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Thirst for Knowledge: Life After M10

Thirst for Knowledge: Life After M10

By Chris Jobin on July 16th, 2009 · Filed in Standard (Type 2), Thirst for Knowledge · 33 Comments

When I decided to start my column back in February, my intention was just to write about Constructed. I had no preference as to what format that entailed (whether it be Standard, Extended, Legacy, etc), as long as it was Constructed. However, over time it seemed like there was much more that I not only wanted to write about but also a great deal of topics that I felt I could easily explore. First and foremost among them, for instance, is literal game theory. Now, most of that ground has already been covered by everyone and his brother, certainly, but there are still lots of nuances that have yet to be given a thorough article. In the future I'd like to cover some of those subjects, as well as write more articles like the one I wrote last week (that is, articles about focusing and whatnot that don't directly relate to theory or formats). In addition, writing about Limited here and there would be a nice departure, as I do tend to spend a lot of time playing Limited on MTGO and the format is clearly very relevant. As a column that's purpose is to better-equip the PTQ-playing populace, I feel like this is a push for me in the correct direction.

Now, as most of you are aware, it's going to be hard for me to top last week's article. It stands to reason that no matter what I present in this article, it's just going to pale in comparison. This week there are no deep messages or sweeping revelations. There will be, however, one thing that was completely missing from last week's piece: discussion of Standard! I'm going to do a mini-review of the Standard-playables in M10, despite lots of others doing so already. I trust that most of my readers read lots of other articles as well, and do so in order to gather differing opinions on cards. If that's true, then this article should be just as helpful as any. Keep in mind as you're reading that reprints like Ajani Goldmane obviously won't be discussed and reevaluated. That aside, let's get started!

***

White


Baneslayer Angel

I really wish I could put this one off until later, but it unfortunately is the "first" new card in the set alphabetically, and therefore my hands are pretty tied. So why would I want to save this one for last, you ask? Well, to tell you the truth, I feel like this card could change the way we think about "playable" creatures. Let's consider this card in a control deck as a finisher. What does it do better than, say, Broodmate Dragon? At first glance, not a great deal. A second look, however, shows us that although it is clearly more susceptible to removal than two 4/4s are, the impact it has on the board is quite a bit larger despite its smaller size. We're talking about spending five mana on a 5/5 creature that totally halts any aggression from the opponent and also puts them on an insane four-turn clock that ticks down with ten-point life swings. That's pretty huge no matter how you look at it, right?

Two things happen when you cast (yaus!) a Baneslayer Angel: either they kill it immediately, or they lose any hope of winning. I realize that this statement isn't giving your opponent the largest amount of credit, but let's be honest here: if you're playing an aggro deck and your opponent drops one of these across from you, what's your game plan? Assuming you don't just have the Path, how do you plan to deal with it? You aren't going to be able to make a profitable attack, and if you just pass the turn they'll swing at you and gain five whilst also keeping up a full set of mana. It's hard to ignore this, isn't it? If you're playing Kithkin and your opponent drops a Broodmate Dragon, it isn't curtains quite yet. Your Knight of Meadowgrain can likely take down at least one half all on its own, and you can trade with the other half. And I suppose that is the problem I've always had with Broodmate Dragon and Oona: you're generally going to be casting them to close a game that you're winning. That's how control works, and that's what a finisher does: it ends the game, and in most cases its when you've achieved board position and have a window to lay a large threat and race the rest of the way. Baneslayer Angel can function the same way, except you can play it on turn four or five as a super-Plumeveil that can attack.


Wow.
The other upside to this card? It doesn't die to a Bituminous Blast. If you've been paying any attention to me at all, you should see how important this is. Bituminous Blast is only getting better as creatures do, and it's reaching critical mass. Bituminous Blast is the card that allows decks to deal with Broodmate Dragon without losing out on card advantage, but this simply doesn't work on Baneslayer Angel. I mean, sure, if you cascade into a removal spell I guess she's toast anyway, but that really isn't the point at all. If you play Bituminous Blast against a deck with Baneslayer Angel and hit a Putrid Leech or a Boggart Ram-Gang, what good does that do you at all? That same play against a Broodmate Dragon is pretty insane, though. Additionally, she doesn't die to Flame Javelin, nor does she trade with Wren's Run Vanquishers or any 4/4s (well, or 5/5s for that matter). Being a mana less than traditional control finishers and also having a larger butt is always nice, but the fact that she flies, has lifelink, and first strike is just huge. First strike is probably what sells this one for me, as being able to get around deathtouch and things like Cloudgoat Ranger is pretty clutch. Did I mention she has protection from Broodmate Dragon? Did I mention how honestly relevant that is?

