Tuesday, October 30, 2012

Magic the Gathering News Vol 22: Pro Tour Return to Ravnica, November Friday Night Magic Promo and Much, Much More.

Hello everyone and welcome to another edition of the monthly edition of the news here at the emporium, this month's edition will cover a whole lot of good stuff, the latest reveal for Friday Night Magic's promos and we will of course discuss Pro Tour, Return to Ravnica as well and how it went down, since that was also this month, talk about some Grand Prix dates and of course all the GP's you can handle, so without further ado let's begin.


So that's what next month's FNM card of choice is, Pillar of Flame which is not a half bad choice for a promo card, yes this will be the November Friday Night Magic promotion card and as per usual only a few of these will be given out by each store, each week, nice choice on the promo card wizards considering the popularity of this card.

More of next year's Grand Prix schedule has been announced and wow there's a whole slew of North American dates on this list, for those wanting to see it, please following the link which i will be posting at the end of the article, including one format i never thought we'd see, Modern Masters Booster Draft, which was announced bewteen rounds 13 and 14 of Pro tour Return to Ravnica will be taking place in Las Vegas, Nevada on the 22nd and 23rd of June 2013, this sounds like it's already heating up to a epic proportion since this is a one time event, I cannot wait to talk about the aftermath of this event in June, I'm so excited.

It seems that Eggs as a deck in modern proved it was the underdog deck of choice, going almost a perfect record at Pro Tour: Return to Ravnica in the hands of the Chech Republic's own Stanislav Cifka whom piloted the deck beautifully, being the complete and unknown underdog in the field to a near undefeated streak in the swiss rounds, 15-1, losing only once to a Infect player by the name of Kelvin Chew whom was piloting this Blue/Black/Green infect deck of choice to combat the under dog deck, but overall it was a exciting pro tour with the Eggs deck, which took the crown. Before the event however we saw the four inductees get their customary rings and such, putting them into the hall of fame class for 2012, let's review whom they were

#1) Patrick "The Innovator" Chapin
#2) Paulo Vitor Damo Da Rosa
#3) Kenji Tsumura 
#4) Masashi Oiso

A very well deserved congratulations is in order for being voted in this year guys, you all make the game so much fun to play in all respects, now we look forward to 2013's class to see who gets the big vote in at the last pro tour next year.

Grand Prix time, as per usual for each monthly, we only had 2 events this month besides the obvious Pro Tour date which happened bewteen those, Grand Prix San Jose, of which a certain celebrity starcraft commentator was there, yes Sean "Day9" Plott whom attended his first ever event in the team sealed return to ravnica booster draft, go see Round 5 for his feature match which i will also post below at the end of the article. But in San Jose there could be only 1 team, that team was Matt Spearling, Paul Rietzl and David Willams whom made their way into the finals of the San Jose event, beating out Lucas Siow, Maksym Gryn and Jamie Naylor to win the event.

Grand Prix Philadephia was a totally different story, with it being a singles event where as this time it was Sealed/Booster drafting, of course drafting Return to Ravnica in the process, but there could only be one winner for the event and that was Shuhei Nakamura and his great run at the event, beating both Luis Scott-Vargas and Martin Juza before shredding through the finals to win his 5th GP this weekend, congrats man.

With the upcoming set of Gatecrash, apparently the name of the latest buy-a-box promo card was spoiled earlier this month, it's a card called "Nightveil Specter" which sounds black to be quite honest, it's defintely a rare in this set, though we will have to wait and see if it is Dimir or Orzhov guild based, since it seems like one of the two, I will of course keep you posted on this. Well that brings a end to this month's edition of the news, with lots of covered topics, stay tuned next month, were we talk about more magic the gathering related news, until then this is vergil signing off.

Day9 Coverage Video --- Round 5 Coverage
2013 Grand Prix Schedule --- GP Updated Schedule

Wednesday, October 24, 2012

Commander's Arsenal Spoilers Part 3: The Douche Blast

Hello everyone and welcome to this edition of the emporium where as today it's the final reveal of what's in the upcoming Magic the Gathering product, Commander's Arsenal which is set to arrive next friday on store shelves, so without further ado let's see what is in this set and i will reveal a full list of the product after revealing the final main spoiler.


Yes, Scroll Rack is being printed in this set, seriously this may be a commander's arsenal choice, but it's not what i'd call essential to all decks, well hopefully the next card i show off is worth it.


You must be joking, Vela the Night-Clad in this set, why don't you just call this Planechase 2013 for crying out loud, this set has turned out to be a total joke.


Well at least wizards got one card right alongside Rhystic Study, Decree of Pain, it's the only way to ride into the sunset in commander, a decent choice in my eyes, but this does not remedy the lack of good cards in the set.


Not impressed at all honestly, Karn, Silver Golem, just ignore the reserved list here wizards and completely get rid of it, it's a joke list, that's all it is plain and simple.


*Facepalm* Not these 2, seriously Zur the Enchanter and Godo, Bandit Warlord, rounding out the 10 oversized generals of this set, please here wizards listen for a second, please stop printing over sized generals they are a waste.

So after 3 days of spoilers, we have our 18 cards in this set, they are as follows

#1) Kaalia of the Vast
#2) The Mimeoplasm
#3) Edric, Spymaster of Trest
#4) Diochan, Artful Beauty
#5) Maelstrom Wanderer
#6) Vela the Night-Clad
#7) Loyal Retainers
#8) Decree of Pain
#9) Sylvan Library
#10) Command Tower
#11) Dragonlair Spider
#12) Duplicant
#13) Chaos Warp
#14) Mirari's Wake
#15) Scroll Rack
#16) Desertion
#17) Mind's Eye
#18) Rhystic Study

And that's it for Commander's arsenal, a waste of a product wizards i'm sorry, limiting it to 4 a advanced store and 2 for core stores kind of kills this product, at least 10 should have been printed, making it easier to obtain, but the heads of wizards probably wanted another cash grab, oh well wasted oppourtunity for Commander support here, this is vergil signing off.

Commander's Arsenal Spoilers: Part 2, MTGCommander.net Spoilers

Hello everyone and as usual, MTGCommander.net has some decent spoilers for us in regards to the up and coming Commander's Arsenal, without further ado let's see what they got in store for us this day.


Oh boy, no way, a new alternate art Rhystic Study to start things off, this is probably the best thing in the set, besides the foil command tower i looked at yesterday.


Ok, another Portal, Three Kingdoms rare it seems Diaochan, Artful Beauty is getting a reprint for this set as well it seems, just like Loyal Retainers, meaning red at least gets 1 card in this set, this looks like it though.


Not again, is this guy getting printed again, well it looks like it Maelstrom Wanderer is seeing yet another printing cycle, not like there isn't enough out there honestly, this guy was already a commander beast, now once more then anything he's just retarded to reprint.


At least he's not alone, Kaalia of the Vast is getting a reprint this set, not like there wasn't enough copies of her to go around, honestly i'm not surprised at this, me thinks wizards decided just to throw a bunch of legendary creatures and a bunch of portal stuff in here to support this set.




3 more over sized generals popped up recently they are, Karrthus, Tyrant of Jund, Glissa the Traitor and Brion Stoutarm, bringing the oversized general count to 7 so far which isn't bad i guess, but tommorow looks like the final day of Commander's Arsenal spoilers, so until tommorow this is vergil signing off.

Tuesday, October 23, 2012

Commander's Arsenal Spoilers: Part 1

Hello everyone and welcome to another edition of the emporium, where as today wizards is finally revealing what is in the Commander's Arsenal specialty pack, which goes on sale November 2nd, 2012, so without further ado let's see what is in it.


Wow, New art Duplicant, we all know what it does right for 6 mana, which is quite something it's a exile machine of doom and such, first of the revealed for this set which isn't bad.


Seriously, didn't we just get this in the Planechase 2012 precons this year, they are reprinting it again for this set, ok well in that case Dragonlair Spider, it's nice to see you again i guess in all perspective.


This was bloody obvious honestly, Command Tower being printed for the 3rd goddamn time in 2 years, 1 as a commander precon deck choice, once as a Judge's Promo and now as a part of the commander's arsenal, wizards i know you want the secondary market to have a lot of these, but does this really need to be printed again?


Well i guess this deserves to get a reprint after all it hasn't been seen since Portal Three Kingdoms and Masters Edition 3, welcome back Loyal Retainers, welcome back indeed.



Yes this too is getting a undeserved reprint for the set, which doesn't please me at all, Chaos Warp is back in this set and let's face it, i'm personally tired of seeing this card but it's nice to have even more floating around i suppose.




So apparently, Mayael the Anima, Grimgrin, Corpse Born and Silver Queen are being reprinted as Oversized foil generals for the set, which isn't big news i guess, but it's nice to see popular generals being printed in this manner, but that is all for now, stay tuned tommorow since MTGCommander's going to have a few previews for this set, until then this is vergil signing off.

Monday, October 22, 2012

Announcement: Modern Masters

Hello everyone and welcome to a special monday edition of the emporium, where today we cover the biggest announcement from Wizards of the Coast in a while, the announcement of a entire limited print run set devoted to the Modern format, which is quite a shock, so without further ado let's take a look at the preview card for this brand new thing.


Oh dear, that's the most expensive non piece of power in the game today, Tarmogoyf is being reprinted with brand new art for this set, I must say i'm highly impressed since it is also getting bumped up into the precious mythic rarity category, which is not much of a shocker, but here's the details on what the set is going to look like.

Set Size: 229 Cards
Rarity Breakdown: 15 Mythics, 53 Rares, 60 Uncommons and 101 Commons
MSRP: 6.99 Per Booster
Release Date: June 7th, 2013.
Languages: English Only

For the full announcement see here ---> Modern Masters Announcement

Overall as a magic player i'm rather impressed with the fact that there's some decent stuff being printed for support in various formats, we have this lined up bewteen Sinker and Magic 2014 next year, plus whatever decides to release in June as well, hopefully this is a sign of good things to come for the set for the future previews, but stay tuned as i'll talk about any and all previews for the set to come, of course, next year is already going to be packed with awesome stuff i can tell, until next time this is vergil signing off.

Thursday, October 18, 2012

Return to Ravnica Limited Review: Rares and Mythic Rares

So we know how the Commons and Uncommons of the set are for Limited, now let's examine the big drops in the form of the Rares and the Mythic rarity, as well as how they work in limited, so without further ado let's begin, for those unfamiliar with the system to rate these for limited here it is.


A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever

So without further ado let's begin.

White

#1) Angel of Serenity - B, for a 7 drop in the format it's one hell of a bomb card, it is a 5/6 that flies and Oblivion Rings up to three creatures from either the graveyard or battlefield upon entering the battlefield, a neat ability for a 5/6 flyer and it's pretty solid when a opponent sees this drop.

