Establishing Fort Kickass

By: Joseph Davis

Hello, my name is Joseph, and I usually write articles about Math and Magic. This week we’re taking things in a slightly different direction and talking about establishing ‘Fort Kickass’. The major theme of this week will be one we’ve discussed before, which is building a game plan for our deck and making sure that all of our game actions are moving us towards that goal.


What is ‘Fort Kickass’, you ask? Have you ever been playing a game of Magic, and you reach a certain point where you realize that while you have not yet lost the game, and you still might have a chance to win, you have no more hope left in your heart? You have a feeling that you cannot make any significant improvements in your chance to win, and you start making desperate plays in an attempt to break free from what you see as an unwinnable spot? Establishing a game state in which your opponent is in such a disheartened and desperate state is what I like to call Fort Kickass. You reach a spot where you are favored to win, you know it, your opponent knows it, and it feels hopeless for them so they start playing sloppy or making risky mistakes. Let’s take a look at some examples of Fort Kickass in various meta decks.

The first example of Fort Kickass is from this standard Esper Control list:


Teferi, Hero of Dominaria plus Azcanta, the Sunken Ruin, name a more iconic duo. Teferi uses his plus one ability, draws a card, and untaps two lands at the end of turn. Azcanta searches the top 4 cards of your library for whatever noncreature spell is required to answer any particular threat, and can be untapped by Teferi to be used twice per turn. Between these two, it’s very easy for it to feel impossible for your opponent to escape the combination of counterspells, removal, and sweepers. These answers ensure that Teferi can make it the 4 turns he needs to ultimate which will lock up the game quickly. Your game play should be built around these two cards. You should protect Search for Azcanta and put any cards which do not immediately impact the board in the graveyard, and you should deploy Teferi only when you can safely protect him, preferably with something like a Quench or Negate which is castable off of the lands he untaps at the end of turn. Any play you make which does not move you towards transforming Search for Azcanta or developing a protected Teferi should only be to keep yourself alive or avoid your opponent trading positively for resources.

Another example of Fort Kickass:


In this deck Niv-Mizzet, Parun fills in as the partner for Teferi in place of Search for Azcanta. Niv makes it so all of your wonderful control spells are cantrips, and all of your cantrips are removal spells. Not only can Niv kill your opponent quickly, he draws a bunch of extra cards off of your interaction, and instead of the incredible selection provided by Search for Azcanta, he gives you raw card draw and turns Teferi’s already very good plus ability into an extra damage as well. Niv-Mizzet has more pitfalls than developing Teferi or Search for Azcanta, and it is very important to be aware of cards like Ravenous Chupacabra which will kill Niv-Mizzet without triggering his draw ability, and which are likely to be stuck in an opponent’s hand as you play few other creatures. Developing Niv-Mizzet without Dive Down or counterspell backup is dangerous, and goes against the principle of building Fort Kickass.

You might be wondering to yourself, is Fort Kickass something only control decks have access to? Am I required to counter my opponent’s spells to live in the Fortress of Kickassitude? Fear not, gentle citizen, for all are welcome in the Palace of Punchbutt.

Consider this list:


For a midrange list like this, Fort Kickass is less a specific combination of cards, but instead a certain threat density. When you have out a Wildgrowth Walker with two counters, a 4/3 Jadelight Ranger, and a Midnight Reaper you have a board which will beat most opponents to death. Vivien Reid and a creature to protect her from attackers will carry you thoroughly into the end of the game as she controls the board and refills your hand with threats. A Carnage Tyrant with another creature to protect it from The Eldest Reborn will kill many players outright. The goal for this deck is establishing a board presence which will win the game on its own (as any of the ones I’ve listed above should), and then just conserving resources until your opponent forces you to respond and adjust this plan. If you have out 2 sizeable threats and Midnight Reaper, there is no good reason to play more things on the board into a sweeper from control. If you have a Carnage Tyrant out there’s no need to play another one until your first game winning threat is dead. If you have Vivien Reid in play, you should expend resources keeping her alive and well, so she can guide you to victory by drawing you threats and destroying opposing flyers.