Is she better than Exalted Angel? Yes, by a long shot. Exalted Angel was pretty huge back in the day, but that was mostly because of how pitiful the removal was at that time (or, rather, how limited - see Smother). While I can't argue that things are the same today (Path to Exile, etc), I don't know how relevant it really is. Like I said, if they don't have the removal spell you're going to win, and if they do you can either take it in stride or you can wait to drop her and have counter mana up. If the format shapes up to really be filled with Jund decks and Kithkin decks, I think she might be the answer. Not only will she keep your life total high, but she'll throw down with Broodmate Dragons all day long and live to tell about it (and Chameleon Colossus!). She's pretty fragile, certainly, but having lifelink and first strike keeps you alive in the long run and her alive in basically any form of combat (I guess aside from fights with Cloudthresher, although that guy makes a mockery of Broodmate Dragon, too). I don't think she's just better than Broodmate Dragon, but I feel like Baneslayer Angel will be playing a role in the future Standard. She's surprisingly good, and exceedingly strong against the aggro decks that seem to be infesting the post-M10 meta. And, hey, if Faeries players don't start picking up their Doom Blades instead of Agony Warps, she isn't awful against that deck, either. And what about her in the sideboard of an aggro deck? The applications are endless...


Captain of the Watch

I'll be honest, here: there's no reason or incentive to play this over Cloudgoat Ranger. The "Soldier" deck is just a less efficient Kithkin deck, and GW Tokens would still rather have the five-mana token-maker than the six-mana one. However, GW does produce a large amount of mana with Steward of Valeron and Noble Hierarch, but I still doubt it's all that worth it. I've sleeved it up and been unimpressed with it, but not because it wasn't explosive in and of itself - rather, it just doesn't do anything that much better than the things we have now. In time, though, this card will have its spot in Standard.


Guardian Seraph

So, let me see if I get this: I get a 3/4 flier and a pseudo-Urza's Armor for four mana? That's pretty reasonable. At worst, this guy will just neutralize a Honor of the Pure, but at best it can really just eliminate profitable attacks from weenie decks (read: Kithkin). It only has four toughness, making it slightly easy to off, but it doesn't die to Lightning Bolt which is a plus. I mean, it's not the best card ever but it's far from awful. There has been a good deal of talk on the internet lately about Angelfire, with a creaturebase looking something like this:

Angelfire MK II  
4 Baneslayer Angel
3 Guardian Seraph
4 Plumeveil
2 Bogardan Hellkite

From there you just add in Cryptic Commands, Paths, Lightning Bolts, sweepers, etc and go to town. I've had a decent amount of luck with that style of deck so far (nothing that I'd feel comfortable putting into an article yet, though), but I'm not sure why you wouldn't just want to play a Reveillark deck with Baneslayer Angel and call it a day. However, as always, time will tell and there's a lot of potential left to explore.


Harm's Way

I haven't had the chance to play M10 Limited yet, but I've heard the horror stories. This card has already, in only one weekend, delivered some of the sickest beats I've ever heard about. Still, that just doesn't translate to Constructed. It's not that the card isn't good in a format like Standard, but rather just that it has to compete with Path to Exile and that's simply impossible. Straight-up removal is always going to be more efficient than this unless you're trying to save two of your 2/2s from a Pyroclasm. I suppose it's pretty nutty out of the sideboard in aggro mirrors, but otherwise I'd just stick with Path to Exile in my white decks.


Honor of the Pure

It's a better Glorious Anthem. Yawn. Cedric already talked about how its only downside is being more susceptible to Spellstutter Sprite, and so I think there's little to say about this one.


Planar Cleaning

Rest in peace, Wrath of God, rest in peace. Despite the passing of our dear friend, this card is fairly strong. It's a great way to completely reset Kithkin's board, although at six mana it's a tall order. It's probably better than Austere Command, though I'm not as sure about how it stacks up to Hallowed Burial. Considering that this is the "new Wrath of God," we might as well just grin and bear it.


Silence

I'm on the fence. Before the spoiler was complete, I was under the impression that this card could change everything. However, it might not have a place yet, and it might overall just be too weak in Standard to be worth the slots. It's obviously very good in Legacy, but even then it would only be Orim's Chant numbers five through six. In Extended next year it might be cute, but it's hard to say how well the Scepter-Chant combo would really go over in the current state of that format. In any case, this is one to watch.


Blue


Merfolk Sovereign

Not good enough for Legacy Merfolk, and maybe not even for Extended. In Standard, though, there is no Lord of Atlantis and therefore very little competition. A new Merfolk deck is finally viable again in Standard, though I'm not sure if this along with the power boost of Wake Thrasher is going to be enough to justify playing the deck. If there was some blue card, though, that could make combat more one-sided for blue...



Will it be a hit or a miss?
Sleep

Oh. Well, I guess that answers that, huh? This is an interesting card more or less because it does something that Cryptic Command does, but much better. It's in no way as good as Cryptic Command, of course, since it is very linear and only does one thing, but it does that one thing very well. Merfolk seems like the best deck to utilize it, as it's basically Cryptic Commands five plus, which is clearly not a bad thing in the slightest. A deck like Five Color Blood will not play this card (as that deck only wants blue for Cryptic Command), but any deck that is even slightly aggressive and has blue mana will likely want some of these alongside their Cryptic Commands. The exception? Faeries. I'm pretty sure this card is either rancid in Faeries or at the very best sideboard material. On the other hand, if the format becomes hyper-aggressive it's at least passable...


