• STORE
  • EVENTS
  • ARTICLES
  • NEWS
  • DECKS
  • BUYLIST
  • HELP
Advanced Search
Deck Builder
  • Hello. Sign In.
    YOUR ACCOUNT

    forgot your password?

    New customer? Start here!

  • CART

    View Cart ( items)

    Checkout

  • WISH
    LIST
       
  • Magic Singles
    • English
    • Foil English
    • Non-English
    • Foil Non-English
    • BGS/Graded Cards
    • Complete Sets
    • Misprints and Rarities
    • Wholesale Lots
  • Magic Sealed Product
    • Expansion Sets
    • Booster Packs
    • Booster Boxes
    • Starter & Tourn. Packs
    • Starter & Tourn. Displays
    • Theme Decks
    • Event Decks
    • Intro Packs
    • Fat Packs
    • Two-Player Games
    • Standalone Sets
    • Archenemy
    • Commander
    • Duel Decks
    • From the Vault
    • Planechase
    • Premium Deck Series
    • Misc. Box Sets
    • Non-English Sealed
  • Gaming Supplies
    • Binders
    • Books & Fat Pack Guides
    • Boxes & Bags
    • Clothing
    • Deck Boxes
    • Dice
    • Life Counters
    • Playmats
    • Sleeves
  • Specialty Items
    • Ascension
    • Gift Cards
    • Lithographs
    • Original Artwork
  • Digital Products
    • Grinder: The Brad Nelson Story
    • Next Level Magic
    • OMG: Official Miser's Guide
    • Tha Gatherin'
  • We Buy

Innovations - Cruel Control for States

Patrick Chapin
11/07
#Standard 
  •  
  •  

We are but one day away from the State Championships back by popular demand. If Berlin was the unveiling of new Extended States promises to be the unveiling of the new Standard helping define the parameters of what is hopefully the least ridiculous Constructed format for Worlds (only a month away!).

Six weeks ago I made the bold claim that Cruel Ultimatum would change everything. I was met with a great deal of skepticism and many took shots at me for putting my neck on the line but that is just how I felt about the card.

It has been a month and a half and now the evidence is starting to mount. Five-Color Control is the deck to beat and the old shell of Quick n’ Toast with its Makeshift Mannequins has fallen out of favor being replaced by Cruel Ultimatum as the core to build the rest of the deck around.

… Cue the Chorus…

I like Cryptic Commands…
They like me…
They look so good…
Like Blue instants should…

I can’t keep my hands my hands off the Cryptic Commands!

I am of the opinion that the only truly Tier 1 strategies in standard are based on Cryptic Command. Are you combining Cryptic Command with Bitterblossom? With Reveillark? With Cruel Ultimatum? Those are all valid questions but whether or not to play Cryptic Command seems absurd. Rather than spend a lot of time trying to convince you of this point let me sum up my position with the fairly simple position of no matter how you are using Cryptic Command you are typically getting better than 4 mana worth of value out of it. For instance let’s say you counter a Colossus and draw a card. Your opponent spent four mana. You spent four mana. You drew a card which is easily worth two mana.

As you know I happen to favor Five-Color Control over Faeries or Reveillark though I certainly respect both and feel that in order to win with Five-Color you should keep both of these decks in mind as well as Mono-Red and Kithkin.

My latest take on Five-Color Control and the build that I recommend for this weekend is as follows:

Cruel Control
Patrick Chapin
0th Place at Test deck on 11/9/2008
Standard
 

Creatures (7)

  • 1 Broodmate Dragon
  • 1 Cloudthresher
  • 4 Mulldrifter
  • 1 Nucklavee

Planeswalkers (2)

  • 2 Jace Beleren

Lands (26)

  • 1 Island
  • 1 Battlefield Forge
  • 1 Cascade Bluffs
  • 1 Caves of Koilos
  • 3 Flooded Grove
  • 1 Mystic Gate
  • 4 Reflecting Pool
  • 3 Sunken Ruins
  • 4 Vivid Creek
  • 3 Vivid Marsh
  • 4 Vivid Meadow

Spells (25)

  • 4 Condemn
  • 4 Cryptic Command
  • 4 Esper Charm
  • 2 Negate
  • 2 Remove Soul
  • 2 Resounding Thunder
  • 3 Cruel Ultimatum
  • 2 Pyroclasm
  • 2 Wrath of God

    Sideboard

  • 1 Broodmate Dragon
  • 3 Cloudthresher
  • 1 Plumeveil
  • 3 Runed Halo
  • 1 Negate
  • 2 Remove Soul
  • 2 Resounding Wave
  • 1 Firespout
  • 1 Wrath of God
 


The first thing you may notice about this build is that it continues to depart from traditional Toast by taking the controversial step away from Kitchen Finks not even replacing them with Fulminator Mages like some others such as Evan Erwin have done.

