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Sullivan Library - Shadowmoor and Extended, by Adrian Sullivan a... http://www.starcitygames.com/php/news/print.php?

Article=15777

Sullivan Library - Shadowmoor and Extended


by Adrian Sullivan

It’s well known that I am a big fan of Extended. At least, it’s well known
among my friends and old-school collaborators. As things get closer and
closer to Hollywood, I become less and less comfortable with specifically
talking all too much about Standard, and so I turn to other topics. I had a
particularly interesting Two-Headed Giant article to write, but everyone tells
me that no one really cares about Two-Headed Giant. This begs the
question, then, what do people care about? Just so long as it isn’t Standard
(at least until after the Pro Tour), you should give me some article
suggestions in the forums. I know that I’ll be excitedly looking forward to
your thoughts on topics. In the meantime, I thought I’d go back to that old
love of mine, Extended.

One of the things that I’ve always loved about Extended is the sheer
vastness of the card pool. In many ways, Extended has often reminded me
of really old school Type 1, back before they called it Vintage (or even
Classic). You’d see decks that might be able to do some absurd things, but
they weren’t yet over the top. I remember watching a Force of Nature with
double-Spirit Link on it attacking for the win in the Top 8 of some
medium-sized event or other. It certainly wasn’t the height of technology,
but it managed to work because it was powered together by the glue of
Moxen and such. Deckbuilding hadn’t yet evolved to the hive-mind space
that it is now. But even the hive-mind of the Internet still fails to find potent
decks because the space is so big. You might think that something akin to
Tallowisping for profit was the equivalent of an enchanted Force, but the
sheer power of the cards individually, and in their interactions is enough to
make it work. There is still room for a crazy amount of creativity.

In that way, Extended is also a lot like Invasion Block Constructed. Here
you have a format where pretty much anything could be competitive, so
long as the instincts and theory behind it were sound. With mana that let
you do nearly anything, and a fairly sizable proportion of potent cards, the
format could not easily be reduced to a solitary deck that was the only one
to play. Certainly, there were decks that were primo, but at one Grand Prix,
I still remember seeing someone playing Adam Jansen’s Mono-Red deck
with a clear shot at the money. And this in a format that rewarded Gold
cards and access to Domain.

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So, with each set, there is a small cadre of cards which join the ranks of
potent Extended cards. Some, by their nature, step into decks quite
immediately, and others serve merely as foils for decks. Rarely, a card can
actually create new potential archetypes (Garruk for Death Cloud, for
example). Shadowmoor seems to be an interesting animal in that way.
Some people seem to think there is nothing worth seeing here… move
along. Others view it as packed full of goodies.

Here are the cards that I think you should care about if you play Extended.
Enjoy!

Greater Auramancy – Here is a card that immediately makes me think of


Mike Hron. Mike, for those of you who don’t know, is in love with
Enchantress decks. His first Constructed Pro Tour, he played Squee-bind,
but you can believe it that he kept trying out his Enchantress deck. For a
deck that might be running one of the two Hronish Enchantresses
(Enchantress’s Presence and Yavimaya Enchantress), Greater Auramancy
might conceivably make a splash. After Pernicious Deed rotates out, the
Greater Auramancy might also be a way to help turn your classic
Enchantress (you know, the Verduran one) into a kind of Argothian
Enchantress, with the barest bit of help.

Inquisitor’s Snare – This is simply a potential sideboard card for


Gun/Boros/Zoo style decks. Not only can it efficiently deal with a, say,
Countryside Crusher gone amok, but it can also help smack around an
opposing Tarmogoyf once you’ve gang-blocked it. Not flashy, but a potential
tool. Note, that this doesn’t cause the massive life swing that a Condemn
can give, which can be very important for these archetypes.

Prison Term – I’m not 100% sure, but I imagine that this might end up being
a very valuable potential control spell once the rotation hits Extended. We’ll
see.

