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Said on Alesha: A Slug ......

#1

enpc

I have! Deflecting Swat is a very powerful card for red, as it gives us protection against counterspells and removal for free. This list is my personal card list for the deck, but I do have a 100% no budget list too. I would personally run all three cards, since I think Deflecting Swat is a free red counterspell with slightly less functionality (such as against spells that don't target)

https://tappedout.net/mtg-decks/100-alesha/

July 7, 2020 2:54 a.m.

Said on Alesha: A Slug ......

#2

enpc

Daretti, Ingenious Iconoclast is a repeat value engine that has the benefit of being able to protect itself and can deal with problematic permanents on the board.

+1: Plop a 1/1 construct with defender onto the field. This ability works well by itself, as it guarantees bodies to block for Daretti. We have a number of ways to utilize the 1/1 tokens too. We can use them alongside Smokestack to pay for the sacrifices. We can use it with Rankle, Master of Pranks to pay for the sacrifices as well. The +1 also means you are getting extra mileage from Skullclamp and draw a lot of cards. It also has strong synergy with Goblin Welder, so you can keep recurring your lock pieces. The tokens will also protect you from sac effects like Diabolic Edict or Smallpox or anything that forces you to sacrifice permanents.

-1: Sac an artifact to destroy a creature/artifact. This is the biggest reason to play Daretti. Repeatable removal of the two most common non-land permanent types is extremely helpful when your goal is to control the board. You can use the 1/1 constructs from the +1 to pay the cost, or you can use one of the two artifact critters in the deck. The sacrifice shouldn't be under rated, as you can reset Phyrexian Revoker to another permanent when your attack with Alesha, or you can jam spells when Ethersworn Canonist leaves before bringing her back with Alesha. This also allows you to remove your own artifact stax pieces if you wish to combo off or need to cast multiple spells in a turn. You can even choose to use this ability the first turn you play Daretti due to the large number of artifact rocks and stax pieces in the deck. This ability is the strongest reason to run Daretti in a stax package, you can move from strong board position to locking out the board if Daretti is left unchecked for a couple turns.

-6: Make three copies of target artifact in play/graveyard. You won't usually use this in an average game, but this can be back breaking in games that go long. We have some juicy targets in our own deck, with Sphere of Resistance (extra per spell), Thorn of Amethyst (extra for non-creature spells), Memory Jar (21 temporary cards drawn and go to your GY), Smokestack (after one or two rotations of 4x smokestack, the game is 100% over), Phyrexian Revoker (hose out most likely every active ability on the table), or even just a mana rock to get ahead. Choosing from an opponent's artifacts is also very nice in a 4 player game, because you can usually find something nice. Copying anyone's "Sword of X and Y" 3 times can be a game winning move, but honestly most equipment is a great choice to copy. I used to run Cranial Plating in this deck specifically for the 3x copies, which allow Alesha to get commander damage kills. Just note that copying legendary artifacts isn't wise, so trying to 3x someone's Umezawa's Jitte is a no-go. In more casual/high powered games, you'll sometimes be able to 3x copy a Wurmcoil Engine or Myr Battlesphere or similar big artifact doinks, which let you get kills on stalled out boards.

The last thing about Daretti that makes him worthwhile in my mind is the CMC. 3 CMC means he can come back from Sun Titan, which is pretty massive. Being a tiny constantly chugging threat engine for 3 mana also means he demands answers, or begins to punish games when he survives. I can recommend him in stax shells, where games are intended to go longer and you get more uses from him. In fast combo decks or midrange decks, someone like Dack Fayden will perform better due to draw filtering, and directly stealing an artifact as opposed to 1:1 trading artifacts like Daretti does. If you're interested in running this guy, consider him mostly for the +1 and the -1. The ult is a very nice cherry on top, but from personal experience I'm getting that ult about 1 of every 3 games he hits the table (in cEDH).

July 2, 2020 5:27 p.m.

Said on Lands choice...