Kitchen Finks is easily the most powerful creature printed this year and one of the twenty strongest creatures of all time but I am starting to feel that it is not correctly positioned right now at least not for Five-Color Control.

See the card is intrinsically amazing but let’s look at the actual tactical applications.

How is it against the Five-Color Control mirror? Well it used to be a solid role-player that did not get sideboarded out.

However now that Condemn and Bant Charm are the order of the day it is difficult to extract much value from a Kitchen Finks. No matter how you slice it if your Finks gets Condemned you are losing a lot of value.

What about against Red decks? Kitchen Finks was designed to hose Red… however Red decks have evolved. First of all True Master Saito helped spearhead the movement towards Red decks that were built to beat the Finks. Players like Michael Jacob adopted a creature base headed up by Demigod of Revenge Ashenmoor Gouger Stigma Lasher and Figure of Destiny all of which can rumble profitably with a Kitchen Finks.

In addition the burn used by Red Mages is tailor-made to beat the Fink. First came Puncture Blast giving Red Mages hope to beat the Fink with minimal loss of value. Now with Magma Spray industry standard it is just not realistic to count on a Fink to gain much edge against Red decks. Even if you gain 2 life the loss of 2 mana on the Magma Spray-Kitchen Finks trade is a losing one when you factor in how much damage the Red creatures will deal during the effective "Time Walk turn" that Red will gain.

When playing against Red decks with this build the most important strategic theme to keep in mind is that the game is all about Cruel Ultimatum as life gain. As such you MUST not get Stigma Lashed. Do any and everything possible to avoid getting Lashed.

As long as you do not get Lashed you will typically inevitably reach a point where you start casting Cruel Ultimatum and this will win the game for you quickly. The life gain combined with insane card draw and the fact that you Mind Twist the Red mage make it very difficult for them to even fight you in any reasonable way.

If you get Lashed then Cruel Ultimatum will not assure victory as they will often be able to topdeck a burn spell to put you away. Okay you know not to get Lashed if you can help it but what if you do get hit? Then what? Well in games like this you are going to have to get a little lucky so just play as though he doesn’t have the nuts since you can’t beat him if his hand is good anyway. Try to save Condemn for Demigod if you can but just try to get out a victory condition and win as fast as possible. If you get Lashed you are going to get burnt out around turn 8 or 9 anyway so you have to win fast.

Another important tactic to employ is Esper Charm as pseudo-life gain. If you have not been lashed it is often better to just draw cards digging to Cruel Ultimatum. However if you have been Lashed it is often irrelevant if you draw 10 extra cards. Once you hit zero you are dead. As such Esper Charm to knock an Incinerate and a Flame Javelin out of your opponent’s hand can be crucial.

Sideboard in Runed Halo and Broodmate Dragon also considering your permission base. Jace is pretty bad and Resounding Thunder is easily cut.

Back to Kitchen Finks. How is it against Reveillark? Well Kitchen Finks beatdown is loose against Lark for a couple of reasons. First of all they don’t actually beatdown in this match-up since you actually have to play as the control deck surviving the onslaught of Knight Captains and Finks or alternatively Fulminators and Scullers depending on the build of Reveillark.

Maybe you can’t beat down but at least the Finks is a blocker. Right? It is admittedly not at its worst in this role; however it should be noted that this plays right into the Reveillark player’s game plan against you.

Reveillark used to have huge edge over Toast decks of old since it had better inevitability leading the game towards a position where it would just keep playing five mana "Win-The-Games" until one stuck.

