Top #MTGSOI "Draft Around Me" Cards

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Are you ready to meet your newest Clue token?

Winning an #SCGINVI brings a lot along with it. A qualification to the StarCityGames.com Players' Championship means a trip to Roanoke, VA at the end of the year to battle for your share of $50,000. An invite and travel to the next Pro Tour (in this case, Pro Tour Eldritch Moon) means your chance to battle it out with some of the very best Magic players in the world. $10,000 means… well it means you have 10,000 extra dollars! But more than anything, it means your name becomes a piece of history. And for Max McVety, his is now a name we'll never forget.

Mono-White Humans was a deck on many people's radar coming into the #SCGINVI, but how many were willing to pull the trigger was the question. The deck is incredibly powerful and unrelenting, but it doesn't have the flashiness of U/R Control or the redundancy of Bant Company. And with both of those decks performing so well at #SCGBALT in the hands of Todd Anderson and Jim Davis, many assumed they would be the decks to beat. That assumption, of course, was correct, but as McVety proved, his deck was a pretty good one too, as he bulldozed his way through the elimination rounds on Sunday with the help of Thalia's Lieutenant, Always Watching, and Gryff's Boon.

But McVety wasn't the only one who left Columbus with a smile on his face, as Jeff Hoogland, Gerry Thompson, and Andrew Tenjum also left the capital of Ohio with an invite to the StarCityGames.com Players' Championship. For Hoogland, a lot had to go wrong for him to lose his invite to Roanoke at the end of year, but his Day-2 performance locked things up early. For Tenjum and Thompson, it took an above average weekend on their end, and a poor one from Joe Lossett, to guarantee their trip to the StarCity Game Center December 16-17. And with those results, we'll be seeing Max, Jeff, Gerry, and Andrew join Jim Davis later this year.

Want to join McVety, Hoogland, Thompson, Tenjum, and Davis in Roanoke for the #SCGPC? Your journey can begin at the State & Provincial Championships this weekend! Find your nearest location, become a champion, and maybe I'll be talking about you in one of these Newsletter intros.

Cedric Phillips, Media Manager @CedricAPhillips

 

Results
Results

Max McVety wins Columbus Invitational!

Results

Joshua Dickerson takes down #SCGINVI Standard Open!

Results

Brian Coval wins Legacy Classic with Grixis Delver!

Results

Charles 'Willie' Porges wins Modern Classic with Zoo!

 

StarCityGames.com ® Open

 

Editor's Picks
Video: W/U Humans In Standard

Gerry Thompson is coming off of his seventh Invitational Top 8, and while he wasn't able to take home his third title, he was able to change the way people approach Standard with his build of W/U Humans. Is it possible to play Town Gossipmonger and Archangel Avacyn in the same deck? Gerry T shows you how.

 

Sizing In Standard

In our current Standard format, being able to attack through Sylvan Advocate and Reflector Mage is important. So would you rather have a 1/2 Thraben Inspector or 2/1 Dragon Hunter on the battlefield? Let Michael Majors answer that question for you.

 

Boss Humans

For how dominant Tom Ross has been in Invitationals, an 0-3 start in Columbus pushed him to the sidelines early. Unfazed, The Boss set down the W/G Humans deck he played in the #SCGINVI for Boss Humans. The result? A top 8 of the Standard Open! And it's all because of Anointer of Champions?

 

Match of the Week

Logan Mize and Gerry Thompson both made the Top 8 of the #SCGINVI, but find out who came out on top when they battled in the Swiss in Round 13. Would Abzan Company or U/W Thopter Gifts improve to 12-1? Watch to find out!

Match of the Week video

 

Announcements
Announcements

Play in SCG State & Provincial Championships this weekend!

Announcements

Check out the StarCityGames Weekly Sale!

Announcements

Celebrate Modern Weekend at Grand Prix Charlotte!

 

What I'd Play At On the SCG Tour

Shadows over Innistrad has been released for just about two weeks now and while the majority of our attention has been on the changes the set brought to Standard and Modern, I wanted to talk this week about the draft format that has been quietly excellent.

