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So Many Insane Plays — Drafting With Stephen

Read Stephen Menendian every Wednesday... at StarCityGames.com!
No, you’ve not misread the title… today’s So Many Insane Plays is indeed Drafting With Stephen. However, this is no mere TPF or XXX draft. It’s Type Four, one of the most fun and powerful ways to play Magic ever created! Stephen takes us through each pick from a powerful Type Four stack, alongside the creators of the format itself, and brings us an illicit peek into the strategy behind this wild and popular game variant.

This is an article I’ve dreamed about writing for years. I’m thrilled that this moment has finally arrived, and I can’t wait to see the reaction.

A few years ago, I wrote an article bringing to the Magic community a format that my playgroup created… Type Four.

I’ve always wanted a present a Type Four session through the entire draft and set of games. However, to pull it off is a huge logistical challenge. I have to record every draft pick and every game detail. Usually, we Type Four after a tournament, or on the spur of the moment.

However, I skipped a local Legacy event and got my video equipment primed, purchased plenty of extra tape, and finally did it. Here it is.

This is a seven-man draft of a 315-card Type Four stack. The stack belongs to the creator of Type Four, Paul Mastriano, and the full list is posted for your viewing pleasure in the Appendix.

Here’s how it works: With 315 cards, it perfectly divides so that all seven players will open 3 packs of 15 cards, just as you would in a TPS draft or any other draft.

This week I’ll run you through the draft. Next week, I’ll show you the play-by-plays of the game. As soon as possible, I’ll have the video up on YouTube to complement this pair of articles so you can watch the draft live.

Just as a quick reminder: Type Four is a multiplayer draft format where you have infinite mana available, but can only play one spell per turn. It is extremely skill intensive and unbelievably fun. I’m not going to explain all of the picks, but if you have any questions, I’ll answer them in the forums.

Let the fun begin!

First Pack

Pick 1:

Mindless Mass, Tooth and Nail, Naturalize, Scroll Rack, Reclaim, Word of Seizing, Combat Medic, Dismiss, Induce Paranoia, Anger, Absorb, Hypnox, Shattering Pulse, Enshrined Memories, Dissipate

Pick: Word of Seizing

Split Second is incredible in Type Four. In any given Type Four game, there is usually a lot of draw-go, and two or three key junctures in which the stack is full of spells. After the stack resolves, one or more players is knocked out of the game. The Split Second mechanics ensure that so long as you aren’t “spelled out” (meaning that you haven’t played your spell for the turn yet), your spell is going to resolve regardless of the wishes of anyone else. This is one of the best, if not the best, Split Second cards for Type Four.

Pick 2:

Reiterate; Vanish Into Memory; Suffocating Blast; Muddle the Mixture; Panacea; Grinning Totem; Promise of Power; Venser, Shaper Savant; Cerebral Vortex; Heed the Mists; Terminate; Frazzle; Voidmage Prodigy; Planeswalker’s Mischief

Pick: Panacea

Panacea is innocuous but extremely powerful. If you have it on the table, people aren’t going to expose themselves by attacking you. Grinning Totem and Voidmage Prodigy are also high picks here, but Panacea is one of the best defensive cards in the stack.

Pick 3:
Dwarven Catapult, Genesis, Corpse Dance, Sculpting Steel, Betrayal of the Flesh, Crime/Punishment, Aladdin’s Lamp, Read the Runes, Molder, Armored Guardian, Bringer of the Black Dawn, Smokespew Invoker, Arcanis the Omnipotent.

Pick: Armored Guardian

Genesis is probably the best card in this pack, but my strategy is to play defense, letting other people kill themselves until I clean up the pieces. Armored Guardian is similar to Maze of Ith, and better if it hits.

Pick 4:
Bringer of the Red Dawn, Snapback, Disrupting Shoal, Evacuation, Shunt, Spelljack, Autochthon Wurm, Mind’s Eye, Inferno, Ancestral Recall, Myojin of Night’s Reach, Shattering Spree

Pick: Spelljack

Inferno, Mind’s Eye, and Ancestral Recall are also extremely high picks. However, Spelljack trumps all of them.

Spelljack is one of the top 5 counterspells in the stack, after Decree of Silence, Force of Will, Misdirection, and Desertion. Note that with Force of Will and Misdirection, we play that the alternate casting cost does not count as your spell for the turn.

