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The Planar Chaos Timeshift That Changed Magic

By Sean DeCoursey on April 6th, 2007 · Filed in Casual · 12 Comments

Planar Chaos introduced a new twist on the timeshift concept by reprinting cards (some old, some not so old) in different colors. Some truly iconic and powerful cards were moved: Ball Lightning, Serra Angel, and Healing Salve (ok, just kidding about the Salve). However, there is one timeshifted sorcery, that costs four mana, that is fundamentally going to change the way Magic is played in Standard, Extended, and possibly Legacy. That card?

It's not Damnation, it's Harmonize.

I know most of you were expecting Damnation, but honestly, Black could kill creatures before, and has had a fair number of Wrath-type effects printed for it in the past. Harmonize brings something entirely new and revolutionary to Green, and fundamentally changes the way that color operates. The biggest reason to ever play Green is mana acceleration (ignore the fact that Blue has the best one-turn acceleration anywhere) and the second biggest is mana fixing. Now we've added very good card drawing to the mix.

Now, what's important to note here is that these effects all exist together and work together. Blue card draw was neutered by making it sorcery speed. Blue was forced to choose between countering spells and drawing cards. Sorcery card drawing, being generally cheaper than instant draw, works more in Green’s favor, since Green likes to tap out on its own turn anyways. See, Green can trade its cards in for extra tempo pretty easily, be it in the form of accelerating itself (Elves, Birds) or denying resources to its opponents (Plow, Reap). The problem with this strategy is that you'll often run out of cards before your tempo advantage carries you through for the win. Harmonize changes that by giving Green an in house way to refill its hand.

Ah, you say, but Green is the best color-fixing color in Magic. It can easily splash Blue for card draw. In fact, there are many examples of successful U/G decks in the history of Magic. However, these decks aren't really Green decks splashing Blue. They're Blue decks splashing Green. The following paragraph won't make a lot of sense at first, so I suggest reading it a couple of times.

Blue/Green decks in most cases are Blue decks splashing Green to gain access to Green's mana acceleration or creature beats. Few, if any Green decks have ever successfully splashed Blue for card draw because while Green offers many things that Blue would like to add to its arsenal, few of Blue's tricks outside of card draw fit into Green's plans.

This has profound implications for every deck in Magic. Green often pairs in both control and aggro strategies with Red, White and Black. Previously if you wanted card drawing in those types of combinations you had to splash Blue for card draw, thus hurting your mana base, or use Black, which will cost you life, making your deck inherently more vulnerable to, and thus more oriented towards, aggro. The greater emphasis placed on aggro, which only mostly offsets the life loss inherent in the card advantage of Black, means that decks become weaker against combo and control. This also forces many decks to distort what should be their natural color combinations. I mean, honestly, does anyone really believe that land destruction is more naturally U/R than R/G?

In Extended, Life from the Loam is easily the most abused Dredge card; when combined with cycling lands, it's the best draw engine around. It's so good in fact, that Blue decks like Psychatog started splashing Green to improve their card drawing. This drawing power has somewhat distorted the other thing that LftL brings to the table: Green card advantage. Aggressive decks that simply wanted to draw cards would start using cycling lands just so they could get card drawing without bothering with silly old Blue. For an example of this, see my article on G/B Madness in Extended. Such contortions are no longer necessary now that Green has straight card drawing.

This also greatly improves the deck structure of a variety of other deck builds. For example, a very old standard G/B deck from the era of IPA/OTJ, was called the Grimm Master. It looked something like this.

Grimm Master  
Creatures
4x Nantuko Shade
4x Call of the Herd
4x Spiritmonger
4x Laquatus' Champion

Discard
4x Cabal Therapy
4x Duress

Removal
4x Pernicious Deed
4x Mutilate
4x Chainer's Edict
Lands
4x Tainted Woods
4x Llanowar Wastes
16x Swamp

That's not an exact list, but it’s a pretty close approximation. The deck ran big (or potentially big) resilient creatures combined with cheap discard and mass and spot removal. Notice what's missing, and is generally always missing from Rock style decks? Pure draw, which is usually the deck’s Achilles heel when they run out of steam. Let's revise that deck today in a much more limited format (Time Spiral Block).