Consider this Aggro Deck:


For this sort of deck, the game has to end quickly but there are not very many ways to recover if you run out of steam. The most important card in this deck is Curious Obsession, and once you have put that on a flying or unblockable creature, as long as you have ways to protect that creature it feels impossible for your opponent to win. Because of this every resource expended should be built around establishing a threat with Curious Obsession and protecting it. Any protection spell should be deployed only for protecting your Curious threat and Curious Obsession should only be deployed when you have a trick up your sleeve. After that point, just keep attacking with a reasonable threat and drawing multiple cards a turn to continue burying your opponent in card advantage. A Siren Stormtamer will protect your threats from cards like Settle the Wreckage and Ravenous Chupacabra, while Spell Pierce and Dive Down will keep your threats safe from single targeted removal just as nicely. Most of the spells in this deck are not particularly strong on their own, and are purpose built for protecting your evasive creatures wearing the all important Curious Obsession, so do not spend resources outside of building your Fort Kickass, a Curious creature.

In conclusion, Fort Kickass is a state of being, a position from which winning is not only likely, but also feels inevitable for your opponent, and their hope is draining from their body. As you continue to push your advantage farther they will turn to desperate plays and risky behavior which should enable you to further your plan and ultimately win the game on the back of Fort Kickass.

Thanks for joining me this week for something a little different, and I’ll be back soon with another article.

Pirates and Merfolk and Dinos and Vampires, Oh My!

By: Drew Kobus

Hey there again everyone! Drew here! I’m back and super excited to bring you my second article on the Battlegrounds site. This article is very exciting for me because I get to do one of my favorite things ever and that’s brew, baby! I love building decks, and when I saw that all the fun little tribes from the Ixalan block were getting their mana all fixed up with Ravnica Allegiance, well I knew exactly what I had to do. So, without further ado, let’s dive right in to my take on the 4 tribes that just got their toys “unlocked” with the printing of their respective shocklands.

So first, I have to bring you my favorite of the tribes from Ixalan, and perhaps my new favorite tribe in all of magic, pirates! Now, I know what you’re thinking, they already got their shockland with GRN, and yes, Watery Grave did allow for my favorite archetype in the current standard format in Dimir Pirates, but pirates aren’t just Dimir. Today, the pirates are much meaner and ready to break some necks, so let’s dive right in to my list for Rakdos Pirates:

4 Daring Buccaneer

4 Dire Fleet Captain

3 Dire Fleet Neckbreaker

2 Dire Fleet Poisoner

4 Fanatical Firebrand

4 Fathom Fleet Captain

4 Kitesail Freebooter

4 Rigging Runner

4 Ruin Raider

4 Lightning Strike

4 Blood Crypt

7 Mountain

4 Dragonskull Summit

8 Swamp



2 Duress

3 Fiery Cannonade

4 Lava Coil

2 Banefire

3 Bedevil

1 Angrath, the Flame-Chained

These pirates have been itching to get in and crack some skulls, and now that this aggro deck gets to play Blood Crypt, boy is it scary. I’m not going to go into detail on every card because if I did this article would never end, so I’m just going to hit a couple key cards. The first of these cards being my pick for the best card in this deck:155680_200w

As I said above, these guys are ready to break some necks, and Dire Fleet Neckbreaker lets them do exactly that. Having a lord is always good in a tribal deck, but this guy is even better than your everyday lord. Pairing this +2/+0 with cheap aggressive creatures as well as creatures with evasion like Kitesail Freebooter and Fathom Fleet Captain can really break a game wide open. This brings me to the other big card I want to talk about, the Neckbreaker’s best friend:


I love this card, like a lot, I’ll admit maybe a little too much, and I somehow love it even more now. Fathom Fleet Captain is a card that allows you to generate card advantage and play around sweepers by essentially drawing a 2/2 with menace every turn until your opponent has to deal with the board, pair this with Neckbreaker to make them 4/2s with menace? Your opponent won’t be able to keep up very long without a sweeper, and even then, you get to keep a little gas in the tank by letting him go to town and not overextending. The two other big boons to this deck I want to mention before moving on to our fishy friends are these:


Dark Confidant in Standard with a relevant tribe? Sign me up! Ruin Raider is a card that slots perfectly into an aggressive archetype, letting you keep the gas flowing so no matter what you have something to kill your opponent with. As for Fiery Cannonade, well all that really needs to be said there is that when this card gets to be a three mana plague wind, things turn out pretty well for the ol’ plunderers.


Alright, maybe pirates aren’t your thing, you make me sad, but I understand. Maybe you like something a little more aquatic in nature? If so, then I have just the thing for you. I present, Simic Merfolk!


