Kablamly Feud: A Novel Use of a Neglected Enchantment in
Return to Ravnica
Isn’t it fun to open booster packs?
Whichever kind of player you are, though, a lot of times
you’ll flip straight to the back to see your rare and/or the foil. Some people, myself among them, slow roll,
sliding through the commons and the uncommons to build anticipation.
How many of you, while opening RTR packs in whatever way
that you do, have found this in the
back?
And then done this?
I know, I know. Another Guild Feud. “Why did they even print this card,” a competitive Spike might ask? A casual player or a Timmy might slide it in
his deck as an additional rare to wow his kitchen table friends. Drafters will pass it right along without a
second thought. This card’s gotta do
something, right?
Well, it does, but it’s definitely a build around. I’ve done a lot of build-around-me decks on
Untap Target Player, but this one has a distinct difference. Guild Feud is intrinsically a bad card. I’m sorry, but unless you know your opponent
is playing zero creature spells, this
can backfire wildly on you. It has the
danger of just flat giving your opponents card and board advantage. Why
would anyone ever want to play with this card?
I would. You know
why? I’m a stubborn guy, approaching
epic-mule obstinacy. My wife knows it’s
true, and nine times out of ten, I don’t even notice it. Some might call it being “resolute,”
“strong-willed,” or even just someone who “knows what he likes.” But for me, it’s just being immovable and
contrarian, but I’m gonna try to turn that to my advantage this time.
The goal with Guild Feud is to build a fun, synergetic deck
that maximizes the value of this bargain bin rare. Who knows if it’ll be good, but it’ll
be…something.
To use Guild Feud most effectively, we have a few obstacles
to overcome. I know, that’s not the way
you want to start a deck tech, but that’s what you get when you try to work
with pack dross.
Six mana? And it
doesn’t even do anything right
away? Paying a Titan’s worth of mana
better give you something huge. Instead,
we get this. Well, to capitalize on the
possible benefit of the Feud, we’ll need a pretty large amount of ramp. Pairing red with green seemed like a
reasonable start, with Farseek being a key piece of that puzzle, and the
Keyrunes also providing acceptable ramp.
Your opponent gets to play a creature, if he or she chooses,
for free on your turn. This is obviously the largest down side of
the enchantment. Giving your opponent
that kind of benefit is a good way to lose a game. They do have to hit, but most decks will. A deck with twenty creatures will hit about
every time.
Ahh, the plus side!
Obviously, filling our deck with good creatures helps us not only hit,
but it gives us selection, too. You can
pick any revealed creatures to play.
Also, your opponent picks theirs first, so you can make sure you pick
the right one for the job. This means
we’ll need creatures with powerful and relevant abilities that make it entering
for free relevant while also providing efficient value, such as putting in an
expensive or hard-to-cast guy.
So, now the creatures will try to kill each other? This means
we need to select creatures that do well in combat, no matter what
opponent. Another crucial component to
remember about Guild Feud is somewhat technical. No player may respond at any time while the
Feud’s ability is resolving. Lolteth
Troll can’t regenerate, Fiend Hunter doesn’t exile anything yet, and you can’t
cast any pump or burn spells. The
creatures, therefore, need to have strong static abilities that don’t use the
stack. Any triggered abilities will go
on the stack after the Feud’s ability resolves. So, with that in mind, deathtouch
seemed OK, but then, most of them are small enough that I’d lose my guy,
too. What about indestructible
creatures?
…
I’ve got it!
Sure, the Stuffy Doll won’t kill their flipped creature, but
they’ll take damage equal to their played creature’s power. Manor Gargoyle, another indestructible
creature, stands a chance to kill most Standard-legal creatures and live to
tell the tale.
Stuffy Doll’s new red buddy, Blasphemous Act, was also a
shoe-in; it’d keep over-creatured decks in check while providing a legitimate
win condition for Stuffy.
Another bin rare came to mind as I wandered down this path.
I get four power and the chance to sweep the board for no mana!