#14) Martial Law - B, Another very good enchantment for the color, 4 mana to detain something every turn, forces a lot of people to take this out with their removal and such, a decent playable if you come across one.

#15) Palisade Giant - C, for a 2/7 it isn't that great, it's good at absorbing damage though and acting as a steady brick wall to prevent attack damage for maybe 1 or 2 turns, it's 6 mana cost turns it off of being completely playable for the format.

#17) Precinct Captain - A, One of those rares you must never pass, a 2/2 with first strike and it self generates it's own army, a very nice effect for a card as meager as a 2 drop.

#18) Rest in Peace - B, Preventing Scavenge or any graveyard based stuff from happening is white's speciality, since the reprint of Tormod's Crypt, in M13 that is, this and that may be a perfect pair for the color

Blue

#33) Conjured Currency - D, sure it does one of the things blue does best, switch control of things, but it's a 5 mana enchantment, so technically it's not useful in any sense here and should be at least a sideboard card max, if nothing more, expect to not see this in limited as much.

#35) Cylonic Rift - A, Now this is something i am a fan of, a 2 mana bounce spell that hits a target nonland permanent you don't control or for the 7 mana investment to hit all non land permanents, this is something i'd be happy paying 2 or 7 with either way as the investment is well worth it for the format.

#44) Jace, Architect of Thought - B, For a walker for the format, he's gonna be hard to draft as mostly all walkers these days are allocated to the mythic rare slot, but his 1st and 2nd abilites are gonna be the most used if you can get him in the draft, his ultimate though is also a nice touch.

#49) Search the City - D, a enchantment that really has little to no value in the format, i mean stopping some of the best cards your opponent controls, sure but it's gonna be hit with removal pretty fast in the format, so avoid this one.A

#52) Sphinx of the Chimes - B, A solid 5/6 body with flying, plus you discard 2 cards of the same name to draw 4 cards in return, seriously one of those things blue players need, more card draw, if you manage to draft this, go for it honestly.

Black

#63) Desecration Demon - A, A 6/6 flyer with 4 mana cost is pretty sick, plus it forces opponents to consistently sacrifice their creatures to this to prevent it from attacking, but the upside of giving it a +1/+1 counter is kind of nice.

#67) Grave Betrayal - D, One of the bad cards of the color, 7 mana for a enchantment that what gives things +1/+1 counters when they die to creatures you don't control and puts them under your control and turns them into Black Zombies, thanks but no.

#71) Necropolis Regent - D, Unless your desperate for a 6/6 that flies and costs 6 mana as a mythic rare for crying out loud, this is something to avoid, unless your playing Rakdos as well, then perhaps it is worth it, but overall sideboard material.

#74) Pack Rat - A. This is one of those rares not to pass up in this color, 2 mana for a variable power/toughness creature and you get to make copies of this simply by paying 3 and discarding a card, sign me up here.

#83) Underworld Connections - B, I've fallen in love with this and this is exactly what Black players are looking for in a aura, the ability to have a enchanted land that's a new Phyrexian Arena i would have given this a A but it's a aura folks, not a enchantment.

Red

#86) Ash Zealot - B, It's relevant ability isn't that useful in the format, but it's a 2 drop 2/2 with first strike, did i mention it has haste as well.

#90) Chaos Imps - A, This thing is a beast, a 7/6 with flying, trample and it's got unleash on it, starting as a 6/5, it's trample and undying effects blend nicely together and overall provide a nice feel in this color.

#97) Guild Feud - D, Not a good card, this is the worst card of the color as a matter of fact, it's a 6 drop enchantment that sure lets 2 players cheat out creatures, but forces em to fight each other and with the enchantment removal in the format, it's not worth a slot.

#101) Mizzium Mortars - B, 6 mana to basically to have a 1 sided sweeper effect or 2 to deal 4 damage to a single creature pretty good if you ask me, most players will want to try and overload this bad boy though.

#110) Utvara Hellkite - D, the mythic for this color is probably kinda lame, i mean though it makes dragons which is something we like, this thing is just a 6/6 body with flying for 8 and it's a bad investment.

Green

#120) Deadbridge Goliath - A, A 5/5 for 4 is always welcome here, plus it's scavenge effect is perhaps the sole reason to want to go after this.

#121) Death's Presence - C, Stuff dies, this triggers and basically scavenges their power onto another creature, a nice touch for the format and it's mana cost is pretty decent at well, sitting at a nice curve, plus it is splashable into a deck.

#130) Mana Bloom - A, Just due to the 2nd effect on the card, when it runs out of counters, return it to your hand, showing that wizards does care about the ramp in every format, it is a decent card and worth drafting since it can be played as early as turn 2 to get you ahead.

#139) Wild Beastmaster - B, One of those 3 drops that you cannot get enough of, give this a boost as you move to attack and it's a overrun effect on a body, a nice touch for the limited format wizards.

#140) Worldspine Wurm - F, Unless your playing a massive ramp strategy this isn't going to be played, it's a 11 mana 15/15 and it's mythic so the chances of drafting this aren't good at all, it's only going to see play in EDH.

Multicolor - Selesnya

#143) Armada Wurm - A, Unlike the previous wurm, it wins games plain and simple, is a 5/5 that churns out another 5/5, both have trample and it's a reasonable cost for what it does, a game winner mythic if you get it.

#150) Collective Blessing - D, This is one of those things that for 6 mana belong in EDH or the sideboard, sure it's a nice thing to have in a draft, if your a EDH player, but it's not that useful for the format.

#178) Loxodon Smiter - B, It's pretty solid, a 4/4 beater that can't be countered and if it's discarded via a discard spell, then it goes into play for free, other then that a 4/4 beater is pretty hard to deal with early on, even for 3 mana.

#206) Trostani, Selesyna's Voice - B, It's a solid mythic for the color, should you draft this, it's a very sturdy body, 2/5 but it's populate and life gain are the main reasons to draft this.

#209) Wayfaring Temple - C, This one is rather difficult to decide on, sure it is cheap to play at 1, White and Green, but it requires a lot of creatures to be powerful, to be honest i'd rather play Grove of the Guardian's 2nd ability over this.

Multicolor - Rakdos

#147) Carnival Hellsteed - B, I like how this has both first strike and haste, making it super playable in the long run, plus it's unleash effect makes it bigger and bolder, one of the premium draft rares for this guild.

#157) Dreadbore - B, Removal in the format is very hard to find essentially and this is probably the best piece of removal your going to find, in the rare slot anyways for this guild, 2 mana blow up a creature or a planeswalker is pretty draft worthy.

#166) Havoc Festival - D, One of those EDH enchantments only i'm afraid, for 6 mana you gotta wait till the next upkeep for it to be effective, in a format where's it's 20 life only it's not going to be useful enough to warrant a main deck slot.

#187) Rakdos, Lord of Riots - A, Holy crap this thing is beast, a 6/6 with flying and trample but it's downside doesn't matter if you focus a strategy of direct damage with this guy, it's a pretty good deal honestly for what he does.

#188) Rakdos's Return - B, A great way to both deal damage and force opponent's to discard cards in the long run, sure it's a mythic, but it's a decent mythic to draft if you get it for a discard/direct damage strategy.

Multicolor - Golgari

#141) Abrupt Decay - A, One of the premier rares of the set, if you get this, never pass it up since it's trade bait essentially as well as being a premier piece of removal for 3 cmc and lower cards, plus it cannot be countered.

#152) Corpsejack Menace - B, Another really good piece of beat stick material, a 4/4 for 4 that grants double the number of +1/+1 should one be placed on it, plus it's a well rounded beater in the long run.

#174) Jarad, Golgari Lich Lord - B, The mythic guild leader for the color, he's pretty underwhelming at first, but gets bigger for the amount of creatures in your graveyard, plus he can return to your hand and he can sacrifice creatures to deal direct damage to a player, not bad.

#175) Jarad's Orders -  B, One of the decent tutors, it searches for 2 creatures, allows you to have a scavenge target should you draft a few and allows you to dig for your best creature, all for 4, not bad.

#177) Lotleth Troll - A, Best rare in terms of creatures for this particular guild a 2/1 with trample plus it allows you to pitch scavenge cards to make it stronger or any creature rather, one of those excellent 2 drops, plus it can regenerate itself after being killed in combat.

#208) Vraska the Unseen - A, 2nd planeswalker of the set and she's in golgari colors, her first 2 abilites are excellent and are the sole reasons why you should play her, plus she makes herself a target in the long run, allowing you to get that extra few points of damage in.

Multicolor - Izzet

#153) Counterflux - B, In today's current enviroment, it seems counter magic is a dying breed, but with this uncounterable counter spell, it sure seems like it's still alive and kicking, sure it costs Blue, Blue, Red at instant speed, but the good thing is it cannot be countered itself.

#159) Epic Experiment - C, I can see this being used in a spell heavy deck, even though it's mythic to be honest, sure you may have to modify the deck to as few creatures as possible, but this makes stuff all the more exciting to play, think of this as Genesis Wave 2.0 but for spells only.

#162) Firemind's Foresight - D, The unworthy lone card of the set for this guild, it's too over costed and only searches for a instant with 1, then 2 and then 3 cmc, not a really good thing unless your playing a very counter heavy deck.

#170) Hypersonic Dragon - A, Best rare of the color period, it's a 4/4 with flying, haste and makes sorceries able to be cast at instant speed, whoa this is sweet, even though it's 3, Blue and Red it's still good.

#183) Niv-Mizzet Dracogenius - B, Not a bad final card for this guild, it's leader is pretty good 6 mana for a 5/5 with flying and you can pay red and a blue to deal 1 damage, but every time you deal a point of damage with him, you can draw a card which is nice for the investment.

Multicolor - Azorius

#142) Archon of the Triumvirate - B, A solid 4/5 flyer for 7 that detains 2 non land permanents, i think it's perhaps one of the solid rares of the guild.

#155) Detention Sphere - A, This is the only way to go with this, 3 mana to detain a permanent and every permanent with the same name as the detained permanent, means people playing multiple copies of one card are screwed, it's still solid either way though.

#171) Isperia, Supreme Judge - C, Worst guild leader of them all me thinks, a 6/4 flying that when a creature attacks you or a planeswalker, you draw a card, sure it gives you card advantage, but a 2, White, White, Blue, Blue card drawer that doesn't have a way to abuse your mana is kind of lame.

#189) Righteous Authority - B, I like this solely due to the effect it gives off, it may cost a whopping 5 mana to cast this, but it's a decent aura all the same since it works off the amount of cards in your hand, making it pretty decent if you ask me.

