Wednesday, October 29, 2008

Islandhome #35

==ISLANDHOME #35==
October 29th 2008

==IN THIS ISSUE...==

FNC Grand Opening
Cranial Insertion
States '08 Metagame Breakdown

==THIS WEEK'S SCHEDULE==

Friday: Spooooooky Halloween FNM Booster Draft at Brothers Grim ($13 entry) @ 7 PM
Saturday: FNC Grand Opening Sealed Deck ($30 entry) at FNC @ 1 PM
Sunday: Booster Draft at Brothers Grim @ 2 PM

==FNC GRAND OPENING==
Author: Brian Paskoff

FNC is dead! Long live FNC! Sorry.

FNC is reopening its doors at a new location: 19 Udall Road, West Islip. We're going to have a lot more space to play in now, so no one will need to play on counters, and the "bigger boned" players won't need to squeeze in to find places to play. To celebrate the new digs, we're having a FNC Grand Opening Sealed Deck Tournament this weekend! Entry fee is $30, and of course there will be fabulous prizes and stuff to go with it, like a full box of Shards of Alara and a bunch of foils (including Figure of Destiny and Ajani Vengeant promos!) so come and check out the new location!

==CRANIAL INSERTION==
Author: Brian Paskoff

Big announcement! Monday, November 3rd will be my first article for MTGSalvation.com's Cranial Insertion, their weekly rules article. I'll be one of the official writers for it, which means I'll have a new article up there about every three weeks. I'm honored to have gotten selected among all the other candidates who applied, because Cranial Insertion was one of the things that helped me immensely on my way to becoming a judge. Before I took the judge test, I read CI every week, and back-articles as far back as I could. I even contacted Eli Shiffrin, one of the writers and editors of CI, who's become one of my best friends and judge mentors. And now I get to be part of that team! If you're looking to become a judge, or just polish up your rules knowledge, there's few resources out there as good as Cranial Insertion.

Don't worry though, I'll still be bringing you Islandhome every Wednesday as usual! In addition to the questions I get in the CI Mailbag, I'll also be answering the questions YOU send me in my articles, so send them in!

I'd like to thank both Dr. Tom and Urchin, writers of CI who are stepping down for various personal reasons, for writing over the years.

==STATES '08 METAGAME BREAKDOWN==
Author: Brian Paskoff

Next Tuesday is the election, and next Saturday is States. Even if you're not old enough to vote, you can still do your patriotic duty by playing in the 2008 State Championships! It's Standard, a format most if not all of you are familiar with... but States will have some tougher competition than your local tournaments - not because people at FNC, Grim, etc. aren't competitive players, but because there's a wider range of players, decks, and a more competitive atmosphere. I've got some tips to make things go smoother for you. Not just play tips, but tournament tips in general from someone like myself who gets to see the grand-plan of things players don't get to see.

Be very, very careful about foils. Foils have a tendency to warp for any number of reasons: humidity, left out of a sleeve too long, left in a sleeve too long, because you looked at them funny, etc. You can play with foils of course, but I'd advise against it if you have only certain cards foiled. For example, if all your basic lands are foil and no other cards are, this is a problem. If you only have your Cryptic Commands foil, it's a problem too. A good way to test your foils is to shuffle your deck and look at it from all angles. Cut your deck a few times and see if you can cut to your foils; even "most of the time" is bad. This will be an issue with promo Figure of Destinies. Players are frantically searching for non-foil Figures to use in their Standard decks just for this reason.

States will use decklists, and it's been a while since I've talked about those. We judges use decklists at tournaments to make sure everyone's playing a legal deck. Sixty or more cards and a fifteen or zero card sideboard, all of those cards Standard-legal. When you're filling out your decklist, make sure you count the final list at least twice; have a friend verify it if you want. If you make a mistake and leave a card out, it's a game loss - and since we're checking lists during round one, you'll get that game loss at the start of round two. Not good, no matter how you did in round one. Be careful of confusing names on your lists too. There's some leeway on ambiguous card names, but if we can't make a reasonable guess, it's going to make us hunt you down for it. Back in Time Spiral days there were a lot of these problems, like the two Akromas, but there aren't many in current Standard. Still, when in doubt, write the full name of the card! Decklists aren't that scary though, under 5% of decklists come up with a problem.

Now for talking about the actual metagame and not just the meta-metagame! Decklists from tournaments all over are coming in, and it's becoming apparent that the metagame is diverse. The decks that seem to be making top 8s are: 5C Control, Faeries, Kithkin, Mono-Red, 5C Merfolk, Reveillark, Doran, and Elves. That's more or less in tier order, with the most popular and better-performing decks at the start there and the lower tiers towards the end, though not necessarily totally in that order.

5-Color control, i.e. the deck formerly known as "Quick n' Toast" or just "Toast" is by and large the most popular deck right now. Prices of Reflecting Pools and Cryptic Commands are sky-high right now, and will probably stay that way until after States. The deck doesn't need much of an introduction at this point. It sets up in the early game, stabilizes with mass and spot removal, and turns the tide with Cruel Ultimatum and a horde off efficient creatures like Mulldrifter and Kitchen Finks. Expect to play against this a lot at States, where there's a lot of players who can afford the expensive deck. Its main weakness is that it takes a few turns to set up, and because it wins most games by taking a beating and then recovering, it'll stay down if you can beat it in the early-game.

Faeries has replaced Rune Snag and Ancestral Visions with Broken Ambitions and Thoughtseize, and now uses Agony Warp in place of Nameless Inversion. Besides that, it's mostly the same deck as it used to be, sometimes sporting a Loxodon Warhammer, a trick that hasn't been tried since the early days of Faeries. (On a judge-ly note, watch out for players trying to equip their Faeries with a Scion of Oona in play!) Some even use Jace to get better card draw in a pseudo-Phyrexian Arena style. It's still heavily reliant on a turn two Bitterblossom, and still gets overran by a good Kithkin or RDW hand.

Kithkin has made a couple of adjustments to the 5C-dominated metagame. There's less reliance on Mirrorweave and more on global effects like Glorious Anthem, which can combine with Wizened Cenn or another Anthem to put most of the creatures in the deck out of Firespout range, a very important card for the deck to avoid. It still doesn't stop Wrath, but there's not much to be done about that except Reveillark or the old tactic of not over-extending.

Mono-Red or RDW (Red Deck Wins) is the oldest archetype in the game, and doesn't disappoint. Flame Javelin, Incinerate, Lash Out, Figure of Destiny, Boggart Ram-Gang, Demigod of Revenge (let the trigger resolve!) and every other red spell you'd expect is in the deck. Magus of the Moon would make the deck obscenely powerful in the current Reflecting Pool format, but unfortunately without that the deck needs a fast start to beat the overwhelming control decks.

5-Color Merfolk is a relatively new deck, and even though it's not tier 1, it's a strong deck. Even though it's a Merfolk deck in name, while not every creature in it is a Merfolk, every creature is a Wizard. Stonybrook Banneret makes Sage's Dousing a better Mana Leak, makes Nameless Inversion cheaper, and enables a turn three Chameleon Colossus, which is probably the best Merfolk ever printed. Of course, the obligatory playsets of Reflecting Pool and Cryptic Commands makes it one of the more expensive decks in the format, and it has similar trouble against Kithkin and RDW as Faeries does.

Reveillark is a hard deck to play in this format, because relying on five-mana creatures in decks that aren't already putting pressure on the board is hard to do. There's no Momentary Blink or possibility of an infinite combo anymore, so it's partially a reanimator deck now, using creatures such as Tidehollow Sculler, Sower of Temptation, Mulldrifter, and Glen-Elendra Archmage, getting them back via Reveillark or Makeshift Mannequin.

Then there's Doran and Elves, which are basically sprung from the same archetype, Rock. Both decks rely on quick beats backed up by hand disruption like Thoughtseize and/or Tidehollow Sculler in Doran's case. Both decks can put a big threat out on turn two: Either Doran or Wren's Run Vanquisher, and can recover in the late-game with Profane Command. These two decks probably changed the least after the last rotation.

And of course you could always go rogue. States is the tournament many players come to test out their custom creations, such as the Sanity Grinding deck Matt Brocking played last week using all the five-mana blue Avatars from Shadowmoor/Eventide and other blue-heavy spells to make sure he usually hit for over thirty cards with Sanity Grinding.

In closing, if you want to see what you'll be up against next Saturday, take a look at the top 8 decklists from Neutral Ground's anniversary tournament. The decks there are probably going to be the same ones you'll see from most of the players there, almost card for card.

==RULES CORNER==
Author: Brian Paskoff

Q. At our FNM, the draft lands are kindly provided by the store, but some of them are in bad shape from being used so much and being so old. Can I still use them, or do I have to buy sleeves?
A. If your lands are marked, you're going to have to either find lands that aren't marked, or use sleeves. It's nice to share lands, but any card that gets shuffled and played with a lot will be noticeably more worn than the fresh new cards from the packs you just opened. You get a few new fresh lands in the packs in Shards of Alara, but on average you'll only get three - not enough to build a 40-card deck with. Single packs of fifty sleeves are cheap, and will last you many drafts if you're good to them.

Q. My friend was looking at my trade binder the other day for Figure of Destinies, but he didn't want my promo ones because he said he wouldn't be able to use them at States. Is he right?
A. Well, sort of. If all the copies of Figure of Destiny in his deck were foil and nothing else was, that'd be a problem. Foils tend to warp and bend differently than non-foil cards, no matter how careful you are or what kind of sleeves they're in. If you can shuffle a deck and cut to the Figures even "most of the time", that's Marked Cards - Pattern, an automatic Game Loss. It always comes down to the head judge's discretion if he or she determines your cards are marked, but chances are if you suspect they are, then they are. BUT, avoiding foils altogether is a drastic measure! You can avoid Marked Cards penalties by making sure you have a decent distribution of foil and non-foil cards so that when you shuffle, you don't always cut to a foil, and keeping your cards in sleeves when you're not using them - they won't warp noticeably unless they're left out too long. To calm your worries even more, practically everyone has foil promo Figures at tournaments, and 99.5% of them aren't in danger of getting a Game Loss.