Now however Reveillark doesn’t have the tools to completely "Win-The-Game" by resolving a Lark; it merely gains great value. Add to this the fact that Five-Color Control has effective seven mana "Win-The-Games" that Reveillark doesn’t have many answers to beyond sticking a Lark and trying to keep up the value battle.

As a result the name of the game for Reveillark now is to try to get into a tap-out war with Five-Color hoping to keep the initiative. Five-Color has great ways to gain card advantage as well as great ways to stop opposing threats. However if it taps out each turn the Reveillark player will be free to do the same. This favors the Reveillark player as they have far fewer reactive cards.

The key for the Five-Color Control player is keep the tempo of the game such that you never overextend until you can crush the Reveillark player with a Cruel Ultimatum that you know will stick.

With 4 Mulldrifters 4 Esper Charms 4 Cyrptic Command 2 Jace and a Nucklavee supplementing the 3 Cruel Ultimatums you have no shortage of sources of card advantage. Cards like Remove Soul and Negate can help gain a lot of tempo by trading with cards that cost several more mana.

Tactics vary depending on the build of the Lark deck. As I see it the primary divide in archetypes for Lark are U/W Peebles style with Knight Captain of Eos Mistmeadow Witch Mirror Entity and Tidings versus U/B/W with Fulminators and Tidehollow Scullers (so called "anti Five-Color").

First let’s address Peebles style. BPM has been on top of his game lately and has been a top source of Standard technology over the past 8 months. His area of specialty is certainly U/W Lark as it is a strategy that he has championed longer than almost anyone and has stuck with it through thick and thin.

His latest build can be found here. This deck is incredibly anti-aggro and appears slanted towards the type of field one may expect at States though I suspect that Five-Color will be more popular than I think he anticipates and is worthy of a little more consideration. Still a few of the card choices such as Tidings are particularly nice in this format often serving as Reveillarks 5-7.

The thing is he is just going to keep playing two-for-ones three-for-ones and four-for-ones every turn hoping to win a drawn-out battle where your one-for-ones are eventually too much of a liability and your card drawing can’t keep up. The most important part of this battle is the conflict between your counterspells and his big threats Tidings and Reveillark.

If you are stuck trading your Negate with his Runed Halo and your Remove Soul with his Sower of Temptation you will surely crumble will he starts playing his five-drops. However if you are disciplined and save your hard counters for Reveillark Tidings and Mulldrifter he will eventually start to spurt out of gas.

His Sowers Captains Finks Wraths and Mistmeadow Witches all provide virtual card advantage if you play incorrectly. However Five-Color can just play defense and the majority of ways he would use these cards to gain card advantage will be ineffective.

If you let him start drawing cards with the three cards from above he will just keep drawing into more cards that draw into more cards. The problem will get worse and worse and you will eventually be forced to race with Cruel Ultimatums. If you can stop him from getting going he will just be drawing off the top.

His random Knight Captain beats are not so scary when we play with cards like Pyroclasm and Wrath of God. Assuming we can slow the stream of Tidings and Reveillarks and Mulldrifters eventually the game will go long enough that we will cast Cruel Ultimatum and have a winning position.

The key aspect of Cruel Ultimatum in this match-up is as a Mind Twist. It is vital to try to knock out the entire hand of the opponent. If you leave him with even a single card it will be a Lark or a Tidings and he will undo much of what you have done. To this end you should look to Esper Charm the Lark player during his discard phase knocking his hand to a point where you can completely take it out.

If you can successfully Ultimatum away your opponent’s entire hand he will be defenseless for the most part and winning will become academic. Eventually Nucklavee recursion Cloudthresher beats or incremental direct damage will finish him off.

If you are playing versus a Sculler/Fulminator build it is much more of a struggle to keep pace with the Lark player. The biggest key here is making sure you do not get stuck unable to play spells. The loss of Tidings on their part makes tapping out less of a problem. However this type of Lark player will have many more threats that you just can’t stop early.

Drawing cards with weapons like Jace is extra important here as you are battling over your resources (lands and cards in hand) rather than just raw card advantage (Knight Captain and Tidings).

The most important card to sideboard in is Remove Soul as it is just the best counterspell in the format against Lark strategies. No matter when you play it it is huge value not just on mana (typically five for two) but also in that it counters almost all of their best weapons.

