As per usual, some cards I want come in immediately after I make a purchase. Still, it's nice to get some of these in the stack (looking at you, Warhammer).
Continuing the theme of the last update, the updates follow several patterns:
There are a few more pick ups I'm searching for (when did Beast Within get hard to find?), but I'm likely letting things sit for a bit while I play and test. Thanks as always to SuperTainted for the conversation and suggestions!
Edit: of course, I missed one change - Mavinda, Students' Advocate > Bladewing, Deathless Tyrant; less repetition of spells, more big, hasty, flying death.
Title says it all - it's time to start updating after finally getting a 3-player game of this in. A few thoughts from the session:
Next steps are moving further down these roads, while also upgrading cards (here's hoping some of those Warhammer cards start showing up in my store). A few of the removals are personal faves, but they start to hinder the experience at a smaller stack size (Phage the Untouchable, Maze of Ith, Mindslaver). Always more to do!
And of course - there's always one.
And the finale - threats. The beating heart of T4, the monsters and monstrosities that begin and end a match. These are where speed and impact come in - the game needs to end at some point, so the more effective and numerous our threats are, the more likely they can close things out.
The removals are those that don't follow that simple principal - the dumb beef that needs a whole turn cycle to connect (e.g. Sphinx of the Steel Wind, Autochthon Wurm), slow building advantage (e.g. Sandwurm Convergence, Baneful Omen), or items that require additional help to bring things to a close (e.g. Rogue's Passage, Vicious Shadows).
In truth, this is one of the hardest groups to balance. Threats are subjective, and how they impact the board and game are dependent upon when they land and who clocks the projected threat. Expect many tweaks and changes moving forward.
And for now, this is where we sit - the next steps are catching up from the last few sets, as I haven't kept up until the newest set. Looks like quite a few gems were released and will need picking up. Thanks for following, and hope you get in a few great games soon.
Third section, and it's time for the linchpin of safety: removal. This includes any kind of targeted removal, mass removal, or (importantly) discard.
Similarly to counters, the first to get the axe is limited removal, either solely to creatures (e.g. Second Thoughts, Hurl Through Hell) or artifacts/enchantments (e.g. Slice in Twain, True Love's Kiss); limited mass removal (e.g. Austere Command, Klauth's Will); and a lot of weirder stuff (e.g. Hypnox - what a strange card).
Of all the factors defining removal, speed and density are paramount. If you are going to take your main phase to play removal, it must be wiping or improving your position; other wise, instant speed. A piece of removal must be able to deal with the threat, not slow or hinder (the it's utility). And if there is too much, we take away from the importance and impact of threats, which is the whole point of the format. Will be keeping an eye on the density especially to make sure the game is still fun and dynamic.
Also, get in here Cyclonic Rift. I don't plan on ever running an Alternate Casting rule, but still - a beast of a card.
Final part 4 coming...not soon, but eventually.
Second section of auditing, focusing on the oil within the machine (apologies to Phyrexia). This is the card draw, the protection, the flexible spots, and everything that makes the game smoother.
Most of the removals fall under game slowing effects (e.g. Selfless Squire, Mystifying Maze, Lich's Mirror), slow game effects (e.g. Arcanis the Omnipotent, Moderation), and underpowered fluff (e.g. most of the cards; it's pretty easy to throw anything in when you have 500 cards to play with).
Utility smooths out the game process - it keeps your hand full, provides some cushion to the swings of fate, and adds spice to the threat-removal-counter loop that T4 can fall into. I'm hoping to add more, though this category is the most reactive to testing. What problems are players facing? How do we address it in a dynamic and engaging way?
Part 3 coming soon.
It's good to be back, even for a bit.
I had written several paragraphs of context for my return to this project, but I realized - it doesn't really matter. What matters is that while T4 stack is still in use, its function has changed. It's not the main event, rather one to the side - a curio, a distraction, a filler in-between other games. As such, it needs to take up less time, condensing its excitement into manageable bites. More practically? It's time to get small.
First step, reduce the number of counters. Generally, the removals are for restricted counters (e.g. Exclude or Bone to Ash); those with minor or no additional effects (e.g. Discombobulate, Dissolve, Ashiok's Erasure) ; or redundant and repetitive abilities (e.g. Assert Authority and all those that exile).