3 Kumena, Tyrant of Orazca

4 Jadelight Ranger

4 Merfolk Branchwalker

4 Silvergill Adept

4 Merfolk Mistbinder

4 Deeproot Elite

2 Zegana, Utopian Speaker

4 Benthic Biomancer

4 Mist-Cloaked Herald

3 Kumena’s Speaker

2 Dive Down

2 Spell Pierce

4 Breeding Pool

4 Hinterland Harbor

4 Unclaimed Territory

5 Island

3 Forest



4 Wildgrowth Walker

2 Forest

2 Vivien Reid

2 Hadana’s Climb

2 Sleep

1 Spell Pierce

2 Kopala, Warden of Waves


Alright, sheesh, where to begin? I won’t deny, this was the deck I was most excited to toy around with with the release of RNA, and is quite possibly the strongest of the four tribes. The thing that makes this deck scary is how many of its creatures get to replace themselves and/or help you churn through your deck. If you need a visual, here’s all of them:


Get the picture? Each of these creatures either draws a card or has the potential to do so. Having this many creatures that replace themself or generate card selection is insane for an aggressive deck. The creatures you get to play in this deck allow for a very aggressive game plan, but the amount of card selection and card advantage gained by these creatures also allows for a lot of late game grind potential. Kumena is the best card for late game staying power against midrange and control decks, while also being able to help pump your creatures up through a board stall. Zegana allows for all of the +1/+1 counter synergies generated from your Kumena, explore creatures, and Deeproot Elite to gain an extra boost in power as well which can really help punch through some larger board states. The last thing I want to touch on for our fishy friends is the interaction of these two cards:


Biomancer is a card that would be playable on its own as a solid one drop, but when you get to pair it with Deeproot Elite, you can essentially loot every time you play a creature, which gives you an insane amount of selection to either draw mor lands if you’re screwed, or draw past lands if you’re flooded. These cards all coming together produces one heck of an aggro deck with a lot of staying power that seems quite scary going into the new format, and has put this deck on my short list of archetypes to play for SCG Baltimore at the beginning of February.


Alright, onto a fan favorite, who doesn’t love some big dumb dinos?! This deck was an interesting one, at first my thought was just that some of the better dinosaurs would be useful as a curve topper for a Gruul aggressive shell, but as I delved a little deeper, I realized that you can actually lean into the tribe a little more than I thought. Here, check out my list then I’ll hit the key cards I want to touch on:


4 Llanowar Elves

4 Gruul Spellbreaker

4 Carnage Tyrant

4 Regisaur Alpha

4 Ripjaw Raptor

3 Drover of the Mighty

1 Territorial Allosaurus

2 Thrashing Brontodon

2 Savage Stomp

4 Thunderherd Migration

4 Stomping Ground

4 Rootbound Crag

3 Vivien Reid

10 Forest

7 Mountain



3 Rhythm of the Wild

2 Cindervines

3 Banefire

1 Savage Stomp

4 Raptor Hatchling

2 Lava Coil


Now, the power of Carnage Tyrant has already been proven time and time again since its printing and I see no reason why that would change, unless it were to increase, as scary as that sounds. If the thought of the Implacable Death Lizard’s power increasing is scary to you, you may just want to skip on down to the vampires list because it’s happening. What’s better than a 7/6 with hexproof and trample that can’t be countered? How about we give it haste? Let’s take a look at what I think is the entire reason to play this deck:

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Yea, just let that one sink in a little bit, are you scared yet? This curve is probably one of the most terrifying things you can see coming at you from across the table, and when you play Alpha on turn three and Tyrant on turn four with the help of Llanowar Elves and Thunderherd Migration, it isn’t easily bested. So, we touched on the big reason to play this deck, but to make this an actual deck, we need other good cards to pair with our disgusting curve. Luckily for us, these colors have plenty of those for us to work with so let’s check out a few:

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Vivien’s power needs no explanation, she’s the best green planeswalker we’ve had in a while and I don’t think that title is particularly close, so she’s an easy addition to this deck. Ripjaw Raptor is one of my favorite cards from Ixalan, the body is pretty beefy for the cost and it makes combat a nightmare for your opponent. He also very relevantly does not die to Lava Coil so you can rely on him sticking around in a lot of matchups, or at the very least drawing you a card for your trouble. The last one is really exciting. Gruul Spellbreaker is a card that generated a lot of buzz when it was revealed because of how good it is with its first two lines of text, then on top of that giving it some protection as well as protecting you from the oh so scary Settle the Wreckage, this card was a must include in this deck. When the best way the control decks have to disrupt your hasty Carnage Tyrant dreams is Settle The Wreckage, having an aggressive body to protect you from that seems too good to be true. This deck seems to have a great deal of potential and the power level of its cards is indisputable. If smashing your opponent with big dumb dinos sounds like a good time, I recommend trying it out for yourself.