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==UPCOMING EVENTS==

October 4th - December 28th: PTQ Season for PT Kyoto

The next PTQ season kicks off October 4th, and the format is Shards of Alara sealed deck!

November 8th - State Champs
States makes a return on November 8th, with a massive Standard tournament in each state! New York's will be at Neutral Ground, as usual. Everyone who enters gets a free foil Dauntless Dourbark, and each player who makes top 8 gets Shards product, a playmat, and the winner gets a plaque and free entry to Gray Matter constructed events for an entire year!

December - Mox Tournament at Brothers Grim
This December, Islandhome, in association with Brothers Grim, will be holding a giant Standard tournament. The first place prize will be a Mox Emerald, with many other prizes as well. Side events such as booster drafts and EDH multiplayer games will be held that day too, so keep reading Islandhome for more details!

PTQs in our area this season:

11/22 - Philadelphia, PA
12/13 - New York, NY
12/27 - Edison, NJ

==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 631-698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
19 Udall Rd.
West Islip, NY 11795
Phone: 631-470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, October 22, 2008

Islandhome #34

==ISLANDHOME #34==
October 22nd 2008

==IN THIS ISSUE...==

FNC is Moving!
States '08
The Future of Magic
Madonia Minute

==THIS WEEK'S SCHEDULE==

Friday: FNM Booster Draft at Brothers Grim @ 7 PM
Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Casual Day at Brothers Grim @ 2 PM

==FNC IS MOVING!==
Author: Brian Paskoff

Friendly Neighborhood Comics will be moving to West Islip on November 1st, and to say goodbye to FNC's original location, we're having a huge tournament this weekend. Come down, play for big prizes, and join us in the last tournament at FNC Islip! (As John Madonia IMs me five thousand times a day, "fnc u!")

I'll miss the little store I helped build up over the last two years, from a little store with a half dozen players with 86 card "green decks" to a thriving store with Grand-Prix-top-8 level decks piloted by skilled players, the same ones who two years ago were playing Blaze in their red decks. I don't mean to sound like I'm taking credit for the drastically improved skill level of players (watching me play, you'd think I'd have players still playing giant mono-colored decks) - I'm proud of everyone's effort to be the best player they can be, and this goes for every Islandhome reader. It seems like every once in a while, some new player comes to FNC with a "Pro" deck because they heard FNC was a "kid's store", only to get smashed into the losers' bracket by the skill of the "kids" they thought they were sure to beat.

Hopefully this tradition continues at the new FNC, where the bigger venue and location on a main road will attract many more players. FNC has a casual atmosphere with lots of friendly competition and nice players, and I hope to see everyone there on opening day!

==STATES '08==
Author: Brian Paskoff

In just over two weeks, as we find out who the next President of the United States is (Tarmogoyf '08!), Magic players all over the country will be participating in their state's State Championships! After cancelling one of the most popular annual tournaments, Wizards has caved in to popular demand and has brought back States. A casual-competitive level event, States appeals to everyone, and the fact that there's no Pro Tour invite or large cash prize on the line makes it a much friendlier playing environment than a PTQ.

Entry fee is only $25, and everyone who plays gets a free foil Dauntless Dourbark. I know - not the most exciting card in the world, but it's a collector's item that you can't get anywhere else. In previous years, pre-cancellation and resurrection, Wizards printed a special full-frame chase rare for everyone who placed in the top 8. Because they didn't have time to print a new card after reanimating the State Champs program or some other reason, there's no top 8 promo this time around. Instead, everyone who makes it to the top 8 table gets a Predator Dragon playmat that's sure to raise a hefty price on eBay. The winner of it all though gets a new prize: free entry to all Gray Matter constructed events for an entire year! That's right - you can play in every Gray Matter constructed PTQ for free, with nothing at stake other than your rating and pride!

John Madonia has some ravings about the Standard metagame in his column, but I'll offer some of my limited expertise on constructed right now. I'll go out and say that five-color control decks will be by far the most popular choice, probably rivaling Faeries's showing at some large Standard tournaments pre-Shards rotation. With the best mana fixing ever in Standard (besides Reflecting Pool + City of Brass), Toast decks can play any card they want. The major weakness of the deck is that it relies on big spells, like that oh-so-trendy Cruel Ultimatum. Thanks to lots of mass and spot removal, as well as life gain, Toast can swing back around after being battered down in the early game.

A small percentage of the field will be packing anti-five-color decks. Toast has trouble wth quicker decks that pack counterspells of their own, such as Faeries. That archetype seemed to be dead after it lost Ancestral Visions and Rune Snag, but its good matchup against Toast even without its most powerful spells might give it renewed life... at least until Toast loses popularity.

I'll have more Standard metagame review next week's article, as I expect the majority of the decklists from States to come straight out of this weekend's StarCityGames $5000 tournament this weekend.

==THE FUTURE OF MAGIC==
Author: Brian Paskoff

Welcome to the world of tomorrow! Well, not just yet. It's going to be about three months before we even get a look at a new Magic card, so get used to Shards of Alara. On Monday, Wizards released the official name of the third set in the Alara block: Alara Reborn [ARB]. According to the little bit of information given about it in the press release, Alara Reborn is going to be all about the five Shards coming together to become one world again. As anyone who's remotely interested in the fluff behind the game is aware, Alara block's storyline is about the post-post-apocalyptic plane of Alara after it was torn apart into five different worlds by something called "The Sundering". Conflux, apparently, is all about the five Shards starting to rejoin, as seen in the promotional art on the back of some token/tips cards. That art seems to show Progenitus, the giant hydra god sleeping beneath Naya (see Relic of Progenitus and Keeper of Progenitus), invading Bant and about to enjoy a nice angel food cake.

So what does all this nerdy storyline talk have to do with the game itself? Well, for one thing, it gives us some clues about the theme of the next two sets. Conflux is widely believed to be the "enemy shard" set, just as Eventide mirrored Shadowmoor by switching from allied color pairs to enemy color pairs. Blending the lines between the shards would be a good mechanical way to show the reformation of Alara, and even better, gives us some new colors to work with, such as BGW - Doran colors! However, it'd present some difficulty with limited. Players have already learned that there are two ways to draft Shards of Alara: either stick rigidly within a particular shard, or go four colors with enough mana fixing to make it worthwhile. Introducing enemy shards in the third pack would make it hard for the first option to work, especially if there were the same ratio of good tri-color cards to non-tri-color cards as in Shards. You'd be forced to go at least four colors, or ignore the tri-color stuff entirely.

On the bright side, there are hints of strong "all color" mana fixing in Conflux. Out of the leaked card names, two stand out as possible mana fixers. There's Obelisk of Alara, which if it follows the theme of Shards of Alara's Obelisks, will be a mana fixer. And the generic name tells us it has something to do with adding mana of any color. Then there's Mana Cylix, a one mana artifact reprinted from Planeshift that lets you tap it to filter any color mana into another color. Shards purposely avoided mana fixers that added mana of any color to your mana pool, but with Conflux having at least one such fixer confirmed, you shouldn't be too afraid of being mana screwed in a four or five color deck.

As for Alara Reborn, it's anyone's guess as to what they're going to do with the colors. Will it mix and match color triads from all over the back of the Magic card? Be a four-color or even five-color set? Or do a total 180 and be a strictly old-school-Magic feel set with no multicolored cards whatsoever? The possibilities are wide open, and we'll have to wait until at least late March to find out what Wizards has in store for us, because the set itself will be released April 30th.

After Alara block is all done with, the block code-named Live, Long, and Prosper kicks off with Live, sometime in the fall of 2009, which will give Lorwyn, Morningtide, Shadowmoor, and Eventide the boot out of Standard. But before that, probably in June or July if history is any indication, 11th Edition will be released. 11th Edition will be the smallest core set in Magic's modern history, with only about 229 cards (the final number has yet to be released). 11th Edition may or may not have black borders like 10th; that too has yet to be determined. But the most excitement over 11th Edition comes from speculation over what rare lands will be in the set. The dual lands in core sets are perhaps the most important cards they add to Standard. For a long while now, we've relied on the classic painlands - well, not so much anymore with Vivid lands, Reflecting Pools, and Shadowmoor/Eventide filter lands allowing all five colors of mana to be produced by turn two - but there is a lot of hope that 11th Edition will reprint the shocklands from Ravnica block.

Personally, as someone who played back then (and without the sizeable collection I have now), I'm not looking too much forward to a possible future containing the shocklands as the defacto land in Standard. Standard decks in the Kamigawa/Ravnica and Ravnica/Time Spiral days could cost hundreds of dollars on the manabase alone, with every deck featuring multiple shocklands - some of which cost over twenty dollars! On the other hand, in a much smaller set, shocklands would be easier to obtain than they were back then... but I'd still expect the most popular shocklands to breach the $20 barrier, at least at first.

Whatever new things Magic brings to the table (literally) in the next few years, the game will stay as fun as it's always been. New sets are always exciting, and you'll be cracking packs of Live before you know it!