Slight adjustments can be made as well with cards like Condemn (which are typically very weak against the card advantage creatures in a Lark deck) being replaced with cards like Cloudthresher or Firespout depending on what sort of a build the Lark player has.

Broodmate Dragon is also a nice weapon out of the sideboard as you have plenty of bad Condemns and after sideboarding it can just randomly win games against a Lark player who just boarded out their Wraths. This card is just fantastic on its own and out of the board can be a nasty surprise as most of the cards that beat it get sideboarded out when people initially board against us.

It is important to note that Cloudthresher is just a weak victory condition against many players. Look to sideboard it out against just about everyone except people with Spectral Procession or Bitterblossom except when you just have nothing better to play than a random victory condition. It can be decent versus Mulldrifter Sower decks as a random guy that can get a little value but against random Bant decks or the mirror the last thing you need is a Cloudthresher.

Why are we even playing it? Let’s talk about that for a minute. You see the biggest threat to us as Five-Color players is Faeries. You can’t just play 4 Esper Charms and think that means anything against Faeries. At the end of the day Bitterblossom is still totally insane and even if you can trade an Esper Charm for it you are spending three mana (and the second best spell in your deck) for it often with them up a token.

There are a variety of ways to combat Faeries but it is always a difficult task. The major problem is that their disruptive is extremely frustrating for us particularly when they are building a board with Jace or Bitterblossom.

This build of Five-Color Control has the max of Esper Charms (and just so you know Esper Charm is by far the second best card in this deck and anyone who doesn’t play 4 Esper Charms in their Five-Color deck is confused. It is miles better than almost anything) giving us help against the Bitterblossom. We also have Jace of our own as well as Resounding Thunder to try to cut our losses as far as Jace out of Fae goes.

Without Kitchen Finks to beat with we are very vulnerable to these sources of card advantage and have to go to great lengths to try to cut our losses in these areas. As long as you can keep Jace and Bitterblossom of the table your intrinsic game plan is far superior to the Fae equivalent.

You have much more card draw plus they have a surprisingly hard time with the card Cruel Ultimatum. The raw card advantage is over powering and the five-point Drain Life is crushing. All you have to do is keep Jace and Bitterblossom off their side of the table. No small feat I know.

Jace is not the end of the world as your cards are just better than theirs so you can at least race the draw. What do you do though when they do have Bitterblossom and you don’t Negate it or Esper Charm it?

These games are very challenging game 1 with a common tactic being trying to draw enough cards that you can stay more or less in control of the stack if not the board. Then every few turns a sweeper buys you more time. The goal is to make a game of things as long as you can until you can get to a point where you can Cruel Ultimatum or Resounding Thunder the Faeries player to pull ahead in the race.

The maindeck Cloudthresher can randomly win games but it is really after sideboarding that we regain lost ground boarding in the max of Threshers as well as another Dragon. This makes us much more aggressive at attacking the Faeries player’s life total.

You should board in cheap counters like Negate and Remove Soul to gain much needed tempo. All the two-mana counters you can manage are amazing versus the Fae.

Basically against a typical Faeries player you should look to sideboard like this:

+3 Cloudthresher +1 Broodmate Dragon +1 Negate +2 Remove Soul

-2 Wrath of God -3 Condemn -1 Nucklavee -1 Pyroclasm

It is reasonable to not sideboard in the second Dragon instead keeping in the second Pyroclasm when you are on the draw.

It is also reasonable to keep in another Condemn as Negate is not at full strength when you are on the draw. On the play the ability to counter Bitterblossom is amazing but on the draw you may need the extra defense against Vendilion Clique Mutavault and Mistbind Clique. (Though it is still nice against Jace and Mind Shatter)

It is also possible to cut a Cruel Ultimatum. While the card is awesome against Faeries it loses some of its bite after boarding on account of their Thoughtseizes and the ability on their part to follow your Ultimatum with a Mind Shatter. Like with Reveillark it is so much better to knock all of your opponent’s cards out than not. However against Faeries this is somewhat more difficult as you can’t typically use Esper Charm as a discard spell plus they slow-play their hand more anyway.

Winning the first game is always challenging against Faeries and you are somewhat of an underdog but you should be totally in the driver’s seat after sideboarding so fear not. Besides if you win game 1 the whole match is kind of a free role. Just remember that after sideboarding they gain weapons like Puppeteer Clique Mind Shatter and Thoughtseize. All can be played around but you must be constantly mindful as you will have countless opportunities to punt matches against the Fae.

