man Through the Omenpaths

Another decision by the company behind Magic: The Gathering had me scratching my head this week.

Wizards of the Coast this week announced that its Marvel’s Spider-Man Universes Beyond set will not be available on Magic: The Gathering Arena or Magic: The Gathering Online when it launches in September. The company went on to say that it will instead launch its “first Through the Omenpaths set” on September 23rd (a few days ahead of Spider-Man’s official release).

Say what? Are we really getting two sets in September? Well, yes and no. Here is how Wizards explained it in a short announcement:

Through the Omenpaths releases will be digital sets that are Universes Within versions of Universes Beyond sets that otherwise wouldn’t be coming to digital Magic platforms.”

So, yes, we will get two completely new sets in September. But they will be mechanically identical. The only difference will be that the Through the Omenpaths sets will feature different card names and art – And it will only be available digitally. Meanwhile, the Spider-Man set will only exist in a paper version.

To be fair, there is already a bit of a precedent for this. Wizards has duplicated cards in at least two scenarios I can think of. Ikoria: Lair of the Behemoths came with a set of Godzilla cards that were re-branded versions of existing cards. Here are two examples:

Second, The Secret Lair: The Walking Dead cards received a similar treatment. Wizards released Universes Within equivalents some time after the original cards came out.

What is new here is the distinction between paper and digital sets. Building a deck that spans both will require you to match the paper version of the card to its digital equivalent, a differently named card.

Despite my persistent reservations about Universes Beyond, particularly given that new sets will be Standard-legal, I am excited about the upcoming Marvel sets (I grew up on comics and Spider-Man is still one of my favourite superheroes). I still don’t see myself building a deck that will mix these with Universes Within cards but I do see myself building Marvel-only decks. Now comes the extra wrinkle: Converting such decks to Arena will be a bit of a pain as I will need to match each card to a new set of corresponding cards. As they say, this is a first-world problem.

The reverse is the more frustrating scenario. I can imagine a scenario where I will build a digital deck and find myself wanting to build it in paper for an in-person event. I already know that I will get annoyed when I find a Universes Within card that translates to a Spider-Man card in real life. What then? Knowing myself, I expect that I will not build that paper deck and throw shade at Wizards for what is in my mind a terrible decision. Along with confusing and frustrating players, this is driving a further wedge between paper and digital play (another being Alchemy cards).

There is another wrinkle in this story. Not all Universes Beyond sets will receive a digital-only Through the Omenpaths equivalent. Wizards has confirmed that both Final Fantasy and Avatar: The Last Airbender are coming to MTG Arena and Magic Online.

Wizards provides no explanation as to why the Spider-Man set is so far the only one in getting this treatment. But my guess is that it is related to licensing limitations either imposed by Marvel (to perhaps avoid confusion with its Marvel Snap digital game) or because the two companies could not come to commercial (likely monetary) terms on digital rights.

I fully recognize that not everyone feels the same way I do about Universes Beyond sets. Noah for example has no problem with building decks that mix all these universes together because, in his mind, the game transcends the visual and narrative. But I see an ongoing slippery slope of short-sighted decisions that continue to erode what Magic is and its distinctive voice.

If there is a positive in this news, it is that I will hopefully run into fewer Universes Beyond cards when I’m playing digitally. Too bad it could not be the other way around.

Feel free to drop a comment below and share your own thoughts on this.

Playing some Family Magic in The Bahamas

A deck of Magic cards is never too far when the family travels. Our latest family trip, minus Christian as his schedule prevented him from joining us, was no exception. It got me to thinking that I should maybe list out where our Magic decks have been.

Our latest vacation took us to the Bahamas. I won’t bore you with all the details but it was a lovely trip. The beach where we stayed was stunning. Unfortunately, strong winds over the ocean meant that we could not go swimming in the sea for two of the days we were there due to the strong undertows.

As happened with another recent trip, bringing Magic cards with you does mean that you should prepare for a little extra scrutiny when going through airport security. I guess that a Commander deck into an Ultimate Guard Boulder looks quite unusual when going through the scanning machine. And so our bags got pulled for a closer look. This also happened on a skiing trip Noah and I did to Whistler a couple of years back. Interestingly, the same did not happen when we left the Bahamas. Maybe the person manning the scanning machine was a Magic player himself and recognized the odd black square on the screen as a Commander deck.

