<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Prodigal Player</title>
	<atom:link href="http://www.theprodigalplayer.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.theprodigalplayer.com</link>
	<description>A Return to Magic: the Gathering</description>
	<lastBuildDate>Sun, 31 Jan 2010 00:57:43 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Updated Allies: Kazandu Blademaster</title>
		<link>http://www.theprodigalplayer.com/2010/01/30/updated-allies-kazandu-blademaster/</link>
		<comments>http://www.theprodigalplayer.com/2010/01/30/updated-allies-kazandu-blademaster/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 00:57:43 +0000</pubDate>
		<dc:creator>Prodigal Player</dc:creator>
				<category><![CDATA[Standard]]></category>
		<category><![CDATA[Allies]]></category>
		<category><![CDATA[decklist]]></category>

		<guid isPermaLink="false">http://www.theprodigalplayer.com/?p=12</guid>
		<description><![CDATA[As promised, I&#8217;ve got an updated list for Allies.  I&#8217;ve been looking through various lists online.  Surprisingly, there isn&#8217;t as wide a consensus as I&#8217;d expected that WG is the optimal allies build.  Occasional partisans of the blue shapeshifter ally, and also Hagra Diabolist are making their case for adding blue or black to the [...]]]></description>
			<content:encoded><![CDATA[<p>As promised, I&#8217;ve got an updated list for Allies.  I&#8217;ve been looking through various lists online.  Surprisingly, there isn&#8217;t as wide a consensus as I&#8217;d expected that WG is the optimal allies build.  Occasional partisans of the blue shapeshifter ally, and also Hagra Diabolist are making their case for adding blue or black to the mix.</p>
<p>Personally, I find that while these cards are tempting, they just don&#8217;t have the overwhelming &#8220;win&#8221; potential that WG has, through sheer, good old-fashioned aggressive synergy.</p>
<p>You might have noticed the conspicuous absence of Kazandu Blademaster from my previous list.  Yes, I was aware that I was leaving off one of the most efficient early game allies.  However, in a list that was tending to err on the side of green more than white, I thought that a WW spell that wants to come down turn 2 wasn&#8217;t the best option.  However, on second appraisal, I&#8217;m pretty sure that I was correct in my suspicion that both Noble Hierarch and Harabaz Druid are overkill together in this deck, and Hierarch isn&#8217;t an ally.  Removing it does cut down our turn 1 plays to just 4 slots, which isn&#8217;t great, however the ability to grow your other allies with the Druid seems better in the long run.  I might swap them out for Hierarch&#8217;s to see how they play at some point, but for now the one thing I feel pretty certain of is that 8 mana accelerants are probably too much.  Cutting Hierarch makes way for Blademaster, for now, though, and I&#8217;m happy about that.</p>
<p>I am also somewhat tempted by the Ravine Paladin, and Kabira Evangel could also effectively end a game, though I&#8217;m not totally sold on those.</p>
<p>Also, I&#8217;m considering taking out Wolfbriar elemental in this list.  It could be better than Enlisted Wurm, though Enlisted Wurm&#8211;in the absence of many other non-ally spells&#8211;has more synergy with the allies theme.  Also, cascading into Wolfbriar isn&#8217;t bad, but also isn&#8217;t as great as it could be since normally you want to be able to spam tokens with it.  So, here is an updated list:</p>
<ul>
<li>4 Hada Freeblade</li>
<li>4 Kazandu Blademaster</li>
<li>4 Oran-Rief Survivalist</li>
<li>4 Harabaz Druid</li>
<li>4 Turntimber Ranger</li>
<li>4 Enlisted Wurm</li>
<li>4 Beastial Menace</li>
<li>4 Join the Ranks</li>
<li>4 Path to Exile</li>
<li>4 Sunpetal Grove</li>
<li>4 Oran-Rief the Vastwood</li>
<li>7 Plains</li>
<li>9 Forest</li>
</ul>
<p>I am happier with this list, as I feel like it has the potential to resist sweepers pretty well, and the blademasters make it a bit more consistent and aggressive.  I&#8217;m not sure if I&#8217;m putting the paths in as more of a force of habit than anything; I don&#8217;t like falling into thoughtless habits, however I will keep them in for now.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theprodigalplayer.com/2010/01/30/updated-allies-kazandu-blademaster/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Beastial Menace: Tokens Standard 2.0</title>
		<link>http://www.theprodigalplayer.com/2010/01/29/beastial-menace-tokens-standard-2-0/</link>
		<comments>http://www.theprodigalplayer.com/2010/01/29/beastial-menace-tokens-standard-2-0/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 20:39:41 +0000</pubDate>
		<dc:creator>Prodigal Player</dc:creator>
				<category><![CDATA[Standard]]></category>