==MADONIA MINUTE==
Author: John "Metagame" Madonia

I sit amongst the 10,000 or so Big Gulp cups that surround by twin bed as I write to you this October. An autumn night with leaves falling slowly and a brisk wind forcing a light sweatshirt to be worn as a trip to the drug store awaits. I peer out my window and notice a young specimen maybe 19 or 20 years of age, female, jogging to her hearts content as my hearts races yearning to speak to her. She passes by my home each evening around 8:00pm usually in a swift manner with her blond hair waving along as she shirt slowly moves around as each passing step my heart palpitates and hungers for one opportunity to be great and have that courage to go over to her and tell her that she's the most interesting person I've ever met and that I promise not to call her 24/7 and call her self-absorbed. And yet I sit here, yet again with my heart buried in my hands wanting to reach out, but I cannot handle the possible rejection that has hindered my fourfathers (spelled this way on purpose) I cannot bear to hear the words im not going to date you, I will instead continue to play Diablo 2 and wear pleather jackets and one day find that special one that will allow me to take me to a place many men know well, the sushi date 08.

The preceeding paragraph has little to do about Magic but it had sentimental value and needed to be addressed.

Reveillark has been one of my favorite non-blue cards printed in recent memory. The first decks packing this card were built around infinite damage and infinite life-gain. Even the best of players had difficulty piloting this deck and with a near unwinnable game against Faeries, so it feel by the wayside. At the end of the Time Spiral Standard season, the deck made its return as a tempo-based control deck winning various Grand Prix.

I decided to try and look at some cards that could fit well in a Reveillark themed deck. I looked at the current metagame as Five Color (5c), Faeries, Kithkin, Elves, Merfolk and Red based variants. I feel at an average States event that a solid 25-30 percent of the field would be piloting 5C. You need to be able to have a strong matchup against the deck if you have any shot at doing anything this season. The only problem is it's near impossible to fight their spells, as they can play any card in the format. Some of their lists play Cruel Ultimatimum, some have Negate to counteract them. Your best plan at the moment is to fight their mana-base. Although we don't have Magus of the Moon at our disposal, we do have various spells to keep their game in check.

I started building with the core cards:
4x Reveillark
4x Mulldrifter
4x Cryptic Command

Most decks pack these cards in 4-ofs. Mulldrifter is a key creature and reanimator target. Of course any control deck has to pack Cryptic Command.

Utility Creatures:
4x Tidehollow Sculler
4x Fulminator Mage

Anyone that used Mesmeric Fiend knows how good this type of card is. It's Thoughtseize 5-8 in the early game and forces your opponent to waste spot removal on a Grizzly Bear. It's usually never a dead draw, as it's at worst a 2/2 and it also gives information, which when your opponent has card(s) in his hand can be crucial for decision making.

Fulminator Mage plays a similar role to Stone Rain in the old Magnivore style deck. It can severely hurt 5c mana and taking out a stray Mutavault or Windbrisk Heights.

So we have 20 cards, 16 creatures. Other utility cards are crucial to our gameplan. I attempted each Charm with limited successes, except for Esper Charm and Bant Charm. I decided on 3 Esper Charm and 2 Bant Charm as I feel the early Bitterblossom pressure is too important to ignore. Bant Charm is for the the stray Collosus or Demigod that slips through your removal package.

So to update
4x Tidehollow Sculler
4x Mulldrifter
4x Reveliark
4x Cryptic Command
4x Fulminator Mage
3x Esper Charm
2x Bant Charm

We tried Bitterblossom for a short time, but it counteracted everything I wanted to do with my deck. I felt that although my three-to-five drop slots are consistently powerful I need spells on the beginning of my curve. I looked at a utility card like Unsummon and Boomerang which in theory would allow tempo and great opening. Boomerang never seemed like a dead card was especially damaging early. So I decided on 4.

4x Boomerang
3x Thoughtseize

I feel any control deck I play needs to have either Cryptic Command or Thoughtseize main deck. I feel that any advanced knowledges helps me prepare much stronger, like which spell to Rune Snag or Mana Leak, and which spell warrants a game breaking spell.

3x Makeshift Mannequin

This inclusion is more or less an obvious include.

Mana
4x Reflecting Pool
2x Mystic Gate
2x Sunken Ruins
2x Vivid Meadow
2x Vivid Creek
2x Vivid Marsh
3x Fetid Heath
1x Arcane Sanctum
1x Island
1x Swamp
1x Plains
1x Underground River
1x Adarkar Wastes
1x Caves of Kolios

I usually don't have mana issues, so I usually use my normal formula to tabulate the mana correctly.

Sideboard choices

3x Ajani Vegenant
This card is a pseudo Tangle Wire and Lightning Helix foiled into 1.

4x Kitchen Finks- I feel that I have enough early tempo to disrupt the control decks and to an extent Kithkin decks. This helps the mono red matchup immensely.

3x Wrath of God - For the Kithkin matchup. If the deck becomes overwhelming for our deck then utilizing these maindeck would come to the forefront.

3x Negate - Countering a Cruel Ultimatum for two mana sounds really good, also forcing an early Spectral Procession to not resolve can work wonders for you.

2x Hallowed Burial - Also helps our Kithkin matchup, good tech for the mirror as well.

If Paskoff allows me to make the deck this week, I might play it at the last FNC event in history.

Appreciate the time,

John Madonia

P.S

Here are the players that are on the inside track to making the Madonia Invitational Top 8

David Drebsky
Nestor Nestor
Joe Aprano
Mike Bauer
Dan Gould
Mike Evans
Mike Innace
Lee Cruceta
Dylan Duprez
Jim Chianese
John Lorig

Top 8 will be announced next week!

==RULES CORNER==
Author: Brian Paskoff

Q. Can I make a Cryptic Command counter itself with Swerve?
A. Technically, no... although Swerve can be used to counter a counterspell. Spells on the stack can't target themselves, it's put that plainly in the rules. However, you can target the Cryptic Command with Swerve, and as Swerve resolves, change Cryptic Command's target to Swerve itself! Swerve is still a legal target, since it's still on the stack while it's resolving. Swerve will finish up, and Cryptic Command will still be pointed at it. But when it tries to resolve, it'll find that its new target is illegal and Cryptic Command will be countered. There's one sticky little caveat here though - if Cryptic Command has two targets, it's not a legal target for Swerve, which needs a target spell with a single target. Cryptic's "tap all creatures your opponents control" and "draw a card" modes don't target, but "counter target spell" and "return target permanent to its owner's hand" modes do, so as long as Cryptic Command has one and only one of those targeted modes chosen, it's a legal target for Swerve.

Q. If I Twincast a Torrent of Souls that had both red and black paid to play it, do I get to return a creature and give all my dudes +2/+0 too?
A. If black was paid to play Torrent of Souls, you get to Zombify a creature, and if red was paid, your guys get +2/+0 and haste. But nothing was paid to play the copy of Torrent of Souls, so it'll just be a priority speedbump on the stack, doing absolutely nothing when it resolves. You pick a target before you actually pay for the spell though, so you can bluff your opponent by picking a target for the copy and hope they fall for it by countering it. Of course, that won't work on anyone who's read this article!

Q. I have a Runed Halo out naming Wren's Run Vanquisher, and an Empyrial Angel in play. If I don't block my opponent's attacking Wren's Run Vanquisher, does my Empyrial Angel die?
A. It depends - do you want it to? There are two replacement effects both tugging at the damage about to be dealt to you: Runed Halo is set to prevent the damage, and your Angel wants to take the damage for you. Since you're the affected player, you get to choose which replacement effect (well technically protection's effect is a prevention effect, but same difference) happens first. If you let Runed Halo prevent the damage first, Empyrial Angel will have no damage to soak up and deathtouch won't trigger. If you let Empyrial Angel take the hit, the Vanquisher's deathtouch ability will trigger, destroying the big bad mythic rare.

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==UPCOMING EVENTS==

October 4th - December 28th: PTQ Season for PT Kyoto

The next PTQ season kicks off October 4th, and the format is Shards of Alara sealed deck!

November 8th - State Champs
States makes a return on November 8th, with a massive Standard tournament in each state! New York's will be at Neutral Ground, as usual. Everyone who enters gets a free foil Dauntless Dourbark, and each player who makes top 8 gets Shards product, a playmat, and the winner gets a plaque and free entry to Gray Matter constructed events for an entire year!

December - Mox Tournament at Brothers Grim
This December, Islandhome, in association with Brothers Grim, will be holding a giant Standard tournament. The first place prize will be a Mox Emerald, with many other prizes as well. Side events such as booster drafts and EDH multiplayer games will be held that day too, so keep reading Islandhome for more details!

PTQs in our area this season:

10/26 - Rochester, NY
11/22 - Philadelphia, PA
12/13 - New York, NY
12/27 - Edison, NJ

==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 631-698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 631-470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, October 15, 2008

Islandhome #33

==ISLANDHOME #33==
October 15th 2008

==IN THIS ISSUE...==

Sealed Deck and Standard at Brothers Grim!
Draft Walkthrough: A complete Shards of Alara draft, from start to finish!
Madonia Minute

==THIS WEEK'S SCHEDULE==

Friday: FNM Booster Draft at Brothers Grim @ 7 PM
Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Sealed Deck ($20 Entry) at Brothers Grim @ 2 PM

Due to popular demand, I'm sanctioning a Standard event on Friday night at Grim and seeing how it goes. We'll also be running a Sealed tournament this Sunday at Grim, with an entry fee of only $20, the cheapest I've seen since booster packs were $1.99.