While the opportunities to play were limited, Noah and I did manage to squeeze in one game one evening. His upgraded Warhammer 40K Necrons deck, led by Imotekh the Stormlord, went up against my unmodified Zinnia, Valley’s Voice deck from Bloomburrow.

Noah wisely took out his (there is a story there for another time) Mana Crypt before the trip, recognizing not only that it was a pricy card but also that it was now banned in Commander.

It was a closely fought affair but the Necrons prevailed as they have so often done in the past thanks to the ever-growing wave of Necron Warrior artifact creature tokens. I had started strong but not being able to shut down his token generating engine meant that I soon lost my early advantage. It was at least not the crushing rout Ruhan suffered during our last trip!

Sadly, there was no opportunity for other games as the trip was quite short and there were too many other things to do.

Our decks have travelled with us on a few other trips but I have not really tracked our world Magic experiences in the past. I will try to do a better job of it going forward.

Tarkir: Dragonstorm Pre-release recap

You may recall that Aetherdrift did not impress the boys and I. It was another of those sets where some familiar characters were forced into a tropy setting, one that really did not resonate with us. Fortunately, the following set held more promise. And it has finally arrived: Tarkir: Dragonstorm pre-release season is upon us (if only for a week).

Why the excitement? It is the return to a somewhat familiar plane. When the boys and I first got into Magic during Battle for Zendikar, both boys also purchased packs from some previous sets. And two sets in particular were quite popular. And where were these set? Surprise, surprise, they were the Tarkir sets. When Wizards announced the return to Tarkir, there was much rejoicing in this house. As for me, I like that this is a solid set that, like Foundations or Bloomburrow, plays like a traditional Magic set.

Unfortunately, Noah once again had to miss out on Pre-Release, this time because of his participation in the school musical (Footloose this year!). So, Christian and I headed off Saturday morning, chatting about which clan we would choose. Christian was set on Mardu while I settled on Abzan.

My six packs, including the seeded one, pretty much locked me into Abzan. My promo, Revival of the Ancestors, was also an Abzan card (Christian ended up with a Jeskai promo). My blue was weak except for Taigam, Master Opportunist. My Red pulls left me equally uninspired and I stuck to my original plan.

Deck building felt good. I cut blue and red with no hesitation and set to building my Abzan deck. Along with my promo, I threw in Felothar, Dawn of the Abzan (could I play Abzan without its lord?) and Skirmish Rhino as a tribute to the old Siege Rhino. A few dragons and some good removal and I was ready.

My first match was a fairly evenly matched affair. Good fun!

In the first game, my opponent’s deck started a bit faster but I was able to catch up and we traded damage fairly evenly through the first turns, quickly ending up in single digits. Omens proved quite useful for me, helping with mana ramp and card draw. Removal played an important part in both our decks, keeping the creature count low. A string of three lands in a row late in the game changed the tone of the game, leaving me on the backfoot, unable to either remove his creatures or cast new ones of my own to replace those I was losing to his removal. In the end, that run of lands left me with an empty board and no answers to the damage coming in.

Game 2 started more strongly for me, especially after my opponent milled two of his removals, looking through his library for a threat. Again, the omens helped early in the game. While he started on the backfoot, he was able to catch up. Renew helped turn the tides for him, particularly his Qarsi Revenant, along with a few other Deathtouch creatures. We once again found ourselves in low single digits but it was his game in the end.

For my second match, I found myself relegated to the last table of our LGS where I met my next opponent.

I handily won the first game against a 4-colour deck. My opponent claimed to be playing five colours but I never saw a red land. If her strategy was indeed five colours, this first game would have been very frustrating. We talked as we shuffled up for the next game and it sounds like she just ended up with a pretty janky pool that really did not come together. I hate those kinds of days.

Game 2 was another decisive win but not for me. I went deep into the game without any White mana and a full hand of cards calling for White. With little else to cast, I had to discard cards for several turns, frustrated that I otherwise had a solid hand. On her side, my opponent pinged me for at least 1 from her second turn (and later 2 from each creature as counters entered the game). It was enough to whittle me down to the point that even when White showed up, it was too late. She was definitely pleased to pull a win out with her jank.

Fickle luck decided to smile on me again in the third game and everything lined up nicely for a quick win.

