Bardo
02-16-2009, 04:37 PM
(This was going to be an Adept Question, but I think it will have a better life in this forum.)
In the context of the Grand Prix: Columbus, black is looking to be an attractive color as I'll bet tribal decks will be out in force: Goblins, Elves, Merfolk, Slivers and Faeries. These are all relatively cheap to build, pack a lot of power and don't require the level of practice and skill that one needs to master TES, for instance.
The design of these decks of tribal decks is pretty well explored: lots of cheap creatures with low P/T, but strong tribal interactions, such as P/T buffing (+1/+1), flying, haste, shroud, Islandwalk, etc.
Pyroclasm has always been a strong weapon against cheap creature hordes, but 2 damage is not often enough vs. the tribes that pump toughness (mainly, Slivers and Merfolk). The three damage that Firespout does is usually enough, but R/G forces stringent mana requirements, especially for control and aggro-control decks (unless you're playing Thrash of DreadStill).
Against tribal decks, Engineered Plague (http://sales.starcitygames.com//carddisplay.php?product=37255) is probably the most powerful spell available at a reasonable cost (i.e. excluding Tsabo's Decree). Plague has an immediate effect when it hits the board (killing all x/1s); must be answered (outside of Slivers w/ multiple Muscle/Sinew Slivers on the board); dodges Counterbalance at 1 and 2; and can be used to counter opposing Krosan Grips with your own CB. Also, double Engineered Plagues is often game vs. your opponent.
If you want to run Engineered Plague in your sideboard and playing white for Swords to Plowshares forces you into four colors, it's a good time to reassess black's spot removal if 1) you want to have some color discipline and remain 3c for Wasteland, Price of Progress and other forms of non-basic hate and/or 2) because you're running Wasteland of your own.
Black's spot removal has always been second tier compared to Sword to Plowshares because of the various drawbacks R&D tacks onto the black cards to keep their power level in check (ex., "destroy target non-black creature," restrictions on creature size, doesn't target, etc.) Anyway, Tacosnape brought my attention to an innocuous common from Conflux, Wretched Banquet.
Wretched Banquet
Card type: Sorcery
Casting cost: B
Oracle text: Destroy target creature if it has the least power or is tied for least power among creatures in play.
This has a lot going for it:
* 1 mana! (that's huge)
* Can kill black creatures
* No CMC or size restrictions (in a vacuum)
On the downside, it's a sorcery and sometimes your targeting options are limited if there are multiple dudes on the board. Still, it's probably good enough to put it on the short-list of cheap black removal:
* Smother: 2-mana instant, can't kill something bigger than CMC 3
* Ghastly Demise: 1-mana instant; can't kill black creatures or fatties in the early game
* Diabolic Edict: 2-mana instant; can't target (which is a bit of a liability vs. tribal decks with their high threat density)
So, how does Wretched Banquet stack up against the other playable black removal spells versus an assortment of typical Legacy threats that will quickly kill you if left unchecked:
* Turn 1 Goblin Lackey on the play
* 5/6 Tarmogoyf
* Dark Confidant (any phase of the game)
* Tombstalker
* Pyrexian Dreadnought
Smother: Can't kill the Lackey before it triggers; kills the Goyf regardless of size; kills the Confidant any time in the game; can't kill the Tombstalker, ever; can kill the Dreadnought any time.
Good: Killing Goyfs, Bobs and Dreadnoughts
Bad: Killing T1 Lackey when on the play or Tombstalker
(All things considered, Smother is decent in this metagame, with the exception of being a brick against Tombstalker and too slow vs. T1 Goblin Lackey. Anecdotally, whenever I play it, Smother feels underpowered to me. It gets the job done, but I'm never all "Woot" about it.)
Ghastly Demise: Can kill the T1 Lackey only if you also have a fetchland in your opening draw (you need at least 1 card in the GY); can kill the Tarmogoyf (only if you have enough cards in your GY -- both cards scale as the game progresses); can't kill the Bob or Stalker, ever; probably won't be able to kill the Dreadnought until like turn 8 or so. Bizarrely, also nerfed by Relic of Progenitus.
Good: Killing Lackeys and Goyfs (more or less)
Bad: Killing Bobs, Tombstalkers and Dreadnoughts
(All things considered, Ghastly Demise is pretty shitty in this metagame.)