Alright, he’s pretty aggressively costed too, if I just have to cast
him. With Stuffy Doll out, an explosion
would hit my opponent for eight? Risky and saucy!
With all these artifacts coming to light, another,
beautifully designed card that has fallen into disuse since rotation came to
mind.
Now we have a shell!
Artifact Feudposting! FIGHT!
Feudposting
Creatures (19)
2 Manor Gargoyle
3 Stuffy Doll
3 Volatile Rig
2 Galvanic Juggernaut
3 Thragtusk
4 Elvish Visionary
1 Primal Clay
Spells (18)
2 Rakdos Keyrune
3 Farseek
3 Blasphemous Act
2 Trading Post
2 Tragic Slip
1 Garruk, Primal Hunter
1 Vraska, the Unseen
2 Guild Feud
2 Treasured Find
Lands (23)
2 Dragonskull Summit
4 Rootbound Crag
4 Woodland Cemetery
2 Mountain
3 Swamp
5 Forest
2 Evolving Wilds
1 Rogue’s Passage
Sideboard (15)
2 Pithing Needle
2 Slaughter Games
2 Sever the Bloodline
2 Garruk Relentless
2 Tormod’s Crypt
2 Bramblecrush
2 Silklash Spider
1 Witchbane Orb
Deck Tech – Creatures
Galvanic Juggernaut
This guy is a shocker. |
Thragtusk
And now, the stabilization champeen, Lagtusk! |
Thragtusk wins games, sometimes overtly, and sometimes quite
subtly. Resolving this guy on turn four or off a Feud is what this deck wants to
be doing; kill their dude, gain life and make a Beast in a worst case
scenario. His easy-to-meet mana cost
makes him all the better. If your green
deck isn’t playing this guy, I think you’re doing it wrong.
Elvish Visionary
I see the draw of this lady. |
After a bit of playtesting, I realized that I desperately needed to be on-time with
mana. With only a few ramp spells
available, I had to make sure I was at least drawing through the deck to look
for a land. Elvish Visionary provided a
fine chump blocker and Act fuel.
Although not a great Feud flip, you’d at least draw a card off her.
Primal Clay
*squish squish* |
The Clay, originally sleeved when I couldn’t find my third
Juggernaut, has actually found a nice place as a singleton. Because of how Guild Feud’s triggered ability
works, no one can respond until the fight is over. He comes into play right away as what I
choose, so after seeing my opponent play their X/2, I can make the Clay a Hill
Giant. If he hits nothing, I can make
him a Wind Drake, or if he makes something big, I can make him a 1/6 Wall to
take the hit and continuously block. I
don’t like more than one, but he’s a really nice spot. Casting him as a 1/6 will stop a lot of X/1
attackers in Standard (Gravecrawlers, namely) and it can stuff a sizable
Exalted attacker.
Spells
Rakdos Keyrune
I red somewhere the key is ramp. |
An artifact that provides a one-turn boost in mana
production that can also be a creature when it needs to be is very
powerful. He hides when I commit a
Blasphemous Act, then I can animate him and attack. He’s a powerful blocker, as Porcelain
Legionnaire was, and he’s aggressive enough to be an alternative pressure
maker.
Farseek
Strictly worse without Shocklands. |
The deck needed something relevant to do early, and with a
strongly green base, this seemed like a reasonable play. 4 CMC
threats on turn 3 are wonderful for this deck, and being able to hit those on
time is essential in this racing format.
Although this can’t get a Forest, the
heaviest commitment of this deck, most of the creatures in this deck do not
cost colored mana. Also, I don’t have
Shocklands in this color, which makes this much worse. I miss Signets Ramp is ramp.
Tragic Slip
With everything dying to Rigs, Acts and even from a Post, a
one-mana kill-it spell seemed very relevant.
It’s also helpful when removing mana dorks, slowing my opponent’s
advance, and it’s a fine response to a Lolteth Troll pump, forcing a double
discard to save him. Alright, that’s a
bit of a reach, but I mean, it’s the best one-mana kill spell in years. What else do you want to know?