#200) Sphinx's Relevation - C, Sure gaining life and drawing cards seems nice, but with a X spell it depends on how much you pour into it to make it effective, since it costs X, White, Blue, Blue and it's mythic doesn't mean it's good in all Blue/White decks.

#201) Supreme Verdict - B, If you absolutely need a way to clear the field, this is the card to do it, uncounterable wrath effects are always nice, plus it costs 1, White, White, Blue making it decently costed for it's effect.

Hybrid

#210) Azor's Elecutors - B, For limited this can win you the game quite easily, sure it requires it have 5 counters on it to trigger, but a 5 mana enchantment can do something no one can expect, win the game within a short time frame.

#212) Cryptborn Horror - B, Due to it's enter the battlefield effect this can be pretty good, since it already has trample slapped onto it, making it harder to deal with already, plus it's a 3 mana creature of impressive interest.

#213) Deathrite Shaman - A, This is one of those things if you expect to see this, your going to have a difficult time dealing with, it's fragile body isn't that bad since it has 2 toughness, but a mere 1 attack, but it's abilites are the reason to be drafting this bad boy.

#217) Growing Ranks - B, If your playing any type of token deck, this is necessary for sure, it's a 4 mana enchantment that allows you to populate for free during your upkeep, it's going to make sure you don't run out of token creatures for quite a while.

#219) Nivmagus Elemental - A, Best hybrid rare of the color, can be splashed in almost every color, it's 1 mana and it's a 1/2 that can you exile sorceries or instants off the stack to give this counters to make it stronger, very good as a beat stick.

Artifacts

#226) Chromatic Lantern - B, If you are in need of mana fixers this is it, for 3 you get to tap it to produce one of any color, yes, any color and it makes all lands tap for whatever color you want, it's a very good piece of fixing if you ask me.

#231) Pithing Needle - D, Really do we need this back, no, there are much better prevention effects even currently in draft compared to this, it's not useful unless you need to deal with the biggest threat on the table, even then turn 2 comes around it's gonna be removed anyways.

#236) Volatile Rig - F, First rare that fails the grade for this set, that isn't a mythic rare, it's too random and wacky to belong here, sure it's a sweeper spell if all else goes wrong, but it's not playable in the slightest.

Lands

#238) Blood Crypt - A, Do i need to say more here, trade bait, playable um stupid good here.

#240) Grove of the Guardian - B, In a heavy creature strategy this thing is good, it's 5 mana and tapping 2 creatures to make it a 8/8 with vigilance. it's very good, very effective and it's a nice solid playable for green/white.

#241) Hallowed Fountain - A, See Blood Crypt

#243) Overgrown Tomb - A, See Blood Crypt

#247) Steam Vents - A, See Blood Crypt

#248) Temple Garden - A, See Blood Crypt

And with that we are done this set review, stay tuned on monday for the standard deck examinations with brand new ideas improved upon and a whole new take on other popular decks.

Wednesday, October 17, 2012

Return to Ravnica Limited Review Part 9: Artifacts and Lands

Hello and welcome to the final part of the return to ravnica limited set review where we take a look at all the uncommons and commons of the set and how they impact limited, for those unfamiliar with the review scale here's how it's broken down.


A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever

With that in mind let's begin.

Artifacts

#225) Azorius Keyrune - A, The keyrune cycle to me seems like a nice way to make sure the mana base is solid and have a nice attacker while your at it, since it has evasion it's a beast, at least try to get 1 per draft in the color your going.

#227) Civic Saber - A, Since this is the only piece of equipment in the set, overall it's pretty good due to the hybrid colors and the multicolored flavor of the set, a nice choice honestly.

#228) Codex Shredder - D, A lame way to mill someone or return something from your graveyard to your hand, the fact it costs 1 saves it from the F rating.

#229) Golgari Keyrune - B, Another piece of the keyrune cycle, the fact it makes itself with deathtouch is a nice touch, but it doesn't have evasion rates it a little lower.

#230) Izzet Keyrune - B, Being able to loot at a whim when dealing combat damage is always nice, another really nice looter effect for any format.

#232) Rakdos Keyrune - A, First strike on this one is pretty good since it's a 3/1 for essentially 3 mana, plus it's animating cost, it's a decent effect and grants you a extra offensive attacker when needed.

#233) Selesnya Keyrune - A, Making itself a 3/3 Watchwolf is pretty good, probably the 2nd best keyrune of the set, next to the azorius one.

#234) Street Sweeper - D, Sure a 4/6 for 6 is alright, but it's ability is decent when you need to deal with pesky auras attached to lands, which there are quite a few of in this set, but it's nothing but a sideboard card.

#235) Tablet of the Guilds - B, Playing multicolored spells makes this thing stupid good, it's a decent effect for 2 and it allows you to choose any of the 2 colors in magic, regardless of what colors you play, a decent life gain effect for 2.

Lands

#237) Azorius Guildgate - B, Do i need to explain why, it fixes the mana and allows for a much easier transition into your guild leader should you draft him, making it one of the desired cards to play for the format.

#239) Golgari Guildgate - B, See Azorius Guildgate for the reason.

#242) Izzet Guildgate - B, See Azorius Guildgate for the reason.

#244) Rakdos Guildgate - B, See Azorius Guildgate for the reason.

#245) Rogue's Passage - C, Making stuff unblockable is what this format needed for sure, it generates a colorless of course and for 4 and tapping it you can make a creature unblockable, great for a stall out match.

#246) Selesyna Guildgate - B, See Azorius Guildgate for the reason.

#249) Transguild Promenade - B, Like the guild gates this is pretty good, you gotta pay 1 to keep it on the field as it enters the battlefield, but it generates any color you need it to, like it's previous incarnation Rupture Spire which was a fine card in limited.

And with that, we are done the common and uncommon limited review for the set, stay tuned on friday for the Rare and Mythic rare limited review.

Tuesday, October 16, 2012

Return to Ravnica Limited Review Part 8: Hybrids

Welcome to part 8 of this review, in this edition it's the commons and uncommons of the hybrid mana cost cards in this set, so let's review how this is broken down for those who don't know.


A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever

Let's begin straight away then with this particular section of the review.

#211) Blistercoil Weird - B, For 1 mana you get a decent effect to be honest for limited, +1/+1 and you get to untap it when you play a instant or sorcery, sweet thing right here folks, i'd probably have to look at this card a bit more closely for the format.

#214) Dryad Militant - A, Seriously whoever let this slip by in R&D deserves to be shot when it comes to limited, i mean it's already stupid enough a 2/1 body for 1, but stopping all graveyard decks in their tracks is just enough.

#215) Frostburn Weird - C, I mean a 1/4 body that can even reduce it's toughness and make it stronger for offense is always nice, give this first strike and it'd probably be broken.

#216) Golgari Longlegs - C, This is pretty good already, a 5/4 vanilla body for 5 is decent, a solid defender/beat stick.

#218) Judge's Familiar - A, Another one of the cards that should have never been printed, this 1 drop 1/1 flyer is stupid enough, but to be a mini Cursecatcher, seriously

#220) Rakdos Cackler - A, Unleash on this equals a broken card, as was put by someone i know at the prerelease this + the lone equip from this set is bad news bears.

#221) Rakdos Shred-Freak -A, Another reason perhaps why that this set is so really broken for limited, a 2 drop 2/1 with haste is just insane this followed up by cackler is almost unstoppable.

#222) Slitherhead - A, Another perfect example why limited is going to be super fun for the format, a 1 drop 1/1 with a scavenge cost of 0, yes, 0, perfect way to balance this card, not.

#223) Sundering Growth - B, Best enchantment/artifact removal for the color in the format, bar none and you get to populate as well, amazing job at breaking this card wizards.

#224) Vassal Soul - B, Why is everything in this color not sucking, seriously a 3 drop 2/2 flyer for this set is stupid good personally, I'm hoping this limited makes this guy fun to play.

And with that, all the hybrid cards are done, stay tuned on wednesday for the finale of the review in commons/uncommons with artifacts and lands.

Monday, October 15, 2012

Return to Ravnica Limited Review Part 7: Multicolor Part 2, Izzet, Azorius and Rakdos

Welcome to part 2 of the multicolored review, in this portion of the review, i'll be talking about the Izzet, Azorius and Rakdos multicolored uncommons and commons for the set, for those unfamiliar with this review, here is how it is broken down.


A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever

With that out of the way, let's begin the second and final part of the limited review for multicolor.

Izzet

#149) Chemister's Trick - B, This is something i think Blue/Red needs for limited, since it either forces all creatures your opponent controls to attack and makes them lose 2 attack in the process per creature or a singular creature for this effect as well, it's not bad, either cost for this card is worth it for the format.

#160) Essence Backlash - C, Expensive counter magic, but counter magic all the same and it deals damage equal to the spell's CMC to it's controller, it's a neat effect for a counter spell, but with a cycle of uncounterable spells, it's probably only best for limited.

#163) Goblin Electromancer - B, His effect is probably the best thing you can do for the format, sure it is a 2/2 that lowers instants and sorceries by 1, but think about it, all the expensive spells are now diamonds thanks to this.

#172) Izzet Charm - A, Best charm of the set, period bar none, this thing is beast mode 2.0, dealing 2 damage to something, drawing 2 and discarding 2 or countering a spell is so worth it for this card, plus it's just that dang good.

#173) Izzet Staticaster - B, 3 mana flash and haste, you got me sold, it can be snuck in during a opponent's turn and it pings for 1 for a creature and hits every creature with the same name as this, very nice honestly, only down side is it's a 0/3 for 3, so what?

#182) Nivix Guildmage - B, Copying spells and looting for a nice cost is decent, plus it's like all the other guild mages, a 2/2 for 2, which is something a lot of formats like, a decent cost with a decent body.

#202) Teleportal - B, Being able to basically have unblockable creatures are pretty nice, it is a nice finisher card even if you don't overload it, since it's overload cost is rather effective and it's original mana cost is always a nice touch, a decently balanced card for the format.

#203) Thoughtflare - C, 5 mana for a draw 4, discard 2 spell, nice touch, gets twice as much value for a single spell, it's decent enough to run as a draw spell.

Azorius

#145) Azorius Charm - B, I like this one due to the fact it grants either lifelink, allows you to draw a card or  put a blocker/attacker on top it's owner's library, it's decent and fits the theme of the law maker azorius faction.

#156) Dramatic Rescue - C, Bouncing a creature back to it's owner's hand and gaining 2 life is a neat combat trick, gets you ahead and makes sure you get some value out of your attacks.

#161) Fall of the Gavel - C, 5 mana counter spells aren't all that good sometimes, but gaining 5 life is the upside it seems, other then that it's not really gonna be effective till late.

#169) Hussar Patrol - C, Flash and vigilance, 2/4, pretty nice, it's balanced enough to the point where it seems playable.

