No Room for Longtusk Cub

Longtusk Cub
Unlike its friends Attune with Aether and Rogue Refiner, Longtusk Cub was not banned.
It just isn’t getting played for some reason.

No Longtusk Cub in Temur Monsters

William Ho finished 5th in the Standard portion of the Team Open with Temur Monsters.

While he played a variety of both two drops and Energy themed cards… Longtusk Cub was not one of them.

“It’s surprising to me that Longtusk Cub wouldn’t make the cut in this deck with ten removal spells AND AN ENERGY THEME…”

That said, Thrashing Brontodon made an important debut in this deck. Per Patrick…

“Thrashing Brontodon is the Truth”

  • 3/4 for three mana is actually pretty solid right now. Believe it or not, the size alone is a positive consideration in this format.
  • Thrashing Brontodon gives you main deck ways to deal with Cast Out or specialty enchantments
  • It also lessens a deck’s potential reliance on Abrade. A deck like Temur Monsters can potentially lean on the side of Harnessed Lightning (to feed an Energy theme) instead of Abrade’s flexibility. You don’t need Abrade to be as flexible because Brontodon is.

“Does Voltaic Brawler make sense over Longtusk Cub?”

“No. Next question.”

No Longtusk Cub in Golgari Constrictor

Andreas Campion finished second in the Team Open with Golgari Constrictor.

Once again we have a deck with 12+ two drops (more, if you count Walking Ballista)… Again no Longtusk Cub.

Campion’s deck plays four copies of Merfolk Branchwalker but only three copies of Jadelight Ranger. Patrick suggests if you only have room for seven, tilt the other way (with four Rangers). Mike argues to play eight, and just cut a land. After all, that is a lot of Explore.

No Longtusk Cub in Sultai Energy

Were we always supposed to be playing four copies all along?

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Perhaps the best deck of the weekend was Dan Jessup’s Sultai Energy.

This deck is notable for its use of four — count ’em, four — copies of The Scarab God main deck! Were we supposed to be playing all four all along?

Glint-Sleeve Siphoner… Merfolk Branchwalker… Servant of the Conduit… Again twelve two drops, but no Longtusk Cub!

Did everyone just think the most dangerous Grizzly Bears from the last format got banned?

Where in the world?

Don’t worry, there is no shortage of deck discussion, just Cub appearances. Check out “No Room for Longtusk Cub” now:

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Rampaging, Ramunap, Rivals, and Rants

Lots of bans in Standard this week. But Rampaging Ferocidon?

Rampaging Ferocidon

Rampaging Ferocidon Banned in Standard

Of the four most recent bans, three are relatively understandable.

  • Attune with Aether – Perhaps the most obvious of the Standard bans, Attune with Aether is the quintessential one mana manipulation spell that is just too good. There is ample precedent for cards like Ponder and Preordain being banned at the one. Why not Attune with Aether? Attune with Aether is essentially a Lay of the Land (a “good enough” card) with an Energy add-on.
  • Rogue Refiner – Rogue Refiner is just a cantrip. It’s a 3/2 creature for only three mana that does two things. Unfortunately one of which is “draw a card”. Rogue Refiner is probably a little too good, but it isn’t clear it would or should have been banned if not for all the other Energy cards.
  • Ramunap Ruins – So it turns out that Temur Energy wasn’t even the highest performing deck in Standard. Ramunap Red was! While Ramunap Red might have been challenged by Temur Energy, it was absolutely great at killing everyone who didn’t buy into the “there are only two decks” Standard paradigm. Ramunap Ruins is the card that sets this deck apart. Getting rid of Ramunap Ruins makes room for other decks post-ban.

So these three make sense.

You might not have bet on Ramunap Ruins… But it makes sense.

Rampaging Ferocidon wasn’t the best, or the second-best, or the eighth-best card in Mono-Red. In fact, many Mono-Red decks didn’t even play four copies main deck!

The Brilliance of Banning Rampaging Ferocidon

While counter-intuitive, the Rampaging Ferocidon ban is wonderful in a certain light.