Garruk, Primal Hunter
Bet he does P90X. |
If you read my article last week (and any where I’ve played
my singleton copy of this Garruk,) you know that he can turn games around or
provide the final push you need to stay on top.
Garruk is a workhorse, and although his GGG
cost is kind of scary, he has such an impact when you cast him. With my Manor Gargoyle reliably sticking
around, it’s a no-mana Tidings when I need it, or it’s a steady stream of
Beasts your opponent must overcome.
Always relevant.
Vraska, the Unseen
Her Assassins are pretty snake-y. |
Admittedly an auto-include in BG for me (I have one, why
not?), Vraska fills in the gaps very well, picking off nuisance permanents very
effectively. Her Assassins won’t come
into play very often, so she’s just basically repeatable, albeit slow,
removal.
Treasured Find
Golgaregrowth. |
Awesome art and flavor aside, this card does exactly what I
need it to whenever it’s in my hand.
With Guild Feud pouring stuff into my graveyard, this can effectively
become a sorcery Snapcaster for anything
in my graveyard. Two mana is a great
deal to get anything back from your yard; a Blasphemous Act, a kill spell, a
planeswalker, or even just to salvage the Stuffy Doll for another Act, the
options are wonderful.
Lands
The lands were challenging; I have no Shocklands in Jund
colors, so I had to make do with basics and M10-style duals. Still, I think the mana base is strong enough,
and the large number of colorless artifacts reduces the color demand a
lot. Specifically, the Evolving Wilds
will almost always search up a Forest (maybe
they should just be Forests,) but
Farseek finds the non-Forest basics.
Rogue’s Passage plays a fairly narrow but not irrelevant role. It can push my ground guys through,
specifically Volatile Rig, when I just need it to hit (or an Assassin,
trollface.) As with the rest of the
not-so-tight mana base, the colorless mana disadvantage shouldn’t affect this
deck that much.
Sideboard
Another challenging sideboard to create, I thought carefully
about each card and quantity. Pithing
Needle was the first and most stable inclusion.
While synergizing with the artifact theme of the deck, Pithing Needle
stops a ton of problem permanents; any planeswalker you don’t like, Deathrite
Shaman, Lolteth Troll, any Guildmage, or even some fringe cards like Deadeye
Navigator, any Innistrad Block utility land.
Slaughter Games, a card I still believe is vastly underrated, just
handles a problem. I’ve seen a lot of
decks with singular win conditions, and this just stops it. It kills the necessary spell in a combo, the
problem creature (Thragtusk, Angel of Serenity, Geralf’s Messenger…whatever it
might be.) I love this card, but it
definitely takes one game before you can see what your opponent will be using
to stop your plan. Sever the Bloodline,
a card I’ve been continuously pleased with since playing it in my Vampire deck,
deals with Entreated Angels, all the 4xCreature decks, Zombies, and it flashes back from a Guild Feud
flip. Garruk Relentless serves a couple
purposes – against hard sweepers like Terminus, this card can constantly give
you value. He can punch your Stuffy Doll
for three damage, make tokens for committing an Act and he can find the Doll if
you have the Act in hand. Tormod’s
Crypt, a very narrow but powerful artifact, is a necessary evil in the land of Reanimator, undying and graveyard
shenanigans. The ability to recur this
thing with Trading Post is very relevant, and I imagine doing it to keep an
opponent’s graveyard spotless.
Bramblecrush, originally Dreadbore (I don’t have any), is there to deal
with any problem NCP. Gavony Township
got you down? BRAMBLECRUSH. Detention Spheres got your Manor Gargoyles
locked up? BRAMBLECRUSH. Jace giving your opponent too much
advantage? BRAMBLECRUSH. Also a turn 3 ramped Bramblecrush can just be
a Stone Rain. Tragic Slip their mana
dork into turn three this? Oh yeah. Silklash Spider, a late inclusion, provides a
very specific and powerful answer to a wide variety decks while synergizing
perfectly with Guild Feud. It can take a
hit from almost anything and it can, because you didn’t pay to cast it, sweep the skies from Restoration Angels, Lingering
Souls tokens, Angels of Serenity and even a Griselbrand right away! Clear the air for your Gargoyles! A singleton Witchbane Orb is meant to swat
away burn, discard, mill and everything else that targets me. It’s an artifact, too!