#179) Lyey Skynight - A, Just due to detain here, a 3/1 that flies is secondary, but for 3 you get what you pay for for this bad boy.

#181) New Prahv Guildmage - B, It's good don't get me wrong, it's first ability is the most relevant and it's like the other guild mages, useful for the format.

#193) Search Warrant - B, One resolution of this spell might be enough to save you, plus it allows you to know what your opponent has, so it's a 2 for 1, life gain plus information.

#196) Skymark Roc - B, 4 mana for a 3/3 flyer that returns a toughness 2 or less creature opponents control, sign me up, this is a evader as well, meaning it is rather useful for the format.

Rakdos

#144) Auger Spree - B, great as either a kill spell or to get the last few points of damage in, this format so needed something like this i feel to keep up in this department.

#167) Hellhole Flailer - B, it's unleash/secondary ability is very nice here, since you can sacrifice it if you have the mana as a response to being targeted by a spell, plus it's a 4/3 beat stick for 3.

#184) Rakdos Charm - C, Worst of the charms i'm afraid, since it's abilites aren't really that useful for limited, graveyard removal/blowing up a artifact or it's 3rd ability to have each creature target player controls deal 1 damage to them, it's decent though for limited with it's 3rd ability.

#185) Rakdos Ragemutt - C, A 3/3 with lifelink and haste, sure but for 5 it's a little steep, it's still playable though due to lifelink and haste.

#186) Rakdos Ringleader - D, A 3/1 for 6 isn't that good, even if it forces people to discard when it deals combat damage, regenerating itself isn't as relevant as one would think either.

#192) Rix Maadi Guildmage - C, Like the charm i'm afraid this guild mage is a little lamer then the rest, it's abilites are decently costed and such, but it's not really going to be useful outside of it's 1st ability or being a beat stick.

#195) Skull Rend - B, This is rather useful dealing 2 damage to each opponent plus forcing them to discard 2 cards is really good, deprives them of resources and whittles them down for 5.

#199) Spawn of Rix Maadi - B, 5 for a 6/4 beat stick of death, pretty good for a common if i do say so myself, this is great for the late game of course.

And with that, that's it for the multicolor commons/uncommons, stay tuned on tuesday for the Hybrid commons/uncommons, till then this is vergil signing off.

Friday, October 12, 2012

Return to Ravnica Limited Review Part 6: Multicolor Part 1, Selesyna and Golgari

Welcome to part 6 of the limited review, in this edition we will cover the many cards in both the Selesyna and Golgari factions of the multicolor area, all except for the rares and mythics of each faction, as per the usual, here's how the review is broken down.

A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever

With that in mind let's begin.

Selesnya

#146) Call of the Conclave - A, One of the better uncommons of the set, since it's 2 for a 3/3 centaur, meaning it's worth every little bit of investment onto it.

#148) Centaur Healer - B, A decent common since it gives you a 3/3 and gains you 3 life in the process, showing perhaps it's worth it to draft since it only costs 3 mana.

#151) Common Bond - C, Putting +1/+1 counters on something is nice and all, but it costs 3 mana to do this and the fact it has to have a legal target for it to work, perhaps draft 1 of these.

#154) Coursers Accord - D, This is probably the worst spell of the guild, putting a 3/3 onto the field then populating for 6 isn't exactly what i'd call nice, since it requires a lot of populate targets to be worth it.

#168) Heroes Reunion - B, Gaining you 7 for 2 mana is actually pretty damn cool at the uncommon rarity, it is nice to have a way to get back 1/3'rd of your life total.

#190) Risen Sanctuary - C, If you really need a beater, then this is perhaps it, a 8/8 vigilance for 7 is kind of worth it honestly, it is a decent blocker, attacker and is a nice late game investment.

#194) Selesnya Charm - A, Best uncommon of the guild, bar none, your going to want to draft as many as you can get your hands on, this is a great way to get more ahead when need be.

#207) Vitu-Ghazi Guildmage - B, A decent 2/2 for 2, plus it's abilites are always nice to activate on the fly, as long as you got the mana open of course.

Golgari

#158) Dreg Mangler - B, Haste and a 3/3 for 3 is always nice of course, but it's scavenge effect isn't all that bad as well, it's a overall nice way to start the golgari swarm for the deck.

#164) Golgari Charm - A, Holy crap, this thing is beast for the format, a 2 mana instant that nukes all 1/1's, blows up a enchantment or regenerates each creature you control, this is a nice card for sure.

#165) Grisly Salvage - B, Being able to search for either a land or creature for 2 is always nice, plus it allows you to use scavenge for the creatures in the yard, granting even more reason to use this in a graveyard heavy guild.

#176) Korozda Guildmage - A, The best guild mage of the set, it costs 2 to play, is a 2/2 and it's abilites aren't over costed, since it can trigger as early as turn 3 for the format, which is always nice honestly, decent abilites and a decent body mean this is good limited material.

#191) Rites of Reaping - D, Since this costs 6 mana it's easily not playable, i mean to grant +3/+3 and -3/-3 to another creature isn't all that nice, but it's a decent piece of removal since it says just target creature, which dismisses it from the F rating.

#198) Sluiceway Scorpion - B, A decent 2/2 for 4 since it has deathtouch, plus it's scavenge cost is really nice as well, meaning it's easy to play, easy to use as well, overall a good common.

#204) Treasured Find - B, Being able to reuse something for 2 mana is nice, this essentially is a Regrowth for the format, which is weird honestly since that card originally was good, it allows you to return a target card, but it's downside isn't all that bad either.

#205) Trestle Troll - F, A 3 mana 1/4 with defender and reach, plus it's got a 3 mana regenerate effect, i'm not impressed with this guy overall and how he tends to just sit there and block.

And with that that is it for part 1 of the multicolored review, on monday we will look at the remaining 3 guilds, Izzet, Azorius and Rakdos, starting with Izzet, till then this is vergil signing off.


Thursday, October 11, 2012

Return to Ravnica Limited Review Part 5: Green

Hello and welcome to the last single color on the color wheel, Green which seems like it has some decent limited cards for the set, but do they truly stand up to the rating system, let's find out with a in depth review of the Green cards in RTR, For those unfamiliar with the ratings system, here is how it is broken down.


A - Very Good, draft this at all times in this color.
B - Easily playable, focuses heavily on the color in question
C - Middle of the Road, splashable and semi playable.
D - Sideboard Material, for tough matchups only.
F - Never play this, ever

With that in mind, let's begin this section of the review.

#113) Aerial Predation - B, For green to get removal in this format is pretty common these days, but killing a flying creature and gaining 2 life in the process is pretty good i hear, dealing with a big bad threat and getting a little more ahead, yeah what green wants for sure.

#114) Archweaver - C, Whoa, where did this come from a 7 drop 5/5 with reach and trample, I don't necessarily consider it sideboard material since of course we have a lot of good stuff for the format, but technically this is playable if done correctly.

#115) Axebane Guardian - B, Yeah let's break the format by reprinting defenders with a mana ramp effect, sure wizards i'll take it for sure, Blue/Green's necessary glue to hold together the defender strategy.

#116) Axebane Stag - D, A vanilla 6/7 for 7, yikes if this had some sort of ability it's playable, but just as a big body, i'm not too impressed with this one.

#117) Brushstrider - C, Now we are talking a 3/1 with vigilance for 2, though it lacks toughness, it's certainly playable as a 2 drop slot in green.

#118) Centaur's Herald - B, Who went and printed this seriously, in limited it's stupid good, a 0/1 for 1 and you can pay 2 and a green and sacrifice it to make a 3/3 centaur, whoa wizards you are really pushing the limited format for the set with this guy.

#119) Chorus of Might - C, A decent finisher for a creature filled board, it's not Overrun though, so don't get your hopes up, but it's a mini overrun effect on a 2 drop spell at least.

#122) Drudge Beetle - C, Before you folks start bitching why this is a C, look at it from it's mana cost, 1 and a green for a 2/2, it's a Grizzly Bear in a new body, before you also start complaining but it's scavenge costs 6, so what your going to be using this to hit opponents a lot more then using it's scavenge effect.

#123) Druid's Deliverance - B, I'll admit in any token based strategy this is a great card, even without populate it's playable due to the fact it's a Fog effect for 2, it stalls for a turn to give you a chance to recover from a massive army, which is what you need in a pinch.

#124) Gatecreeper Vine - A, Even as a 0/2 for 2, it's super playable due to one thing, it thins the deck out by fetching either a gate or a basic land, this is what you want to get you further ahead so you don't miss those crucial land drops.

#125) Giant Growth - B, Oh this is back, great, though it's a pump spell, we shouldn't over look it in green, since it does what you want it to, get those extra few points of damage in for limited, overall providing a good thing, ensuring your not screwed when doing damage.

#126) Gobbling Ooze - C, For a 5 drop 3/3 it's decent but since it makes itself bigger you probably will want 1 of these for limited, since it's a nice way to sacrifice creatures before combat damage resolves.

#127) Golgari Decoy - C, It's another one of these eh, a all creatures block this creature special, well it's good for a turn since a alpha strike with this attacking forces everything to block this, it's scavenge effect is useful since it's a mere 1 mana higher then it's CMC, just the 2/2 body is a little frightening.

#128) Horncaller's Chant - F, No, this is probably the worst populate card of the set, 8 mana is a big investment for a spell that makes a 4/4 rhino and populates, at sorcery speed, if this was a instant i'd probably consider changing my stance on it.

#129) Korozda Monitor - B, Wow a 3/3 with trample for 4, yeah this is something a lot of players may look at due to this alone, it's scavenge effect we could care less about, the limited format needs decent beat sticks and this is one of those that a lot of players may want to draft.

#131) Oak Street Innkeeper - D, Yeah giving your tapped creatures shroud is a decent effect but that's all that saves it from being a F, i'm not overall impressed with this card, since it can set in the sideboard for matchups where spells target your creatures, but that's it.

#132) Rubbleback Rhino - C, I like this due to the sole fact it's got hexproof on itself, which is something not a lot of creatures can do this set, it self protects itself with that, a 3/4 body for 5 isn't all that bad honestly,  decent creatures are actually being printed for the format.

#133) Savage Surge - B, This is something i can see getting played a few times in green, untapping a creature you control is great and giving it +2/+2 as a blocker for your opponent's biggest dude is always a nice thing, maybe a 2 of in a green deck.

#134) Seek the Horizon - B, Yeah, ramp in this format is low as ever, but this compensates since it gets you 3 basic lands ensuring you never miss land drops for the format, glad that wizards decided to reprint this bad boy.

#135) Slime Molding - B, Making a X/X ooze where X is the investment into the spell is always nice and with populate it gets better since you can have multiple copies of this token.