It is of the upmost importance against Faeries players that you have a good poker face. They have a lot of tricks that can gain them small edges if they know what you are up to. If they always have the read on your when you have cards like Remove Soul or Cloudthresher they can make your life much tougher by the timing of when they play their key cards. You must be diligent regarding the protecting of information.

On the flipside you must be on the look for when the Faeries player is leaking information. If you can tell he has a Cryptic Command in his hand you can often play around it well assuming he isn’t taking over the board with Bitterblossom or Jace. In general however don’t play around his tricks. When he has them he will have them anyway and he will get value one way or the other.

The more important factor is his ability to play around your tricks. He often can so don’t let him know what they are or when they are about to happen. For instance occasionally spend 3-5 seconds thinking during his attack phase even when you don’t have a Resounding Thunder but remember that this is only effective if there is a reasonable chance that this is how you would behave if you actually did have it.

In addition if you know for sure that you are going to Resounding Thunder his Mutavault think about it for 3-5 seconds so as to better sell it when you are bluffing later. If he doesn’t know you play Resounding Thunder don’t let him know as it will better increase the odds that he will let his life total drop to 6 or less. If he does know then put the fear into him that you may have it at any moment so as to get him to play more aggressively setting up better Pyroclasms and Cloudthreshers.

Faeries may be the most challenging match-up you face in the entire tournament but stay cool and remember above all else to guard your hand. As long as your opponent doesn’t know what you have and you don’t play your cards with much fear of what he can do you should be able to race quite well after sideboarding.

Don’t get Mind Shattered!

What about the Kithkin match-up? This one is easy. First of all they can’t realistically beat Cruel Ultimatum. Just hang out surviving eventually you will cast Cruel Ultimatum and punish them for playing around your sweepers. If they play out their hand Pyroclasm and Wrath will destroy them. If they slow-play their hand though they will be devastated by Cruel Ultimatum particularly the Mind Twist combined with an Edict and lifegain.

There are not many tactics to keep in mind in this match-up beyond setting up Cruel Ultimatum. Be aware of Reveillark after sideboarding. Try not to let them trigger a Heights if you can help it. In general draw cards with Esper Charm unless you can Mind Twist the Kithkin player entirely.

Sideboard in Firespout Wrath and Plumeveil. Other adjustments are possible depending on opponent’s build. Also Changing Negates to more Remove Souls is reasonable. Look to cut Cloudthresher Jace and Resounding Thunder (although depending on what kind of a game you want to play it is perfectly acceptable to keep in 1 Thresher 1 Thunder 1 Runed Halo etc. Remember you don’t want your opponent to be able to anticipate your strategy.

When you sideboard take out 3-4 cards and make it seem like you are sideboarding differently even if you keep your deck the same. You want your opponent to not know if you have the same tricks as last game. This works even better if you are actually changing 1-2 cards so that you actually are different but your opponent doesn’t know by how much.

The article is already pretty freaking long but I would be remiss if I did not say a few words about the Five-Color Control mirror. This match-up is a struggle no question but this version is particularly well suited for it game 1 as it features maindeck Jace as well as more Cruel Ultimatums than most people play as well as no Finks to waste draws.

After sideboarding you bring in more permission and spells like Resounding Wave which you use to punish an opponent who isn’t doing anything. The key is to just keep playing land and not do anything. Your defense will easily be too much for an opponent to break through and the winner will be the person who successfully Cruel Ultimatums the opponent.

Resounding Wave is an incredible tactical weapon as it is effectively an uncounterable instant speed cantrip Rain of Salt. Bouncing 2 Vivid Lands can be crippling. The additional countermagic will help keep the Mulldrifters from drawing the opponent cards and are just much better than cards like Pyroclasm. The best use of Negate is to counter your opponent’s Cruel Ultimatum or force yours through. Beware of Memory Plunder!

If you suspect your field will be overrun by Five-Color decks make room for another Resounding Wave in your sideboard. It is your best weapon for the mirror. Remember if you get a chance bouncing a Vivid Land on turn 3 is a sick play if you are on the play.