Black


Doom Blade

Not only is the art incredible, but this card is also just better than Terror. Regeneration is nearly irrelevant in Standard, and now we can finally hit artifact creatures with our black removal spell! Just in time...for Tidehollow Sculler to become unplayable? As awkward as that is, there's no doubt that this is a change for the better. I'm happy.


Sign in Blood

People seem to be giving this card a lot of hype, and rightfully so, but it isn't that good. It's great card advantage in black, certainly, and just the stones with a cascade spell. However, that's all it is. It's not a black Shock, and it's not a format-changing card. I think it might have a place in Jund decks and black/red aggro decks, but other than that I think it's more or less overrated. I'd be happy to be wrong on this one, though, since I loved Night's Whisper and would love to play that style of deck again.


Red


Ball Lightning

In my post-M10 testing, I've been keeping a running tally of the number of these that I've Peppersmoked (currently only in the teens, although I don't actually stare this guy down all that much). I think that sums thing up nicely - I thought that this card would be worth something to Standard, but it's a 6/1. It's a three-mana 6/1. That just isn't going to cut it in this format, especially not with so much first strike in Standard right now.


Lightning Bolt

Do I really need to?


Magma Phoenix

I love this card. Absolutely love it. Cards this efficient are just asking to see play, and I will try everything I can to make it work. I could see it on the high end of an aggro curve or the finisher in a control deck, and that's pretty exciting to me. I urge you to try this one, as I think it has some real potential. Notice that the "rebirth" ability isn't just during your upkeep...


Green




Another nail for the coffin...?
Great Sable Stag

I swear, this card has "protection from Chris Jobin," and its rather infuriating. It's actually insulting to Faeries players, and it's easily the best weapon ever printed against Faeries. On the other hand, it has a wonderfully flavorful name, great art, and is pretty fair against anything that isn't Faeries. I mean, I actually like this card a lot. I don't know if it was really necessary, but in any case I'm fine with it seeing print. It doesn't kill Faeries by any means, and it's merely a useful tool against the deck. If you're going to be playing green post-M10, you'd be a fool not to have four of these in your seventy-five.


Windstorm

Two in one set? Still, this is much worse than Squall Line, and both are just worse than Volcanic Fallout (as a humorous aside, my friend Jon and I had an argument about whether or not Squall Line was better than Volcanic Fallout, an argument which he conceded when I pointed out that Squall Line isn't ridiculously broken and doesn't have Split Second like he apparently thought it did). Since most green decks have cascade cards anyway (or Spirit tokens), I can't say with much confidence that this card will even see play at all in Standard. Isn't Cloudthresher just better?


The Rest


Drowned Catacomb Cycle

The M10 duals aren't as good as the painlands, but they're reasonable. Like Chapin said in his article earlier this week, the green ones are weaker on average due to green's tendency to have lots of one-drops (which these can never play), but otherwise I think all the lands are fine. The blue-aligned ones in particular are actually just superb, and Faeries is more than happy to take Drowned Catacomb over Underground River.


Gargoyle Castle

Yaus! The manlands are gone, and this is what we get instead - something I'm more than happy with. Control decks should love this card, and it will certainly find a home in any future Five Color Control lists. I mean, this card isn't better than a Treetop Village, but it's more than respectable and will allow lots of decks a decent late-game threat that doesn't die to a Lightning Bolt and can actually put the opponent on a clock. I'm actually considering this card for Faeries, seeing as we used to play two Pendelhavens in that deck. I'm not sure how much it will really add to the deck, but it's worth trying out.

***

And so here ends another set review. M10 is a core set unlike any before it, and as such it brings with it greater winds of change than its predecessors. This time a year ago, white was far and away the worst color in Standard, really only made playable because the gods decided to make Reveillark white. Now, and especially with M10, white has risen to be what might actually be considered the best color. It has the best card advantage engine (Reveillark), the most efficient creatures (Kithkin), powerful and cheap creature enhancement (Honor of the Pure, etc), the strongest finishers (Baneslayer Angel), and easily the best removal spell (Path to Exile). While I don't feel like Standard is going to stretch itself too much, I do think that white will play a larger role than it has in the past year.

I've been toying with lots of deck ideas and alterations, but lately I've found myself with little energy and not a great deal of time to test, something I hope to remedy in the coming week. That said, next week I'll have some real decklists for you all based on the evaluations this week, mostly focusing on the decks I feel will be the biggest players for the rest of the Standard qualifying season (Faeries, GW Tokens, Kithkin, 5CB, and white-based control). Stay tuned!


This article brought to you by:
Artist: The Killers
Album: Day & Age
Featured Song: "Goodnight, Travel Well"


Until next time,

Chris "Shinjutsei" Jobin

By Chris Jobin on July 16th, 2009 · Filed in Standard (Type 2), Thirst for Knowledge · 33 Comments