If It Looks Too Hard to Cast, It Probably Isn't | Pretty Deece

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Since the very beginning, Magic has used mana costs—color requirements in particular—as part of a way to balance cards. Look at these two cards, from the original Magic set. They’re the same color, the same rarity, and the same converted mana cost, but one’s a 2/2 and the other’s a 2/3, meaning one straight up beats the other in combat. Even though their converted mana costs are the same, their mana costs are different. Now, if you’re playing only red, then there’s basically no difference between these two cards. You can cast them both on turn three no problem. Now let’s say you’re playing red and black. You can’t cast Hurloon Minotaur without two red sources, and thanks to the random nature of Magic, sometimes you’ll draw only one red source and the Minotaur’ll be stranded in your hand. The idea is that restrictive mana costs give card designers license to jack up the power level of cards. Magic’s been around for a quarter of a century, but Magic designers still use mana restrictions as a way to push the power level of individual cards. Goblin Chainwhirler is a good example of what happens when R&D leans a little too hard on the premise that mana restrictions are prohibitive when, in reality, they aren’t. In case you’ve been living under a rock for the past six months or so, the best deck in Standard has been a black-red aggressive deck that’s mostly red but has a small black splash that facilitates Scrapheap Scrounger, Unlicensed Disintegration, and the Ribbons half of Cut // Ribbons. Goblin Chainwhirler was never supposed to work in a two-color deck; its whole design is contingent on the hope that playing it forces the deckbuilder to go one color and lose out on the options an additional color brings to the table. R&D messes this up a lot, particularly with sets that have a multicolor theme. Here’s a really extreme example. This deck’s almost ten years old at this point, so most of you watching probably don’t know what any of the cards do. That’s okay, because we’re gonna take a deeper look at the spells here real quick. Look at the mana costs here. This is… god, this is so bonkers. I can’t believe Magic used to be like this. We took out all the colored mana symbols from the maindeck of that Cruel Control deck and uh yeah this is absurd. A straight up five-color deck that’s base-grixis but can support a card that has four green mana symbols in its casting cost. This isn’t hyperbole: that shouldn’t be possible. The problem with Lorwyn and Alara Standard is that the cards were clearly designed with the assumption that colored mana symbols were a real restriction. This premise falls apart thanks to two things: Reflecting Pool and a cycle of uncommon lands from Lowyn. One of the tenants Magic was built on is that the colors of the cards matter—you shouldn’t be able to just put all the best cards in a pile and call it a day. Admittedly, the Vivid cycle’s pretty slow—they all enter the battlefield tapped, after all—but between Plumeveil and Volcanic Fallout, the five-color control deck had plenty of ways to stave off aggressive strategies wait wait wait… Plumeveil and Volcanic Fallout. Both intended to be cast on turn three… in the same deck. Mana that good probably wasn’t intentional. I’m pretty sure the Vivid land/Reflecting Pool combo was intentional, but slow combos like that are usually preyed on by aggressive decks. However, stuff like Plumeveil, Volcanic Fallout, Wall of Reverence, Terror, Remove Soul, et cetera—all ensure that aggro couldn’t really do anything. The roadblocks were good by themselves, and the fact that the deck got to cast the best six and seven-mana cards in the format to close out games, unencumbered by something as trivial as mana costs, meant that nothing else really had a chance. The idea here is that mana’s usually better than people think. Yeah, a mono-color deck is always an option, but empirical evidence suggests that you should be willing to take on some risk. Not only are the risks rarely as steep as they seem, but the payoffs are usually worth it. Here’s an example from Return to Ravnica Standard: good ol’ Bant Control. White-blue-green. Like Plumeveil before it, this deck had its own annoying roadblock to aggro decks: Thragtusk, which comboed with Restoration Angel to nauseating effect. Playing against those two cards was not fun. To add to the unfun, the deck also played the full four Sphinx’s Revelation, because the thing Stroke of Genius needed was lifegain. For a control deck, Reid’s Bant Control list had a lot of win conditions, thanks to the ever-present Slaughter Games, but the most unintuitive win condition was Nephalia Drownyard, which falls outside of the Bant colors. So why would Reid give up consistency for a Millstone? As Riley Knight noted the other week, the manabase in Return to Ravnica Standard is going to be very similar to the manabase we’re about to see in Guilds of Ravnica Standard, but there’s one big difference: RTR Standard had Farseek, meaning any shockland Return to Ravnica had to offer was just two mana away. This resulted in some messed up stuff, ie., the deck had enough room in the manabase to support a copy of Nephalia Drownyard, which… is a colorless land. With an activated ability. That requires black mana. This deck isn’t black! It didn’t matter. The splash wasn’t free—no splash really is—but the risk was worth the payoff. Reid Duke top 8’d two Standard GPs in a row with Bant Control—if the deck actually gave up consistency to accommodate Nephalia Drownyard, Reid probably wouldn’t have done so well at both tournaments. He probably wouldn’t have even played the deck. This is going waaaaaay back, but the 61-card monstrosity that won Worlds in 1997 was a five-color deck that had ten Swamps in it. It’s… mostly black, but it’s got some other stuff. Like Man-o’-War. And Uktabi Orangutan. I don’t know. This deck’s a little dubious, I’m not gonna lie. Like, everything in here is a 2/2 and it has Earthquake, so… yeah. But it won Worlds, so who am I to judge? I’m just an idiot in your computer or phone or tablet. The reason the deck worked at all is because of City of Brass, Gemstone Mine, and Undiscovered Paradise. The deck plays three of each instead of four-four-one, ostensibly because he couldn’t figure out which lands were the optimal choice. Whatever. The point is that the mana back then allowed for some wild stuff. Thawing Glaciers was a fixture in this Standard format as well, but this deck plays five colors without giving up any speed. Man, this deck is baffling. It just looks like he mashed two draft decks together. Magic was wild. The point here is that fortune favors the bold. If you think you can cast Niv-Mizzet, Parun, well then guess what? You probably can. Screw the math. If you can dream it, you can do it. But hey, maybe you feel differently about this. That’s what the comments are for. After you like and subscribe, be sure to lay out, in painstaking detail, your manabase philosophy. And keep in mind that, as always, sound logic is forbidden in comment sections. Thanks so much for watching, and I will see you next time.
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Channel: TCGplayer
Views: 587,799
Rating: undefined out of 5
Keywords: mtg, magic the gathering, tcgplayer, pretty deece, how to play magic, strategy, fundamentals, ravnica, metagame
Id: DVt3SQxaur0
Channel Id: undefined
Length: 6min 2sec (362 seconds)
Published: Fri Sep 21 2018
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