Cutting Sweepers and Condemns is reasonable but you need to keep Resounding Thunder in to deal with Jace. Plus it is hard to win with creatures so winning with Cruel Ultimatum and Resounding Thunder for 6 is the primary plan.

I hope this guide is useful to you this weekend. If you are planning on playing Five-Color Control in some form or another consider what you can learn from this build even if you play a different one. For instance isn’t it interesting how often Remove Soul and Negate are great? Maybe the right way to build Five-Color Control is with a lot of both…

If you are not playing Five-Color Control hopefully this guide will help you fight them by showing you what they may be planning on doing to fight you. In my experience you can’t outdraw the Five-Color decks so the best way to beat them is with tempo. Cards like Negate are just amazing.

Good luck this weekend. See you next week with my PT: Berlin tournament report. Talk about a crazy trip! Congratulations LSV! You are the man!

Patrick Chapin
"The Innovator"

  •  
  •  
#Standard 
« Previous Article
Insider Trading - The State of Extended, and Jace vs. Chandra '08!
Next Article »
Feature Article - Pro Tour: Berlin Tournament Report, Part 1 *Winner*

About Patrick Chapin

Patrick Chapin, "The Innovator," is a member of the Hall of Fame class of 2012. He is a four-time Pro Tour Top 8 competitor, renowned deckbuilder, author of "Next Level Magic," and the first player to Top 8 Pro Tours in three different decades.

thepchapin

Read more by
Patrick Chapin



ORGANIZED PLAY
  • THIS WEEKEND
  • NEXT WEEKEND
  • +
  • THIS Sunday, May 19
  • OPEN Nashville, TN
  • Super IQ Milano, Italy - Casa Dei Giochi
  • IQ Doylestown, PA - Cyborg One
  • IQ Kansas City, MO - Spanky's Card Shop
  • IQ East Stroudsburg, PA - The Gauntlet Cards & Games
  • IQ Marietta, GA - Raven's Nest Games
  • IQ Coos Bay, OR - His Junk / Her Treasures
  • Saturday, May 25
  • OPEN Dallas/Fort Worth, TX
  • Super IQ Indian Trail, NC - Be There Games
  • Super IQ Orlando, FL - The Game Academy
  • IQ Duluth, MN - Berserkson!
  • IQ Tallahassee, FL - Gamescape
  • IQ Valley Stream, NY - Mark's Comics & Collectibles
  • IQ Tempe, AZ - Pop Culture Paradise
  • IQ Eau Claire, WI - Nomad Game Center
  • Sunday, May 26
  • OPEN Dallas/Fort Worth, TX
  • Super IQ Tallahassee, FL - Gamescape
  • IQ Farmingdale, NY - Empire Gaming & Comics

STARCITYGAMES.COM EVENTS

  • May 18-19: OPEN Nashville, TN
  • May 25-26: OPEN Dallas/Fort Worth, TX
  • Jun 1-2: OPEN Baltimore, MD
  • Jun 8-9: OPEN St. Louis, MO
  • Jun 15-16: OPEN Columbus, OH at Origins Game Fair
  • Jun 22-23: OPEN Philadelphia, PA
  • Jun 28-30: GRAND PRIX Miami, FL
  • Jul 6-7: OPEN Worcester, MA
  • Jul 20-21: OPEN Richmond, VA
  • Jul 20: CLASSIC Lansing, MI