Much like its spooky predecessor, Shadows over Innistrad brings a synergy-driven limited format in which all colors utilize the graveyard in various ways, whether it's through death triggers, recursion engines, or just straight milling. This is one of the reasons I loved original Innistrad and Shadows has not let me down in the least. While graveyard strategies add exciting levels of complexity to limited gameplay, they can also add uncertainty to the draft format. It can be hard to balance the need for a well-costed 3/3 with the desire for a value card that does nothing but mill you. These aren't decisions we face in every format! What I wanted to do today is showcase some cards that can help give you direction in your first sets of drafts. I won't go so far as to say that they are the next-coming of Spider Spawning (few things are), but these non-rares can give you light in a format where it's all too easy to get lost in the shadows.

#3 Call the Bloodline

Call the Bloodline card preview

What it does: On the surface, Call the Bloodline looks a bit questionable. For one mana and one card, Call the Bloodline allows you to make a 1/1 lifelink Vampire Knight. Of course, a 1/1 lifelink is a fine creature but is it worth it to discard a card to make when I've already spent a card on the enchantment? Early reports suggest that the answer is yes. Even in a deck with little synergy to support this enchantment I would expect this card to make the cut for most black mages. This means you should expect to have to take the card somewhere in the first five picks.

How to draft it: One of the reasons I really like starting a draft with an early Call the Bloodline is that there are multiple ways to build your deck with the card in mind and some of those overlap.

The easiest way to build around the card is to be sure to draft a high number of cards with the madness ability. By 'discarding' madness cards to Call the Bloodline you get rid of the card's main drawback because you are no longer losing cards when you make a creature. When you are discarding madness cards, the 1/1s feel free and you are likely to gain value off every spell and the effect often makes your madness cards better as well. Some cards, like Twins of Maurer Estate, can be ramped out with an active Call the Bloodline while others become significantly more powerful when you can cast them at instant-speed (I'm looking at you, Malevolent Whispers).

The second way to build around the card is to simply be an aggressive deck that doesn't go high on the curve. If my early experiences are to be believed, games of Shadows over Innistrad draft have a tendency to make it to Turn 8 and beyond with some regularity so this means that if your deck doesn't go past five mana on the curve, you will be able to convert your extra lands into creatures. It's important in an aggressive deck to keep presenting threats and Call the Bloodline will do just that. When combined with Pious Evangel or perhaps an Indulgent Aristocrat, this can be a game-changer.

Lastly, Call the Bloodline can serve as a role-player in control decks. While discarding is not the greatest in an attrition strategy, many of the late game cards care about enabling delirium and Call the Bloodline can help here in a pinch. If I were to use the card in a control deck, I would want at least one copy of Sanitarium Skeleton for when the game goes late.

#2 Fleeting Memories

Fleeting Memories card preview

What it does: On the battlefield, not very much. Fleeting Memories is an enchantment that Investigates when it enters the battlefield and then sits around for most of the game until you have enough clues to mill your opponent out of the game over the course of a few turns. While it won't do much to keep you alive, it can be your deck's entire late game, which is a claim few cards can make. It's a powerful tool but it's replaceable and I wouldn't pick it until pick four at the earliest.

How to draft it: Whenever you're trying to mill someone out in a game of limited, you have to decide just how you want the plan to work. The first way is what I would describe as aggro mill, whereyou are trying to mill your opponent's library before they can kill you with damage. In a lot of ways this is similar to trying to burn out an opponent except that it traditionally uses blue cards. If you are doing this with Fleeting Memories, then you're doing it the wrong way. It's true that Fleeting Memories mills your opponent but it does this by rewarding you when you draw extra cards. Because of this, your deck's focus should be on drawing extra cards and what strategy does that better than control?

Control mill is the natural home for a card like Fleeting Memories. This means that you should be placing a high value on removal spells and defensive creatures, much in the way that a control deck should. Now because Fleeting Memories requires clues to win the endgame, you should try to sneak in several cards that have the ability to generate clues but keep in mind that they should still be defensive minded. This means that you would much prefer to play something like Erdwal Illuminator, Gone Missing, or even Jace's Scrutiny before you looked at playing a card like Confront the Unknown or Press for Answers.