Mardu was a popular choice at our LGS and but it was only in my third match that I faced off against it.

The first game went long and was a very close affair. Removal and lifegain helped me weather the token storm. This was a fun game where my opponent kept attacking as “that is the Mardu way.” Qarsi Revenant (again!) certainly made it an interesting game. Using Renew to give another creature a flying counter, a deathtouch counter, and a lifelink counter when it dies is a pretty nasty little trick. Fortunately, between my own flyers and my removal, I was able to win the first game.

Game 2 started with my opponent taking a mulligan. From there, things did not improve for her. Two removal spells ended up in her graveyard shortly after while my own kept her in check. I was able to establish a solid board presence and was able to hit for damage consistently.

One card that really helped contain her threats was Arashin Sunshield, which can tap enemy creatures. I simply used it on her turn to control her biggest threat until I finally was able to permanently remove it. She never really recovered and I won the match 2-0.

It was nice to end 2-1 after the pretty horrid stretch I’ve had in recent pre-releases.

In general, I was pleasantly surprised by the Omen mechanic. I used them early in the games and was lucky enough to have them pop back into my hand a couple of times afterwards allowing me to then use the more expensive creature side. Definitely more flexible than I thought although they may not be as useful in larger decks where there is a smaller chance that they will reappear.

And one last thought. I wish the MTG Companion app would let you see your match history. It was something you could do back in the DCI number days. I would have liked to be able to see my standing before the event closed out.

Anyways, a good set and a fun pre-release…

Transform Your B01 Standard Orzhov Cleric Deck with Tarkir: Dragonstorm Cards

Pre-release events for Tarkir: Dragonstorm start next Friday! That means that previews for the newest set are done and it is once again time to take a look a closer look at the set and see if my kindred Standard B01 Orzhov Cleric deck will transform into a first tier deck.

Last time round, Aetherdrift only brought two new Clerics to the table. Tarkir: Dragonstorm will easily outdo that, offering up six new Cleric cards for consideration. So let’s see what we have to work with. One, Severance Priest, is immediately out because of the Green pip pip in its mana costs. That leaves us with five to review.

Abzan Devotee is a common that could prove useful when it comes to mana fixing. For , we can add either a White pip or Black pip to the mana pool (you could tap for Green pip but it would not be not very useful in this deck).

Unrooted Ancestor is a card that I may try to get into the deck. The challenge is that the current deck is not built around sacrifice. Add Krumar Initiate to the mix and there is now a way to generate cheap Spirits that could power this card. It does require both cards and only generates one spirit per turn.

Maybe I should add Krumar Initiate to the deck and skip Unrooted Ancestor for now. I can use the Spirits for offence and defense instead of sacrificing them. I’ll start there and see if the card cranks out enough Spirits that I could then consider sacrificing some of them. Krumar Initiate also has a bit of synergy with Essence Channeler, giving it flying and vigilance as I lose life.

If you’ve followed this blog long enough, you know I like big creatures. Loxodon Battle Priest is not only one of those but it also can help me grow other Clerics into bigger ones. Is there anything better than a beefy Cleric swinging at your opponent? It is pricey though.

At first glance, Venerated Stormsinger looked like an automatic add. Then I re-read the card a bit more carefully. Sure it generates a 1/1 red Warrior each turn; but it’s only one per turn and it gets sacrificed at the next end step. So, that 1/1 will start to lose value as the game goes on and bigger threats emerge. The additional life trigger is not bad but still feels like less than it promises.

Time to see what I can cut to see if Krumar Initiate and Loxodon Battle Priest. My first choices are Metropolis Reformer and Infernal Vessel. That gives me four slots to work with. I think it will be a straight swap.

As far as non-creature spells, I will take a closer look and see what makes sense. Smile at Death caught my attention as I took a first glance through the list. It would let me return my Clerics to the battlefield given that I don’t have a lot of protection and they tend to die quickly. But two other cards caught my attention despite not going into this deck. Elspeth, Storm Slayer and Ugin, Eye of the Storms, definitely look like good fun. Ugin in particular could finally convince me to look at a colourless Commander deck. But that’s a topic for a future post.

As far as lands are concerned, nothing really jumps out. Many are focused on the three-colour combinations aligned to the Dragonstorm clan wedges. I may look at Dalkovan Encampment and Great Arashin City as they do give me an advantage over regular lands but at the cost of entering tapped. Not exactly a strong proposition!