Pick 5:
Forcefield, Skinthinner, Krosan Cloudscraper, Soulblast, Reito Lantern, Swords to Plowshares, Perplex, Myojin of Seeing Winds, Twisted Justice, Crush of Wurms, Aladdin’s Ring

Pick: Forcefield

Aladdin’s Ring is also very good. It’s not so incredibly powerful that the table won’t let it reach the board (like, say, Vedalken Orrery). However, Forcefield is a card that just screams, “don’t bother attacking that person, it’s not worth it.”

Crush of Wurms is a fun card that used to be incredible, but has dropped in value quite a bit over the years.

Pick 6:
Aerial Caravan; Cruel Revival; Exclude; Thwart; Crowd Favorites; Opportunity; Morphling; Cancel; Akroma, Angel of Wrath; Reweave

Pick: Opportunity

This is an incredible pack. It is difficult to imagine what was taken in the first five picks out of this pack. I’m a huge fan of Crowd Favorites, but I had to go for the best card advantage spell in the entire stack. Opportunity is strictly superior to Ancestral Recall, and if the game goes long enough (and it usually does), it can serve as a win condition to deck someone.

Pick 7:
Dismantling Blow; Serra Avatar; Body Double; Niv-Mizzet; the Firemind; Trickbind; Mana Drain; Hit/Run; Wrecking Ball; Rend Flesh

Pick: Trickbind

Trickbind can stop key plays like Mindslaver and Door into Nothingness, as well as many other annoying triggers and clear the stack at a key moment.

Pick 8:
Naturalize, Reclaim, Combat Medic, Anger, Absorb, Hypnox, Shattering Pulse, Enshrined Memories, Dissipate

Pick: Absorb

At this point, I’m tempted to take Combat Medic, but this is a nice 8th pick counterspell.

Pick 9:

Muddle the Mixture, Promise of Power, Cerebral Vortex, Heed the Mists, Terminate, Frazzle, Vanish into Memory

Pick: Muddle of the Mixture

Promise of Power is actually a very good card that probably should not be in the ninth pick here. The problem is that the damage that Promise does leaves you in a weakened position and makes you an easy target for someone who wants a reason to attack someone.

See pick 8.

Pick 10:
Smokespew Invoker, Read the Runes, Aladdin’s Lamp, Sculpting Steel, Molder, Dwarven Catapult,

Pick: Smokespew Invoker

He’s a board wiper, but in some ways better. Giving creatures —3/-3 is sometimes better than dealing them damage, what with the plethora cards that redirect damage floating around.

Pick 11:
Bringer of the Red Dawn, Autochthon Wurm, Snapback, Evacuation, Shattering Spree

Pick: Shattering Spree.

Uncounterable artifact destruction. Better than Shatterstorm.

Pick 12:

Swords to Plowshares, Twisted Justice, Krosan Cloudscraper, Soulblast

Pick: Swords to Plowshares

There are very few cards that have a converted mana cost of one in the Type Four stack. The fact that Swords is in here I think demonstrates how incredibly undercosted and good it is. One of the best instant speed removal spells in the game. Soulblast is a card I’d never draft. I rarely draft creatures, so it’s pretty terrible to begin with. Twisted Justice is really powerful if it resolves, but it’s a sorcery. For removal. Swords is just better.

Pick 13:
Exclude, Crowd Favorites, Cruel Revival

Pick: Crowd Favorites

I’m surprised, but very pleased, that Crowd Favorites made it this far. If I didn’t take Opportunity in pick 6, I would have taken this. It’s always a plus when your second choice comes back around. I don’t care if you’re an aggro, mid-range aggro, combo, or control strategy, Crowd Favorites will help you get the job done. People just undervalue this card far too much until they see how he controls the board.

Pick 14:
Wrecking Ball, Serra Avatar

Pick: Wrecking Ball.

Avatar is a huge liability. Getting Agonizing Demised or Reflect Damaged, or smashed by any number of other spells, makes this guy a pretty risky play.

Pick 15:
Naturalize.