==DRAFT WALKTHROUGH==
Author: Brian Paskoff

So I was watching TV at 11:30 PM on Sunday when suddenly, I hear the tell-tale bloop noise of an incoming IM message - it's my friend Vic Naqvi from Canada, asking if I want to draft. Rather than pack my passport and at least two pairs of socks and hop on the next flight to Toronto, I fire up NetDraft and connect to him while we post the IP address in the Magic-League chatroom. Within minutes, the draft fills up. NetDraft is a little weird; there's no print runs coded in yet, so packs you see in NetDraft won't always come up in real life. You could potentially see NetDraft packs that are all green cards. Usually though, a pack's a pack, and unless you memorize certain print runs, it's not an issue, and truly weird packs are rare. Shards of Alara packs are coded as having 14 cards to make up for the fact that real packs are 14 cards plus a basic land. And lastly, there are no foils in NetDraft - just like at a Nationals or Pro Tour draft, the possibility of a foil replacing a common is zero. So NetDraft is a good approximation of a real draft, but not a great replacement for the real thing.

This issue I'm going to walk you through my draft. I'm not the best drafter in the world, but I've been playing for a long time and hopefully I'll be able to help those of you who are just starting out in limited. I've pointed out my mispicks and why I should've taken the other cards, and contrary to popular belief I sometimes know what I'm doing.

NetDrafts aren't tournaments; you're only paired against one person, who will be sitting across from you so you're not cutting each other. After everyone pairs up, Vic seats everyone across from each other and presses the start button, and off we go!

1:1 - Memory Erosion, Necrogenesis, Angel's Herald, Jhessian Infiltrator, Agony Warp, Marble Chalice, Vithian Stinger, Cancel, Bone Splinters, Shadowfeed, Grixis Panorama, Wild Nacatl, Call to Heel, Windwright Mage.

Agony Warp is the clear winner here, nothing else even comes close. If it wasn't there, it'd be a little more difficult. I don't want to be roped into Naya this early with Wild Nactl, or Esper with Windwright Mage. It's too early for a mana fixer, counterspells aren't outstanding in limited, and the rare is unplayable because there's no mill strategy to build around in this set. Agony Warp can 2-for-1 a lot of the time, and can always 1-for-1. Plus, it leaves me open for either Esper or Grixis. This is a good start for me, because I'm not a strong enough drafter to figure out where I'm going if either of my first two picks don't set me on the right path.
PICK: Agony Warp

1:2 - Ooze Garden, Sigiled Paladin, Tower Gargoyle, Magma Spray, Waveskimmer Aven, Obelisk of Bant, Dispeller's Capsule, Soul's Fire, Steward of Valeron, Resounding Silence, Viashino Skeleton, Grixis Panorama, Rip-Clan Crasher.

Tough choice here. Tower Gargoyle moves me into Esper, Magma Spray moves me into Grixis. This early in the draft I should mention the other good cards, notably Waveskimmer Aven, Steward of Valeron, Resounding Silence, and Rip-Clan Crasher, all of which would put me in four colors, and I wasn't planning on discarding my Agony Warp this early. Soul's Fire is situational, so I try to avoid it; they table anyway. There are times in this set where two damage won't stop a big threat, but a 4/4 flier for 4 is always good. I take the Gargoyle and hope I don't regret it later.
PICK: Tower Gargoyle

1:3 - Blood Cultist, Mighty Emergence, Scourge Devil, Etherium Sculptor, Obelisk of Esper, Viashino Skeleton, Cloudheath Drake, Gustrider Exuberant, Guardians of Akrasa, Bant Panorama, Vectis Silencers, Kederekt Creeper.

Kederekt Creeper is the best card in this pack. I'm sure to see every other card in this pack many times in the draft, but not the "damned if you do block, damned if you don't" Creeper. It's not too late to switch into Grixis, and not too early to rule out four-color entirely, either. The only other alternatives I see are Obelisk of Esper, Guardians of Akrasa, and Cloudheath Drake. Etherium Sculptors are plentiful and I wouldn't worry about those right now even if I was going to try to force Esper.
PICK: Kederekt Creeper

1:4 - Sangrite Surge, Demon's Herald, Bant Panorama, Tortise Formation, Gift of the Gargantuan, Relic of Progenitus, Cylian Elf, Kathari Screecher, Etherium Sculptor, Shadowfeed, Deft Duelist.

Gift of the Gargantuan is a powerful spell, but I'm nowhere near green. There are two good creatures in this pack in my possible colors: Kathari Screecher and Deft Duelist. The flier has evasion, and Deft Duelist is a great two-drop that dodges all sorts of removal. I took the Deft Duelist, though looking back on it, Kathari Screecher would definitely have been the better pick because it kept my color options open; I was in blue no matter which shard I ended up in.
PICK: Deft Duelist

1:5 - Dawnray Archer, Thunder-Thrash Elder, Qasali Ambusher, Bone Splinters, Gustrider Exuberant, Glaze Fiend, Naturalize, Soul's Grace, Goblin Mountaineer, Etherium Sculptor

So I'm in Esper now, and my options are pretty limited in this pack. Every card I could possibly pick is the type of card that will go back around the table: Bone Splinters, Glaze Fiend, and Etherium Sculptor are my best bets. I'm not a fan of Bone Splinters in anything but Jund, Glaze Fiend is good but there's no telling how many artifacts I'll actually get at this point in the draft, and Etherium Sculptor helps me out with my chronic mana-screw. So I take the Sculptor.
PICK: Etherium Sculptor

1:6 - Ranger of Eos, Fire-Field Ogre, Grixis Battlemage, Courier's Capsule, Tortoise Formation, Call to Heel, Undead Leotau, Mosstodon, Deathgreeter.

Strangely, the only outright terrible cards in this pack are Undead Leotau and Tortoise Formation. That's a late Mosstodon, which means green's open, but it's kind of hard to go down that road now. Since this is NetDraft, I forgot Grixis Battlemage had a Merfolk Looter ability until it was too late, but it's not a huge loss. Still thinking in four colors, I take the Fire-Field Ogre. Courier's Capsule or the combat-trick-disguised-as-a-terrible-card Call to Heel would have been good choices. I also have to mention Ranger of Eos. Akrasan Squire, Feral Hydra, and Wild Nacatl are the only good one-drops in Shards limited. Unless you have multiples of those or are rare-drafting, there's usually not a good reason to pick the Ranger.
PICK: Fire-Field Ogre

1:7 - Exuberant Firestoker, Thoughtcutter Agent, Jungle Weaver, Soul's Might, Rip-Clan Crasher, Akrasan Squire, Druid of the Anima, Gustrider Exuberant.

If Thoughtcutter Agent was a 2/1 or even a 1/2, I'd take him. There's a Rip-Clan Crasher and a Druid of the Anima in this pack still! Some lucky drafter is in Jund or Naya and is all alone to enjoy all this green. Akrasan Squire is a solid one-drop that's even good late in the game. Nice to see it seventh pick.
PICK: Akrasan Squire

1:8 - Punish Ignorance, Carrion Thrash, Tortoise Formation, Knight of the Skyward Eye, Call to Heel, Volcanic Submersion, Cathartic Adept.

Even though counterspells are "meh" in limited, Punish Ignorance is pretty good. Carrion Thrash is a great beefy creature that, for some reason, always winds up going late. Tortoise Formation is awful anti-removal; I remember when it cost 1U and could be a 2/2 creature if you tapped the right mana (Plaxmanta). For some reason I took Knight of the Skyward Eye, but I can't remember why. Oh well, if Cylian Elf is playable, a white one should be too.
PICK: Knight of the Skyward Eye

1:9 - Memory Erosion, Necrogenesis, Marble Chalice, Shadowfeed, Call to Heel, Windwright Mage.

Wow, the Windwright Mage came back! Usually, seeing one Windwright Mage late means you'll see more, because a mana-intensive 2/2 lifelink isn't that great unless you can reliably give it flying.
PICK: Windwright Mage

1:10 - Ooze Garden, Sigiled Paladin, Obelisk of Bant, Dispeller's Capsule, Viashino Skeleton.

Obvious pick here, the Sigiled Paladin. And, with the picking of a double-white two-drop, I erase all notions of going four-color. Sorry, Kederekt Creeper and Fire-Field Ogre.
PICK: Sigiled Paladin

1:11 - Mighty Emergence, Etherium Sculptor, Viashino Skeleton, Gustrider Exuberant.
PICK: Etherium Sculptor

1:12 - Demon's Herald, Tortoise Formation, Shadowfeed.
PICK: Shadowfeed

1:13 - Soul's Grace, Goblin Mountaineer.
PICK: Soul's Grace

1:14 - Deathgreeter.
PICK: Deathgreeter

2:1 - Crucible of Fire, Jhessian Infiltrator, Savage Lands, Scavenger Drake, Obelisk of Jund, Cloudheath Drake, Blightning, Ridge Rannet, Jungle Weaver, Volcanic Submersion, Dragon Fodder, Steelclad Serpent, Skeletal Kathari, Obelisk of Esper.

Bad pack for me, bad rare for anyone. Scavenger Drake fits any black shard except Esper, so my choices are Cloudheath Drake, Steelclad Serpent, Skeletal Kathari, and Obelisk of Esper; none of those are really first-pick material. But, Cloudheath Drake is a flier, and goes great with a turn two or three Etherium Sculptor.
PICK: Cloudheath Drake

2:2 - Vicious Shadows, Wooly Thoctar, Algae Gharial, Jund Charm, Bone Splinters, Viscera Dragger, Grixis Panorama, Sanctum Gargoyle, Tortoise Formation, Resounding Wave, Steward of Valeron, Resounding Roar, Gustrider Exuberant.

Wow, Wooly Thoctar and Jund Charm. If I was in Grixis or Naya, I'd splash for the Jund Charm, and I almost consider hate-picking it for a few seconds. If Sanctum Gargoyle wasn't in the pack, I probably would, but a Gravedigger that flies, becomes cheaper with Etherium Sculptor, and both survives and helps me recover from Jund Charm fits my deck much better.
PICK: Sanctum Gargoyle

2:3 - Stoic Angel, Bant Charm, Kiss of the Amesha, Skeletonize, Cathartic Adept, Deft Duelist, Resounding Roar, Mosstodon, Oblivion Ring, Soul's Grace, Gift of the Gargantuan, Tidehollow Strix.