Grimm Master v.TPF  
Creatures
4x Dunerider Outlaw
4x Call of the Herd
4x Mirri the Cursed
4x Spectral Force

Removal
4x Sudden Death
4x Damnation

Draw
4x Harmonize
Discard
4x Stupor
4x Funeral Charm

Lands
4x Terramorphic Expanse
10x Forest
10x Swamp

These two decks were made to largely mirror each other, and they mostly do. This is to make them easier to compare. The first deck can quickly play out its hand, disrupting the opponent and then beating face with Calls and Shades. The second deck does essentially the same thing, albeit slightly slower. So what happens if that initial onslaught isn't quite enough? That's when deck #2 casts Harmonize and pulls ahead in the "win the game" race by virtue of drawing extra cards. The Rock has always been a bad deck full of great cards. One of the key reasons it’s been bad is that the card advantage engines available to G/B aggro-control just aren't very good, or cost life which distorts the aggro matchup. If you're relying on Dark Confidant, Night's Whisper, and Phyrexian Arena for cards, you've essentially played a more expensive Howling Mine that draws and casts burn spells for your opponent if they're running any form of aggro. Combined with the damage you're probably already taking from your manabase, it’s kind of a big deal.

Harmonize changes this. With access to non life costing, good card drawing, Rock-style decks significantly improve in all matchups. Let's take a currently discredited archetype, control Rock, and update it with Harmonize.

Rock Sucks  
Acceleration
4x Birds of Paradise
4x Wall of Roots

Discard
4x Duress
4x Cabal Therapy

Draw/Tutors
4x Harmonize
2x Diabolic Intent

Beats
4x Ravenous Baloth

Land Destruction
3x Destructive Flow

Removal
4x Pernicious Deed
3x Sudden Death
Recursion
2x Eternal Witness
1x Genesis

Lands
4x Bloodstained Mire
4x Wooded Foothills
1x Mountain
7x Forest
4x Swamp
1x Overgrown Tomb
Sideboard
3x Darkheart Sliver
2x Damnation
2x Krosan Grip
4x Plow Under
4x Leyline of the Void

This has a lot in common with other disruption based green/black decks, except that it has a lot of raw draw power included in it. Drawing cards, or having access to cheap card selection is exceptionally important to generalized control decks because they have lots of cards that are more, and less effective vs. all opponents, and winning or losing often comes down to drawing the particular cards necessary to beating the specific opponent you're playing. For example, lots of Duress and Therapies are great against TEPS, but less than hot against Affinity. Harmonize means that you can now draw enough cards to find your good ones in any given match. Or at least have a much better chance of doing so.

Finally, there's one last point I'd like to make about the effect of switching Concentrate from Blue to Green. It got cheaper. Seriously, the mana cost of 2GG is less than 2UU. I would argue that in most cases, 2GG is about equal to 2U. Sakura-Tribe Elder, Birds of Paradise, Search for Tomorrow, Farseek, Wall of Roots, and Llanowar Elves all agree with me on this point. I have a basic, undeveloped theory that mana acceleration lowers the cost of spells in your deck for the first few, relevant turns of the game. Even though a game can theoretically last 20 turns, most games of Magic are decided by turn 10 at the latest. So the first 3-5 turns are generally when anything you do has the greatest effect. Mana acceleration makes spells cheaper during this critical time period, thus making them more powerful. This means that Harmonize and Compulsive Research cost the same amount of mana. The Blue one lets you draw three cards, then discard one or two of them. The Green one just gives you three cards.

I think that, more than anything else, sums up just what is so game changing about Harmonize. Green now has better draw spells than Blue, both in recursive forms (Life from the Loam + lands) and in terms of pure card advantage (Harmonize). That's a big change. Like many massive changes, it'll take awhile for everyone to realize just what a big impact it's creating because most of the effects are small and gradual. But just like a Glacier carves out a river over thousands of years, so does one timeshift rewrite the rules of deck construction.

By Sean DeCoursey on April 6th, 2007 · Filed in Casual · 12 Comments