		<category><![CDATA[Metagame]]></category>
		<category><![CDATA[Worldwake]]></category>

		<guid isPermaLink="false">http://www.theprodigalplayer.com/?p=9</guid>
		<description><![CDATA[I&#8217;ve been glancing at the Worldwake spoiler pretty regularly over the past few days, mostly pondering various builds of allies for Standard.  It struck me that one of the cards I was most excited about in my various WG allies builds wasn&#8217;t an ally at all.  It was this card:

Yes, as you read on, you [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been glancing at the Worldwake spoiler pretty regularly over the past few days, mostly pondering various builds of allies for Standard.  It struck me that one of the cards I was most excited about in my various WG allies builds wasn&#8217;t an ally at all.  It was this card:</p>
<p><a href="http://www.theprodigalplayer.com/wp-content/uploads/2010/01/u265ibyvld_EN.jpg"><img class="aligncenter size-full wp-image-10" title="u265ibyvld_EN" src="http://www.theprodigalplayer.com/wp-content/uploads/2010/01/u265ibyvld_EN.jpg" alt="" width="265" height="370" /></a></p>
<p>Yes, as you read on, you will find that I am an unrepentant Green player.  And it seems, of late, that Wizards is finally getting around to giving Green some incredibly powerful tools.</p>
<p>In addition to being awed by the elegance of the card&#8217;s design, I believe that this card will actually be a competitive staple.  Like the similarly back-breaking Cloud-Goat Ranger and Sieg-Gang Commander, Beastial Menace can create game-winning swings of tempo.  While it doesn&#8217;t have the potential evasion or removal utility that the other cards have respectively, Menace retains several of its own advantages.  Most obviously, as a green card, it is far more likely to come down before turn five than either Cloudgoat or Commander.</p>
<p>Part of the reason that Cascade based decks&#8211;most obviously Jund&#8211;have been able to dominate Post-Lorwyn/Shadowmoor Standard is that the format simply didn&#8217;t have an effective answer to the card advantage the Cascade mechanic provides.  Pre-Zendikar, however, if your deck wasn&#8217;t packing Spectral Procession, Bitterblossom, Cloudgoat Ranger, or Siege-Gang Commander, chances are good you weren&#8217;t doing a lot of winning.  (Or, you were playing 5-color-control&#8230;)</p>
<p>In other words, tokens dominated.  More accurately, however, CHEAP tokens dominated.  While Cloudgoat and Commander are obviously hefty mana investments, the assistance of Windbrisk Heights meant that in many cases, you were getting them for free.</p>
<p>Tokens Standard 2.0, (if it happens) involves, on average, much higher casting cost spells; even Join the Ranks costs a whopping 4.  And there are no obvious ways to effectively cheat them into play such as using Windbrisk Heights or Mosswort Bridge.  Wait&#8211;Cascade could cheat them into play. The only problem with that plan is that the colors most likely to make tokens (W,G) only have a single cascade spell between them with a high enough CC to flip Beastial Menace or Join the Ranks, or Turntimber Ranger:  Enlisted Wurm.</p>
<p>But hey, that&#8217;s not such a bad thing.  After all, WG Tokens and BW Tokens, when they were competitive rarely employed more than four slots to &#8220;free&#8221; spells, like Heights and Mosswort.</p>
<p>What this potentially means for WG token strategies in Worldwake Standard is that rather than relying on tokens to kill quickly before getting wiped out, the game plan now shifts to slowly gaining inevitability.  Your first wave of guys may get wiped out by a Day of Judgement.  Maybe even your second.</p>
<p>But:  Enlisted Wurm cascading into Beastial Menace or Turntimber Ranger?  Damn.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theprodigalplayer.com/2010/01/29/beastial-menace-tokens-standard-2-0/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Allies in Standard:  Will it happen?</title>
		<link>http://www.theprodigalplayer.com/2010/01/28/alliances-in-standard-will-it-happen/</link>
		<comments>http://www.theprodigalplayer.com/2010/01/28/alliances-in-standard-will-it-happen/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 06:41:48 +0000</pubDate>
		<dc:creator>Prodigal Player</dc:creator>
				<category><![CDATA[Standard]]></category>
		<category><![CDATA[Allies]]></category>
		<category><![CDATA[decklist]]></category>

		<guid isPermaLink="false">http://www.theprodigalplayer.com/?p=7</guid>
		<description><![CDATA[Although I was not particularly thrilled with the offerings of the allies that Zendikar offered, I had a hunch along with everyone else that Wizards was going to get around to making them pretty powerful in standard when Worldwake dropped.