Twelve cards left in the pack and there only two bad ones (Cathartic Adept and Soul's Grace). Obviously the two guys next to me aren't in Bant, and look at all that green! I almost consider splashing for Bant Charm for a moment before looking down and seeing Oblivion Ring, which is technically more fragile, but deals with more than Bant Charm does... and doesn't require me to stretch my manabase.
PICK: Oblivion Ring

2:4 - Keeper of Progenitus, Demon's Herald, Esper Battlemage, Metallurgeon, Resounding Wave, Dispeller's Capsule, Courier's Capsule, Coma Veil, Windwright Mage, Elvish Visionary, Relic of Progenitus.

Wow, lots of stuff for me. Esper Battlemage picks off little guys and makes combat tough. Metallurgeon is deceptively powerful and even I overlooked it. Resounding Wave is okay as a normal spell, and great when you can cycle it. Courier's Capsule draws cards, but I'm sure I'll see more. Finally there's Windwright Mage. I already have one, but it's a better creature in multiples, and so in it goes. I'm not entirely sure I made the right choice, but I know I didn't make a bad one.
PICK: Windwright Mage

2:5 - Mighty Emergence, Topan Ascetic, Dragon's Herald, Steward of Valeron, Incurable Ogre, Undead Leotau, Blightning, Cathartic Adept, Shore Snapper, Elvish Visionary.

Not a playable card in my colors, and definitely none playable in my theme. Shore Snapper is an average creature, made worse by the fact that every time I pick it, my opponents don't play Islands.
PICK: Shore Snapper

2:6 - Clarion Ultimatum, Exuberant Firestoker, Blister Beetle, Obelisk of Esper, Cylian Elf, Dreg Reaver, Courier's Capsule, Gustrider Exuberant, Knight of the Skyward Eye.

The Obelisk is tempting, but Blister Beetle is so much more fun! Besides killing any X/1, Blister Beetle can kill off any creature that survived combat damage with one damage shy of lethal.
PICK: Blister Beetle

2:7 - Bant Battlemage, Dragon's Herald, Obelisk of Grixis, Deathgreeter, Relic of Progenitus, Banewasp Affliction, Cylian Elf, Resounding Scream.

Yuck. I could take Obelisk of Grixis, but then I'd be tempted to splash red. I don't have any high mana cost cards where I'd need the extra mana accel, and I'm sure I'll come across an Esper one later. Bant Battlemage is fine, it gives my guys evasion.
PICK: Bant Battlemage

2:8 - Grixis Battlemage, Drumhunter, Behemoth's Herald, Obelisk of Naya, Savage Hunger, Etherium Sculptor, Dreg Reaver.

Grixis Battlemage is a great draw engine, and Etherium Sculptors are a dime a dozen.
PICK: Grixis Battlemage

2:9 - Crucible of Fire, Obelisk of Jund, Ridge Rannet, Jungle Weaver, Volcanic Submersion, Obelisk of Esper.

PICK: Crucible of Fire. Just kidding. Obelisk of Esper.

2:10 - Vicious Shadows, Algae Gharial, Tortoise Formation, Steward of Valeron, Gustrider Exuberant.

Hate pick time! Even though no one's playing green....
PICK: Steward of Valeron

2:11 - Kiss of the Amesha, Cathartic Adept, Resounding Roar, Soul's Grace.

Well that's late. Kiss of the Amesha isn't exactly a bomb, but it's not exactly eleventh pick bad either.
PICK: Kiss of the Amesha

2:12 - Keeper of Progenitus, Relic of Progenitus, Demon's Herald.

PICK: Relic of Progenitus

2:13 - Mighty Emergence, Dragon's Herald.

PICK: Mighty Emergence

2:14 - Clarion Ultimatum.

PICK: Clarion Ultimatum

3:1 - Master of Etherium, Thoughtcutter Agent, Kiss of the Amesha, Naya Battlemage, Cathartic Adept, Shore Snapper, Druid of the Anima, Coma Veil, Angelsong, Marble Chalice, Bant Panorama, Cavern Thoctar, Volcanic Submersion, Glaze Fiend.

Wow! Not only is my rare in my colors, it fits my deck perfectly! The only other comparable card I could've opened in the rare slot is Sharuum the Hegemon. But before I slam that down, let's just see what else is in the pack. Naya Battlemage is good for the Naya player, as it taps down threats. Kiss of the Amesha and Glaze Fiend are the only other things I'd consider taking in this pack if Master of Etherium wasn't there.
PICK: Master of Etherium

3:2 - Where Ancients Tread, Sunseed Nurturer, Sigiled Paladin, Tidehollow Strix, Obelisk of Esper, Bloodthorn Taunter, Onyx Goblet, Welkin Guide, Dragon Fodder, Wild Nacatl, Call to Heel, Steelclad Serpent, Obelisk of Bant.

Where Ancients Tread is a huge bomb that no one's paid much attention to yet. With the amount of green going around though, I don't think anyone's in a position to abuse it to its fullest, however. Tidehollow Strix has flying and deathtouch and is an artifact creature - what more could I want?
PICK: Tidehollow Strix

3:3 - Scourge Devil, Bant Battlemage, Grixis Panorama, Windwright Mage, Sighted-Caste Sorcerer, Savage Hunger, Hissing Iguanar, Wild Nacatl, Dispeller's Capsule, Sigil Blessing, Gustrider Exuberant, Godtoucher.

Nothing's better than the Windwright Mage. Other notes - Hissing Iguanar is great in a Jund deck, Wild Nacatl fits in the Naya deck no one is playing, and Sigil Blessing would have been taken already if the two guys to my right were in WG.
PICK: Windwright Mage

3:4 - Ooze Garden, Exuberant Firestoker, Rockslide Elemental, Puppet Conjurer, Lightning Talons, Steelclad Serpent, Courier's Capsule, Hissing Iguanar, Deathgreeter, Thorn-Thrash Viashino, Glaze Fiend.

There's a couple of filler cards for my deck in this pack. I like Puppet Conjurer because he makes chump blockers and pumps Master of Etherium, but I like the card drawing power of Courier's Capsule. If I had to do it all over again, I might've taken the Conjurer since I already had Kiss of the Amesha and Grixis Battlemage for drawing power... but once again, it's not a massive loss.
PICK: Courier's Capsule

3:5 - Grixis Battlemage, Sunseed Nurterer, Deathgreeter, Call to Heel, Carrion Thrash, Lush Growth, Cavern Thoctar, Hindering Light, Jhessian Lookout, Bloodthorn Taunter.

The thing about taking Hindering Light is that you feel obligated to use it, and it's a dead card when you're down in board position and your opponent is swinging away at you. So I'm looking at Grixis Battlemage and Call to Heel here, and I take the creature.
PICK: Grixis Battlemage

3:6 - Mighty Emergence, Drumhunter, Wild Nacatl, Glaze Fiend, Dregscape Zombie, Kederekt Creeper, Deft Duelist, Onyx Goblet, Resounding Wave.

Kederekt Creeper this late is weird, since I'm getting a Grixis vibe from the drafter on my right. Drumhunter is amazing in a Naya deck, and so is Wild Nacatl, so I don't need to say anything more about that. Deft Duelist is good, but I've got enough already and it's strictly an early-game creature. Glaze Fiend goes great with my artifact theme, and I love having multiples, so pack three is my last chance. Runner up: Resounding Wave.
PICK: Glaze Fiend

3:7 - Sangrite Surge, Obelisk of Grixis, Esper Panorama, Skeletal Kathari, Marble Chalice, Godtoucher, Gift of the Gargantuan, Volcanic Submersion.

Gift is late. I could take the Panorama, but I don't want to get stuck on colorless mana in my deck with three Windwright Mages. Skeletal Kathari is an underrated flier, in black of all colors. And it goes great with the Puppet Conjurer I didn't pick!
PICK: Skeletal Kathari

3:8 - Cunning Lethemancer, Angel's Herald, Dregscape Zombie, Angelsong, Volcanic Submersion, Court Archers, Rip-Clan Crasher.

Medoicre cards, and two great cards that aren't in my (or anyone's) colors. Cunning Lethemancer could be annoying, but it wouldn't make my deck, that's for sure. Angelsong is a cute combat trick that can cycle when I don't need it, but the problem is, you can cycle it when you don't need it. Drawing Angelsong early means you'll cycle it, and won't have it when you need it later. Plus, unless you're digging for some mass removal (which I don't have), straight up fog spells aren't that great in limited. Dregscape Zombie probably won't make my deck, but I take it anyway. If this were a real draft, I might've hate-picked either green card.
PICK: Dregscape Zombie

3:9 - Cathartic Adept, Angelsong, Marble Chalice, Cavern Thoctar, Volcanic Submersion, Glaze Fiend.

Easy mode. Glaze Fiends in Esper are sort of like Mimics in Shadowmoor/Eventide drafts.
PICK: Glaze Fiend

3:10 - Where Ancients Tread, Sunseed Nurterer, Sigiled Paladin, Onyx Goblet, Steelclad Serpent.

Like I said, no one realizes how bomby Where Ancients Tread can be. Were this a real draft where I was going to play more than just the player across from me, I would've hate-picked the enchantment. But I decide to make life hell for the guy sitting across from the drafter next to me and let it go. Meanwhile, my choices are between Sigiled Paladin number two, or Steelclad Serpent. I probably should've taken the Paladin, but since this wasn't a real draft, I decided to experiment with Steelclad Serpent to see how powerful it is in an artifact-based deck.
PICK: Steelclad Serpent

3:11 - Savage Hunger, Dispeller's Capsule, Gustrider Exuberant, Godtoucher.