Runed Halo – In a sense, this is pseudo-removal. Extended decks are


sometimes plagued by a great huge honking weakness: they have few
paths. For Next and Previous Level Blue, a Runed Halo on a Tarmogoyf
can provide an incredible amount of time in which you are safe. Merely
countering things that attack it (or laying a Greater Auramancy) might win
you the game.

Advice from the Fae – A lot of people might forget that during the era of
Necro, Ancestral Memories was a card that won a few PTQs. Advice from
the Fae, if you have the creature advantage, is Ancestral Memories, if not
better. Of course, the old-school card could help you dig for Force of Will.
I’m not sure what you might need to dig for with Advice from the Fae, but it
is still worth remembering in your brainstorm list.

Cursecatcher – A kind of Force Spike/Disrupt on legs, the Cursecatcher can


actually come down incredibly fast, and has a few other nice traits to help
out as well. It’s a Merfolk, which is nice for a one-drop. It’s also a Wizard, so
he helps out Kai, potentially. This card is only really valuable if there are a
lot of non-creatures to think about, but Extended has traditionally had a lot

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of Instants and Sorceries to worry about…

Savor the Moment – I don’t like this card. There. I’ve said it. That said, it is
possible that this might help enable some kind of combo deck.

Dusk Urchins – This card reminds me of a (temporarily) bigger Phyrexian


Rager. It can easily net you more cards, and so gets worth noting, where I
think the Rager would not.

Faerie Macabre – Wow. This card sure is a kick to the teeth of a lot of
graveyard decks. Having no mana activation and being a total surprise
makes it very worth taking note of as a sideboard card.

Flame Javelin – Not only can the Javelin easily dodge Counterbalance, but
it can pump out a serious amount of damage. While clearly not as
economical as a splash, it does have the nice ability to actually hit a man
(unlike Flames of the Blood Hand) and not hurt you (like Char). This one
might become a serious contender in decks like the Burn deck that became
popular in the middle of the recent Extended season.

Farhaven Elf – This card seems like it would be an easy fit into the
Elf-Opposition decks that would occasionally show up at PTQs.

Augury Adept – Essentially an Ophidian with bonuses, the weakness of the


Adept is that two power. Some decks might be able to find a way to
overcome that, with perhaps an old-school MiViLite Tempo-blue build
(Venser that! Sower that!) as the means to get the Adept through. By that
same token, Finkel doesn’t see much play, and he’s built in with fear.

Enchanted Evening – Making everything an Enchantment has immediate


repercussions in Extended. For a short time, at least, Pernicious Deed can
go a little crazy. But there are other exploitations beyond that. Enchanted
Evening decks have shown up all over the place in forum posts, but they
largely involve recreating Jokulhaups. Seems fine…

Puresight Merrow – With such an incredibly cheap untap ability for a


(potentially) Blue Merfolk, it seems like an easy inclusion in Opposition, able
to make every mana into an Icy Manipulator.

Swans of Bryn Argoll – While incredibly dangerous, the Swans also


represent another opportunity for combo-fodder. Chain of Plasma is the
easy, crazy combo. Skred and Seismic Assault have been others. I’m still
somewhat shocked that this card exists.

Oona, Queen of the Fae – Oona is an incredibly potent potential


replacement for Meloku. Meloku’s ability can be better at times: it doesn’t
necessarily really cost mana, it is guaranteed to work, and Meloku actually
can get to work a whole turn sooner. Oona, on the other hand, doesn’t stunt
you when you massively activate it, and it is a much larger body. Killing a
Meloku would often put a player at a choice: semi-Upheaval myself for
profit? Oona, rather, just says, “Do I have anything better to do?”

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Sygg, River Cutthroat – Sygg is an interesting card. Potentially, in a deck


capable of putting out the damage, Sygg can let you draw two additional
cards a turn. Sygg doesn’t care when you damaged them. Just that it
happened that turn. This can make Sygg potentially more powerful as a
card advantage card than Bob Maher, the Dark Confidant, himself. That’s
worth noting.

