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The cEDH Archetypes #10 - Curiosity

I'll dedicate the last three chapters of this analysis to briefly comment about the tendencies in the current cEDH scenario

This article belongs to the series The most popular archetypes of the cEDH:

1. The cEDH archetypes #01 - Food Chain

2. The cEDH archetypes #02 - Demonic Consultation

3. The cEDH archetypes #03 - Underworld Storm

4. The cEDH Archetypes #04 - Aetherflux Storm

5. The cEDH Archetypes #05 - Hatebears

6. The cEDH Archetypes #06 - Thieves and Wheels

7. The cEDH Archetypes #07 - Taking Turns

8. The cEDH Archetypes #08 - Extra Combats

9. The cEDH Archetypes #09 - Birthing Pod Lines

10. The cEDH Archetypes #10 - Curiosity

11. The cEDH Archetypes #11 - Infinite Mana. What now?

Hello, my dears! How are you doing? My name is Fogaça and I'm here to talk about Commander. After a break, we are back with our series about cEDH. My initial idea was to discuss combos and victory conditions which guide the game on tables with elevated power level, in order to introduce you to the history of each one of these and the reason why they are being played or not in the current field, but, while the series continued, my idea was transformed by the growing of archetypes which aren't directly realted to a win condition, but instead to the way decks are used to generate value and evolve their game. Considering this, I'll dedicate the last three chapters of this analysis (yes, we'll have only three more articles on this series) to briefly comment about the tendencies in the current cEDH scenario, in order to discuss the effects of [[Curiosity]], present on Curiosity Control decks. [cardinfo](curiosity) *THE COMBO* I'll start by saying that in this article I won't comment on combos related to a Niv-Mizzet and a Curiosity effect - Our idea will be to discuss about this type of effect to generate value, on the opposite way of our favorite Parun, which ends up initiating a loop. My point here is when a Commander works with a damage engine related to an specific effect, in order to allow for the association of effects like [[Curiosity]] to obtain more draws and to find answers to the game, cards to push ourselves ahead on the match or even our victory conditions. Strictly speaking, I can say that the advantage of using mechanics associated with commanders in order to generate card advantage without directly connecting it to our win conditions is to put the opponents in an uncomfortable situation, to the point in which there is doubt about the worth of removing the general from the table, as the effect grows slowly, until it is converted into something relevant. *COMMANDERS* In order for our engine to work as intended, we'll need a commander which guarantees non-combat damage, as in a passive way and with a triggered ability. I've separated two popular builds on the current metagame, which I'll use to explain both nuances of this type of archetype. [cardinfo](thrasios, triton hero) [cardinfo](vial smasher the fierce) Initially, we'll go with a very dear build on the format, which manages to unify almost every value experiences we have available. With the four colors we have access to, we may build our list around combos like the ones we have already mentioned in past articles, like with [[Demonic Consultation]] and [[Underworld Breach]], allowing for a Midrange/Control posture with the best removals, answers and tutors, managing this way to make use of the combination of [[Vial Smasher the Fierce]] and an effect like the ones we are discussing today to find answers without spending bullets beyond our standard shots (counters, draws, removals, etc.). In the end, we can trace a parallel between this constant card advantage through a slow bomb mechanic with the draws promoted by [[Tymna the Weaver]] in relation with the Hatebears strategy. [cardinfo](brallin, skyshark rider) [cardinfo](shabraz, the skyshark) As another build option for those who like to slowly increase the generated value of their plays, we have our precious ShaBrallin pair. The Jeskai color pie promoted by the combination of these commanders doesn't allow for the access to tutor effects or the removal spells from black, neither to the ramp promoted by green, directing us to a more proactive build if compared to the disruption on the previous example. The idea here is to make use of the damage caused by Brallin not only to promote a Niv-Mizzet like loop, but also to transform our Rider in an important draw piece for our build, not limiting us only to the primary combo with the General and, thus, allowing the addition of lines of [[Underworld Breach]], as well as other possible combos to promote the efficiency of the build. *NOTABLE CARDS AND BUDGET ALTERNATIVES* Once again, I've reunited our two sections in order to assist comprehension. For today, I'll show a list of cards which give to the enchanted/paired creature the ability of allowing card draws when it causes damage to one or more opponents (these cards may, thus, be united with a Commander which promotes good interaction). [cardinfo](curiosity) [cardinfo](Keen sense) [cardinfo](tandem Lookout) [cardinfo](ophidian Eye) [cardinfo](snake Umbra) *CONCLUSION* Once more, our article became less profound than I would like, but, this isn't necessarily a bad thing; my idea was just to present the proposition of interaction, in order to show its main uses. It's possible, thus, to conclude that we shouldn't necessary focus on the great interactions and massive draw engines to generate value - if your deck has a more reactive playstyle, an strategy which can punish the opponents while providing constant draws may serve your cause very efficiently. We'll finish here for today. I ask you to leave your feedback so we can always improve. The series has the objective of discussing just a single part of a complete sphere in a format of extreme diversity. I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)(YouTube Channel), where I discuss more Commander, not only in a competitive view, but also in other varieties, as well as other formats. Until the next one, my dears!