I decide to stick Dispeller's Capsule in my sideboard for any Oblivion Rings or Where Ancients Treads I go up against.
PICK: Dispeller's Capsule

3:12 - Ooze Garden, Deathgreeter, Glaze Fiend.
PICK: Glaze Fiend

3:13 - Deathgreeter, Bloodthorn Taunter.
PICK: Death Greeter

3:14 - Mighty Emergence.
PICK: Tarmogoyf

So I've got a great Esper deck. Only a Sharuum, a few more Sanctum Gargoyles, and another removal spell or two would put this draft in my all-time top five. Signals are important in a draft, which is why I'm hammering the point home that red and green were wiiiiiiiide open. Cards like Court Archers and Rip-Clan Crashers shouldn't table, ever. I didn't realize it while I was drafting, but in hindsight after typing all this out, white was the heaviest drafted color, maybe blue as well. I didn't survey everyone in the draft, but I'm sure more than two people were going for Bant.

I know I made a lot of mistakes that drafters better than me reading this will probably shake their heads and go "Tsk, tsk, that Paskoff, what a terrible drafter, my word!", but it all worked out in the end for the most part.

I build the deck quickly in NetDraft and export it so I can open it in Magic Workstation where I can look at it in greater detail. Here's what the deck looks like:

Creatures (18): Tower Gargoyle, Deft Duelist, Etherium Sculptor, Windwright Mage (3x), Sigiled Paladin, Cloudheath Drake, Sanctum Gargoyle, Blister Beetle, Grixis Battlemage, Master of Etherium, Tidehollow Strix, Glaze Fiend (3x), Skeletal Kathari, Steelclad Serpent
Spells (5): Agony Warp, Oblivion Ring, Obelisk of Esper, Kiss of the Amesha, Courier's Capsule

I have eighteen creatures, a little on the high end, which means I have to play somewhat aggressively. I also have only one trick - Agony Warp. Although to be fair, I didn't have much of a chance to pick up any others, though I might've taken Resounding Waves in place of Esper Battlemage and/or Glaze Fiend if I realized I was going to have only one playable instant... but again, that's something that comes from experience. You can know what cards you've taken easily, but it takes a lot of skill to analyze what cards you need while you're drafting.

Magic Workstation has all sorts of neat tools to analyze a deck. I've got ten two-drops, seven three-drops, two four-drops, two five-drops, and two spells that cost six or more. That's a lot of two-drops, but they're all really good. It also shows that I'm fairly even on the total mana symbols for each of my three colors. Ten white, thirteen blue, and twelve black. It could be very safe to play six Islands, six Swamps, and five Plains, but I'm a fan of the "23/18" school of limited deckbuilding and I put in six of each land. Your mileage my vary.

There are a whopping fifteen artifacts in the deck, thirteen of which are artifact creatures, making Glaze Fiend very playable. Just try getting thirteen playable blue/green spells in Eventide to set off your Shorecrasher Mimics!

Vic was in more or less the same colors as me, except he fell into the trap of splashing for a fourth color, red. This can happen often in a draft. The signals you're sending out get weaker and weaker the further away from you they get, and the furthest point is the person sitting directly across from you. So while I cutting off good Esper cards from the people sitting to my right and left, Vic had no idea what I was doing. He just knew that some good Esper cards were coming his way because no one near me wanted to fight me over them. We usually end up sharing a shard.

In game one, I knocked him down to four life early, but he recovered with a Sharuum the Hegemon off the top, bringing back a Cloudheath Drake and backed up by a Metallurgeon to regenerate his blockers on defense, and my 6/6 Tower Gargoyle (Master of Etherium + Sigiled Paladin) just couldn't break through. Game two went better for me, with my deck performing as it should and breaking through his defenses with fliers and a timely Blister Beetle. Unfortunately in game three, Vic got horribly mana-screwed, drawing nearly every non-Island land in his deck while all his blue cards remained stuck in his hand.

If you have any questions about why I picked/didn't pick a certain card, or comments about the draft, let me know! Hopefully you'll learn from the picks (and mistakes!) I made and can use this knowledge next time you draft.

==MADONIA MINUTE==
Author: John "Metagame" Madonia

Public Service Announcement. There are only two events left in the first and only Madonia Invitational and it's an intense setting as three different winners have been crowned. The first week was won by one of our dearly departed combatants that for the sanctity of this column will be kept nameless. Week 2 was handled by David 24/7 Drebsky (Wurm) with the only deck he realistically plays well, Kithkin. Week 3 was won by a Madonia/Chianese Joint that didn't lose a match on the weekend, even in batting practice.
Full standings are available through me, I will not post them here as to allow for tension to build.

FNC closing :(

Hopefully the majority of everyone knows this, but our Islip chapter of FNC will be shutting its doors for the last time in late October. I personally am saddened by this as I was a founding father of the Magic scene there and have helped bring it from the ground up. We put a lot of work in getting people in the building and keeping them there, so it's tough to see it go because of an increase rent cost and horrific economy. They will be moving to a main road in West Islip, which although seems quaint and all, is not FNC. I would ask that anyone that goes to the new store refer to it as Friendly Neighborhood or something to that effect. The people may transfer but the memories and the namesake will not. I can remember like it was yesterday our 10th Edition release. We had players on dumpsters on cement playing on hoods of cars, wherever there was space people were playing. Everyone was fantastic all day and the tournament ran perfectly, especially considering we had 55 or so players. People were there to have fun and enjoy themselves which was what it was about. If you were there that day, you probably had a blast, if you weren't you wish you would have been.
I'm sure the move is needed as far as finances go, so I wish them the best of luck and hope for continued successes, I'll just miss our little store that has no business having 30+ people in it, but we did anyway. We didn't have a store to call our own in Islip for a really long time after fire-gate, so we embraced this store and welcomed it finally a place that wasn't 40 minutes away. I think we did a hell of a job with it, for last year we had the highest turnout average of any other store in the entire state. So for everyone that made it an awesome couple of years I appreciate it.

FNC 2006-2008 RIP

Decklist of the Week

4x Ad Naseaum
4x Semsic Assault
4x Idylic Tutor
4x Diablic Tutor
3x Pyroclasm
3x Wrath
4x Kitchen Finks
7x Mountain
4x Swamp
3x Plains
4x Sungrass Prairie
4x Graven Cairns
4x Fetid Heath
4x Reflecting Pool
2x Vivid Marsh
1x Vivid Meadow
1x Vivid Crag

It's not a tournament level deck, but something to have fun with at a local tournament :)


==RULES CORNER==
Author: Brian Paskoff

Q. Do I have to name what land I'm searching for when I crack a Panorama?
A. While you're allowed to tell your opponent what you'll be searching for, you aren't forced to pick a land type until you're rummaging through your deck. You can just pick up your deck and search away while the ability is resolving. This way you don't have to memorize how many lands of each type are in your deck before you pop that Panorama.

Q. What happens when I Magma Spray a Kitchen Finks?
A. Magma Spray has made its way into the sideboards of many mono-red decks because it deals with persist so well. Magma Spray resolves, dealing two damage to the Finks, and then state-based effects are checked. Finks has two damage on it, so the game says it gets destroyed and put into the graveyard - but Magma Spray's replacement effect replaces the "going to graveyard" event with "going to the RFG zone".

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==UPCOMING EVENTS==

October 4th - December 28th: PTQ Season for PT Kyoto

The next PTQ season kicks off October 4th, and the format is Shards of Alara sealed deck!

December - Mox Tournament at Brothers Grim
This December, Islandhome, in association with Brothers Grim, will be holding a giant Standard tournament. The first place prize will be a Mox Emerald, with many other prizes as well. Side events such as booster drafts and EDH multiplayer games will be held that day too, so keep reading Islandhome for more details!

PTQs in our area this season:

10/26 - Rochester, NY
11/22 - Philadelphia, PA
12/13 - New York, NY
12/27 - Edison, NJ

==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 631-698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 631-470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY

Wednesday, October 8, 2008

Islandhome #32

==ISLANDHOME #32==
October 8th 2008

==IN THIS ISSUE...==

Post-Rotation Standard: Welcome to the new Standard!
Shards of Alara Limited Tips
Madonia Minute: Some decklist with almost as much 1-ofs as an EDH deck.

==THIS WEEK'S SCHEDULE==

Friday: FNM Booster Draft at Brothers Grim @ 7 PM
Saturday: Standard Constructed at FNC @ 1 PM
Sunday: Casual Day at Brothers Grim @ 2 PM

==POST-ROTATION STANDARD==
Author: Brian Paskoff

Fall brings a lot of changes; cooler weather, leaves changing color, and an all-new Standard format. Almost nine hundred cards have left the format, and we only get 226 new ones, so the Standard card pool is noticeably smaller. The first sets of new blocks often come with big shifts in the metagame, even though they may happen gradually. Without knowing what to expect at FNMs and the like, players often stick to the old pre-rotation archetypes, adding new cards to replace the ones that cycled out. Those players eventually find that either the new additions make the deck work just as good or better than it did before, or the old archetype proves too weak to survive in the new meta. Rogue decks pop up, and either don't last through testing or get tweaked into powerful new format-defining decks. Whatever you feel like playing, here's a few ideas to keep in mind.