I am fairly certain this is not an optimal build, but it is
a synergetic build, which was the goal.
A non-artifact Guild Feud deck, using Gruul or even Naya colors is
almost certainly preferable. It’d give
access to Collective Blessing, almost guaranteeing your side will win the
fight, as well as some nice ETB abilities, like Armada Wurm and Angel of
Serenity. After Gatecrash releases, I’ll
likely revisit this concept, even if just on paper.
I found the last pieces I needed to round off the deck, so I
played it in the Tuesday night tournament at Something2Do this week. It was nice to have the pieces before the
pairings went up for a change.
Round 1 – Thomas (Jund Midrange)
Thomas, an opponent I had seen but never faced, had a calm
and cool demeanor. As we started play,
we almost exactly mirrored each other, dropping a basic land then Rootbound
Crag to cast Farseeks for Swamps. He
resolved a Thragtusk on time, and a turn or two later, so did I. In the meantime, he beat down with that and
an Olivia Voldaren. My Guild Feud
resolved and helped him more than it helped me.
Stuffy Doll was useless against Kessig Wolf Run, and I was dead a mere
eight turns in. Game two was equally
stompy, and we were done in 10 minutes.
0 – 1
Although I was skeptical of this deck, this match proved to
be a worst nightmare. The deck was all
over the place, missing land drops, providing no answers and making Guild Feud
much worse. It was going to be a long
night.
Round 2 – Michael (B/G Zombies)
Michael and I had played before, and if I recall correctly,
he trounced me. His first turn Cavern of
Souls into Gravecrawler sent a clear message about his deck. He started getting in the red zone and, with
a Blood Artist, even blocks were starting to look bad. I slid down into low single digits. Luckily, he tapped out of non-Cavern mana one
turn and I was able to pick off his unprotected Lolteth Troll with a
freshly-cast Vraska. A resolved Trading
Post started pitching my cards just to stay alive. Back to back Thragtusks kept me in the game,
but I had to stay back or risk death from a Geralf’s Messenger or some
such. Even with a nasty combat, I shrank
to 3 and my 2 Stuffy Dolls finally started netting damage from blocks. I cast a Guild Feud and he hit Jarad, Golgari
Lich Lord, who was quite large while I hit nothing. I had the Act in hand and
cast it for 26. Even with Blood Artist
triggers and life gain through the Post, I’d be down to 1. Game two put me more firmly ahead with strong
sideboard options. I got a Blaspemous
act and a Galvanic Juggernaut out early, while he smashed in with Blood Artist-backed
Gravecrawlers as normal. I fell down to
three after he started draining me with a Deathrite Shaman out against my lone
Stuffy Doll. I had the Act in hand and
was representing lethal, but drawing Garruk Relentless felt pretty good as an
alternative answer. With an Act, he was toast.
1 – 1
The Zombie deck was more on the scavenge plan than the aggro
plan, but that Blood Artist trigger was what came so close to killing me. I should have sided in the Witchbane
Orb. I’m not sure he can beat that card.
Round 3 – Jeffery (USA Control)
Jeffery and I had played before, and he was an enjoyable
opponent who always packed a powerful deck.
This outing was no different. I
got a bit of a sluggish start, as did he, and I even had to move to the cleanup
step a time or two after missing land (had three in the opener but just could
not draw any more.) After a fairly long
and grindy game, he drew through nearly his entire deck with Sphinx’s
Revelations and Jace -2’s. A resolved
Guild Feud gave me a lot of value, as his deck only had the occasional
creature. That occasional creature,
though, was Angel of Serenity. Resolving
that was pretty much game over, and after he resolved a second one, I was
done.