As far as colors are concerned, blue will usually provide enough Investigate triggers to make a victory possible so I wouldn't feel like you are forced to pair it with another clue-heavy color like green. Any color pair where control is possible should be a reasonable home for a Fleeting Memories deck though I would avoid pairing with red as red has the smallest number of cards that are suitable for a control strategy.

#1 Militant Inquisitor

Militant Inquisitor card preview

What it does: It attacks and blocks. Originally, I was going to write this part using Avacynian Missionaries as a reference point, but as I've drafted the archetype, I've come to believe that the Inquisitor is just as important. A 3/3 for three in white is a powerhouse of an attacker and is central to the white equipment-matters theme.

How to draft it: There are exactly four cards at common and uncommon in Shadows over Innistrad that reference or reward you for playing equipment. All four are white. Of these cards (Militant Inquisitor, Avacynian Missionaries, Open the Armory, Strength of Arms) the first two are the ones you are wanting to take highly while you will be happy with anywhere between zero and two Strength of Arms. Open the Armory is really only a thing when you end up with a Slayer's Plate but can be used in a pinch when your equipment count is too low. But what is too low?

Ideally, you want four pieces of equipment in your deck. It's enough that you will see one in most games but you can avoid having draws with multiple pieces. As far as which equipment to draft, the most important one to get at common is True‑Faith Censer. As this is a base-white strategy, your creatures will frequently be humans and the Censer sets up a great one-two punch with Militant Inquisitor. At uncommon, Neglected Heirloom and Harvest Hand are both solid though the first only really works if you've picked up some transform creatures in your second color. Lastly, I would avoid running Haunted Cloak as it just isn't a particularly good card.

Happy drafting!

Matthias Hunt, @MtGMatthias

 

Road To The Player's Championship

Season One of the SCG Tour is in the books and four players have clinched their spot in the 2016 Players' Championship. Max McVety took down the Columbus Invitational, while Jeff Hoogland won the Season One points race and Gerry Thompson and Andrew Tenjum secured the final two spots as the other Season One points leaders. With the #SCGPC slots determined, it's time to check how the rest of the SCG Tour Player of the Year race looks going into Season Two.

The top end of the POY leaderboard looks the same, but Joe Lossett is now highly interested in his yearlong standing after falling just short of the Players' Championship in Season One. Lossett was jumped by both Thompson and Tenjum at the Invitational to lose his slot, leaving him the player with the highest point total that isn't qualified. Lossett now has to decide how to wants to chase the #SCGPC as he is in 74th place on the Season Two race, but will continue having two byes at Opens thanks to his standing on the POY leaderboard.

SCG Tour Leaderboard

Bradley Carpenter and Harlan Firer now only hold a slight lead over Tom Ross and Todd Anderson after the #SCGINVI weekend. Ross made Top 8 of the Standard Open and Anderson made Top 64 in the Invitational. Josh Dickerson launched himself into two bye territory by winning the Standard Open, reaching 13th place on the POY race. The win gives Dickerson a nice start to Season Two, starting out in fifth place with a good start to qualify via the Season Two race.

Other big movers in the year-long race include Logan Mize, Noah Walker, Ross Merriam, and Ryan Fleisher. Mize got his boost from his Top 8 in the Invitational, jumping all the way up to 18th place. Fleisher used his Top-4 finish in the Invitational to land in the Top 32 for the year, which is good for one bye at future Opens. Merriam combined a Top-16 finish in the Invitational and the Modern Classic to reach 26th place overall, and 11th in Season Two. Walker used his runner-up finish in the Open to reach 22nd place on the year, and 15th in Season Two.

The SCG Tor has the weekend off, but returns to action on April 30th for the Milwaukee Modern Open as Season Two continues. Tune into twitch.tv/scglive to follow along as the Player of the Year race rolls on.

 

Game Night

 

Cardboard Crack

 

Invitational Qualifier announcement

 

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