With all of Worldwake now spoiled it is clear to see that allies are now Standard [...]]]></description>
			<content:encoded><![CDATA[<p>Although I was not particularly thrilled with the offerings of the allies that Zendikar offered, I had a hunch along with everyone else that Wizards was going to get around to making them pretty powerful in standard when Worldwake dropped.</p>
<p>With all of Worldwake now spoiled it is clear to see that allies are now Standard material.  The question is, can a tier-1 deck be built?  Assessing the new options, my gut says yes.</p>
<p>The basic principle of the &#8220;Ally&#8221; mechanic is often compared to Slivers (and often derided as &#8220;slivers, but worse&#8221;), however I think that allies have always had the potential for being far more powerful than slivers (which is a good thing, because slivers haven’t had more than intermittent constructed success).</p>
<p>The basic difference between sliver mechanics and ally mechanics is that most of the time, when you cast a sliver, you get latent abilities.  In other words, you can cast a sliver, but then you have to have your slivers DO something.  Maybe that &#8220;something&#8221; is as simple as attacking, and reaping an x/x bonus, or deathtouch, or poison tokens, etc., but the bottom line is that slivers&#8211;without prodding&#8211;just stand around looking awesome.</p>
<p>And kind of creepy.</p>
<p>Now, the most basic of allies, such as Oran-Rief Survivalist and Hada Freeblade don&#8217;t &#8220;do&#8221; anything on their own, other than grow, and even for that they need a little assistance.  However, the more flashy (and pricey) allies tend to do a lot more, and have a particularly key phrase to take note of:</p>
<p>&#8220;when X enters the battlefield…&#8221;</p>
<p>In other words,  when you cast Turntimber Ranger, or Bala-Ged Thief, or Murasa Pyromancer, you aren&#8217;t just growing your Survivalists and Freeblades; you are also getting a free spell.  Maybe it&#8217;s a wolf token.  Maybe you just blasted your opponents Nacatl.  Maybe you Thoughtseized your opponent’s hand.  With an ally, you are getting potentially 3 things:</p>
<p>1.  A creature</p>
<p>2.  A free spell effect</p>
<p>3.  Additional effects from your other allies.</p>
<p>Which, if you were counting carefully, actually are potentially far more than 3 things.  I often wonder if the fundamental lack of interest I perceive in allies is due to legitimate concerns stemming from the high constructed mana curve the allies from Zendikar demand, or if people simply haven’t considered the explosive synergy they are capable of.</p>
<p>Another mechanic to naturally compare allies to is Cascade.</p>
<p>Now, I&#8217;m not going to be as obtuse as to say that Allies run as a superior strategy to cascade spells.  Cascade spells retain their own utility, and their own potential for deck design strategies.  However, the main attraction of the cascade mechanic is that it gives you a “free” spell.  As a balancing factor, many of the cascade spells themselves give you only marginal effects (think: demonic dread, violent outburst, ardent plea).  The objectively stronger cascade spells, such as Bloodbraid Elf, Bituminous Blast and Enlisted Wurm were stronger simply on the basis that they themselves were worthy effects.  A hasty 3/2, a shot of 4 damage, a vanilla 5/5.</p>
<p>By comparison to even the strongest of the cascade spells, allies can—with proper ‘allied’ support—produce effects that easily rival that of the stable of cascade cards.  This is a crucial point, because as long as cascade effects remain part of Standard, with Jund holding a monopoly on 2 of the 3 best cascade spells, any other decks hoping to compete with the tempo of Jund decks must have an answer to the inherent card advantage garnered by players running cascade spells.</p>
<p>I have been watching the ally mechanic closely because the virtual card advantage it can generate is a natural corollary to cascade.</p>