Second Pack

Pick 1:
Legacy Weapon; Crosis, the Purger; Mystic Melting; Grozoth. Wreak Havoc; Prophetic Bolt; Yawgmoth’s Agenda; Myojin of Life’s Web; Bosh, Iron Golem; Dominate; Storm Seeker; Tidespout Tyrant; Reya Dawnbringer; Time Stretch; All Sun’s Dawn

Pick: Legacy Weapon

Dominate is also a first pick. It was a close call. Bosh is also up there. Bosh is part of a two-card kill a player combo with Gleemax. If you have Genesis, Bosh is even better. Yawgmoth’s Agenda is one of my favorite cards from Type Four in years past, but its power has diminished greatly over time.

Pick 2:

Glory, Crown of Convergence, Acquire, Angel of Despair, Wild Speculation*, Beacon of Unrest, Perplex, Tower of Fortunes, Thicket Elemental, Voidslime, Dromar’s Charm, Jushi Apprentice, Treva’s Charm, Fissure

Pick: Voidslime

To be perfectly honest, I’m not sure that this was the correct pick. In terms of raw power, Glory or Tower of Fortunes are probably the best picks, followed by Acquire. Crown of Convergence is not a card that is likely to resolve, and if it does, it will make you a big target. I really don’t need Glory, but I would like a second Stifle effect. Voidslime plus Trickbind will give me two Stifle effects in a 45-card deck.

Pick 3:

Gifts Ungiven; Ray of Distortion; Counterspell; Annul; Misdirection; Last Word; Academy Ruins; Illusionary Mask; Sisters of Stone Death; Decree of Annihilation; Descendant of Soramaro; Vampiric Tutor; Tatsumasa, the Dragon’s Fang

Pick: Misdirection

As you may or may not know, we play that if you use the alternative casting cost for cards like Misdirection, Force of Will, and Snapback, it does not count as your spell for the turn. Since mana is not a constraint in Type Four, it is in the spirit of the card and the format translation to have them obviate the one key restraint in the format. Misdirection should not have made it this far. It’s a first pick. I passed this pack to Doug Linn, who took Gifts Ungiven, which nicely complemented the Glory I sent him in the previous pick.

Pick 4:

Restock; Simic Sky Swallower; Twincast; Intet, the Dreamer; Darigaaz’s Charm; Withered Wretch; Draining Whelk; Undermine; Krosan Grip; Spell Blast; Blatant Thievery; Glarecaster

Pick: Glarecaster

Blatant Thievery is probably the most powerful spell here, but the least likely to resolve. Since it affects most (if not all) players at any given time, at least one of those is probably going to counter it. Plus, if someone else drafts it, they are likely going to make themselves a target and make my job easier. I eye the Krosan Grip for a while, but I can’t pass up on Glarecaster.

First of all, Glarecaster is part of one of the few auto-win combos in this stack: Masticore/Vampiric Dragon plus Glarecaster is called Glasticore in Type Four lingo. Second, Glarecaster controls the board when it’s in play. Certain cards just can’t be played, like Inferno. People also can’t attack you.

I happily take Glarecaster fourth pick.

Pick 5:
Kaervek, the Merciless; Akroma’s Vengeance; Bane of the Living; Reviving Vapors; Seed Spark; Willbender; Infernal Spawn of Evil; Draco; Maze of Ith; Uktabi Kong; Plague Wind

Pick: Maze of Ith

This pick is between Willbender and Maze of Ith. Willbender is a unique and incredible card. It’s the only card that can redirect things like the activation of Door to Nothingness or Mindslaver. Alternatively, it can protect any spell you want to force into play. Its unmorphing doesn’t use the stack either, which is a nice plus. Unfortunately, it’s not likely to survive circles around the table.

Maze of Ith, on the other hand, is much harder to kill, much more likely to ensure my long-term survival, and doesn’t cost me a spell for my turn. Maze of Ith is a first pick, and I’m shocked it came this far. My teammate Kevin Cron actually argues that Maze is better than Prahv, because Prahv makes you more of a target.

Pick 6:
Flowstone Overseer; Hisoka; Minamo Sensei; Return to Dust; Spirit of the Night; Sway of the Stars; Quicksilver Amulet; Assert Authority; Memory Lapse; Final Judgment; Smash

Pick: Assert Authority

I’m tempted to take Hisoka (Mr. Miyagi) as I’ve seen him play very well in key situations. I also take a quick look at Flowstone Overseer. But in the end, I just really would like more countermagic. Assert Authority is one of the better counterspells, in that it removes the cards countered from game. In a format with so much recursion – Genesis, Chainer, etc – this is a huge plus.