Importantly, counters are necessary to the stack. They reign in the insanity of the format, allowing players to actually play without being destroyed before their actions. However, like any police force, they cannot run wild - I'll be monitoring the power level of those that remain, making sure balance and serve the game play, rather than defining it.
Part 2 coming soon.
Boy, do I love reprint sets.
Stuffy Doll was a continual blockage on mass damage spells, so this will unlock some adds. Endbringer is cool, but boring and a bit weird with the draw.
Some updates from the new set - explanations to follow!
Ooooh boy, was I excited for the new Kamigawa! Channel has long been a boon for non-alternate cast stacks, and the spirit world is home to true celestial beef.
Between Colossal Skyturtle, Moonsnare Prototype, and two lands from the channel cycle, the mechanic received a massive boost, as I anticipate each staying for quite a while. Farewell is an incredibly flexible and powerful wrath effect that exceeds even Merciless Eviction's reach, and Lion Sash is like an alternate world Scavenging Ooze that doesn't leave a bitter, lifegain taste in my mouth (though Ooze isn't leaving yet).
A bit further down the power level from the new set, The Kami War is slow, but powerful in all its effects, so deserves a test. Access Denied is also a serviceable counter, as the number of flyers it produces will determine if it stays in. I haven't gotten my hands on any of the Myojin, but they're all sitting on my radar.
The other adds all play into my previous post's points - speeding up play (Sneak Attack, Delirium, Back from the Brink, Magister Sphinx), powerful spells (Clever Impersonator, Memory Deluge, Teferi), and some protection in interesting forms (Inkshield, Invulnerability, Reflect Damage, Slice in Twain).
Of course, adds always produce cuts, and mine follow several themes, the biggest being the start of a rebalancing. Counterspells are a necessary feature of the stack, but should never over power the game. In turn, I'm working on reducing the number of counters while also pruning the most bland (Counterspell, Spell Snuff, Lay Bare, Sudden Substitution, Lapse in Certainty). Similarly, the removal suite should never reduce a game to boring back and forth, and needs some overhauling (Phthisis, Danse Macabre, Totally Lost, Taste of Death, Curtains' Call, Consign to Dust).
Most of the remaining cuts are basically cards I've gotten tired of waiting for them to be as interesting as they promise (Wrong Turn, Scholar of the Ages, Temur Ascendancy, Unnatural Growth, Necrotic Ooze, Dream Trawler). And of course, too powerful (Creakwood Ghoul) or things I misread (Inspired Idea - it's a sorcery? And does BAD things to your hand size?).
Here we go!
Like many stack changes, this one was far more thought than perhaps was necessary. In the end, I don't always have the cards I want and taking a critical eye towards a multi-year passion project can be a bit difficult. But ultimately, I'm hoping to make the following changes moving forward:
Speed up the format: Like I mentioned in the past (and was inspired by other users - hello there if you're reading this!), this format functions as filler for many in my group, and it should reflect that usage. As much as I love synergies and incremental advantage, that doesn't suit my group. And so, let's speed things up! Everything ends at some point, so let's get to the point! More haste, more burn, bigger spells, less waffling, less life gain!
Removals: Feasting Troll King; Utvara Hellkite; Enduring Angel; Celestial Force; Dragonlair Spider; Ghastly Conscription
Additions: Molten Primordial; Flamerush Rider; Ulvenwald Oddity; Thrasta, Tempest's Roar; Karrthus, Tyrant of Jund; Aurelia, the Warleader; Sundering Stroke; Sorin Markov; Rogue's Passage; Sunhome, Fortress of the Legion
Rebalance the card types: The stack's balance has been alright for several years, but I feel myself falling more and more on the crutch of counter spells and wraths - important parts of the format, but both should be emergency "nope" buttons rather than sigh inducers. While it may mean retooling the creature suite, I'd like to move away from them as answers and focus more on dynamism of permanents and the specificity of spot removal.