So here is the deck that I will start to play with as soon as Tarkir: Dragonstorm cards are in my hands or on Arena!

Deck:

Deck:

  • 2 Go for the Throat (BRO) 102
  • 2 Anointed Peacekeeper (DMU) 2
  • 2 Fell (BLB) 95
  • 3 Evolved Sleeper (DMU) 93
  • 3 Shadow-Rite Priest (DMU) 106
  • 2 Loran’s Escape (BRO) 14
  • 3 Essence Channeler (BLB) 12
  • 2 Elas il-Kor, Sadistic Pilgrim (DMU) 198
  • 3 Phyrexian Missionary (DMU) 27
  • 3 Annex Sentry (ONE) 2
  • 3 Preacher of the Schism (LCI) 113
  • 2 Roaming Throne (LCI) 258
  • 2 Cut Down (DMU) 89
  • 2 Krumar Initiate (TDM) 84
  • 2 Loxodon Battle Priest (TDM) 15

Lands:

  • 2 Cavern of Souls (LCI) 269
  • 1 The Dross Pits (ONE) 251
  • 2 Fabled Passage (ELD) 244
  • 1 Forlorn Flats (OTJ) 258
  • 1 The Fair Basilica (ONE) 252
  • 2 Scoured Barrens (NEO) 274
  • 1 Valgavoth’s Lair (DSK) 271
  • 8 Plains (THB) 250
  • 6 Swamp (THB) 252

Sideboard

  • 2 Grand Abolisher (BIG) 2
  • 1 Skrelv, Defector Mite (ONE) 33
  • 1 Pest Control (BIG) 22
  • 2 Lay Down Arms (BRO) 11
  • 1 The Witch’s Vanity (WOE) 119
  • 1 Sanguine Evangelist (LCI) 34
  • 1 Zoraline, Cosmos Caller (BLB) 242
  • 1 Leyline Binding (DMU) 24
  • 2 Liliana of the Veil (DMU) 97
  • 2 Virtue of Persistence (WOE) 115
  • 1 Moonrise Cleric (BLB) 226

Duel Commander: Commander for Two

I am primarily a casual Magic: The Gathering player. The great majority of my games are played with my sons at home. We do love our pre-releases but only play a few games a year at the LGS beyond those, especially since North of Exile closed. As I’ve noted in the past, our family Magic games have slowed down as the boys get older and start to establish their own lives.

We most frequently play Commander at home as you may have gathered from many past posts. It’s always been somewhat awkward playing with only three of us but it gets even more challenging when there are only two of us up for a game. Case in point: A recent family trip.

But it does appear that I may have discovered the solution; one that does not require us to move to a completely different format. Have you heard of Duel Commander? It’s a two-player version of EDH where you play with 100 cards, including your Commander and 99 different cards that share the same colour identity. Sounds like Commander, right? Well, there are some differences focused on improving the game for a two-player format. For example:

  • The game has its own curated ban list managed by the format’s community
  • You have two win two of three games for the match win
  • You can swap your commander with another as long as it is already in your deck
  • There are no sideboards.

About that ban list: A number of cards are banned as Commanders only. For example, you can have Arahbo, Roar of the World, Edgar Markov or Winota, Joiner of Forces in your deck but none can be your Commander (There goes my Arahbo deck unless I modify it for another cat).

As with other two-player Magic formats, Duel Commander does not rely on politics and negotiations for you to win the game. Much as in other two-player formats, your deck either has it or it does not – no amount of wheeling and dealing is going to save you here. Whether that’s a plus or a minus is up to you to decide.

Duel Commander has been around for some time. Early versions date back to the early 2000s and the Duel Commander Rules Committee (all volunteers) was established in 2007. It has since then overseen the format, providing regular updates, including the bans as needed. The format may not be somewhat obscure but it is actively supported with the last update coming as recently as January 2025 with regular updates being announced every two months or more frequently if needed.

As far as events, I did not find many but if you’re in France in May, you may want to check out the Team Duel Commander French Cup (Coupe De France Duel Commander en Equipe). It takes place in Saint Aunès, France (near Montpellier) from May 31st to June 1st.