Pick 7:

Quash, Eternal Dragon, Putrefy, Orim’s Thunder, Allay, Second Thoughts, Flashfreeze, Myojin of Infinite Rage, Deflection

Pick: Deflection

Eternal Dragon is definitely my second pick here. He’s a great finisher because he can’t easily be stopped, and he’s somewhat innocuous, but he’s a decent attacker. Deflection is one of those cards that can really mess up the stack and kill someone. I am also planning to take a disproportionate number of Blue spells to ensure that I can support Misdirection.

Pick 8:
Crosis; the Purger; Mystic Melting; Grozoth. Wreak Havoc; Prophetic Bolt; Tidespout Tyrant; Reya Dawnbringer; Time Stretch

Pick: Prophetic Bolt

Prophetic Bolt is the best card on top of my library, which is better than anything else here.

Pick 9:

Acquire, Fissure, Jushi Apprentice, Thicket Elemental, Tower of Fortunes, Beacon of Unrest, Wild Speculation*

Pick: Acquire

This is a difficult pick. Tower of Fortunes is enormously powerful. A single activation should probably put you in the lead or make you the favorite. However, getting it to resolve is tricky. A turn 1 Tower of Fortunes is as likely to resolve as Yawgmoth’s Bargain is in Vintage. It’s a card that has to be played carefully. Acquire, on the other hand, is a card that targets only a single player, so the players who aren’t targeted will probably have no beef. It’s much more likely to resolve, and incredibly powerful. I mean, Acquire has the potential to be the best artifact in Type Four.

Pick 10:

Descendant of Soramaro, Vampiric Tutor, Decree of Annihilation, Academy Ruins, Ray of Distortion, Annul

Pick: Vampiric Tutor

I almost take Annul, but then I decide that Vampiric Tutor will give me an opportunity to try and outplay people, so I go with Vamp.

Pick 11:

Withered Wretch, Spell Blast, Darigaaz’s Charm, Simic Sky Swallower

Pick: Spell Blast

Pick 12:

Bane of the Living, Seed Spark, Draco, Plague Wind

Pick: Bane of the Living

People underestimate how powerful Bane is. This was my third pick, after Maze of Ith and Willbender, from pick 5 of this pack.

Pick 13:

Final Judgment, Smash, Spirit of the Night

Pick: Smash

Pick 14:

Orim’s Thunder, Allay

Pick: Allay

This was probably a mistake in retrospect. Allay lasts longer, but Orim’s Thunder is more versatile. Not sure what I was thinking.

Pick 15:

Crosis, the Purger

Third Pack

Pick 1:

Boseiju, Who Shelters All; Darksteel Colossus; Scion of the Ur-Dragon; Brainspoil; Congregation at Dawn; Ertai, Wizard Adept; Pyre Zombie; Twilight’s Call; Red Elemental Blast; Murmurs From Below; Who/What/When/Where/Why; Arashi, the Sky Asunder; Spellshift; Trial/Error; Clutch of the Undercity

Pick: Arashi, the Sky Asunder

Recall that I have Glarecaster. Arashi plus Glarecaster = I win the game.

Pick 2:
Hinder; Arcane Denial; Necrotic Sliver; Vampiric Dragon; Sudden Death; Spite/Malice; Force of Will; Oblivion Stone; Skyship Weatherlight; Chromeshell Crab; Ink Eyes; Servant of Oni; Firemane Angel; Bogardan Hellkite; Stonewood Invocation

Pick: Force of Will

This is a first pick. I only look at the remaining cards in the pack to ensure that I know what I’m passing along, and to try and see what might have motivated Doug to take something over this.

Pick 3:
Mystic Snake, Mindslaver, Rout, Survival of the Fittest, Nevinyrral’s Disk, Myojin of the Cleansing Fire, Decree of Pain, Door to Nothingness, Planar Portal, Mindslaver, Nicol Bolas, Debtors Knell, Mortify, Winding Canyons

Pick: Mystic Snake

Mindslaver is the objective strongest card in this pack. However, Mystic Snake fits my deck well.