1. Don't play a new card just because it's new. I often browse the Standard forums of websites like MTGSalvation.com to see what everyone's working on, and quite often there will be decklists using 90% new cards. Stuff in the new block is designed to have synergy with other stuff from the new block, but Wizards makes sure there's synergy between blocks as well. It's okay to get excited over new cards, but don't neglect Lorwyn/Shadowmoor block(s) because you're too busy looking at the new cards to remember there's alternatives.

2. Go rogue! Now's the perfect time to test new deck ideas, because everyone else is doing the same thing. I know I keep repeating myself, but every format-defining deck started out with someone testing it at an FNM and tinkering with it until it reached perfection.

3. Test, test, and retest. Play against your friends with your new decks in Magic Workstation, Apprentice, or the increasingly unpopular and outdated Real Life. Goldfish the deck by shuffling up and dealing yourself out hands, playing a few turns in to get a feel for the deck and how it can win under the most optimal conditions; this is probably the best way to test your manabase and make sure you're not getting land/color-screwed half the time.

Now on to the decks themselves. Here's a few decks I've noticed, either new or old with tune-ups.

Faeries: Faeries loses two very important things: Ancestral Visions, and Rune Snag. Visions was a free draw spell, and without Rune Snag, Faeries has no access to a good two-mana counterspell. Ponder and Broken Ambitions are the best replacements for these two cards, and they're not nearly as powerful. Faerie decks were already on the decline thanks to the popularity of Mono-Red and Kithkin, but the loss of two staple cards might just push the archetype into tier 2 status.

Red Deck Wins: Mono-Red loses a lot, but it also gains a lot. Blood Knight was the best answer to Kithkin, Magus of the Scroll and Keldon Megaliths provided reliable burn every turn, Skred cleared even huge creatures out of the way, Sulfurous Blast filled in for an instant-speed Wrath of God on most occasions, and Magus of the Moon single-handedly stopped five-color decks from running rampant. For replacements, it's hard to say. Stigma Lasher might make its way maindeck for lack of a better two-drop, Hell's Thunder fits nicely in Magus of the Moon's slot now that there isn't any hate for non-basic lands anymore (Fulminator Mage is just a Stone Rain if you're relying on it to break up Quick n' Toast's tempo, it doesn't have the lasting effect of Magus of the Moon), and Lash Out fills in for Skred in a pinch.

There are two cards people are on the fence about: Blightning and Magma Spray. Blightning requires you to splash for black, and although it's great early game, it's mediocre after a few turns where it'll either get countered by control decks or hits an empty handed aggro player. Magma Spray is great against RDW's worst enemy, Kitchen Finks, and stops Mulldrifters pre-Mannequin, but belongs in the sideboard if anywhere at all.

Kithkin: Kithkin loses nothing whatsoever from the maindeck, only missing the occasional Disenchant, Mana Tithe, Sunlance, and Ronom Unicorn from sideboards - and those are all easily replaced. Unlike other decks where whether replacement cards are good enough is a deciding factor, Kithkin will only lose popularity if the metagame shifts enough for swarm aggro decks to lose ground.

Tokens: I was so disappointed to think of this deck off the top of my head after building my Sek'kuar token-themed EDH deck, and then start talking to people and realize everyone thought of the same idea at the same time. Sprouting Thrinax just looks so good next to Nantuko Husk and Bitterblossom that it's hard to resist trying it out. Tokens is really much more Wrath-resilient than any other aggro deck, as nearly every spell puts more than one creature on the field. Goblin Assault seems like a good idea on paper, but in practice you can't really amass a large number of tokens with it, and the one extra mana cost than Bitterblossom really hurts it. And don't forget the power of Torrent of Souls, Furystoke Giant, and Seige-Gang Commander to really give a boost to your little guys. The only downside? Playing with Dragon Fodder makes me nostalgic for Mogg War Marshal.

Quick and Toast: With a new multicolored set out and the rotation of Magus of the Moon, Toast has little trouble reliably playing five colors. All five Charms are good cards to look at; especially Bant Charm, which is better than Putrefy in this deck, and everyone who's been playing for a while remembers how powerful that card was. Even though Toast is a control deck, it never relied too heavily on Rune Snag in the first place, so it won't mind continuing to use Broken Ambitions just like it did in Lorwyn/Shadowmoor Block Constructed.

Solar Flare: This is going to be an off-shoot of Quick and Toast, playing (at least at my first impressions) the same kind of Vivid lands + Reflecting Pools manabase. The difference is that instead of controlling the game with Cryptic Command while beating in with Mulldrifters and tokens from Oona while wiping the board with Firespout, Solar Flare relies on reanimating big creatures much easier than just casting them. Makeshift Mannequin'ing an Empyrial Archangel is going to be hard for a lot of decks to beat. Solar Flare was a big deck back when I first re-started playing, and I even made top 8 with it in my first tournament back to the game, so I'm glad to see it possibly make a resurgence. However there's a lot more graveyard hate now than there was two years ago, from the uncounterable Faerie Macabre to the pesky Relic of Progenitus, so Solar Flare players are going to have to figure out how to beat the hate if they want to make tier 1.

Stoic Angel Control: There's little to dislike about Stoic Angel in a format that's expected to include lots of swarm-based aggro decks like Tokens and Kithkin. Those decks just can't survive only being able to untap one creature per turn, so if Stoic Angel sticks, you're going to win the race. Super-exalted creatures like Battlegrace Angel and maybe even Rafiq of the Many himself can make your Stoic Angels even more dangerous, and of course Bant Charm, Wrath of God, Oblivion Ring, Cryptic Command, and Kitchen Finks are all in-color and balance out the rest of the deck.

There's more decks out there of course, but these are the ones I've heard the most buzz about. Saturday is the first post-rotation Standard event at FNC, and I can't wait to see what everyone brings!

==SHARDS OF ALARA LIMITED TIPS==
Author: Brian Paskoff

Now that the prereleases and releases are over, PTQ season is officially underway, and sealed's the format to learn. Because PTQs use decklists, you won't be able to change your deck between rounds; the best you'll be able to do if you realize you made a mistake deckbuilding is to hope your deck performs well enough during the first game of each match and then sideboard into the "correct" configuration after game one. But don't worry, I've got some tips to make sure you get it right the first time.

After watching players at the (pre)release events and testing numerous sealed games myself both in Real Life and on Magic Workstation, the most intriguing thing I've noticed is that Naya is by far the most popular shard in sealed. With many good creatures and spells at common in red/green/white, it's very easy to put together a consistent, balanced deck with enough removal and creatures to power your way through the tournament. Naya has the biggest creatures for the cheapest cost, and at all levels of rarity. It's got access to all the red removal spells from Jund, Oblivion Ring for those pesky planeswalkers, and of course green doesn't disappoint as the color with the best creatures. Exalted is the specialty of Bant, but frankly, there are only two good blue creatures with Exalted - both of them are GWU, and one of them's a mythic rare. Your Woolly Thoctar thundering into the red zone backed up by a pair of Court Archers can definitely cause your opponent to have to make some hard choices about which of their creatures they want to keep alive.

Naya's theme is big creatures and big effects for discount prices, a mainstay of limited, and requires no special cards to "build around". If every card is good, the deck will perform consistently every time. Now compare that to Esper, the WUB shard. Its theme is artifacts, but the only permanents that are guaranteed to be artifacts are the ones that are all three Esper colors. You could have white spells from Naya and Bant, and black spells from Jund and Grixis, and so on - none of which will match your artifact theme. The same goes for Bant (how many exalted or goes-good-with-exalted creatures are you going to open?), Grixis (unearth isn't something exactly build around), and to a slightly-lesser extent, Jund (devour sets you up nicely to be two-for-one'd or more and is therefore hard to count on). In draft, all shards are equal, because you can pick and choose which cards you get so you can build up the synergy. But in sealed, where you're limited to what you open, it can be much harder to focus on a shard's theme - but Naya has the tried and true premise of playing big creatures and attacking. While it is possible to have a great WUB deck that isn't based around artifacts, the best WUB decks will be the ones that rely on the synergy of Esper's artifacts.

This isn't to say other shards can be built as well - if you've got a Cruel Ultimatum combined with a pair of Kederekt Creepers, it may be time to look into Grixis, for instance. I saw and built more Naya decks than anything else, but I did see some very powerful Bant, Esper, Grixis, and Jund decks as well. Don't be afraid to build a non-Naya shard just because I said Naya was the easiest; quantity doesn't always equal quality!

I've been talking a lot about the shards, but as anyone who's played limited knows, there's always the temptation to splash for one more color than the set would seem to steer you towards. In most sets, you'd want to splash for a third color. In Shadowmoor/Eventide, the "mono-color" block, you'd want to splash for a second color. And in three-color Alara, you'll often be tempted to splash for a fourth color. Every mana fixer in the set is clearly based around a three-color shard, which makes it somewhat difficult to consistently get your fourth color. If you're playing Jund (BRG) and want to splash for a blue card, you'll want to pick up a Grixis tri-land, Panorama, or Obelisk. While those will let you get blue, black, or red, they don't give you green, one of your main colors. There's been tons of times I've seen players get mana-screwed, somehow getting access to two colors and their splash while never drawing their third main color.

So how do you figure out your lands? The usual way of counting the number of mana symbols in each color and then using those numbers to figure out the land ratio still works, but it's complicated when you have things like tri-lands and Panoramas. You won't always open a tri-land in your shard, but ones that tap for at least two of your colors should be an auto-include. Assuming that you have no tri-lands or Panoramas, most decks will probably use a 6-6-5 ratio (i.e. six Plains, six Islands, and five Swamps), or even 6-6-6 for all you fans of 23+18=41 limited decks and/or Iron Maiden.

There are sealed PTQs in every month for the rest of the year, although the one and only New York PTQ is two months away. Of course there are booster drafts every Friday at Brothers Grim, so come down and play!