#136) Stonefare Crocodile - B, Another decent creature for the format, sure the 3/2 body for 3 is good, but it's off color ability to give it lifelink is the reason why it should be drafted in Black/Green, it's a nice way to make sure you survive the extra turn or 2 so you may go off.

#137) Towering Indrik - C, A 2/4 for 4 is pretty nice, but with it having reach is kind of what you need since green has no flyers in the lone color for this set, which is kind of sad.

#138) Urban Burgeoning - B, One of those enchant lands which are useful for the format, since it untaps during every untap step, being able to have that extra 1 land untapped is crucial.

And with that, the color pie is done, join me tommorow where i talk about the Selesyna and Golgari cards in the multicolor slot.

Wednesday, October 10, 2012

Elder Dragon Highlander Primer: Mikaeus, the Lunarch

Welcome one and all to this special edition of the emporium, where this was 4 months in the making, started and never finished, but now revamped Mikaeus, the Lunarch Elder Dragon Highlander primer which won't be like the previous primer, instead I intend to write a better Barrin, Master Wizard primer in the future, but now let's take a look at Mikaeus, the Lunarch.

Warning: This article is long, be prepared for a hour/hour and a half read, thank you.


For this article I will of course be using the better, shinier Mikaeus from From the Vault: Legends, since it was also his first appearance in Magic, now without further ado let's take a look at Mikaeus, the Lunarch's stand alone abilites.

1) He enters the battlefield with a modifier of +1/+1 counters, where X is the cost paid, his converted mana cost in this case is 1, due to the single white in his mana cost.

2) You may tap him to add a +1/+1 counter on him, note the turn he is summoned, unless he is granted haste by specific equipment or abilites such as Lightning Greaves, then you aren't able to tap him immediately for his ability.

3) You may remove a +1/+1 counter from Mikaeus, putting a +1/+1 counter on each other creature you control, meaning your army gets stronger each time you activate this special ability, again before this can be activated he needs to be able to tap for his ability to trigger or be granted haste to tap immediately.

Now unlike other mono white generals in this format, Mikaeus, the Lunarch is unique since his Power/Toughness ratio always remains a static 0/0 but with a modifier of +1/+1 counters instead to factor his Power/Toughness, which means -1/-1 effects can negate the many +1/+1 counters which are on him, since they cancel each other out, so Black players whom play stuff like Black Sun's Zenith and Mutilate which grant -1/-1 counters can hinder a Mikaeus player, let's look at the reasons why we should and shouldn't play this particular general.

Why Should you Play Mikaeus, the Lunarch


  1. He's self sustaining as a general, very few mono white cards allow for a self pump and has unique and overall fun effects on the board state while he's in play
  2. His pump effect can be used as a response to damage on him, lethal damage, no problem just give him that extra bit of toughness or perhaps he's targeted by removal, well just give you whole army a massive boost and let the spell resolve.
  3. He's probably the single most unique mono white general to come out in a long time, fun, very casual which is what the format is about, casual play, has plenty of build around me strategies and focuses on mono white's strengths.
  4. He's fun, which is what the format is all about, casual and a way to meet new friends.
Why Should you NOT play Mikaeus, the Lunarch

  1. If your tired of playing mono white decks where you consistently get beat down by your friends consistently because your playing a aggressive color, then perhaps it's time to move on.
  2. If you like drawing cards, perhaps he's not for you, blue players love drawing cards, perhaps give that a shot, if that is your thing.
  3. White has been given a lot of broken generals in the past few years of magic, Thalia, Guardian of Thraben, Avacyn, Angel of Hope, just to name a few, so it's the color which is known for playing the stupid stuff.
But that isn't to say Mikaeus players aren't left in the dark here, they have a few strategies to build around him with, for the purposes of this primer, all strategies will be explained.

Strategies

There are normally many routes a player may choose to base this general around, a creature theme like Tokens or perhaps a Life gain theme, all are present in white since there is a lot of cards which allow you to explode, I will explain each theme.

#1) Tokens - This theme is perhaps the most common Mikaeus players take, generate a fast army via spells like Conqueror's Pledge or Moblization which generate a small army in themselves and grant them all +1/+1 counters with the Lunarch's special ability after they arrive onto the battlefield, various effects like Glorious Anthem and Eldrazi Monument both work in this theme as it generally grants your entire field +1/+1 and various other little effects, overall perhaps a good solid basic route to go.

#2) Mono White Beats/Lifegain - This strategy doesn't employ a lot of token based effects as it's more big creatures and strict massive flyers, one of white's unique flavors in terms of magic, early turn 1 drops like Serra's Ascendant in this strategy make it almost impossible to come back, with this kind of stuff it's near impossible to stop stuff like Felidar Sovereign whom is a win condition all on it's own, this strategy often makes use of the Reveillark/Karmic Guide combo to ensure maximum beaters all while having a nice creature count.

#3) +1/+1 Modifiers - One of the big things about this strategy is the fact that white has a lot of +1/+1 modifiers, which they use to their advantage, so creatures like Crovax, Ascendant Hero and Elesh Norn, Grand Cenobite are often used to stop your opponent's board state while making yours bigger, stronger and harder to stop, this strategy often abuses land ramp cards in white such as Land Tax, Weathered Wayfarer and the like to maximum the land count in a short a time as possible to get the required number of lands to just snow ball your way to victory.

#4) Counters Matter - With this theme the all important effect here is that Counters matter, so things that proliferate are your best friend here, so stuff like Contagion Engine, Contagion Clasp and such with the right amount of mana and support can make your general strong enough to kill your opponent perhaps in a single shot, also things that grant specific effects like Crescendo of War and the like can snow ball a effect so large during the late game it doesn't matter if your opponent has a way to deal with your general, it's already too late.

With the basic strategies out of the way let's take a look at a few cards which belong in a Mikaeus, the Lunarch deck right off the bat before beginning this strategy.

Required Cards for Building Mikaeus

#1) Emeria, the Sky Ruin - While playing mono white, this is perhaps the best option as most of the lands you play are going to be Plains, which allow you to spring out of control in the long run and just go nuts here, 7 or more of these means a recursion engine which is difficult to stop if players aren't playing Land Destruction like Strip Mine or Wasteland.

#2) Haste Enablers - Stuff like the equipments which grant Haste in this format are quite nice, Lightning Greaves, Swiftfoot Boots, Sword of Vengeance are all useful in the long run, allowing to use and abuse Mikaeus's abilites anytime you need to.

#3) Tutors - This is something most EDH players already know, but a good deck is the ability to search for a specific card type whenever you need it, so equipment fetchers like Stoneforge Mystic and creature tutors like Ranger of Eos are both useful in their own right here and fit usually very well into most of the themes.

#4) Land Ramp - White doesn't often have a lot of Ramp effects for the format, but the most agreed one is Solemn Simulacrum whom has become a EDH staple in every deck, since it is a artifact creature, white has a few specific effects, Eternal Dragon, Land Tax, etc.

#5) Removal - All white players agree that this color needs 2 pieces of removal in the form of Swords to Plowshares and Path to Exile which are perhaps the best spot removal in the format, considering they also saw reprints in either Duel Decks or reprints in the Commander's Pre-Constructed decks, removal is plenty in this color and can be anything from Day of Judgment to the previously mentioned cards above, often players at least put in 7-10 pieces of removal for problematic decks.

#6) Card Draw - White has a issue with card draw since it has very few ways to do this, some cards of choice to do this are Skullclamp, Mentor of the Meek and Mind's Eye to deal with this issue so that you don't run out of gas early on, others tend to use specific global card draw like Howling Mine and the like to solve this issue time and again.

With this out of the way, let's take a look at a basic Mikaeus list courtesy of Davidboan on MTGSalvation whom plays with the life gain theme a lot while having so very many ways to hurt and deal with other little bothersome cards in the format.

Davidboan's Mikaeus, the Lunarch EDH

Commander
Mikaeus, the Lunarch

Creatures
Serra Ascendant
Soul's Attendant
Soul Warden
Mother of Runes
Auriok Champion
Weathered Wayfarer
Reveillark
Karmic Guide
Auratog
Leonin Relic-Warder
Faith Healer
Fiend Hunter
Mentor of the Meek
Academy Rector
Ranger of Eos
Duplicant
Felidar Sovereign
Solemn Simulacrum
Twilight Shepherd
Sun Titan

Enchantments
Aura of Silence
Land Tax
Test of Endurance
Oblivion Ring
Journey to Nowhere
Luminarch Ascension
Marytr's Bond

Instants
Swords to Plowshares
Path to Exile
Condemn
Enlightened Tutor
Return to Dust
Oblation
Faith's Reward
Argivian Find

Sorceries
Wrath of God
Idyllic Tutor
Day of Judgment
Replenish
Mine Excavation

Planeswalkers
Ajani, Caller of the Pride
Ajani Goldmane
Elspeth, Knight Errant

Artifacts
Sol Ring
Mana Crypt
Pearl Medallion
Thran Dynamo
Glided Lotus
Phyrexian Altar
Ashnod's Altar
Extraplanar Lens
Gauntlet of Power
Caged Sun
Sensei's Divining Top
Scroll Rack
Mind's Eye
Planar Portal
Altar of Dementia
Oblivion Stone
Skullclamp
Lightning Greaves

Lands
30 Snow Covered Plains
Emeria, the Sky Ruin
Cavern of Souls
Mistveil Plains
Scrying Sheets
Ancient Tomb
Temple of the False God
Reliquary Tower

This deck follows the general strategy of big mono white beaters with life gain thrown in to deal maximum damage and survive pretty much any onslaught period, allowing the user to win games in a fast effective method, while still being able to hold back his best cards for the late, late game. One of the better Mikaeus decks I've seen in a while and this has been consistently updated showing the power of the later sets of course, Commander, M11, M12, Avacyn Restored, etc, perhaps my favorite list of this particular general to date. He's covered all his options here, filled it with necessary card draw, haste enablers, excellent recursion packages and tutors galore, allowing this deck to be fast, effective and so brutal, plus he's got a very nice board wipe package of Oblivion Stone/Wrath of God/Day of Judgment going on here to deal with a large board state.

Now we've seen a list of Mikaeus, the Lunarch, let's look at the various spells or packages while taking suggestions from the first stated list above, let's show off the many packages that should be in white in general, starting with the many anthem effects for white..

1) Glorious Anthem
2) Elesh Norn, Grand Cenobite
3) Angel of Jubilation
4) Honor of the Pure
5) Caged Sun
6) Gauntlet of Power

This package is pretty well agreed upon with the latter often choosing Caged Sun since it only affects your creatures, but the rest is a pretty diverse and wide array of package elements for the anthem effects of the deck in white, if we were playing Green/White we'd have access to a lot better anthem effects but alas we do not, enough of that let's start checking out what we have in terms of available ideas so far.