Forget for a moment about the Randy Buehler-era paradigm of banning only the broken cards. What about banning cards that make the format less fun?

The problem with Rampaging Ferocidon is that it makes it very — very — difficult to sideboard against Red Decks. It’s nice to be able to side in life gain cards and have them work, right? But even cards like Regal Caracal become liabilities… It stinks to trigger Rampaging Ferocidon but not be able to cash in on lifelink.

And Rivals of Ixalan, Too!

While most of this podcast is a discussion of the recent bans (plus a master class in game design by Patrick), we would be remiss to leave out some of the new cards that, you know, came out last week.

What red creature might make a massive impact coming up?

A flyer that pre-empts Glorybringer and might even compete with Hazoret, the Fervent?

Check out “RRRR” to find out!

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Chasing Sanctum of the Sun

Sanctum of the Sun
Sanctum of the Sun is really — really — powerful

Azor’s Gateway Transforms into Sanctum of the Sun

Azor's Gateway
Azor’s Gateway — the front side of today’s Legendary Land — is itself a pretty good card. It is both cheaper than Jalum Tome, and cheaper to use (believe it or not Jalum Tome was once a Role Player-level Standard card).

Yes, it sucks that Azor’s Gateway exiles cards instead of simply discarding them to the graveyard, but (and you’ll probably figure this out in a couple of sentences) that would simply be too powerful once you’ve flipped the Legendary Artifact into Legendary Land.

Remember – zeroes are close to free, due to land cards.

Cut // Ribbons is Best Buddies with Sanctum of the Sun

Cut // Ribbons
When you flip Azor’s Gateway into its final form, you gain five life and have an insane mana engine. Your expectation will almost never be less than an immediate burst of six mana of any color, no matter what hoops you had to jump through to get there.

Imagine you simply have the same life total as your opponent when Azor’s Gateway flips…

Aren’t they basically dead if you have Cut // Ribbons in your graveyard? If you have, say, twenty life (and the opponent has twenty life) you will go to twenty-five. You can immediately untap Azor’s Gateway and tap its opposite number for twenty-five black mana, even if there are no other sources of black in your deck. This nets out to twenty-three life from Ribbons! Boom!

The Cut side of Cut // Ribbons has long been a Role Player-level option. It looks like this card — which is highly serviceable as a fast reactive card — may jump colossally in value now that getting it into the graveyard basically kills the opponent.

Remember a moment ago when we were lamenting the exile v. discard limitation on Azor’s Gateway? Can you imagine how disastrous simple discarding would be given the incentive of getting Ribbons into your graveyard? This is already a great combination! They can’t make it too easy, can they?

Cut // Ribbons acts like a two but is technically a four; that makes it fast enough to defend you front-side, while essentially ensuring victory later. Best. Buddies.

What About Untapping Sanctum of the Sun?

Zacama, Primal Calamity
This Legendary Land is already pregnant with possibilities… But what if you can actually untap it?

In “Chasing Sanctum of the Sun” Patrick argues passionately for the power level of Zacama, Primal Calamity. This Elder Dinosaur might be the payoff that Ramp decks have been looking for since the rotation of the Eldrazi cards. While Zacama doesn’t have a built-in durability, it can destroy many different kinds of permanents, as well as generate a massive life buffer. The fact that Zacama has CMC 9 is awesome with Azor’s Gateway… I mean, how many nines do you think you can possibly play? It both drives diversity of casting cost for purposes of flipping and gives you an outlet to discard redundant uncastable giants.

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Jadelight Ranger and More Rivals of Ixalan

Jadelight Ranger
Our further Rivals of Ixalan review begins with Jadelight Ranger
If there is one thing Mike is famous for, it’s playing some goofball green three drops over the years.

Gnarled Mass is one such green creature; but at 3/3 for three mana — and essentially no other capabilities it is a head scratcher that someone would be able to win with it. The secret, of course, is that Gnarled Mass was never “good” per se. But a 3/3 for three mana could slow down an opposing 2/2 Bushido.