<p>The limiting factors thus far, have been:</p>
<p>A:  lack of low CC allies to fill out a proper curve.</p>
<p>B:  lack of depth of allies in any single color.</p>
<p>Wizards has clearly designed the ally mechanic with wide color distribution in mind to encourage “alliances” between the colors, however most everyone recognizes the inherent drawbacks to such a design decision.</p>
<p>With the introduction of Worldwake, I believe that it is now possible to focus in on 2-3 colors for deck design, and to find the proper curve and depth needed to create a competitively oriented allies deck.</p>
<p>The two colors that seem the most likely candidates for this are White and Green.  Between these two colors, it is possible to approach deck design as a traditional WG beatdown strategy, however with far greater synergies than usual.</p>
<p>At our disposal are the following options:</p>
<p>Hada Freeblade</p>
<p>Harabaz Druid</p>
<p>Kazandu Blademaster</p>
<p>Ondu Cleric</p>
<p>Turntimber Ranger</p>
<p>Tajuru Archer</p>
<p>Graypelt Hunter</p>
<p>Oran-Rief Survivalist</p>
<p>Join the Ranks</p>
<p>Now, obviously, there are some allies that are simply too weak to consider here:  Joraga Bard, Makindi Shieldmaster, etc.  Additionally, not all the allies I have listed here will likely make it into the final list, but they all bring some good things to the table.</p>
<p>I would draft for obvious inclusion the following:</p>
<p>Hada Freeblade</p>
<p>Oran-Rief Survivalist</p>
<p>Turntimber Ranger</p>
<p>Harabaz Druid</p>
<p>Join the Ranks.</p>
<p>Kazandu Blademaster</p>
<p>Hada Freeblade and Oran-Rief Survivalist seem essential to any WG allies build, because they create a sturdy low curve, and in order for the ally mechanic to maximize is returns, you need to get some allies onto the battlefield as soon as possible.  They will increase the higher-end spells, and the higher-end spells will in turn increase their formidability.</p>
<p>The non-ally spells that would seem to most naturally compliment the list above would be:</p>
<p>Noble Hierarch</p>
<p>Enlisted Wurm</p>
<p>Bestial Menace</p>
<p>Wolfbriar Elemental</p>
<p>Noble Hierarch:  this is an obvious card to consider for inclusion, as it accelerate and fixes mana, and provides an even harder punch with exalted.</p>
<p>Enlisted Wurm:  The cascade mechanic is actually a natural compliment to the allies mechanic.  What’s better than casting an ally and setting off a chain-reaction of bonus effects?  Cascading into an ally off a 5/5 and setting off a chain-reaction of bonus effects.</p>
<p>Bestial Menace:  While Bestial Menace doesn’t benefit any of the allies you may have, the CC benefit and diversified threat ratio the card represents means that it is like casting a bomb ally without actually doing so.  This card is like the grout filling in the gap where a yet-to-be-designed ally might eventually fit.</p>
<p>Wolfbriar Elemental:  Easily the most threatening green creature in Worldwake, it serves the same function as Bestial Menace, however it also has the potential to be a tremendous finisher.</p>
<p>As it stands, the basic skeleton I am intending to build up from is:</p>
<p>4 Hada Freeblade</p>
<p>4 Harabaz Druid</p>
<p>4 Turntimber Ranger</p>
<p>4 Noble Hierarch</p>
<p>4 Oran-Rief Survivalist</p>
<p>2 Enlisted Wurm</p>
<p>2 Wolfbriar Elemental</p>
<p>24</p>
<p>4 Join the Ranks</p>
<p>4 Bestial Menace</p>
<p>4 Path to Exile</p>
<p>12</p>
<p>4 Sunpetal Grove</p>
<p>4 Oran-Rief the Vastwood</p>
<p>6 Plains</p>
<p>10 Forest</p>
<p>24</p>
<p>The question “who’s the beatdown” is quite obvious here.  The deck that comes to mind most readily when considering this one, surprisingly, is Kithkin.  There are few decks I can think of with a more frightening linear beatdown opening.  The dreaded “Stalwart, Meadowgrain, Cenn, Cenn, Cenn, Cenn, Cenn, Cenn, Cenn” was explosive enough that many players refused to abandon it even after the metagame shifted and 5CC and cascade strategies started to predominate and punch holes in its strategy via overwhelming creature hate and cascade advantage.  I had a friend that even modified his Kithkin deck for an extended PTQ and <em>didn’t die every round</em>.  In fact, I believe he managed to go 4-4-1, which I thought was damn respectable, considering he was <em>playing freaking Kithkin in an extended PTQ. </em></p>