Alright, so you stuck around till the end, and you have been rewarded, because here come the bloodsuckers themselves, let’s dive right on in to vampires.

4 Sanctum Seeker

4 Adanto Vanguard

3 Mavren Fein, Dusk Apostle

4 Legion’s Landing

4 Skymarcher Aspirant

4 Vicious Conquistador

4 Queen’s Commission

4 Legion Lieutenant

4 Godless Shrine

4 Isolated Chapel

4 Dusk Legion Zealot

2 Pride of Conquerors

6 Plains

8 Swamp

1 Memorial to Folly


2 Final Payment

2 Mortify

2 Vona, Butcher of Magan

3 Tocatli Honor Guard

2 Revival // Revenge

2 Inspiring Cleric

2 Vona’s Hunger

Alright, so as far as the Orzhov aggressive deck in this format is concerned, there’s a little bit of competition. Knights seems to be the consensus best way to go for this color combination, but I implore you, don’t count the vampires out, there are three major cards this deck gets to play that Knights doesn’t, and they’re nothing to scoff at. Let’s just go ahead and take a look at the big reasons to play this deck over other choices:


Adanto Vanguard, much like Vivien above, is a card whose power level has been proven time and again since its printing. The resilience this card has against control decks can sometimes win games completely on its own, let alone being backed up by tribal synergies. Speaking of tribal synergies, Sanctum Seeker and Mavren Fein are quite the tribal payoffs. Sanctum Seeker is the curve topper every tribal deck wishes it had, it allows you to go wide and break through large board stalls, and helps race with life gain, it really is the total package. Of course we can’t talk about Sanctum Seeker without bringing up her best friend Mavren Fein.  Mavren Fein helps this deck go wide with little vampire tokens that can get their buffs from Legion Lieutenant and then you can slam Sanctum Seeker on the table and potentially kill your opponent even if they can block all your creatures. This core backed up by aggressive one drops can lead to some pretty crazy turns, and the inclusion of Legion Landing and Adanto Vanguard gives this deck some really nice staying power against some of the more interactive decks. If you love you some vampires, I think this deck is very viable in the new standard format, and it looks like an absolute blast to play, so go ahead and give it a whirl!

Alright, whew, there was a lot to cover there, but I hope you enjoyed this trip through tribal lane, and maybe even found your next standard obsession. All four of these decks are doing things that are objectively powerful and I think they all have great potential for standard play. With how successful standard has been with the most recent set release, I’m very excited to see what this next set brings us once things settle down. In the meantime, which of these decks is your favorite? What cards do you think might fit in one of these lists that I may have missed? What are you excited for in the new set? I’d love to discuss all of these things and more, so find me on social media, Twitter @TheMagikalDrew, and Facebook @ Drew J Kobus, or in person sometime at Battlegrounds! Keep on battling and casting spells that make you happy, and I’ll see ya next time!

Mind Over Matter

By: Daniel D’Amato

Magic the Gathering can be very mentally straining. Having to recognize and execute hundreds of plays in each match over the course of numerous rounds can be very exhausting. Mental health is very important for maintaining tight play and personal gain. Mental health is vital outside Magic and, just how it influences everyday life, it can influence your game. So, what can be done to stay mentally healthy and at your best? I hope to cover some tips in this article to help you be the best you can be.

The best tip for staying fresh in the game is, ironically, not playing the game. Now this doesn’t mean just quitting, but instead realizing that you may be burned out and need to take a break. Grinding as much as I do between online and paper play, I try to take anywhere from one to two weeks off every couple of months to stay fresh and mentally prepared for tournaments. The hardest aspect of this ideology is realizing when it is time to step away and reset. I typically can tell when I need to take some time off if I am on a long losing streak or find myself consistently making the wrong play in my matches, but gameplay isn’t always the signal that we need to realize. If you find yourself not enjoying the game we love or just not being happy while playing, it may be time to put the game down for a little while and enjoy other hobbies and aspects of life. That way the return to the game feels fresh, enjoyable, and reminds you why you play. There is nothing wrong with taking time off from the game. This game can create stress, anxiety, and can ultimately contribute to attitude and behavior problems depending on how seriously it’s taken. At the end of the day it is important to take care of ourselves and stepping away can help maintain a positive mental attitude. While the primary goal regarding mental health can be gameplay, another aspect is how testing too much can negatively affect your mindset.