Pick 4:

Krosan Colossus; Masticore; Rewind; Mystical Teachings; Evangelize; Savage Beating; Stuffy Doll; Multani, Maro-Sorcerer; Shield of the Ages; Root Elemental; Razia, Boros Archangel; Fork

Pick: Masticore

Wow. Now I have the full Glasticore combo. Mike Bomholt, Paul Mastriano, and Doug Linn all passed this pack, and it’s still full of juicy spells.

To be honest, in normal circumstances, I would probably take Shield of the Ages or even Stuffy Doll. But I have no choice but to complete the Glasticore combo.

Glarecaster plus Masticore now becomes my path to victory. My plan is to let people beat themselves up, put up a wall without looking too powerful, and then eventually force through the combo with my counterspells to protect it.

All of the components are set. I need to use my last ten picks to round out the deck instead of drafting other tactical bombs.

Pick 5:

Whispers of the Muse, Pulse of the Grid, Aven Mindcensor, Phage the Untouchable, Starstorm, Thought Dissector, Searing Wind, Iridescent Angel, Gorilla Shaman, Minamo’s Meddling, Vex

Pick: Whispers of the Muse

Pick 6:

Voidmage Husher; Jiwari, the Earth Aflame; Null Brooch; Moonlight Bargain; Tornado; Mirror Strike; Gaze of Adamaro; Hidetsugu’s Second Rite; Mizzium Transreliquat; Ertai’s Meddling

Pick: Ertai’s Meddling

Pick 7:

Odds/Ends, Plated Slagwurm, Privileged Position, Phthisis, Fact or Fiction, Petrified Wood Kin, Sickening Shoal, Discombobulate, Altar’s Light

Pick: Privileged Position

Privileged Position is a weak card. It’s certainly not better than Fact or Fiction. However, Privileged Position has the potential to help me combo out successfully. Even if it isn’t used for that purpose, it makes my cards like Maze of Ith and Panacea that much harder to address. It will make attacking me seem like more effort than its worth in a seven-man game.

In short, Privileged Position is not the best card here, but it has the potential to be the most helpful to my game plan.

Pick 8:

Congregation at Dawn, Who/What/When/Where/Why, Scion of the Ur-Dragon, Twilight’s Call, Red Elemental Blast, Trial/Error, Spellshift, Murmurs From Below

Pick: Spellshift

Pick 9:

Sudden Death, Arcane Denial, Necrotic Sliver, Oblivion Stone, Hinder, Firemane Angel

Pick: Arcane Denial

Arcane Denial is known in my circles as the “friendly” counterspell because the controller of the spell you countered is less likely to be annoyed due to the fact that they’ll be drawing two more cards. I’m happy with this pick, although O-Stone and Firemane Angel tempt me.

Pick 10:

Debtors’ Knell, Nicol Bolas, Myojin of Cleansing Fire, Nevinyrral’s Disk, Winding Canyons

Pick: Nicol Bolas

The only reason I picked Nicol Bolas is because he is Blue and can pitch to Misdirection and Force of Will.

Pick 11:
Savage Beating; Root Elemental; Rewind; Razia; Boros Archangel; Krosan Colossus

Pick: Rewind

Pick 12:

Pulse of the Grid, Phage the Untouchable, Gorilla Shaman, Vex

Pick: Vex

Pick 13:

Mizzium Transreliquat, Moonlight Bargain, Null Brooch

Pick: Null Brooch

Pick 14:

Petrified Wood-Kin, Altar’s Light

Pick: Altar’s Light

Pick 15:

Murmurs From Beyond

So, here is my deck:

Stephen Menendian’s Type Four Draft Deck:

Absorb
Acquire
Allay
Altar’s Light
Arashi, the Sky Asunder
Arcane Denial
Armored Guardian
Assert Authority
Bane of the Living
Crosis the Purger
Crowd Favorites
Deflection
Ertai’s Meddling
Force of Will
Forcefield
Glarecaster
Legacy Weapon
Masticore
Maze of Ith
Misdirection
Muddle the Mixture
Murmurs From Beyond
Mystic Snake
Naturalize
Nicol Bolas
Null Brooch
Opportunity
Panacea
Privileged Position
Prophetic Bolt
Rewind
Shattering Spree
Smash
Smokespew Invoker
Spellblast
Spelljack
Spellshift
Swords to Plowshares
Trickbind
Vampiric Tutor
Vex
Voidslime
Whispers of the Muse
Word of Seizing
Wrecking Ball