Ditto on Borderland Ranger. And by “Borderland Ranger” we mean Civic Wayfinder. So deep was Mike’s love of three mana creatures that could search up a land, when he won with U/R Splinter Twin, he did so with a Pilgrim’s Eye in his main.

But what about the belle of this week’s ball?

How does Jadelight Ranger compare?

Jadelight Ranger versus Gnarled Mass

Jadelight Ranger seems like a generally stronger card than Gnarled Mass.

Gnarled Mass was a Spirit — which was good, but could also be a liability in Kamigawa Block — but was basically always a 3/3 for three mana.

If you’re going for size, Jadelight Ranger can be a 4/3 (2/1 with two +1/+1 counters) for the same casting cost. The superior size (sometimes) comes with two Scry triggers! So… Secelction as well as size.

Obvious point: If you want to have a large Jadelight Ranger, and you are lucky enough to “miss” on your first trigger, you can just leave the card on top, guaranteeing you will grow on the second trigger as well.

Jadelight Ranger versus Borderland Ranger

Borderland Ranger has a couple of advantages over Jadelight Ranger.

For one, 2G is easier to cast than 1GG… But not so much easier.

Borderland Ranger also offers true selection. If you have one Island in your library, you can go find it every single time rather than waiting for your White Knight. Jadelight Ranger lacks that level of precision…. lacks this certainty. But it makes up with sheer potential card advantage.

Just as Jadelight Ranger can be bigger than Gnarled Mass sometimes, it can produce more lands than Borderland Ranger sometimes, too! Instead of just one land, it can draw more than one. Compare to: Divination.

Jadelight Ranger versus Rogue Refiner

So sometimes Jadelight Ranger is a 4/3. If you have a Winding Constrictor in play, that might actually jump to, say, 6/5.

And sometimes, it stays 2/1 but draws two lands.

In both cases, you get to scry twice, which is powerful.

But in the middle? It is just a 3/2 that draws you one additional land.

You know what we call a 3/2 creature that produces one extra card? Rogue Refiner.

And while Jadelight Ranger is probably not “better” than Rogue Refiner (less control on size, never draws into a spell, doesn’t make energy) even being in the same conversation with one of the best creatures in Standard is significant.

This Merfolk Scout is only the first card we discuss!

More Rivals of Ixalan than you can shake a stick at, right here.

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Exclusive Preview – Dire Fleet Poisoner

Dire Fleet Poisoner
Dire Fleet Poisoner is our exclusive Rivals of Ixalan preview!

Dire Fleet Poisoner is Incredibly Flexible

A 2/2 Deathtouch creature for only two mana, Dire Fleet Poisoner can play Terror in a pinch.

Much like Go for the Throat, Doom Blade, and the Alpha classic, this card can trade for most creatures at instant speed for just two mana.

Drop Dire Fleet Poisoner during combat and block… And you can trade with just about anything one-for-one. Even creatures that can sometimes dodge one-for-one removal (like Bristling Hydra) can’t plead hexproof here… A block will make for a trade, no matter how big the attacker.

Of course, as a 2/2 creature, this Human Pirate can kill 1/x creatures (no matter how tough) and live to tell the tale.

Flash and Deathtouch, go!

Dire Fleet Poisoner’s Brilliant Buff

Dire Fleet Poisoner can crash on curve… Imagine you play a first turn Daring Buccaneer. You attack with it and the opponent tosses a Shock at your 2/2.

This card can save your creature while forcing home additional damage.

It can save an attacking Hostage Taker from Abrade, for instance.

It can also help you into favorable trades. For instance, if you are attacking with Kari Zev and the opponent is forced to double block (say, due to menace), the ability to provide both a second point of power and deathtouch can make for an advantageous trade.

… And you get to keep the 2/2 deathtouch body!

Dire Fleet Poisoner is Fast and Flexible

Will there be B/R Pirates? Chances are, this card will help drive the creature choices.

How about B/U? Hostage Taker is a heck of a Pirate.

Want to know more? Check out the podcast:


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