ELITE QUALIFIERS

  • Jun 9: Atomic Empire - Durham, NC
  • THIS WEEK: See all Open Trials

EVENT FINDER

  • Complete SCG Schedule - Coverage Archive
NEWS
  • 5/16 M14 Spoiler: Megantic Sliver
  • 5/15 M14 Spoiler: Vastwood Hydra
  • 5/14 Weekend Results! May 11-12
  • 5/14 YMTC4 Voting Begins!
  • 5/10 The Final Greg Staples Lithograph is...
  • 5/9 Revisions to Premier Play Changes
  • 5/9 Check out the #3 Greg Staples Lithograph...
  • 5/8 Greg Staples Lithograph #2 is...
  • 5/7 Greg Staples lithograph #1 is...
  • 5/7 Slivers in M14! Sealed in D14!
  • 5/6 Weekend Results and News! May 4-5
  • 5/3 SCG presents: ZOMBIES!
  • View All News Items - Submit Magic News
DECKLISTS
  • STANDARD
  • LEGACY
  • MODERN
  • 5/19 SCG Open Nashville,
  • 5/19 Test deck asdfa, US
  • 5/19 SCG Classic Springfield, US
  • 5/19 SCG Open Nashville, US
  • 5/12 SCG Classic Pittsburgh, US
  • 5/12 Pro Tour Qualifier Madison, US
  • 5/12 SCG Open Charlotte, US
  • 5/12 Pro Tour Qualifier Chicago, US
  • 5/05 Invi Qualifier Lenexa, US
  • 5/05 SCG Elite IQ Centerville, US
  • 5/05 Invi Qualifier north myrtle beach, US
  • 5/05 SCG Open Somerset, US
View More Standard Decks - Search Decklists
  • 5/12 Grand Prix Portland, US
  • 4/07 Invi Qualifier Glen Burnie, US
  • 3/17 Grand Prix San Diego, US
  • 3/17 Pro Tour Qualifier Melbourne, AU
  • 3/10 MTGO Daily Event
  • 3/10 Pro Tour Qualifier Magic Online,
  • 3/03 Pro Tour Qualifier Roanoke, US
  • 3/03 Pro Tour Qualifier Philadelphia, US
  • 3/03 Pro Tour Qualifier Toronto, CA
  • 3/03 Pro Tour Qualifier Madison, US
  • 3/03 Pro Tour Qualifier Magic Online,
  • 3/03 Pro Tour Qualifier West Nyack, US
View More Modern Decks - Search Decklists
  • 5/19 SCG Open Nashville, US
  • 5/12 Annecy, FR
  • 4/21 SCG Open Seattle, US
  • 4/14 SCG Open Milwaukee, US
  • 4/14 Invi Qualifier Bristol, US
  • 4/07 SCG Invitational Atlanta, US
  • 4/07 SCG Open Atlanta, US
  • 4/07 SCG Invitational Atlanta,
  • 3/24 SCG Open Kansas City, US
  • 3/17 SCG Open Washington, US
  • 3/10 SCG Open Indianapolis, US
  • 3/03 SCG Open Las Vegas, US
View More Legacy Decks - Search Decklists
SOCIAL

StarCityGames.com on Facebook


StarCityGames.com on Twitter

Join the conversation


WEEKLY NEWSLETTER

Exclusive Deals & Content Every Week



 

ACCOUNT
  • Login/Register
  • My Account
  • Order History
  • Credit History
  • Wishlists
  • Premium
  • Digital Items
  • Gift Card Redemption
CONTACT US
  • Customer Service/Order Issues
  • Advertising
  • Articles
  • Game Center
  • Gift Cards
  • Inventory Issues
  • Organized Play
  • SCG Premium
  • Selling to SCG
  • Shipping
  • Submit News
  • Website Bugs/Problems
ORDER QUESTIONS
  • Customer Service Hours
    Monday through Friday
    10AM - 6PM EST
    Ph: (540) 767-GAME (4263)
  • Email
  • Frequently Asked Questions
  • Refund/Return Policy
  • Terms & Conditions
  • Privacy Statement
  • About StarCityGames.com
SCG ORGANIZED PLAY
  • Overview
  • Schedule
  • Coverage Archives
  • Invitational Qualifiers
  • Host an Invitational Qualifier
  • Judge Rewards
  • Open Points
  • Standings
  • SCGLive
GAME CENTER
  • Star City Game Center
    5728 Williamson Road N.W.
    Roanoke, VA 24012
    Ph: (540) 767-GAME(4263)
  • Email
  • Hours & Info
ARCHIVES
  • Search our Articles
  • Coverage Archives
  • RSS Feed
MORE SCG
  • SCGMobile
  • Facebook
  • Twitter
  • Newsletter
  • SCGLive
  • TheManaDrain.com
  • CubeDrafting.com
All original content on this page is © 2012 StarCityGames.com and may not be used or reproduced without consent. Wizards of the Coast, Magic: The Gathering, and their logos are trademarks of Wizards of the Coast LLC. © 2012 Wizards. All rights reserved. StarCityGames.com is not affiliated with Wizards of the Coast LLC.