Testing is an important aspect to succeeding at professional magic but can have less than desirable effects on the mind. Testing through simulations of multiple tournaments worth of games and matches can be draining. Straining yourself trying to prepare for a tournament can lead to negative results not only in the tournament but in quality of life depending how aggressively you pursue testing. Staying up abnormally late trying to get another league in online can become the reason why the quality isn’t there when it is time to perform. I tend to test leading up to an event until about two days before, where I’ll take a break and relax. I am a believer in the idea that all the preparation will show when it is time to perform, like preparing for a race and resting the day before. Over testing is a real concern and if your head isn’t in the game or match once you’re in the event, your chances of winning drop significantly. This idea also is relevant during a tournament. Everyone comes in with the same goal and when you’re using your mind to help solve other peoples’ dilemmas you may lose the edge you need to realize that goal. I am always a fan of healthy discussion when it comes to making the right play during matches but at the end of the day it’s your tournament that you need to worry about and there is nothing wrong with throwing the headphones in and getting prepared for your next match. I always discourage playing matches between rounds because there is no reason to burn yourself out over a game that doesn’t matter with the hope that it may help you. The potential downside significantly outweighs the potential upside. Staying mentally focused always helps produce solid tournament results and we want to maximize our ability to focus.

You should always take care of yourself first and foremost when it comes to any activity in your life and Magic is no different. If you find that the game is causing stress more than reducing it or having a negative influence on your daily life, it may be a good time to consider taking a break. I know I personally try to use Magic as an outlet to relax and clear my mind. However, there have been times where playing was the last thing I wanted to do, so I would just leave tournaments, even if I was undefeated. It’s very difficult to tell yourself to step away because Magic can have that rush that keeps its players always coming back and the urge is very real to continue through it. When I step away, I tend to distance myself from anything involving the game and shift my focus elsewhere, sometimes even another game like Hearthstone. When I return, I find Magic a lot more exciting and refreshing. Part of me misses playing every day, but a part of me is also satisfied because I feel like my mind has been reset and is ready to focus again. There is absolutely nothing wrong with putting yourself first and Magic second. I see tons of grinders get burned out and it shows because their play will get sloppier as the tournament continues. Tunnel vision affects me especially since I traditionally lean towards combo decks, and without proper rest it can be hard to find lines to win the game. Ultimately this game should be a game you love and not one that pulls you down.

I think it’s vital to consider how the game affects each of us and analyze the toll that it takes. Often, admitting you could use some time away is in your best interest. Preparing for a tournament can be a lot of serious work and relaxing a couple days out can seriously improve your results. Taking care of yourself during a tournament and keeping your mind clear of other issues can also be beneficial. At the end of the day, slinging cards and seeing our friends is great, but being miserable while doing so because of burn out is, well, miserable. As always, feel free to reach out to me with questions or suggestions, I would love to write about a topic someone is passionate about, until then, storm count 3.

The Mechanics of Ravnica Allegiance

By: Myles Miller

Happy New Year, readers!! I hope you had an excellent holiday season with friends and family, and I’m sure I saw a good number of you at the Battlegrounds New Year Lock-In. Special thanks to the Battlegrounds staff for hosting such an awesome event and organizing so many great events.

Speaking of new things, it’s time to start talking about some new cards. Today’s topic is a preliminary look at the upcoming mechanics in Ravnica Allegiance (here’s your first spoiler, they’re all brand new mechanics!). I’ll also discuss other cards that are currently in standard that might play well in a Standard deck that features each new guild, just to get your deck-brewing started. Consider this your final warning: Here There Be Spoilers.

Cult of Rakdos: Spectacle


The Cult of Rakdos is all about dealing damage, and this new mechanic fits the bill: cards with Spectacle have an alternate casting cost that you may use if an opponent has lost life this turn. The red/black color combination usually excels at dealing damage to opponents, so Spectacle should be relatively easy to turn on. I’d expect the current iterations of Monored that are running cards like Goblin Chainwhirler and Experimental Frenzy to sprinkle in some black mana to take advantage of these powerful effects. What cards in Standard might complement this new mechanic? Why, cards that deal direct damage, of course!