I knew my sideboard options right away; we had used nearly
all of our time in the first game, so we played quickly in game two. I got an explosive start, with Farseek into
Galvanic Juggernaut and a Manor Gargoyle.
I Pithing Needled Jace and Tamiyo and bashed him to about 2. A couple small Sphinx’s Revelations put him
back at 7 as he found the Terminus he needed.
As time was called, I had a Stuffy Doll out to his Angel. My Guild Feud hit a Stuffy Doll, but it
pitched two Blaspemous Acts on my
turn 4. I had Treasured Find in hand, so
I could have gotten back the binned Act, but I would not have enough mana to
cast it. He went to turn 5 and he
couldn’t kill me. He admitted he didn’t
have a counterspell, so we would have finished 1-1 if I’d been able to hit that
Act a turn later.
1 – 2
Now out of prize range, I was content to just play my last
round out for fun.
I got the bye.
2 – 2
I wandered back to the only person not playing a game. His name was Jamie, and he had dropped with
an 0 – 3, so he and I would probably have played each other if he’d stayed
in. We traded a little and we decided to
play out our assumed match anyway.
Round 4? – Jamie (Esper Tokens)
Jamie led with a strong showing of Lingering Souls tokens
from an Auger of Bolas, and a Favorable Winds put me in an awkward place. I struggled to swat away the swarms, having
to Jump my Manor Gargoyle into one or two and Tragic Slipping the others. After putting a Garruk out and making some
pressure Beasts, he had to focus on Garruk.
Although I almost lost him a couple times, I managed to keep him
alive. After a second Favorable Winds,
the board state looked pretty grim for me.
I was losing six to eight
life a turn, and Thragtusk couldn’t keep up.
As he cast out all his Lingering Souls, he muttered, “I guess I just
have to hope you don’t have Blasphemous Act.”
I didn’t at the moment, but with a Garruk at three counters, I’d have a
shot at it. I had a Juggernaut out, so I
popped Garruk to draw five cards. I hit
Vraska and four lands. Had I drawn six,
instead, the last card was a Treasured Find, and I had a Blasphemous Act in the
yard. In game two, I sided in Severs,
the Spiders and Slaughter Games, hoping to remove Lingering Souls. As we got underway, I got a somewhat better
start; Galvanic Juggernaut kept the pressure heavy, while Jamie Slipped my
Manor Gargoyles and Stuffy Dolls.
Thragtusks on my side kept me favorably ahead in trading. Guild Feud was huge here, hitting Thrags,
Dolls and, on the last turn, a Silklash Spider with eight mana to pour into
it. I had two Acts and two Treasured
Finds in hand. With a Doll out, I cast
the first act, which was countered, so I played the second, each for just R. With no further responses, I took that
game. Although I’d hoped we would go to
game three, he had a drive ahead of him and bowed out. Jamie’s was by far the most entertaining and
engaging of the matches, and it showcased what this deck can do.
In the end, I was fairly disappointed with the performance
of the deck. It did very well against
aggro, but against midrange or control, it was a bit of a crapshoot. In the end, the deck was a combo deck. Not around
Guild Feud, not around Trading Post…around Stuffy Doll. The Doll + Act interaction is well-known, but
this deck relied almost entirely on the combo to kill opponents. Only rarely did my guys do anything at all by
getting in the red zone. It was the
equivalent of just Devil’s Playing for a lot.
The deck was not very fun to play, either. It missed enough with Guild Feud and Volatile
Rig that it lost most of its chancy appeal.
Several Rigs died, but I think it only went off once.
The most important players in the deck were Doll + Act, but
also Galvanic Juggernaut, Treasured Find, and Trading Post. The Juggernaut was an awesome threat on turn
three, and he often was ready to block, as people are fairly eager to chump a
turn 4 swinging 5/5. Treasured Find gave
me a ton of value, mostly from recurring removal and planeswalkers. It was so inexpensive that I could almost
always cast the recollected card right away.