This is one of the best Type Four decks I’ve ever drafted. My deck has the Glarecaster plus Masticore combo, as well as Arashi to make it a one-spell combo. I have Force of Will and Misdirection to protect my combo from multiple players, and I have an incredible assortment of defense spells to help me survive until then: Panacea, Forcefield, Maze of Ith, Crowd Favorites, and Bane of the Living. Opportunity and Whispers of the Muse are nice card advantage spells and Word of Seizing will be my key out in a tight spot. I have a decent amount of removal, the best of which is Legacy Weapon, and a ton of counterspells. This deck is very synergistic.

It is designed to survive the early game by building a moat around my board state so that people won’t attack me, using counterspells to protect myself and mess up other people’s game plans, and then assembling a combo that I can use to win the game when the other players have started killing themselves off. I’ll be pretty inactive until the game whittles down to 3-4 players. And once we get to 2-3 players, I’ll try and combo out.

Next week, you’ll see if my plan worked.

Until next time,

Stephen Menendian

Appendix: The Ultimate Type Four Deck… Paul Mastriano’s Type Four Stack:

Artifact

Aladdin’s Lamp
Aladdin’s Ring
Bosh, Iron Golem
Chaos Orb
Crown of Convergence
Darksteel Colossus
Door to Nothingness
Draco
Forcefield
Gleemax
Grinning Totem
Illusionary Mask
Legacy Weapon
Masticore
Memnarch
Mind’s Eye
Mindslaver
Mirari
Mizzium Transreliquat
Nevinyrral’s Disk
Null Brooch
Oblivion Stone
Panacea
Panoptic Mirror
Planar Portal
Quicksilver Amulet
Reito Lantern
Scroll Rack
Sculpting Steel
Shield of Ages
Skyship Weatherlight
Soul Foundry
Stuffy Doll
Tatsumasa, the Dragon’s Fang
Thought Dissector
Tower of Fortunes
Vedalken Orrery

Blue

Acquire
Aeon Chronicler
Aerial Caravan
Ancestral Recall
Annul
Arcane Denial
Arcanis, the Omnipotent
Assert Authority
Blatant Thievery
Body Double
Bribery
Cancel
Capsize
Chromeshell Crab
Commandeer
Controvert
Counterspell
Decree of Silence
Deflection
Descendant of Soramaro
Desertion
Discombobulate
Dismal Failure
Dismiss
Disrupting Shoal
Dissipate
Dominate
Draining Whelk
Ertai, Wizard Adept
Ertai’s Meddling
Evacuation
Exclude
Fact or Fiction
Fervent Denial
Flashfreeze
Foil
Forbid
Force of Will
Frazzle
Gifts Ungiven
Greater Morphling
Grozoth
Heed the Mists
Hinder
Hisoka, Minamo Sensei
Induce Paranoia
Jushi Apprentice
Last Word
Mana Drain
Memory Lapse
Metathran Aerostat
Minamo’s Meddling
Mischievous Quanar
Misdirection
Mist Dragon
Morphling
Muddle the Mixture
Murmurs From Beyond
Myojin of the Seeing Winds
Mystical Teachings
Opportunity
Overwhelming Intellect
Planeswalker’s Mischief
Psychomancer*
Pulse of the Grid
Quash
Read the Runes
Remand
Reweave
Rewind
Riptide Shapeshifter
Snapback
Spell Blast
Spell Burst
Spell Counter
Spelljack
Spellshift
Stifle
Sway of the Stars
Teferi, Mage of Zhalfir
Thwart
Tidespout Tyrant
Time Stop
Time Stretch
Trickbind
Twincast
Venser, Shaper Savant
Vesuvan Shapeshifter
Vex
Voidmage Apprentice
Voidmage Husher
Voidmage Prodigy
Whispers of the Muse
Willbender
Wipe Away