I’ve shared details about Duel Commander with the boys and we are looking at trying it out. The main concern right now seems to be avoiding building more decks as this household is already over-run with regular Commander decks. Given that most of our decks should work as they are, I expect that this will be how our first games will go. If it works and we want to play more, I expect that our competitive spirits will push us to look at decks more optimized to this two-player format.

Lastly, if Two-Headed Giant is your jam, they have rules about how to play it as a non-sanctioned variant. And for those playing online, Duel Commander is officially supported on MTGO (Note: I don’t play MTGO at this time).

More information: Duel Commander official site

What’s better than pulling a Chrome Mox?

Today’s question: What’s better than pulling a Chrome Mox from the new Aetherdrift set?

There are definitely a few answers but my immediate thought when I pulled one was the following: I wish I had pulled this from an actual pack rather than on Magic Arena.

Chrome Mox

The art on the new Special Guest version is pretty sharp but what makes the card desirable is that it is pretty potent (like the other Moxes). It lets you exile another card from your hand as it comes in, giving you an extra mana of the same colour as the card you just exiled. Take a look at EDHRec and you can see that there a few interesting combos to work with.

Given it is not legal in Standard and Explorer and is banned in Modern (and Historic that I typically don’t play), I think its use on Arena will be rather limited – one more reason I wish I had pulled a physical copy as I would look to add to one of my Commander decks.

Anyways, I’ll see what I can do with this, perhaps in Brawl. If/when I do, I’ll post the deck…

Aetherdrift Pre-Release Gameplay: Lessons from My Matches

Aetherdrift did not impress me during previews. There was something about this vehicle-heavy race-themed set that just did not connect with me. The story behind it and the new mechanics, Start Your Engines and Exhaust, did not impress me either. But, a pre-release is a pre-release and the best way to discover a new set. I hoped that my first impressions would be proven wrong.

Unusually, Noah could not make the pre-release as he was at a robotics competition all day. So, Christian and I were the only ones to head off (in fact, Noah left the house earlier).

Cracking my six packs revealed a pool that left me wondering what kind of deck I would build. A first glance revealed few clear bombs, aside from The Speed Demon. All my colours were low on creatures, especially, red and blue. Green was strong on creatures but none were absolute or even near bombs. With the heavy reliance on Vehicles and Mounts, a good pool of creatures was key in my mind. I did pull two Verges so not all was lost as I’m a firm believer that good mana is at the heart of all decks. Not that you’d believe that when I decided to go with a 16 land deck.

I ended up with an Orzhov deck (seems to be my colour pair these days) built around The Speed Demon, two Streaking Oilgorgers and flyers like Swiftwing Assailant. There was plenty of removal to hopefully keep me in the game while I built my board.

My first match of the day was against a Simic deck piloted by an actual content creator (Regular_Zach on Twitch if you’re interested). In our first game, I got to see how Exhaust could work. It proved to be a stronger mechanic than I expected, especially as it kept bringing back the pesky Afterburner Expert.

I also found my deck slow to get started (I had a feeling when I built it) and quickly went down in two games. In the second game, I got to hit Max Speed but it was too late to help me deal with a fierce opponent.

My second game was against an old neighbourhood friend of mine. I discovered in our first game that The Last Ride can be a pretty potent threat. But to be, it does need a bit of strategy and willingness to take some risks. Unfortunately, my friend misplayed it causing it to die when it became crewed. It was only upon rereading the card the next turn that we realized that rather than hitting me for 13, it should have died. We agreed to play on and that I would take the win. The match was a long drawn out but fun affair that left us with little time for our next game.

Back to The Last Ride for a moment. For a single Black pip, you get a 13/13 legendary artifact vehicle. The downside is that it will die if you crew it when your life is greater than 12. But you can still play it before that and use it for card draw while reducing your life to below 13. The lower your life, the bigger the threat. It really becomes a potent foe when your life is low. If you play with your life as a resource, it can be quite the threat but beware as it also dies easily to removal.

Unfortunately, I lost the second game in extra time and we settled for the draw.

My third game was simply ugly. In both matches, I was quickly overrun by a Boros deck built around cheap mana creatures and Start Your Engines. At Max Speed, those little creatures suddenly became bigger threats. In my first game, I could only manage two lands and that hampered my progress and quickly sealed my fate. In the second, I had the lands but my deck’s slow speed simply could not deal with the aggro tempo.