Various Available Packages

Anthem Effects
Glorious Anthem
Honor of the Pure
Elesh Norn, Grand Cenobite
Caged Sun
Angel of Jubilation
Gauntlet of Power

Now, 2 of the anthem effects listed here both generate additional resources, which is why these are extra useful, they just don't sit there, instead they become useful and allow us to play our big creature generator spells or big creatures in general, so it doesn't tax the resources as much, but in case something goes wrong, we need ways to be able to return stuff to the battlefield for the most part, here's the most impartial package I've found while playing

1) Sun Titan
2) Emeria, the Sky Ruin
3) Buried Ruin
4) Karmic Guide
5) Reveillark

These 5 pieces fit together nice and are able to basically ensure we don't lose our best piece as easily, here's a piece of additional information, since Buried Ruin returns artifacts, you can use that in combination with the Titan and return it free of charge, allowing you to use it again, one of the more effective uncommon lands printed in a while of course, so let's update the list of packages once again.


Various Available Packages

Anthem Effects
Glorious Anthem
Honor of the Pure
Elesh Norn, Grand Cenobite
Caged Sun
Angel of Jubilation
Gauntlet of Power

Recursion Package
Sun Titan
Emeria, the Sky Ruin
Karmic Guide
Reveillark
Buried Ruin

Now that we have the recursion package shown off, we need to think of ways to get lands on the battlefield or into our hand quickly and white has a few options in that deparment, some of which I've already talked about, some I've not talked about, so let's take a look at the land fixers of the color

1) Solemn Simulacrum
2) Land Tax
3) Weathered Wayfarer
4) Knight of the White Orchid
5) Journeyer's Kite

This base package allows us to get the maximum amount of lands we want for the deck, while drawing the important cards, this package is probably the best way to do this as almost all of this package is probably necessary to make sure you aren't land screwed in white honestly.

Various Available Packages

Anthem Effects
Glorious Anthem
Honor of the Pure
Elesh Norn, Grand Cenobite
Caged Sun
Angel of Jubilation
Gauntlet of Power

Recursion Package
Sun Titan
Emeria, the Sky Ruin
Karmic Guide
Reveillark
Buried Ruin

Land Package
Solemn Simulacrum
Land Tax
Knight of the White Orchid
Weathered Wayfarer
Journeyer's Kite

Now that we have the basis of the packages almost complete, there are 2 more packages we need to make this deck a engine so to speak, Tutor and Card Draw so let's take a look at the many tutors this color has to offer before we begin.

Tutor Spells

#1) Enlightened Tutor - One of the many tutors this deck needs to fetch specific things, artifacts, enchantments, stuff that's required pretty much in the format in order to protect yourself.

#2) Stoneforge Mystic - Another necessary tutor for the build, it fetches all the necessary equipment and has presented itself to be a white staple for the format in terms of just about everything these days, fetching anything from swords to Batterskull.

#3) Ranger of Eos - One of my favorites due to the fact it fetches all the 1 drops in the deck when it hits the board, it's power/toughness may be out of range of the Lark/Guide combo, but it's one of those 4 drops that a lot of white players like to see.

#4) Academy Rector - Just another enchantment fetcher but it usually fetches the best enchantment and puts it on the battlefield when it is exiled, a staple white card if anything else, since a lot of white decks do love to run a lot of enchantments.

#5) Steelshaper's Gift - Probably the only other non body fetcher of the deck, white players love to get a lot of equipment into play quickly to make their creatures bigger and this for 1 white is a pretty good staple in the format.

Card Draw

#1) Skullclamp - Sits as a equipment so it's fetchable via things like Stoneforge and Steelshaper's gift, relatively cheap in terms of mana cost as well, making it a viable equip for any white player.

#2) Mentor of the Meek - One of the newer cards in white's card draw arsenal, it of course triggers when anything that's 2 power or less enters the battlefield, but the mana investment overall is worth it as a token deck can generate some serious card advantage.

#3) Mind's Eye - Probably the most common piece of artifact card draw you'll see, besides the clamp, sure it costs a hefty 5 mana, but whenever a opponent draws you can pay 1 to draw in return, it pays for itself probably after a single round and reloads your hand.

#4) Howling Mine - Generally the most fun loved card of the format, seen quite often and grants a additional card every turn, it's generally the most kept around piece since it helps the opponents as well, as well as my next card.

#5) Font of Mythos - Most of the time this is played in hug decks, but you can include this as a piece of card draw if you want, since it grants 2 extra cards a turn, making it easily the most generic piece of card draw.

Now that we've seen the many packages, here's the final listing for those curious.


Various Available Packages

Anthem Effects
Glorious Anthem
Honor of the Pure
Elesh Norn, Grand Cenobite
Caged Sun
Angel of Jubilation
Gauntlet of Power

Recursion Package
Sun Titan
Emeria, the Sky Ruin
Karmic Guide
Reveillark
Buried Ruin

Land Package
Solemn Simulacrum
Land Tax
Knight of the White Orchid
Weathered Wayfarer
Journeyer's Kite

Card Draw
Skullclamp
Mentor of the Meek
Mind's Eye
Howling Mine
Font of Mythos

Tutor Package
Enlightened Tutor
Stoneforge Mystic
Ranger of Eos
Steelshaper's Gift
Academy Rector

But wait there's 1 more isn't there, a bunch of token generators, well technically yes, but i'm only listing the general packages for the color first before we begin constructing the deck as well as the many ideas already listed above, so without further ado let's begin constructing our own Mikaeus, the Lunarch EDH deck, taking ideas from the many listed above.

Example Mikaeus, the Lunarch Elder Dragon Highlander List

Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
Reliquary Tower
34 Plains
Temple of the False God

Generally, this base land package is the most widely accepted if you didn't want to play stuff like Flagstones of Trokair and Strip Mine, it allows you to go off quite easily and allows both Emeria and Reliquary Tower to be retrieved the most easily since it thins out the deck, but more often then not, Strip Mine is commonly played, so if something's giving you trouble, then cut a plains and include it, since your white mana count is over 30, which is what you want.

Instants
Swords to Plowshares
Path to Exile
Return to Dust
Oblation
Condemn
Enlightened Tutor

This particular package of instants for the deck is generally the most accepted as well, since it contains 4 pieces of singular removal as well as tuck effects in Condemn and Oblation, which is the most commonly played tuck effects in white these days, for singular effects that is. Path and Swords are the most common exile effects as well, since they are the most commonly played white spells in this format, dealing with nasty stuff like Eldrazi, Colossi, etc.

Sorceries
Wrath of God
Day of Judgment
Austere Command
Akroma's Vengeance
Terminus
Hallowed Burial
Steelshaper's Gift

The most common sweeper package white can churn out is these 4 right here, sure the cheapest by far may be Wrath of God/Day of Judgment but having 2 sweepers that can tuck things is always nice, since white recently got a power upgrade for the format in terms of Terminus, Avacyn Restored's best white card in my eyes, overall these 6 cards are the easiest to play in a white deck and with 2 white in each of their costs, it's not hard to get there.

Creatures
Student of Warfare
Serra Ascendant
Ranger of Eos
Mentor of the Meek
Solemn Simulacrum
Stoneforge Mystic
Reveillark
Karmic Guide
Weathered Wayfarer
Sun Titan
Knight of the White Orchid
Felidar Sovereign
Soul Warden
Soul's Attendant
Stonehewer Giant
Academy Rector
Auriok Champion
Mirran Crusader
Suture Priest
Hero of Bladehold


Most of this stuff is pretty obvious as white has got a lot of good beaters in the format, but none more so then the turn 1 play of Serra Ascendant which is usually a 6/6 beat stick with flying, being one of the four tutor targets for Ranger of Eos of course which is another valuable card for the deck as a whole, the rest are not needed to be explained as they all work with the strengths of the color white.

Equipment
Skullclamp
Lightning Greaves
Sword of Feast and Famine
Sword of Light and Shadow
Sword of War and Peace
Sword of Fire and Ice
Sword of Body and Mind
Batterskull
Strata Scythe
Sword of Vengeance

These 9 equipments are the best idea in white and make the game easier to adapt to since the fact the entire sword package is present in this build, so pro all colors on a creature is nice and such, plus with Strata Scythe, it's like a massive pump effect to make Mikaeus much bigger for a cost effective amount


Artifacts and Enchantments
Mind's Eye
True Conviction
Land Tax
Howling Mine
Font of Mythos
Planar Portal
Akroma's Memorial


This particular artifact package is useful, since it accelerates both colored and color less mana, in the long run making Mikaeus a more destructive force since white just gets better and better each turn, plus the simple fact is it's always nice to have some form of recovery should Mikaeus die.

Artifacts and Enchantments
Mind's Eye
True Conviction
Land Tax
Howling Mine
Font of Mythos
Planar Portal
Akroma's Memorial

With this set of Enchantments/Artifacts it's easy to keep the card draw and land count high while having 2 late game choices for the deck overall, one of the things white has trouble with is usually card draw, but the cards listed here fix this issue quite well and True Conviction is a late game finisher which is really unique.

Planeswalkers
Elspeth, Knight Errant
Ajani Goldmane
Elspeth Tirel
Ajani, Caller of the Pride
Gideon Jura

Of course most decks these days have a set of walkers to go along with the colors which the generals are, but with both mono white Ajani's and both versions of Elspeth, each of these is unique even since each one does something white is extremely good at, even in the early game, with the average walker cost of the deck to be 3-3.5 CMC.

Now for the most part the deck is finished, right, well this is a multiplayer focused big white beats deck, with all the main portions of the deck, here's the full deck as it stands.


Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
Reliquary Tower
34 Plains
Temple of the False God

Planeswalkers
Elspeth, Knight Errant
Ajani Goldmane
Elspeth Tirel
Ajani, Caller of the Pride
Gideon Jura

Artifacts and Enchantments
Mind's Eye
True Conviction
Land Tax
Howling Mine
Font of Mythos
Planar Portal
Akroma's Memorial

Equipment
Skullclamp
Lightning Greaves
Sword of Feast and Famine
Sword of Light and Shadow
Sword of War and Peace
Sword of Fire and Ice
Sword of Body and Mind
Batterskull
Strata Scythe
Sword of Vengeance

Creatures
Student of Warfare
Serra Ascendant
Ranger of Eos
Mentor of the Meek
Solemn Simulacrum
Stoneforge Mystic
Reveillark
Karmic Guide
Weathered Wayfarer
Sun Titan
Knight of the White Orchid
Felidar Sovereign
Soul Warden
Soul's Attendant
Stonehewer Giant
Academy Rector
Auriok Champion
Mirran Crusader
Suture Priest
Hero of Bladehold

Sorceries
Wrath of God
Day of Judgment
Austere Command
Akroma's Vengeance
Terminus
Hallowed Burial
Steelshaper's Gift

Instants
Swords to Plowshares
Path to Exile
Return to Dust
Oblation
Condemn
Enlightened Tutor

Now that we have a example list, let's take a look at how the deck alters itself to fit the +1/+1 counter theme, mind you, most of the cards are kept in the deck as is, but a few are altered to provide a more viable theme to the deck, I will be covering as many changes to each theme as Possible

+1/+1 Counter theme Changes

#1) Creatures - In this form of the deck, we would remove the following 5 creatures from the build, allowing us to shift the most important pieces of the deck in without changing the curve too badly.