==MADONIA MINUTE==
Author: John "Metagame" Madonia

Hello and welcome to the 10th edition of everyone favorite weekly article, The Madonia Minute.

I've decided this week to give Paskoff a week off from editing and make my points clear and concise.

Today I am going to allow my loyal readers into my testing quarters and show everyone my deck choice for this weekend and my choice for States which is a month away.

Cruel Madonia

Creatures

4x Mulldrifter
4x Kitchen Finks
1x Nuckalvee
2x Shrikemaw
1x Reveliark
1x Fulminator Mage
1x Unearth guy

4x Cryptic Command
2x Esper Charm
4x Bant Charm
1x Bitterblossom
1x Mannequin
2x Broken Amitions

2x Cruel ultimatum
2x Pyroclasm
1x Firespout
2x Wrath of God
1x Infest

1x Cascade Bluff
2x Sunken Ruins
2x Flooded Grove
2x Mystic Gate
4x Reflecting Pool
4x Vivid Creek
3x Vivid Grove
3x Vivid Meadow
2x Vivid Marsh
2x Island

Sideboard

3x Fulminator Mage
4x Thoughtseize
1x Wrath of God
1x Cruel Ultimatium
1x Oona's Grace
2x Broken Ambitions
3x Nameless Inversion

This is the deck I recommend for an open field. It punishes mediocre draws, and forces your opponent to be on the back foot in the mid-game, where your deck is geared to take.

Kithkins - Our plan is too stay alive in the early turns, we don't take any useless damage from our mana sources, so kithkins best start has us at 13 on turn 3. Our game from there has us on an early Pyroclasm, or firespout, to put them on the defensive. Your creatures are stronger than them in the late game and their answers to recurring threats aren't good. Your Charm takes care of any Wilt Leaf, or Glorious Anthem problems that can occur. Kithkins should be one of, if not the most popular deck at states since it loses nothing. Be able to have a commanding advantage against them is important. Kithkin is very focused on Firespout and can have the tendency to live and die on the back of it. A lot of lists I've seen floating around have 4 Burrenton Forge-Tenders in their first 60. We decided on a lone Infest for the troublesome one drop replacing a Firespout, which at 3 mana doesn't kill your problematic card when needed. Wrath of God also doesn't target so if its giving you fits you do have myriad ways around it and Nameless Inversions for game 2 and 3.

Faeries - Ancestral Visions, not Bitterblossom, was the most important card for Faeries. With Visions rotating, the deck becomes very control heavy, with more counterspells and various splashes. I've seen lists with Chameleon Collosus main deck and also Doran finding his way into the land of Fae. The streamlined variant is a lot more dependent on Bitterblossom. They need to have that early drop to make Mistbind Clique functional as well as Spellsutter Sprite a hard counter. I was testing primarily as the Faerie player and the games I was winning, I had early Bitterblossom pressure. I won 4 out of 11 pre-boarded games and each game I lost I was really far behind, even on a turn 3 bitterblossom, Esper Charm is too good against the Faerie player, hitting bitterblossom and also their hand, its also a far superior Counsel of the Soratami especially at instant speed. Mistbind Clique is still problematic, but over half or your cards are instants, so it does allow you to still float mana and utilize your hand.

I've seen other decks like Elves, Merfolk, combo decks with infinite returning of artifacts. Burn is still the bane for the 5-color deck. Your spells are fair (except Cruel Ultimatum) and they just continue to pepper you with burn spells. If burn continues to be prevalent then a possible Runed Halo sideboard would be worthwhile. The format is still wide open so its a tough call.

If anyone has Cruel Ultimatiums and would like to trade them that would fantastic as we own Zero.

I built this deck on the back of the typical 5-color variant. Effective mana, Cryptic Command, awesome spells. I didn't want to make 'another' 5 color deck. I wanted some similarities, but a devastating finisher at the end.

Quick note about Sealed and Drafting. I smashed Paskoff in three consecutive sealed battles and I've noticed that RGW (Naya) is easily the best combination if your pool is eh. I think I had GW in every pool I've built. The exalted mechanic is amazing, I think its the best limited mechanic in a long time. It forces so many mis-blocks and math errors. I think the set for limited purposes is awesome. Id draft it anytime anyone's up for it. Constructed not so much as it took me 50 or so hours of over 125 decklists to come up with something to print this week. Obviously I have a lot of free time and with my commitments to playing magic more or less over, I want to help everyone improve, if it means winning an FNC event or preparing for a PTQ or beyond, let me know if I can help. Ill sit down with anyone that needs help with testing, deck building, confidence, whatever it is I can probably help. Don't think its weird to ask for help, I know its only a card game but when you put time into something you should want to do the best you can. Maybe you're out there reading this and saying, wow he's got an ego, or he isn't that good...etc. People are of course entitled to their opinions and that's what great (the only thing at the moment) about our country. I'm doing what most people won't do, trying to help others get better at something I'm relatively decent at. Besides Gerry Thompson and his group, I probably produce the strongest tournament level decks format after format. In the past year I've produced Doran Zur, Pickles with Black, Teferi/Doran Control and now Cruel Madonia. I also helped produce fringe decks like Goats that could have won the PTQ with more testing and a stronger player (no offense to Dylan, he didn't have enough games with the deck.)
I know my article isn't supposed to be about how great I am, because I'm not great. I just know peoples reaction to when someone is willing to help them improve they get defensive and place themselves in denial.

Girl tip of the week, not brought to you by Evans:

Always attempt to use Magic terminology when speaking to a young lady. It makes you sound smart and worldly.

Social Gathering tip of the week, not brought to you by Paskoff.
To help socially awkward guys, (Paskoff this one is for you buddy) don't invite your date to a place that smells like fish, its not a good omen for the rest of the night.

Songs listened to while writing this masterpiece

Fall Out Boy - Dead on Arrival
Fall Out Boy - Grand Theft Autumn - Where is your Boy
Brand New- Jude Law and a Semester Abroad
The Entire Forever the Sickest Kids Album, if you haven't heard them, definetly recommended.

Thanks for reading,

John Madonia

==RULES CORNER==
Author: Brian Paskoff

Q. If Magma Spray a Makeshift Mannequined Mulldrifter, will it get removed from the game?
A. Don't mull over this much longer - the trigger set up by Makeshift Mannequin will go off when Mulldrifter becomes the target of Magma Spray, jumping to the top of the stack and resolving before Magma Spray ever sets up its replacement effect. Mulldrifter will go back into the graveyard, and then Magma Spray will be countered due to lack of a proper target.

Q. I play Soul's Fire, making my Woolly Thoctar deal damage to my opponent's Doran. In response he Terrors my Thoctar. When Soul's Fire resolves, will it use last known information to deal damage equal to Woolly Thoctar's last known power?
A. When Soul's Fire tries to resolve, it'll find that one of its targets (the creature that would deal the damage) isn't in play anymore and therefore isn't a legal target. One target is still legal, so Soul's Fire isn't countered... but there's nothing there to do damage anymore and Doran will keep his place as kind of the 5-power (well, technically) three-drops.

Q. How does Soul's Fire work with Doran, anyway?
A. Not very well. Doran might deal five damage most of the time, but that's because his ability lets him swing his butt around in combat. That might not be the best metaphor, but to put it simply, Doran's power is zero and that's all Soul's Fire cares about.

Q. Sarkhan Vol's in danger from a rampaging, uh... Homunculus token! Can I flash in a Qasali Ambusher to protect him?
A. If Sarkhan Vol is the only one being attacked, your Ambusher will stay lying in wait in your hand. Qasali Ambusher's ability says it only works if creatures are attacking you. However, if your opponent is sending at least one creature your way while attacking Sarkhan Vol with others, you can flash in your blocker. Once it's in play, it doesn't need to protect you, it can also run to Sarkhan's aid to protect him as well. Or you can choose to make it not block at all, which defeats the flavor, but not the function of the card.

Q. A Hissing Iguanar, a Saproling token, and a Cylian Elf all die to an Infest. Will the Iguanar get to do two damage to my opponent?
A. Hissing Iguanar has a leaves-play ability, specifically one that says to the graveyard from play, so it gets to look back in time to see what else left play at the same time. Its triggered ability will see two other creatures being put into the graveyard from play, so you'll get two triggers.

==THE ISLANDHOME BLOG==

One of the things I wanted to do was have an archive of past issues online so I could refer people back to them as well as let new readers peruse old issues to see what all the fuss is about. So I've archived all the old issues on the blogosphere at islandhomemtg.blogspot.com. Go and relive all the past moments of glory!

==UPCOMING EVENTS==

October 4th - December 28th: PTQ Season for PT Kyoto

The next PTQ season kicks off October 4th, and the format is Shards of Alara sealed deck!

December - Mox Tournament at Brothers Grim
This December, Islandhome, in association with Brothers Grim, will be holding a giant Standard tournament. The first place prize will be a Mox Emerald, with many other prizes as well. Side events such as booster drafts and EDH multiplayer games will be held that day too, so keep reading Islandhome for more details!

PTQs in our area this season:

10/11 - Edison, NJ
10/26 - Rochester, NY
11/22 - Philadelphia, PA
12/13 - New York, NY
12/27 - Edison, NJ

==STORE LOCATIONS & CONTACT INFO==

Brothers Grim
1244 Middle Country Rd.
Selden, NY 11784
Phone: 631-698-2805
Website: www.brgim.com

Friendly Neighborhood Comics
3 Grant Avenue, Suite 2
Islip, NY 11751
Phone: 631-470-7984

==FIN==

See everyone this weekend!

Got forwarded Islandhome and want to sign up? Send an email to IslandhomeMTG@gmail.com!
-Brian Paskoff
L1 NY