Removals: Infinity Elemental; Overwhelming Intellect; Allure of the Unknown; Commit // Memory; Kaya's Guile; Soulfire Eruption; Blighted Fen
Additions: Soul of Innistrad; Overcharged Amalgam; Thoughtflare; Odds // Ends; Mortality Spear; Klauth's Will
Create memorable experiences: Impactful, powerful spells are the cornerstone of this format, the scenarios that can only happen when the training wheels and all sense of reality are removed. I want players to feel that sense of power and control, that they are harnessing things that were meant to be limited in other formats. And so every card should have an impact and feel its weight. Even if it is just removal, it should carry some possibility behind it.
Removals: Dream Eater; Plated Slagwurm; Hieroglyphic Illumination; Vorpal Sword; Vivien, Champion of the Wilds; Bonders' Enclave
Additions: Ilharg, the Raze-Boar; Hedonist's Trove
Showcase MtG in all its glory: Type 4 has always been about the excitement of playing with MtG's coolest toys that may be restricted or unfit for other formats. About the roar that erupts from a table of invested players when the unthinkable happens. Those are the kind of cards I want to include - unique cards that are felt when they hit the table, perhaps for unexpected reasons.
Removals:
Additions: Dig Through Time
And that's where I'm at for now - I've been playing Magic for over 20 years now, and I'm feeling nostalgic for those days when I didn't know better. When opening a pain land was the most exciting thing in the world, so much so that I called up my buddy to tell him and ask how I could use it in a deck. When trading was filled with opportunity and promise, because you didn't have the deck specs planned out yet, and had no idea how that new card would turn out. And the stack has been that for me - a wild new place to test things out and be surprised. Here's hoping for more memories, and apologies for the ramble!
Happy almost-2022 y'all! Happy cubing, stacking, and everything in-between.
Inspired by the end of the year and TheGreatTrellis' recent downsize and reevaluation, it's about time for a stack audit. Having played a few times this year, I've come to recognize that as fun as the stack is, it often serves as a filler for those who join me, as an in between for games of EDH rather than the main course. Stealing from TheGreatTrellis again, that means speeding up the stack and avoiding my tendency to durdle.
I've decided not to change the stack size - 500 gives me a lot of flex spots while also being able to slot in thematic packages, as well as a highly variable experience. However, there are going to be some changes to the balance of creatures, counters, instants, and other to bring it in line with a renewed vision.
Next steps are getting some of the adds from this year (it's been hard to keep up with the release schedule), but this is a start. Happy new year to all!
Never fails.
It has been a while, hasn't it?
Was able to stock up on a few goodies and take a good, long look at the 500 to make these cuts. We're getting to the point where I think the cube size might be too big - 500 is the number that can fit sleeved in my box, which is pretty arbitrary. However, we'll just make cuts for now. Looking forward to trying it out again!
Whoops, missed on - Kaldra Compleat is sweet, and Mirage Mirror is powerful but boring.
Please return to your regularly scheduled cubing.
Phew, it's been a little bit, hasn't it? Welp, with what looks like a slightly quiet set in Forgotten Realms, let's talk about about the treasure trove that was Modern Horizons 2.
Serra's Emissary is an Iona-esque angel slam that can double as both offensive and defensive artillery. The protection is never complete - holding it back from Iona or Avacyn levels - but it's a great (and beautiful) addition. Archon of Cruelty is the opposite, with a powerful ETB/attack trigger that helps with my discard and burn themes. The trigger's draw and ETB status helps push it over other punisher style cards. Calibrated Blast is what Riddle of Lightning wishes it was, what with choosing a target AFTER the card is revealed - the flashback is just gravy. Chef's Kiss might be a bit of a meme, but it also creates memorable plays, which is what it's all about. Eternal Witness used to be in the stack, but her older sister Timeless Witness is here to show her how it's done. As @nickelbolt said in their recent review in relation to Greenwarden of Murasa - "It's weaker on the front side, but much stronger on the back side, which is kind of what you want in a card like this." Couldn't agree more (hello by the way; love your list). Does Moderation have a draw back? I've yet to see it - it's any spell? Heck yeah. Last, but certainly not least, is one of the most elegant cards printed in a while - Damn. It's honestly a bit weak for this format - sorcery speed, single creature removal with a boring wrath on the back - but it's too COOL to pass up.