<p>My initial point in bringing up that deck is that the initial synergistic opening that Kithkin achieved can be mimicked by a WG allies deck, and like Kithkin, it runs cards that are clear analogues to Cloudgoat Ranger and Spectral Procession.  I believe, however, that the potential card-advantage growth from threats like Turntimber Ranger Beastial Menace and Wolfbriar Elemental may in fact be even more devastating.</p>
<p>I settled on this list because of the general balance between card-advantage generating threats and quick mana accelerants.  It is possible that the Harabaz Druid won’t pull its weight, or that 4 druids and 4 Hierarchs prove to be too many “manabugs”.  What I like about this list, in theory, however, is that it can bounce back quickly from getting Wrathed, and the amount of virtual card advantage generation it creates means that it can potentially go toe-to-toe with Jund’s towering card-advantage.</p>
<p>Other cards to consider:</p>
<p>Elspeth or Garruk are natural options for inclusion; they both generate creatures and lots of virtual card advantage, and take the focus off your own life total in some cases.  Alexander Shearer brilliantly highlighted the potential corollary effect of these two planeswalkers (and Nissa Revane too) in a series of articles several months ago, and it could be possible that they end up sitting nicely in the allies deck archetype.</p>
<p>Master of the Wild Hunt should also be considered, for obvious reasons.</p>
<p>Or, it could be that all these cards are simply superfluous and lack synergy with the rest of the allies.</p>
<p>As I amass the cards needed to playtest this deck, and as I just simply cogitate about it further, I will post some updates on my thoughts about allies as a viable archetype, and perhaps even look into the other colors for potential allied inspiration.</p>
<p>Cheers.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.theprodigalplayer.com/2010/01/28/alliances-in-standard-will-it-happen/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>“Silver Bullets” in Extended:  Running “Cranial Extraction” Maindeck</title>
		<link>http://www.theprodigalplayer.com/2010/01/24/%e2%80%9csilver-bullets%e2%80%9d-in-extended-running-%e2%80%9ccranial-extraction%e2%80%9d-maindeck/</link>
		<comments>http://www.theprodigalplayer.com/2010/01/24/%e2%80%9csilver-bullets%e2%80%9d-in-extended-running-%e2%80%9ccranial-extraction%e2%80%9d-maindeck/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 20:44:34 +0000</pubDate>
		<dc:creator>Prodigal Player</dc:creator>
				<category><![CDATA[Extended]]></category>
		<category><![CDATA[decklist]]></category>

		<guid isPermaLink="false">http://www.theprodigalplayer.com/2010/01/24/%e2%80%9csilver-bullets%e2%80%9d-in-extended-running-%e2%80%9ccranial-extraction%e2%80%9d-maindeck/</guid>
		<description><![CDATA[This my first post, and I think I’ll just get right into it.  This is shaping up to be an
interesting Extended PTQ season.  Much has been made of the fact that there hasn’t been
a clear frontrunner so far.  Here is how I tend to breakdown the metagame:
Fast Combo
Dark Depths
Hypergenesis
All In Red
Dredge
Elves
Control Combo
U/G [...]]]></description>
			<content:encoded><![CDATA[<p>This my first post, and I think I’ll just get right into it.  This is shaping up to be an<br />
interesting Extended PTQ season.  Much has been made of the fact that there hasn’t been<br />
a clear frontrunner so far.  Here is how I tend to breakdown the metagame:</p>
<p><strong>Fast Combo</strong><br />
Dark Depths<br />
Hypergenesis<br />
All In Red<br />
Dredge<br />
Elves</p>
<p><strong>Control Combo</strong><br />
U/G Scapeshift<br />
Thopter/Tezzeret</p>