Diabolic Edict: This is a powerful spell but also difficult to generalize since it's "goodness" depends on your opponent's board. Like, if you need to nail the 12/12 trampler but your opponent can sac their Trinket Mage or activated Factory, it pretty much blows. On the other hand, it's the only card on this list that can kill Goyfs, Bob, Stalkers, Dreadnoughts and a few other threats that nothing else here can touch, such as the shroud creatures (Nimble Mongoose) and Pro: Black (Mystic Enforcer). Diabolic Edict is also one of the few playable cards in the game that can kill Progenitus (via Natural Order or Show and Tell). It's as bad vs. T1 Lackey as Smother, and generally sub-par, relative to other cards on this list, versus tribal decks which present a large number of opposing creatures; that is, if you don't run enough sweepers to regulate your opponent's board.
Good and Bad: Hard to say, I think it stacks up favorably vs. Smother and may be the best card in this bunch vs. the current metagame.
Wretched Banquet: Like Diabolic Edict, Wretched Banquet is also a difficult card to speak of in general terms. On the one hand, it's one of the few cards that can kill the T1 Lackey almost unconditionally. And, depending on the board, it can also be used to nail Goyfs, Bobs (it's very good at killing these), Dreadnoughts and Tombstalkers. In some ways, it's almost as flexible as Swords to Plowhshares (except it's a sorcery, not instant) and can kill a very broad range of threats. On the other hand, it suffers a similar problem as Diabolic Edict: conditionally weak depending on the board (your side and your opponents). It's almost laughingly awful when your opponent's board is a 3/3 Nimble Mongoose and a 5/6 Goyf and you can't kill either. Diabolic Edict will at least kill the least valuable creature to your opponent. Still, if things go right, it's almost as flexible as Swords to Plowshares for a single mana, which is the measure of all spot removal cards.
Good and Bad: Hard to say, outside of killing the T1 Lackey.
Okay, question time.
* Do you predict many tribal decks at GP Columbus?
* Is Engineered Plague the right tool for these decks or is there something better?
* Of the playable black removal spells, which is the most optimal for the current metagame?
In the context of the Grand Prix: Columbus, black is looking to be an attractive color as I'll bet tribal decks will be out in force: Goblins, Elves, Merfolk, Slivers and Faeries. These are all relatively cheap to build, pack a lot of power and don't require the level of practice and skill that one needs to master TES, for instance.
The design of these decks of tribal decks is pretty well explored: lots of cheap creatures with low P/T, but strong tribal interactions, such as P/T buffing (+1/+1), flying, haste, shroud, Islandwalk, etc.
Pyroclasm has always been a strong weapon against cheap creature hordes, but 2 damage is not often enough vs. the tribes that pump toughness (mainly, Slivers and Merfolk). The three damage that Firespout does is usually enough, but R/G forces stringent mana requirements, especially for control and aggro-control decks (unless you're playing Thrash of DreadStill).
Against tribal decks, Engineered Plague (http://sales.starcitygames.com//carddisplay.php?product=37255) is probably the most powerful spell available at a reasonable cost (i.e. excluding Tsabo's Decree). Plague has an immediate effect when it hits the board (killing all x/1s); must be answered (outside of Slivers w/ multiple Muscle/Sinew Slivers on the board); dodges Counterbalance at 1 and 2; and can be used to counter opposing Krosan Grips with your own CB. Also, double Engineered Plagues is often game vs. your opponent.
If you want to run Engineered Plague in your sideboard and playing white for Swords to Plowshares forces you into four colors, it's a good time to reassess black's spot removal if 1) you want to have some color discipline and remain 3c for Wasteland, Price of Progress and other forms of non-basic hate and/or 2) because you're running Wasteland of your own.
Black's spot removal has always been second tier compared to Sword to Plowshares because of the various drawbacks R&D tacks onto the black cards to keep their power level in check (ex., "destroy target non-black creature," restrictions on creature size, doesn't target, etc.) Anyway, Tacosnape brought my attention to an innocuous common from Conflux, Wretched Banquet.
Wretched Banquet
Card type: Sorcery
Casting cost: B
Oracle text: Destroy target creature if it has the least power or is tied for least power among creatures in play.