There are a few other cards coming in that I've been searching for - Painful Quandary is the ultimate punisher enchantment, hitting the two most important resources in T4 and Embercleave boosts combat shenanigans while staying around to torment into the future. Two nice pick ups from the local shop. Awaken the Blood Avatar (the backside of Extus, Oriq Overlord) is a nice, hasty, punishing, and big dude.
Of course, no adds come without cuts, which are getting more and more painful. Eidolon of Philosophy is cute, but the fact that the body is so anemic brings it down a level. It may return (drawing three is powerful), but there are still other creatures that do the same. Hydra Omnivore and Thorn Mammoth are somewhat generic fatties that are coming out for more interesting choices. I try to keep my non-creature permanent count fairly regular, so Grave Betrayal is the cut for punishers. Custodi Lich, Szat's Will, and Stolen by the Fae are all limited in their removal abilities, so out they go. Bounty of Might is a cool trick, but still a one time trick. Since its replacement has essentially no downside, Whirlwind of Thought is fairly outclassed. Last, though I love FoF variants, the joy in this format is having three opponents come together to split piles, rather than one person slowing down the game - out comes Steam Augury.
There are a few more Modern Horizons 2 and Strixhaven goodies that I'm looking to grab - check out @Kirblinx reviews for fantastic analysis and overviews (hopefully more coming!) - so keep an eye out. Hopefully can get some plays in and I'll get some battle reports up.
A few up the early pick ups for Strixhaven, including a few 'direct' upgrades: Practical Research improves on Thoughtflare, which inches out Prying Eyes by matching color and cost. Creative Outburst improves Prophetic Bolt, as long as you don't care about the order of the bottom of the stack (which NO ONE DOES).
Outside those, a few of the underperforms or too similars come out for interesting upgrades. Hopefully more to come as my local store increases their stock!
Small change for today - found a nice bargain on a foil Karn, who can take on of the rapidly diminishing flex spots in the stack. Slowly foiling out the parts I can, which is far easier for this format (amen for dollar foils).
A few small adds, finishing up the majority of the Kaldheim adds. Once Valki, God of Lies drops a bit, I'll try and pick one up.
Adds: I'm playing around with the land package, and avoid some longer term card advantage for more one-shot items. Both Gates of Istfell and Port of Karfell have the draw back of taking a turn to activate, but offer powerful effects. Skull Rend was a recommendation to assist the discard suite.
Cuts: Desolate Lighthouse is the weaker of the land based card engines in a way, though it may return as I continue to get the land balance right. Slayers' Stronghold is a bit too powerful for me now, as haste is an ability I watch closely. Crackling Doom never felt quite powerful enough, though as creatures shift may make a reappearance.
Another set, another switch out. Without the alternate casting rule, which got a juicy addition in Fortell, there wasn't a ton of interest in Kaldheim. I am missing a card or two (looking at you, Port of Karfell), but the two current adds are stellar.
A few addition highlights:
Graven Lore joins as the best straight up draw spell in the stack; scry 5, draw three is powerful at instant speed, and approaching the my limits. We'll see how it plays, as it deserves a go.
Koma, Cosmos Serpent is the Verdant Force I've always wanted. Now to find some damn tokens...
Based off conversations about pinging creatures and burn, I've decided to limit the number but keep the quality high. As such, Kazarov, Singer Pureblood joins the ranks of machine guns in the stack, replacing a few subpar choices, and Inescapable Blaze and Riddle of Lightning return as fine burn spells.
Aven Fateshaper has been in and out, as my feeling ebb and flow. At this point, I think the constant management of the top of the stack is alright, though it may leave again due to how much time it eats up.
Myojin of Cleansing Fire, Reiterate, and Sylvan Primordial are all great adds that have taken forever to get a hold of.
A few removal highlights:
Hour of Revelation was basically a doubled Planar Cleansing with added text, and is less necessary with the new Myojin.
Animate Spell, Clash of Titans, and Plagiarize are all cute, but are more situational than I want.
Masticore and Harbringer of the Hunt are part of the machine gun downsizing.
Always up for suggestions or comments! Keep safe, keep cubing.