Serra Ascendant - Sure a 6/6 on turn 1 is nice, but we don't need it for this build, since the +1/+1 theme switches this with Glorious Anthem, which hits all our creatures, changing the curve of the deck in terms of the mana base slightly, but not too much.

Soul Warden - Again, another 1 drop removed in place of a favorable piece of the deck, Honor of the Pure, which only costs 1 more then this, but doesn't hit our curve in this deck too badly, just a little like the Anthem hit Serra Ascendant.

Soul's Attendant - This will probably be replaced by a higher CMC card in the form of either Caged Sun or Gauntlet of Power, one of these usually works in place of a creature, overall providing the theme we want so far.

Ranger of Eos - Since most of our 1 drops are gone from the deck, we don't need this guy, he's only good with 3 or more 1 drops in the deck for his tutor effect, he can easily be replaced by the Praetor Elesh Norn, Grand Cenobite which only costs 3 more then him.

Auriok Champion - Replacing this with either the Sun or Gauntlet you didn't slap in is a good idea, probably the last major creature we want to change here.

#2) Enchantments - We actually don't need to remove a single enchantment from the deck, since the deck is just right in terms of enchantments, True Conviction is a beast in Multiplayer EDH, providing the necessary Life gain/Double Strike you need to deal with the bigger threats.

#3) Artifacts - For this deck we can get rid of the Font of Mythos, since it draws us too many cards too quickly, replacing it with either Angel of Jubilation or another card i didn't mention Marshal's Anthem for the late game, either one works here since both are essentially anthem cards.

#4) Planeswalkers - Gideon Jura, so you basically force things to attack you, well we got better honestly, throwing either a new equip, Argentum Armor or even Champion's Helm in his place is perhaps the best options, since they are more functional and this makes it easier to be a situational deck.

#5) Sorceries - Nothing really needs to be changed here, the amount of sorceries for the deck is perfect, 7 is the optimal number needed for a mono white build, mostly sweeper effects at that, except for a single tutor effect, still pretty good.

#6) Instants - Again, no changes need to be made in this department, since of course we don't need to really make any other changes in terms of the instants, if it were important enough, I'd even consider adding in Brave the Elements as a prevention effect in the deck in place of Oblation or even the Tutor, Enlightened Tutor

#7) Lands - For this theme, it's possible to not need to run so many colorless producers, though the main one i'd cut for the deck is Reliquary Tower in place of a plains, to give a little more white mana availablity for the deck, overally making it easier to cast those 2 and 3 white drops later on.

Now that we have the basic changes for the +1/+1 counter theme, let's remake the deck with the changes i've stated above, including those which are going in and out.

+1/+1 Altered Theme - Mikaeus, the Lunarch

Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
35 Plains
Temple of the False God

Planeswalkers
Elspeth, Knight Errant
Ajani Goldmane
Elspeth Tirel
Ajani, Caller of the Pride

Artifacts and Enchantments
Mind's Eye
True Conviction
Land Tax
Howling Mine
Marshal's Anthem
Planar Portal
Akroma's Memorial
Glorious Anthem
Caged Sun
Gauntlet of Power
Honor of the Pure

Equipment
Skullclamp
Lightning Greaves
Sword of Feast and Famine
Sword of Light and Shadow
Sword of War and Peace
Sword of Fire and Ice
Sword of Body and Mind
Batterskull
Strata Scythe
Sword of Vengeance
Champion's Helm

Creatures
Student of Warfare
Elesh Norn, Grand Cenobite
Mentor of the Meek
Solemn Simulacrum
Stoneforge Mystic
Reveillark
Karmic Guide
Weathered Wayfarer
Sun Titan
Knight of the White Orchid
Felidar Sovereign
Stonehewer Giant
Academy Rector
Mirran Crusader
Suture Priest
Hero of Bladehold

Sorceries
Wrath of God
Day of Judgment
Austere Command
Akroma's Vengeance
Terminus
Hallowed Burial
Steelshaper's Gift

Instants
Swords to Plowshares
Path to Exile
Return to Dust
Oblation
Condemn
Brave the Elements

Let's now take a look at the third theme, which is of course Tokens, were we will look at the many token producers in the color of White and try to make it a theme in itself, this is a list based entirely off memory of course, so if i miss anything let me know please.

Soldier Based Generators
Conqueror's Pledge
Moblization
Captain's Call
Hero of Bladehold
Elspeth, Knight Errant
Elspeth Tirel
Nomads Assembly
Knight-Captain of Eos
Captain of the Watch
Cloudgoat Ranger
Martial Coup
Precinct Captain
Attended Knight
Timely Reinforcements

Knight Based Generators
Knightly Valor
Security Blockade

Human Based Generators
Thraben Doomsayer
Increasing Devotion
Gather the Townsfolk
Commander's Authority
Voice of the Provinces

Angel Based Generators
Entreat the Angels
Decree of Justice
Moonsilver Spear
Luminarch Ascension

Spirit Based Generators
Elguad Inquisitor
Midnight Haunting
Geist-Honored Monk
Doomed Traveler
Mausoleum Guard
Spectral Procession

Bird Based Generators
Emeria Angel
Seller of Songbirds
Eyes in the Skies

Other Token Generators
White Sun's Zenith
Kemba, Kha Regent

So it seems like we have a lot of Soldier based generators, so a Soldier theme based Mikaeus deck, then we will see the remaining theme, were of course Counters Matter, since there aren't enough other types of token generators to warrant a theme

Mikaeus, the Lunarch's Soldiers of Fortune


Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
35 Plains
Temple of the False God

The land base for Mikaeus doesn't change at all with this theme, as it's pretty consistent and some of the best things you can use, though probably if you want you can cut a plains to throw in a Windbrisk Heights to get a card into play under a easier condition, otherwise the lands for Mikaeus are consistent and will usually be 37-38 lands per Mikaeus deck, due to the amount of mana rocks we are using for him.

Instants
Swords to Plowshares
Path to Exile
Return to Dust
Oblation
Condemn
Brave the Elements
Captain's Call

As with anything, the instants in this deck aren't needed change either, though i'd probably slot in Enlightened Tutor here due to the added enchantment Moblization here, just to make it easier to retrieve in the long run, otherwise there's no changes here for the instants in the deck.

Sorceries
Wrath of God
Day of Judgment
Austere Command
Akroma's Vengeance
Terminus
Hallowed Burial
Steelshaper's Gift
Timely Reinforcements
Nomads' Assembly
Conqueror's Pledge

Here's where the changes begin roughly for the soldier theme deck, Akroma's Vengeance can come out of the deck in favor of the spell Martial Coup since it makes soldiers either way and it's wrath effect triggers at 7 mana instead of 6, but it's a pure creature remover, we have Austere Command to remove the enchantments and artifacts which are bothering us, plus Return to Dust to deal with the invulnerable enchantments and artifacts.

Equipment
Skullclamp
Lightning Greaves
Sword of Feast and Famine
Sword of Light and Shadow
Sword of War and Peace
Sword of Fire and Ice
Sword of Body and Mind

For this deck we can cut the equips down to a mere 7, all the Swords, except for Vengeance, keeping the 5 big swords, Skullclamp and Lightning Greaves in the deck, freeing up 4 slots in the process, all 4 which go to the creatures for the deck.

Artifacts and Enchantments
Mind's Eye
True Conviction
Land Tax
Howling Mine
Marshal's Anthem
Planar Portal
Akroma's Memorial
Caged Sun
Gauntlet of Power
Honor of the Pure
Glorious Anthem
Moblization

Not much needs to be changed here, the acceleration factors of Sun and Gauntlet are the reason they are staying, but Honor of the Pure and Glorious Anthem are also good at that, so they earn a spot in this list pretty much as a sole anthem like spell,


Creatures
Student of Warfare
Elesh Norn, Grand Cenobite
Mentor of the Meek
Solemn Simulacrum
Stoneforge Mystic
Reveillark
Karmic Guide
Weathered Wayfarer
Sun Titan
Knight of the White Orchid
Felidar Sovereign
Stonehewer Giant
Academy Rector
Mirran Crusader
Suture Priest
Hero of Bladehold
Precinct Captain
Knight-Captain of Eos
Captain of the Watch
Attended Knight
Cloudgoat Ranger


Here's where the deck starts to change dramatically, with the following creatures being added to suit the theme of the list.

#1) Precinct Captain
#2) Knight-Captain of Eos
#3) Captain of the Watch
#4) Attended Knight
#5) Cloudgoat Ranger

And the following getting cut from the list since each one is not really useful to this theme overall.

#1) Stonehewer Giant
#2) Student of Warfare
#3) Suture Priest
#4) Felidar Sovereign

Of course we all know the planeswalkers stay as well except for Ajani, Caller of the Pride since he's not going to be as useful, so here's the 8 other cards to add to this build.


#1) Sol Ring
#2) Everflowing Chalice
#3) Extraplanar Lens
#4) Aura of Silence
#5) Oblivion Stone
#6) Harmless Assault
#7) Survival Cache
#8) Ghostly Prison

Here's the full list of course completed and all for this theme.

Mikaeus, the Lunarch's Soldiers of Fortune


Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
35 Plains
Temple of the False God

Creatures
Student of Warfare
Elesh Norn, Grand Cenobite
Mentor of the Meek
Solemn Simulacrum
Stoneforge Mystic
Reveillark
Karmic Guide
Weathered Wayfarer
Sun Titan
Knight of the White Orchid
Felidar Sovereign
Stonehewer Giant
Academy Rector
Mirran Crusader
Suture Priest
Hero of Bladehold
Precinct Captain
Knight-Captain of Eos
Captain of the Watch
Attended Knight
Cloudgoat Ranger
Benalish Commander

Artifacts and Enchantments
Mind's Eye
True Conviction
Land Tax
Howling Mine
Marshal's Anthem
Planar Portal
Akroma's Memorial
Caged Sun
Gauntlet of Power
Honor of the Pure
Glorious Anthem
Moblization
Ghostly Prison
Sol Ring
Everflowing Chalice
Oblivion Stone
Extraplanar Lens

Equipment
Skullclamp
Lightning Greaves
Sword of Feast and Famine
Sword of Light and Shadow
Sword of War and Peace
Sword of Fire and Ice
Sword of Body and Mind

Sorceries
Wrath of God
Day of Judgment
Austere Command
Akroma's Vengeance
Terminus
Hallowed Burial
Steelshaper's Gift
Timely Reinforcements
Nomads' Assembly
Conqueror's Pledge
Survival Cache

Instants
Swords to Plowshares
Path to Exile
Return to Dust
Oblation
Condemn
Brave the Elements
Captain's Call
Harmless Assault

Planeswalkers
Elspeth, Knight Errant
Ajani Goldmane
Elspeth Tirel

This particular deck is the easiest theme to build around and provides a all around token feel while getting aggressive and the like, showing why Mono-White has always had some decent themes to it, of course we aren't done this article by a long shot, we've still got 1 more theme to show off, that is of course, Counters Matter.