#3

Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:

Fetch lands

Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.

Shock lands

Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.

Fast lands

Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.

Check lands

Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.

Filter lands

Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.

Reveal lands

Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.

Battle lands

Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.

Pain Lands

Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.

Horizon Lands

There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.

June 30, 2020 9:24 p.m.

Said on Curious...

#4

To give you the long version as short as possible

When a set is still in print, new supply is still entering the market. Seeing as Core21 is still a very new set, and still in print, the value of the card will continue to decrease in the short term. However, the card will likely gain value after the initial dip downwards as the supply begins to dry up. This is the trend for almost every money card released in any new set, with the exception of tournament staple cards (and usually lands). Alternate and fancy art does make things a bit different but the same idea. More showcase Grim Tutor's are going to get into player hands and onto the market in the following months, so the price will decrease unless there is a surge of demand (tournament use, or more likely, EDH use).

My personal take? Sell it now or sell it 5 years down the road. Waiting any amount of time over a week to move this card will probably have negative impact on the price. If you wait over a week, wait 5 years. It is unlikely to be picked up as a tournament card for standard/modern to drive short term price, and legacy/vintage certainly don't want the card. EDH boys and collectors are going to be the largest price driver for Grim Tutor, and time will help both of those audiences develop demand for the card. Seeing as this is a chase rare, I find future reprints unlikely, at least in a window of 5-10 years.

June 28, 2020 7:30 a.m.

TriusMalarky

So you made a post to whine about people posting? Why even post? Do you seriously not know how to turn off notifications? How about open then close the thread? Does moving this thread stop you from getting the notifications? Is this thread, full of linked magic cards, not relevant enough to be in the general discussion?

When talking about why cards are removed (i.e. being offensive/racist) it makes sense to talk about and parse the reasons for the removal. I don't agree with Shilton but don't think he is anywhere close to being off-topic. If you're salty about getting notifications, why don't you remove yourself from the notifications instead of making a 100% pointless post and stopping the conversation for everybody else? Whoopdeedoo this is a Magic website, but you still have control over what discussions you read and participate in. Don't want to read this thread? Don't read this thread. Don't want to post about the topic in this thread? Don't post about the topic in this thread.

Goodness gracious man, why bother posting just to complain about the topic at hand? Why don't you go and then participate in a discussion you enjoy instead of derail this one? It would have been infinitely more productive for you and everyone else in this thread.

ShiltonCDXX

I am going to take a step back from this conversation, and also apologize to you. I'm sorry for insulting you in this conversation. While I fundamentally disagree with your views, I completely support your right to hold those views. While I disagree with your decision to use certain words, I completely support your right to say whatever you wish.

I'm happy to continue this conversation in private messages or wall posts if you're looking for a rebuttal. It seems this venue is closing because Trius entered a thread just to complain about the thread.

TypicalTimmy

I am sorry for my harsh words and tone on my previous post. They were used to illustrate a point, but there are better ways of going about showing that same concept. If you wish to continue any line of conversation, I am also happy to private or wall message you.

Omniscience_is_life

The reason the thread has moved from "Are these specific cards racist?" to "How do we define racism and offensiveness?" is because the second question is immediately relevant to answering the first question. It is hard to answer "Is X thing Y quality?" without defining what we consider Y quality. It is also extremely interesting to note how differing opinions can lead us to the same conclusion, and vice versa. Shilton and I both agree that the cards are not racist and should not be removed, but we have rather different ideas on what constitutes racism. Meanwhile, Funky and I have a similar definition of what constitutes racism, but disagree on the cards needing to be removed for being racist.

Multiple posters in this thread (@Trius) don't understand why defining subjective terms are important in a conversation about a subjective topic. This is why people think "How do we define racism?" isn't relevant to "Is X racist?", even though it is the first step to answering "Is X racist?". I will once again nod towards Shilton for addressing these important questions that are deeper than a surface level reading of the thread question, even if I vehemently disagree with his position.

June 22, 2020 7:01 p.m.

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