Black

Agonizing Demise
Bane of the Living
Beacon of Unrest
Bend Flesh
Betrayal of the Flesh
Brainspoil
Bringer of the Black Dawn
Chainer, Dementia Master
Corpse Dance
Cruel Revival
Decree of Pain
Grim Harvest
Hypnox
Infernal Spawn of Evil
Infernal Spawn of Infernal Spawn of Evil
Ink-Eyes, Servant of Oni
Moonlight Bargain
Myojin of the Night’s Reach
Phage the Untouchable
Phthisis
Plague Wind
Planeswalker’s Scorn
Promise of Power
Sickening Shoal
Skinthinner
Smokespew Invoker
Spirit of the Night
Sudden Death
Twilight’s Call
Vampiric Tutor
Will of the Creator*
Withered Wretch
Yawgmoth’s Agenda

Green

All Sun’s Dawn
Arashi, the Sky Asunder
Chord of Calling
Crush of Wurms
Enshrined Memories
Genesis
Holistic Wisdom
Krosan Cloudscraper
Krosan Colossus
Krosan Grip
Molder
Multani, Maro-Sorcerer
Myojin of the Life’s Web
Mystic Melting
Naturalize
Petrified Wood Kin
Plated Slagwurm
Protean Hulk
Reclaim
Restock
Root Elemental
Stonewood Invocation
Storm Seeker
Survival of the Fittest
Thicket Elemental
Tooth and Nail
Tornado
Uktabi Kong

Red

Anger
Blast From the Past
Bogardan Hellkite
Bringer of the Red Dawn
Decree of Annihilation
Dwarven Catapult
Fissure
Flowstone Overseer
Fork
Gaze of Adamaro
Gorilla Shaman
Grab the Reins
Hidetsugu’s Second Rite
Inferno
Jiwari, the Earth Aflame
Myojin of Infinite Rage
Obliterate
Red Elemental Blast
Reiterate
Savage Beating
Searing Wind
Shattering Pulse
Shattering Spree
Shunt
Smash
Sneak Attack
Soulblast
Starstorm
Urza’s Rage
Wild Speculation*
Word of Seizing

White

Akroma, Angel of Wrath
Akroma’s Vengeance
Allay
Altar’s Light
Aven Mindcensor
Bringer of the White Dawn
Combat Medic
Crowd Favorites
Dismantling Blow
Eight-and-a-Half-Tails
Eternal Dragon
Evangelize
Final Judgment
Glarecaster
Glory
Mirror Strike
Myojin of the Cleansing Fire
Orim’s Thunder
Ray of Distortion
Return to Dust
Reya Dawnbringer
Rout
Second Thoughts
Seed Spark
Serra Avatar
Shining Shoal
Swords to Plowshares

Gold

Absorb
Angel of Despair
Azorius Guildmage
Captain’s Maneuvers
Cauldron Dance
Clutch of the Undercity
Congregation at Dawn
Crime/Punishment
Crosis, the Purger
Debtors’ Knell
Decree of the Creator*
Dimir Doppelganger
Hit/Run
Iridescent Angel
Jacowned*
Mindless Mass
Mortify
Necrotic Sliver
Niv-Mizzet, the Firemind
Odds/Ends
Privileged Position
Pyre Zombie
Razia, Boros Archangel
Simic Sky Swallower
Sisters of Stone Death
Spinal Embrace
Spite Malice
Suffocating Blast
Swift Silence
Terminate
Treva’s Charm
Trial Error
Undermine
Who/What/When/Where/Why
Wreak Havoc
Wrecking Ball

Land

Academy Ruins
Boseiju, Who Shelters All
Dark Depths
Maze of Ith
Prahv, Spires of Order
Winding Canyons

Note 1: Take Possession should be in the stack, but Paul doesn’t own one yet.

Note 2: Asterisked cards are cards made specifically for Type Four.

Here are their texts:

Psychomancer
2U
Creature — Human Wizard
If Psychomancer is in your hand, you may play it as a copy of any card in an opponent’s graveyard (you must pay all costs that you would normally pay for playing that card).
2/2

Will of the Creator
BBBB
Instant — Arcane
Choose one — Put a permanent from your hand into play, or return target card that was removed from game to your hand. You are this card’s owner until the end of the game.
Entwine — pay half your life rounded up.

Decree of the Creator
4RUB
Sorcery — Arcane Plains
Target Player can play an additional three spells this turn.
Cycling RUB1
When you cycle Decree of the Creator, you may play an additional spell this turn.

Jacowned
WWWUUUBBBRRRGGG
Sorcery
Until the beginning of your next turn, gain control of each opponent’s turn.