I’d expect to see cards like these featured in a future Rakdos deck. Fanatical Firebrand is a cheap, aggressive creature that can use its ability to turn on Spectacle without having to spend any mana. They say the best things in life are free. Angrath the Flame-Chained is a strong planeswalker that hasn’t gotten a chance to really shine in Standard yet. With Blood Crypt being added to standard, and the fact that Angrath’s +1 ability turns on Spectacle for free, I won’t be surprised if we start seeing this angry pirate more often.


Orzhov Syndicate: Afterlife

rna-184-imperious-oligarch.jpgdownload (1)

Once you’re in debt with the Orzhov, you’re in debt for life. And sometimes longer than that. Get your Settle the Wreckages and Lava Coils ready, because exile effects are going to be at a premium. Creatures with Afterlife X will create X 1/1 spirit tokens with flying when they die, so you’ll want to have some exile removal ready or be prepared to deal with fliers.


If these creatures leave behind a spirit when they die, you might as well get some value out of killing them yourself. It’s not hard to imagine a black/white or a black/white/green deck that gains value by sacrificing its own creatures to Vraska, Golgari Queen or Demon of Catastrophes. It has been a while since Standard had a good “Aristocrats”-style deck, and Afterlife might just be the tool needed to bring it back.


Gruul Clans: Riot

download (2)rna-173-frenzied-arynx

It seems like the Gruul are ready to take advantage of the chaos on Ravnica and cause a bit of property damage. Creatures with Riot will present you with a simple choice: you can have that creature enter with a +1/+1 counter, or you can have it enter with haste. Hit hard or hit fast, you decide! Either way, the battlefield is bound to end up looking like, well, a riot.


It’s tough to relate Riot to the rest of the format, since it’s a very “isolated” mechanic. It doesn’t affect cards besides the one it’s on, it simply affects how the creature plays on the battlefield. Regisaur Alpha comes with an extra creature that can attack right away, putting a total of 7 power on the board for the low cost of 5 mana. Pelt Collector is a very powerful card that doesn’t really have a deck to call home in the format right now. If a creature with Riot isn’t big enough to trigger Pelt Collector, consider choosing the +1/+1 counter option to get that Pelt Collector trigger. Both of these creatures are the sort that might complement creatures with Riot and really bring the pain.


Simic Combine: Adapt

download (3).jpgrna-214-zegana-utopian-speaker.jpg

The Simic have always enjoyed playing around with +1/+1 counters, and this new set is no different. If you played during the Theros block, you’ll recognize that Adapt is similar to the old Monstrosity mechanic: you may activate the Adapt X ability to put X counters on this creature, but only if it doesn’t already have a +1/+1 counter on it. Monstrosity could only be used once though, whereas Adapt can be used multiple times if the creature has lost its counters. Rumor has it there will be cards that let players use these counters as a resource by removing them or donating them to other creatures, so keep an eye out as spoiler season continues.


Remember Hadana’s Climb? This enchantment saw a small amount of play when it was first released, but has fallen into obscurity. It might be poised for a comeback with a guild full of +1/+1 counter manipulation. Shapers of Nature may not see much play in Standard, but the potential for using those counters as a means to draw cards is always promising.


Azorius Senate: Addendum

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The laws of Ravnica are written and magically enforced by the Azorius, but sometimes the law needs to be altered to allow a little flexibility. The new Addendum keyword grants an additional effect to a spell, but only if it’s being cast during your main phase. Following the rules of sorcery-speed casting has its benefits.


Much like Riot, Addendum is a very isolated mechanic. Any Azorius deck will likely value flexibility in its spells: even if you’re not always playing a card on your opponent’s turn, having that option available to you can be a powerful tool. Cards like Merfolk Trickster and Seal Away that can be played at any time to create problems for your opponent are exactly the kind of cards that would pair well with the Addendum mechanic.


End Step

Spoiler season has just begun, so there are plenty of cards left to see in the next two weeks. Be sure to keep an eye out for new cards being announced and familiarize yourself with each new guild before the Battlegrounds prerelease events on January 19th and 20th. Which mechanic are you most excited to play with? What cards currently in Standard do you think will make an appearance in the format once this new set releases? Let us know what you think!

Pass turn.