Demigod of Revenge – Unlike in Standard, it actually is somewhat


reasonable to get the Demigods into your graveyard fairly without bending
over backwards. As a result, the triggered ability of the Demigod comes into
play, making this card not merely a potential Rorix/Tarox Bladewing, but a
Bladewing the Risen as well.

Everlasting Torment – Wow, is this a potent sideboard card. It isn’t merely a


complete shutdown of lifegain, but a complete knockout punch to a number
of other cards as well. Moment’s Peace? Sorry. Circle of Protection? Nope.
And that big creature you have? Well, it might take me a chump block and a
burn spell to kill it, but that chump block sure did mostly neuter it anyway.
Amazing.

Fulminator Mage – My only question here is will this guy replace Molten
Rain or Pillage for some decks. With so many non-basics running around,
he is bound to be played in decks.

Boartusk Liege – So, this big goblin protects your goblins from Engineered
Plague? Sign me up!

Boggart Ram-Gang – While not a good contender for true goblin decks, this
is absolutely a reasonable card for pure beatdown.

Guttural Response – While only representing a kind of semi-Red Elemental


Blast, it is still valuable enough to look into. At one mana, this is far cheaper
than nearly every important Blue instant you’d want to be stopping.

Manamorphose – For the short window that Mind’s Desire is still going to
have enough tools to work with, this can be a great way to make the mana
all the more solid.

Tattermunge Maniac – The real question to me is whether this will definitely


see play in true Goblin decks. Initial playtesting of this guy is rather
disappointing, in a way that makes it look to me almost like a weak Goblin
Cadet. That said, Cadet got some mileage for a while…

Vexing Shusher – I’ve already written an article on just how good I think
Shusher is, so I won’t belabor the point. I would just re-iterate that the real
power of Shusher is that you don’t even need to spend the mana to get
something out of it, and that while it can be killed, in the correct matchups it
often must be killed (and are you really running nothing else that they feel
like killing?). A true gem.

Fracturing Gust – This is an expensive little spell. Five mana is a lot. But, by
that same token, unless they have out a Ravager, it will recoup you a ton of

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life, and even if they do, at least you’ll have decimated their board at an
instant.

Wheel of Sun and Moon – Another great sideboard card against Dredge,
and graveyard-based decks in general. As an Enchantment without
activation, it becomes a part of that class of card that is slightly harder for
most graveyard decks to deal with. While clearly, Dredge has its bouncy
ways to handle it, the point is that they must.

Wilt-Leaf Liege – It starts out with the solid 4/4 for 4 stats that we all come
to know and love, and is joined by Crusade-style pumping for your friends,
with a bit of Dodecapod style power to top it off. Altogether, potentially good
enough to make the cut, but it is competing against a whole heckuva lot of
good cards at that slot.

The mana-fixing lands – Like in Standard, these lands are not going to be
huge, but they will subtly impact what is possible to play. Expect to see a lot
more ability to aggressively splash.

Overall, I think I end up on the optimistic side of the spectrum when it


comes to my expectations of Shadowmoor. There are simply so many cards
that I think could impact Extended. Again, in the end, many of them simply
won’t make the cut, either the victim of the unfortunate circumstances of
ascendant and descendant matchups in Extended, but they certainly could
make it.

My top five predictions for Extended impact are the following:

5 – Vexing Shusher
4 – Faerie Macabre
3 – Oona, Queen of the Fae
2 – Everlasting Torment
1 – Swans of Bryn Argoll

Yes, largely a ton of sideboard cards, and a card that will be likely a
singleton. But, then there are the Swans. I know that I expect Swan combo
to be a big deal, for at least a little while.

I look forward to hearing everyone’s suggestions for articles for the coming
weeks. Once Hollywood hits, I’m sure I’ll have a tale to tell.

See you next week!

Adrian Sullivan

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