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Urza's Lands and their role on the Lore


For those who don't know, Urzatron is the nickname given to the trio of cards which are important on the game and on the lore of this Multiverse: [card](Urza's Mine), an excavation made to extract ores, coal and precious gems. [card](Urza's Power Plant), where artifacts were created with the extracted materials, including war equipments, machines, tools and the buildings necessary for energy generation, like electrical or nuclear energy. [card](Urza's Tower), a tall and isolated structure, which was used as a watching post, a refuge and base of studies. [image](https://gamepedia.cursecdn.com/mtgsalvation_gamepedia/a/a8/Urzatron.jpg?version=b15dd013c252c1ce8e9cbfc2ff085de7) If all these lands are on the battlefield, they are combined, granting seven mana with just three lands. Urzatron was printed for the first time in Anquities and later on Chronicles, Fifth, Eighth and Ninth editions. It was also released online for Masters Edition IV and now they are back on Double Masters. To commemorate, I'm here to show you how these lands fit Urza's story and, to do that, we'll get back to The Brothers' War. The Brothers' War was one of the most important events on the history of Dominaria, where Urza and his brother Mishra fought a huge war over the control of the continent Terisiare. In a world where magic was still barely known, the armies of that time used War Machines. Urza created artifacts based on projects from the Thran civilization and Mishra received support from phyrexian technology, which was also thran technology, but in a corrupted form. On the first years of the war, it was like a type of Cold War, where both sides built machines just to defend their territories. While Urza was obtaining power on Yotia, Mishra was doing the same with the Fallaji on the desert, becoming a counsellor next to the Fallaji governor during many years. The first creations of Urza were the Towers he built in many strategy points of Terisiare, and that's why [card](Urza's Tower) has many different artworks. They were used as sentinels to watch the enemy's movements and as a refuge for the study of magical items which were starting to show up on that moment. A series of stealthy attacks began between the two brothers and their realms, soon resulting in an open war. A collection of more and more elaborated machines developed by the two brothers started to fight on both sides and the war soon went out of control. As the conflict grow more natural resources were used, and Urza's mines turned the green area of Terisiare in a great desert while his Power Plants transformed these resources into energy to fuel power stones and new artifacts. This continued for decades, destroying the continent until there was nothing more to claim. Then the sea explorations started, when an island full of mana and natural resources named Argoth was found, where the final battle between the two brothers happened, the fateful day where Urza and Mishra met face to face with their armies. Urza discovered that Mishra had been corrupted due to phyrexian influence, slowly transforming from a man to a living machine. Filled with anger, Urza used an ancient artifact named [[Golgothian Sylex]], pouring all of his memories and emotions on it. The resulting explosion of the Sylex was one of the most traumatic events on the dominarian's history. It killed both armies, decimated the continent of Argoth and altered the climatic patterns for centuries, leading to the Ice Age. However, Urza ignited his spark, becoming a Planeswalker, an immensely powerful being, capable of moving through the Multiverse just by thinking about it. [image](https://cdn.cardsrealm.com/images/uploads/1595548914.jpeg) On the Eighth Edition, Urza's lands gained new artwork. This time, they show another point of the story, when Urza learned about the Multiverse, lost his brother and discovered that a new and powerful threat was coming, and because of it he couldn't devastate the continent like he did before. He should work to surpass the inventions of the Thran. His new Tower became his headquarters, watched by artifact creatures and even by Karn. In his hunger for power and knowledge, Urza dug deep into Dominaria's past and learned that there was power underground beyond what he could comprehend in the past. He went below ground and built his Mines deep into the ocean, so he could make use of the mana energy to fuel his Power Plants. Now let's talk about the new arts from Mark Tedin of the Urzatron. I know we have already seen many memes about this Karn, as he is indeed very weird looking, but the rest of the scenario looks really cool, at least for me. The colors may look a bit strange at first, but there is a reason for this, as Mark Tedin said that the original art has colors which look less pastel and greenish than they really are, as for some reason the colors were slightly altered during the scanning process. Art from the Spoiler: [image](https://cdn.cardsrealm.com/images/uploads/1595548776.jpeg) Art posted by Mark: [image](https://cdn.cardsrealm.com/images/uploads/1595548736.jpeg) I didn't notice many differences, but like it or not, this trio will be very sought. These new lands also have a story behing the arts. According to Mark Tedin himself, he wanted to show a Karn who was recently liberated having just left Phyrexia, that is, the underworld, and came to the Urza's monuments which for Karn, which lived for a long time of his life there, would be like a refuge. The three lands together represent an idea of the Urza's Factory used so many times during the war against Phyrexia. And to end the cicle of Urza's lands, in Time Spiral the card [card](Urza's Factory) was released, showing the trio of lands together, its ability also created to make use of the three Urza's lands on the battlefield. It was also on this factory that Urza and his apprentices Teferi and Jhoira worked to build many important artifacts on Magic's story like part of the Weatherlight, but this is a different story. [image](https://cdn.cardsrealm.com/images/cartas/crop/pcmp-champs-and-states/urzas-factory-5-med.jpeg?3623)

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Meu nome é Marcos, apaixonado pela lore do Magic: The Gathering. Editor e criador de Conteúdo no canal InvoKando.

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