I’m amazed the card hasn’t seen play yet, but I’m gonna put money on the
bet that it will. Trading Post was as
awesome as ever. I loved having five
mana and casting the Post. Most of the
time, it gave me life for a card or it sacrificed soon-to-be-deceased
artifacts. During both modes, though, it
was essential to the game.
As for the crux of the deck, Guild Feud did fine, helping me
more often than not against low creature count decks. Often times I’d just hit an Elvish Visionary
or a Volatile Rig without a fight, so the subtheme of being “good fighters”
proved to be fairly irrelevant in most matchups. It is also worth noting that it does
effectively mill them three when they miss, and against a heavy draw control deck,
like Jeffery’s in round 3, a pair of the Feuds will cut their library down six
cards at a whack.
Underperformers included every other creature, Vraska, and
Tragic Slip. While I expected creatures
would be dying often, Tragic Slip was rarely morbid when I needed it to
be. Vraska is a good planeswalker, but
in a deck that needs a little more pickup and with a lot of stuff to play on five, she could sit out. Most of the creatures, Manor Gargoyle
included, just didn’t cut the mustard.
They were too expensive, too situational, or just too bad (in the case
of the Rig). Even Thragtusk was
basically just a Whitesun’s Passage with some stall built in.
From the sideboard, Sever the Bloodline was the all-star,
followed by Pithing Needle and Bramblecrush.
Pithing Needle is an awesome answer for planeswalkers, as is
Bramblecrush. Both cards are great
sideboard inclusions when you can. Don’t
forget about them!
In a bout of frustration; I dismantled the deck just a few
minutes after the tournament. Today,
though, in retrospect, it wasn’t that bad.
The deck was admittedly not a good deck, and I knew that going in, but it
did exactly what I intended it to by taking advantage of my opponents’ deck’s
weakness. I don’t recall making any
major misplays and the first round was my only crushing loss, but that’s the deck to beat right now, in my opinion
(Thragtusk is a literal and figurative beast in the right deck.)
I guess that’s what I get for being stubborn.
As a bit of an addendum, I tried a bizarre decklist last night at Friday Night Magic when I could not put together another deck I'd wanted to try, a bit more of an aggro build, so I built this durdly monstrosity. I'd normally spend a blog post covering it, but it's not worth it. Trust me.
Here's the list.
Creatures (12)
4 Snapcaster Mage
4 Laboratory Maniac
4 Sphinx of the Chimes
Spells (24)
4 Search the City
4 Cyclonic Rift
4 Temporal Mastery
4 Dissipate
3 Think Twice
3 Thought Scour
2 Tamiyo, the Moon Sage
Lands (24)
22 Island
2 Reliquary Tower
Sideboard (15)
4 Fog Bank
4 Essence Scatter
4 Negate
3 Staff of Nin
Perhaps the shortest decklist ever made, this deck was built to take advantage of the Sphinx and Search the City combination. I was blessed to have several people at the shop lend me the more expensive cards I needed, and I sleeved it up in a hustle. Every opponentI played was a very aggressive one, and even after siding in hate (and siding out the Search the Cities), I had no shot. I went 1-3 last night, my one win against a very nice, but very new third grader, so I won't count that. The deck was far too cute - the only game match I won besides round 2 was in the last round against Werewolves, but then it was it was because I had triple Sphinx of the Chimes out and a Temporal Mastery. Not much to say there. The deck's plan was to draw a million cards through the Sphinx and City, but it was far too slow and unresponsive to be effective. The Sphinx and Lab Maniac is probably a good combo, but in a significantly different build. I have the creature base, so I might still try to figure this one out.
Search the City on the other hand, is perhaps the worst spell I have ever cast in Standard. Don't do it.
DON'T DO IT.
Anyway, just wanted to add that at the last second. Don't be stubborn like me; play something fun and unique! And, preferably, something that has a chance to win at all.
Until then, don’t forget to untap, even if you’re just about to tap it again!
- Matt H