While I ended at 0-1-2 and near the bottom of the standings, Christian found his groove and went an impressive 3-0, losing none of his games! And he managed that with a Boros deck (a combination that he does not play very often).

As for Noah and his robotics competition, his team was eliminated in the first tournament round after clawing back with three straight wins after two losses in the preliminaries.

Next up for us will be the Tarkir: Dragonstorm pre-release. I’m definitely looking forward to this one.

Note: The feature image is again generated by AI.

Aetherdrift Review: Impact on Standard B01 Orzhov Clerics

Time for my usual new set review to see how I might be able to improve my Standard B01 Orzhov Cleric deck. As always, each new set offers the possibility that we can finally turn this deck into a strong Tier 1 competitor. Alas! While Aetherdrift is better than Outlaws of Thunder Junction when it comes to clerics, it’s not by much. Unless you include the clerics in the Commander sets, there are only two new cards to consider.

Of these two, only one is works in an Orzhov deck. A closer look reveals it to be slightly more than a vanilla 2/2. Granted it throws in Flying and ETB lifelink and indestructible trigger but that will not be enough to displace an other card from my current deck.

Samut, the Driving Force is a card with more upside but unfortunately sports Naya colours. As an aside, I’m not sold on Start your engines! as one of the new mechanics of the set. But let me see how the Aetherdrift pre-release goes before I commit to my current opinion.

Taking a look at Clerics in the Commander decks, there are three additional cards. None of them could go into a Standard deck but they are worth a look as I continue to think about a Commander version of my Clerics deck.

Vizier of Many Faces is as Blue a card as ever so it is automatically out.

Priest of the Crossing is less interesting version of Luminarch Aspirant, a card that was nerfed on Arena (to become an Alchemy card). While the stat improvement and Flying are nice improvements, the fact that some of my other creatures have to die to trigger the pump is enough to pass on this card unless I would be hard-pressed to come up with 99 other cards for a Commander deck.

Wizened Mentor lacks any synergy with the deck and is also a hard pass. Maybe in an Orzhov Zombie deck?

All in all, Aetherdrift will certainly not go down as a favourite for Orzhov Clerics. There simply not enough cards and especially good ones.

With no changes with the launch of Aetherdrift, here is the current version of my kindred Standard B01 Orzhov Cleric deck:

Deck

  • 2 Go for the Throat (BRO) 102
  • 2 Anointed Peacekeeper (DMU) 2
  • 2 Fell (BLB) 95
  • 3 Evolved Sleeper (DMU) 93
  • 8 Plains (THB) 250
  • 6 Swamp (THB) 252
  • 3 Shadow-Rite Priest (DMU) 106
  • 1 Forlorn Flats (OTJ) 258
  • 1 The Fair Basilica (ONE) 252
  • 2 Scoured Barrens (NEO) 274
  • 1 The Dross Pits (ONE) 251
  • 1 Valgavoth’s Lair (DSK) 271
  • 2 Loran’s Escape (BRO) 14
  • 3 Essence Channeler (BLB) 12
  • 2 Elas il-Kor, Sadistic Pilgrim (DMU) 198
  • 3 Phyrexian Missionary (DMU) 27
  • 2 Annex Sentry (ONE) 2
  • 3 Preacher of the Schism (LCI) 113
  • 2 Cavern of Souls (LCI) 269
  • 2 Roaming Throne (LCI) 258
  • 2 Metropolis Reformer (MAT) 4
  • 2 Cut Down (DMU) 89
  • 2 Fabled Passage (ELD) 244
  • 3 Infernal Vessel (FDN) 63

Sideboard

  • 2 Grand Abolisher (BIG) 2
  • 1 Skrelv, Defector Mite (ONE) 33
  • 1 Pest Control (BIG) 22
  • 2 Lay Down Arms (BRO) 11
  • 1 The Witch’s Vanity (WOE) 119
  • 1 Sanguine Evangelist (LCI) 34
  • 1 Zoraline, Cosmos Caller (BLB) 242
  • 1 Leyline Binding (DMU) 24
  • 2 Liliana of the Veil (DMU) 97
  • 2 Virtue of Persistence (WOE) 115
  • 1 Moonrise Cleric (BLB) 226

P.S. For fun, I tried the AI generated feature image tool for this post. Is it possible that some Magic characters have six fingers?