This has a lot going for it:
* 1 mana! (that's huge)
* Can kill black creatures
* No CMC or size restrictions (in a vacuum)
On the downside, it's a sorcery and sometimes your targeting options are limited if there are multiple dudes on the board. Still, it's probably good enough to put it on the short-list of cheap black removal:
* Smother: 2-mana instant, can't kill something bigger than CMC 3
* Ghastly Demise: 1-mana instant; can't kill black creatures or fatties in the early game
* Diabolic Edict: 2-mana instant; can't target (which is a bit of a liability vs. tribal decks with their high threat density)
So, how does Wretched Banquet stack up against the other playable black removal spells versus an assortment of typical Legacy threats that will quickly kill you if left unchecked:
* Turn 1 Goblin Lackey on the play
* 5/6 Tarmogoyf
* Dark Confidant (any phase of the game)
* Tombstalker
* Pyrexian Dreadnought
Smother: Can't kill the Lackey before it triggers; kills the Goyf regardless of size; kills the Confidant any time in the game; can't kill the Tombstalker, ever; can kill the Dreadnought any time.
Good: Killing Goyfs, Bobs and Dreadnoughts
Bad: Killing T1 Lackey when on the play or Tombstalker
(All things considered, Smother is decent in this metagame, with the exception of being a brick against Tombstalker and too slow vs. T1 Goblin Lackey. Anecdotally, whenever I play it, Smother feels underpowered to me. It gets the job done, but I'm never all "Woot" about it.)
Ghastly Demise: Can kill the T1 Lackey only if you also have a fetchland in your opening draw (you need at least 1 card in the GY); can kill the Tarmogoyf (only if you have enough cards in your GY -- both cards scale as the game progresses); can't kill the Bob or Stalker, ever; probably won't be able to kill the Dreadnought until like turn 8 or so. Bizarrely, also nerfed by Relic of Progenitus.
Good: Killing Lackeys and Goyfs (more or less)
Bad: Killing Bobs, Tombstalkers and Dreadnoughts
(All things considered, Ghastly Demise is pretty shitty in this metagame.)
Diabolic Edict: This is a powerful spell but also difficult to generalize since it's "goodness" depends on your opponent's board. Like, if you need to nail the 12/12 trampler but your opponent can sac their Trinket Mage or activated Factory, it pretty much blows. On the other hand, it's the only card on this list that can kill Goyfs, Bob, Stalkers, Dreadnoughts and a few other threats that nothing else here can touch, such as the shroud creatures (Nimble Mongoose) and Pro: Black (Mystic Enforcer). Diabolic Edict is also one of the few playable cards in the game that can kill Progenitus (via Natural Order or Show and Tell). It's as bad vs. T1 Lackey as Smother, and generally sub-par, relative to other cards on this list, versus tribal decks which present a large number of opposing creatures; that is, if you don't run enough sweepers to regulate your opponent's board.
Good and Bad: Hard to say, I think it stacks up favorably vs. Smother and may be the best card in this bunch vs. the current metagame.
Wretched Banquet: Like Diabolic Edict, Wretched Banquet is also a difficult card to speak of in general terms. On the one hand, it's one of the few cards that can kill the T1 Lackey almost unconditionally. And, depending on the board, it can also be used to nail Goyfs, Bobs (it's very good at killing these), Dreadnoughts and Tombstalkers. In some ways, it's almost as flexible as Swords to Plowhshares (except it's a sorcery, not instant) and can kill a very broad range of threats. On the other hand, it suffers a similar problem as Diabolic Edict: conditionally weak depending on the board (your side and your opponents). It's almost laughingly awful when your opponent's board is a 3/3 Nimble Mongoose and a 5/6 Goyf and you can't kill either. Diabolic Edict will at least kill the least valuable creature to your opponent. Still, if things go right, it's almost as flexible as Swords to Plowshares for a single mana, which is the measure of all spot removal cards.
Good and Bad: Hard to say, outside of killing the T1 Lackey.
Okay, question time.
* Do you predict many tribal decks at GP Columbus?
* Is Engineered Plague the right tool for these decks or is there something better?
* Of the playable black removal spells, which is the most optimal for the current metagame?