<p><strong>Aggro Combo</strong><br />
R/G Scapeshift</p>
<p><strong>Aggro Control</strong><br />
Faeries</p>
<p><strong>Aggro</strong><br />
Zoo (Big)<br />
Zoo (Small)<br />
Burn<br />
Affinity</p>
<p>What I find interesting about this metagame is that within such a combo-rich environment, sideboard cards like Cranial Extraction and Extirpate are getting a thumbs-up from people who normally don’t endorse them.  I like to call cards like Cranial Extraction “silver bullet” cards, because generally you are using them in hopes of ripping the lynchpin out of your opponents deck, leaving them few ways to meaningfully expect to pull out a win.</p>
<p>I found myself wondering:  which of these decks can ignore Cranial Extraction?  Assuming you resolve Cranial, ALL of the “Fast Combo” decks will be severely compromised.  The same goes for U/G Scapeshift and Thopter type decks.</p>
<p>Although you can’t grow complacent, once you have resolved Cranial Extraction against a combo deck, your odds of winning against these decks has gone up significantly, regardless of what your own deck choice is.</p>
<p>Resolving Cranial Extraction, however, is often simply too slow, or too easily disrupted to be reliable.  But the idea was powerful enough for me to consider:  could I build a deck that can efficiently employ a “silver bullet” type effects while also remaining competitive against the non-combo decks in the format?  Here is the list I came up with, after some initial testing:</p>
<p>“The Void”</p>
<p>4 Fulminator Mage<br />
4 Shriekmaw<br />
4 Gatekeeper of Malakir<br />
2 Oona, Queen of the Fae<br />
14</p>
<p>4 Sadistic Sacrament<br />
4 Duress<br />
3 Wrench Mind<br />
3 Cranial Extraction<br />
3 Tendrils of Corruption<br />
3 Extirpate<br />
1 Thoughtseize<br />
1 Sorin Markov<br />
22</p>
<p>24 Swamp</p>
<p>Sideboard:<br />
2 Night of Souls’ Betrayal<br />
2 Ravenous Trap<br />
4 Shimian Specter<br />
4 Black Knight<br />
3 Eradicate</p>
<p>The basic premise of this deck is to:</p>
<p>A. Disrupt their early combo/permission through Duress, Thoughtseize and Extirpate.<br />
B. Strip their deck of key cards with Cranial Extraction, Sadistic Sacrament and Extirpate<br />
C. Kill them either with Oona (or mill them with her), kick a Sadistic Sacrament, or simply beat them down with shriekmaw.</p>
<p>This 3-part plan has been highly effective in my initial testing against decks that rely on a combo.</p>
<p>Regarding aggro matchups such as Zoo and Burn, these games can be much more tense.  Against Zoo, however, the deck runs eleven creature removal options (gatekeeper, shriekmaw, tendrils), and each of these options gives you on average better than a 1 to 1 trade.  Post-board sides in Eradicate in place of Cranial Extraction.  If you can survive an initial barrage, their deck will have been thinned of threats to the point that you can land an Oona or Sorin and eventually take over.</p>
<p>The Shimian Specters are for post-board games where opponents have sided out a majority of their creature removal, as a lot of their removal doesn’t profitably interact with this deck.  An unanswered Specter will eviscerate their deck, stealing the game.</p>
<p>I believe that this deck&#8217;s approach demonstrates a gaping weakness in a majority of decks being sleeved up this season.</p>
<p>Welcome, new readers; I’d love to hear your thoughts.</p>
<p><em>This the first article posted on this site, and before you comment, please read the “About this site” and “How to use this site” sections.  I am absolutely open to criticism here, but please keep it respectful, and keep in mind that my goals in writing and posting decklists here are to incite dialogue and get readers thinking outside the box.  I’m *not* here to declare my strategic superiority. </em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.theprodigalplayer.com/2010/01/24/%e2%80%9csilver-bullets%e2%80%9d-in-extended-running-%e2%80%9ccranial-extraction%e2%80%9d-maindeck/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