With the Counters Matter theme, not much changes from the list we created of course, except for the fact we need to make counters matter, so cards that have stuff like Level Counters are useful in this theme, the more recent stuff from Rise of the Eldrazi is a example of things that have Counters matter.

Mikaeus, the Lunarch's Counters-R-US


Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
34 Plains
Temple of the False God
Inkmoth Nexus

Like the previous token theme, the land base is pretty much perfect, you could try and add stuff like Windbrisk Heights, but my personal favorite land of the most recent 10 sets is of course Rogue's Passage which is a underrated super star that recently came out as of this primer in Return to Ravnica, otherwise there's nothing really to add, unless you want to add a Strip Mine or Inkmoth Nexus here.

Creatures
Student of Warfare
Transcedent Master
Herald of War
Twilight Shepherd
Elder Cathar
Academy Rector
Myojin of Cleansing Fire
Caravan Escort
Sun Titan
Myr Battlesphere
Stoneforge Mystic
Knight of Cliffhaven

The creature base this time around is rather small for the deck then normal, it's only 12 creatures since we need to make room for the ways to get everything bigger, faster, but keeping the standard package of Stoneforge Mystic, Sun Titan and Academy Rector

Enchantments and Artifacts
Otherworld Atlas
Armored Ascension
Light from Within
Bonds of Faith
Contagion Clasp
Contagion Engine
Crescendo of War
Sol Ring
Lightning Greaves
Trigon of Mending
Chimeric Mass
Grindclock
Prototype Portal
Tumble Magnet
Throne of Geth
Myr Turbine
Titan Forge
Sphere of the Suns
Everflowing Chalice
Shrine of Loyal Legions
Ring of Thune
Caged Sun
Land Tax
Gauntlet of Power
Extraplanar Lens
Sculpting Steel
Thran Dynamo

This time around in this deck there are lots of enchantments and artifacts for the deck, since each one does something unique, plus of course the usual assortment of ramp cards, plus other little things which generate the big creatures and do stuff you want it to do.

Planeswalkers
Ajani Goldmane
Ajani, Caller of the Pride
Elspeth Tirel
Elspeth, Knight Errant
Karn Liberated

This time the deck uses the colorless planes walker Karn Liberated which exiles stuff from both the hand and that to deal with big threats, as well as the obvious wrath effects and the general 4 other cards of choice, both mono white ajani's and of course both versions of Elspeth.

Instants
Enlightened Tutor
Path to Exile
Swords to Plowshares
Condemn
Return to Dust
Oblation
Brave the Elements
Harmless Assault

Instants in this build don't really change and are useful all around, fog effects, the works plus tutors are necessary to get the best stuff you need as well as all the useful removal.

Sorceries
Wrath of God
Day of Judgment
Terminus
Hallowed Burial
Austere Command
Akroma's Vengeance
Steelshaper's Gift
Final Judgment

Sorceries for the most part stay the same as well, except for the inclusion of Final Judgment which is another wrath effect that removes creatures from the game, a decent effect if i might add and is a unique flavor since the deck uses very few creatures overall. This deck overall is quite unique and is a very new type of mono-white deck which is totally designed for casual use and the budget player for the most part, here's the full deck for the most part.

Commander
Mikaeus, the Lunarch

Lands
Buried Ruin
Emeria, the Sky Ruin
34 Plains
Temple of the False God
Inkmoth Nexus

Sorceries
Wrath of God
Day of Judgment
Terminus
Hallowed Burial
Austere Command
Akroma's Vengeance
Steelshaper's Gift
Final Judgment

Instants
Enlightened Tutor
Path to Exile
Swords to Plowshares
Condemn
Return to Dust
Oblation
Brave the Elements
Harmless Assault

Planeswalkers
Ajani Goldmane
Ajani, Caller of the Pride
Elspeth Tirel
Elspeth, Knight Errant
Karn Liberated

Enchantments and Artifacts
Otherworld Atlas
Armored Ascension
Light from Within
Bonds of Faith
Contagion Clasp
Contagion Engine
Crescendo of War
Sol Ring
Lightning Greaves
Trigon of Mending
Chimeric Mass
Grindclock
Prototype Portal
Tumble Magnet
Throne of Geth
Myr Turbine
Titan Forge
Sphere of the Suns
Everflowing Chalice
Shrine of Loyal Legions
Ring of Thune
Caged Sun
Land Tax
Gauntlet of Power
Extraplanar Lens
Sculpting Steel
Thran Dynamo

Creatures
Student of Warfare
Transcedent Master
Herald of War
Twilight Shepherd
Elder Cathar
Academy Rector
Myojin of Cleansing Fire
Caravan Escort
Sun Titan
Myr Battlesphere
Stoneforge Mystic
Knight of Cliffhaven

With this however ends the primer in terms of deck building, it's time to look at the generals which Mikaeus, the Lunarch may have trouble dealing with in each strategy.

+1/+1 Counter Theme Problem Generals

  • Azami, Lady of the Scrolls - She's one of the bane generals this strategy hates, since most blue players play with some form of card draw, she's perhaps the most well known in this department and every wizard tribal at least includes her as the figurehead of choice.
  • Maelstrom Wanderer - This guy can be a total douche fight, it's all dependent on if you have a mass removal spell to deal with most of his attackers before he brings out the cascade effects, wanderer decks tend to often be a over run for any white player.
  • Animar, Soul of Elements - The only reason this guy is a problem is due to the Pro White and Pro Black effects on him, if left unchecked he can spiral out of control with Infinite mana/A massive Animar, usually ending games quickly
  • Azusa, Lost but Seeking - One of the worst generals you can be faced with, often dropping as early as turn 1 if done correctly, can quickly spiral out of control and is mostly a auto pilot general, big creatures, lots of land effects to end any Mikaeus player's day
  • Jenara, Asura of War - Often called the one of the lamest bant generals in the format, next to that shining turd, Rafiq, left unchecked she can often spiral out of control and has evasion, making the deck overall difficult to deal with.
  • Rafiq of the Many - Known as the "One Shot" king, he can get nasty fast, since he has double strike when he attacks alone, often given swords to give him protection, usually 2-3, his exalted effect is the worst to deal with and if your not quick enough, he can do 21 commander damage in a single swing.
Token Theme Problem Generals
  • Bruna, Light of Alabaster - Much like rafiq, she's the "One Shot" queen of the format, often killing players in 1 swing, it doesn't help that her ability brings all the auras in her graveyard back onto her as she attacks, creating a big problem since most bruna players are competent enough to protect her.
  • Animar, Soul of Elements - The only reason this guy is a problem is due to the Pro White and Pro Black effects on him, if left unchecked he can spiral out of control with Infinite mana/A massive Animar, usually ending games quickly, Animar overall is a problem for Mikaeus players and should be dealt with swiftly.
  • Maelstrom Wanderer - Much like the previous list, he's annoying and can get out of control quickly, one of the overall problem generals for the average Mikaeus player, but once he's dealt with he often leaves a huge army in his wake with token makers like Avenger of Zendikar and the like.
  • Rune-Tail, Kitsune Ascendant - Since this deck relies heavily on combat, once it changes into the enchantment your screwed until you remove it, that is if the ascendant player hasn't given it shroud.
  • Chainer, Dementia Master - In my experience, since black runs as many sweeper effects as you do, this kind of general is a problem, since he can steal your best creatures and use them against you, often causing you trouble in the long run, not the worst general to deal with for token decks, but one of the hardest.
Counters-Matter Problem Generals
  • Jarad, Golgari Lich Lord - One of the newer generals, but he often plays off by as early as turn 7, depending if he has Coffers/Urborg back up, plus his deck will be packed full of beaters like Lord of Extinction and the like to use as sac fodder to Jarad, usually 1 shotting opponents with his ability
  • Azami, Lady of the Scrolls - She often responds to a lot of trigger activations via specific methods, such as drawing cards, seeing if there's a counter spell or effect among them and then using that, this deck likes when things stay on the board more often then not, not consistently being bounced by stuff like Capsize and Into the Roil
  • Skithryx, the Blight Dragon - Infect is a huge issue with this type of deck, as it can often be annoying to deal with, most metas agree to change the rules for 15-20 infect when they see this, but other things in this deck like Phyrexian Crusader can be majorly problematic for the Mikaeus player
  • Maelstrom Wanderer - Like i've previously stated the past 2 times, this guy is a annoyance and whoever plays him should feel bad since it's another one of those Auto Pilot builds where it tends to go off as early as turn 4.
Big White-Weenie Problem Generals
  • Maelstrom Wanderer - One of the most hated generals period in any Mikaeus player's mind, it can spiral out of control rather quickly, even if you get a explosive start in the first 4 turns.
  • Mikaeus, the Unhallowed - His undead counter part can cause some serious issues for the deck, often using spells like Consume Spirit and Exsanguinate to deal maximum damage with a lot of mana producing effects, often also employs lots of zombies and effects to grief a mono white player.
  • Kiku, Night's Flower - Often enough Mikaeus, the Lunarch is left unprotected and with her ability she forces him to suicide himself at the end of your turn, causing you to just get a little flustered inside.
So after all that we did we learn everyone.

  1. Mikaeus, the Lunarch is a overall fun general, designed for social interactions and the like, while doing what every EDH player loves to do, play actual magic.
  2. There are several different themes to Mikaeus, allowing for a diverse build structure and the like, making it one of the most fun mono white generals to build around.
  3. Every EDH player is going to have different ideas for building Mikaeus, even if it is a different strategy, the overall idea of the format is to have fun
Remember this and just have fun playing Elder Dragon Highlander with this guy, he's built with the interactions in mind, giving a unique and overall enjoyable experience to any EDH player, New or Old, so have fun building him your own way and in the comments below I hope you will describe your experience playing with Mikaeus, the Lunarch, until next primer this is vergil signing off.