As the Dissension spoiler came out, I was overjoyed at the amount of playable cards. I took random notes of what I should remember when I play Mental Magic, but otherwise, Dissension was just another set. I eventually hit the part where I started thinking of what cards I would like to own, which naturally lead to a list. I first thought of how to shore up any decks I've made, especially my terrible Machine Head creation. Then, I thought of the casual formats I play, besides y'know… casual. Split cards and Guild cards meant that my Mental Magic stack was very happy, with even more cards to memorize per mana cost!
Then I remembered my Type 4 stack. With every set comes new cards, which meant my stack needed said cards. Unfortunately, Dissension is relatively unequipped to handle the demands of Type 4, but invaluable for those who have just started building a Type 4 stack. Hell, I started mine a few months ago and all I'm missing is about half a dozen Legends and an Urza's Rage.
Guildpact added a lot to Type 4, and I only realized this when I saw the complete Dissension spoiler. Dissension rares are outclassed, overwhelming, or completely annoying. Stalking Vengeance, Windreaver, or Dovescape are exemplar of Dissension's odd combination. I was happy that I didn't need to shell out for a box to be able to sex up my stack, but I was a little miffed because I didn't see a lot of new splashy effects. Then it hit me: Dissension is simply powered-up old cards, making previous Type 4 staples obsolete.
Considering that this format is more A.D.D. than The Land Game, with crazier combos than Vintage, and a format based on doing cool things, there is absolutely nothing wrong with increasing the power level. Unfortunately, this meant that some cards that were pretty cool just didn't cut the mustard. This Type 4 article is about mourning the inability to add new stuff, but also the joy of adding one of the most powerful Type 4 cards ever printed. But before revealing the craziest card of them all, a moment of silence for Kindle the Carnage, Govern the Guildless, and Isperia the Inscrutable.
Kindle the Carnage is a much needed discard outlet in the format, as it fills your “second hand” (a.k.a. Graveyard). This lets you do cool stuff with reanimation, but Kindle gets the axe because it is a sorcery and the only reason you're going to cast it is to kill some of your opponent's creatures, filling their second hand as well. Govern the Guildless seems really cool, with its color changing powers, but the fact is that we've already got Dominate. Other effects that steal creatures are either Auras with some added bonus, or some sort of combat trick. Finally, Isperia the Inscrutable is simply not big enough to do some getting-in-there, isn't insanely resilient, and doesn't have sufficiently cool abilities.
Now, the replacement cards:
Simic Sky Swallower – I like this guy because he reminds every Spike who plays with my stack that I have a normal Sky Swallower in there somewhere. Secondly, he has two evasion abilities and is relatively hard to kill due to being able untargetable. He is near the bottom of the barrel, but he's right in the proper curve of being a beater that has the power of six. The Simic Sky Swallower can replace any crappy beef you have in your stack that dies to targeted removal, and he happens to be a foil to the Best Type 4 Card Printed in Dissension™.
Voidslime – Stifle on crack. Everyone loves Stifle, as it is always useful and players like using countermagic that isn't the boring “counter target spell.” This means that Voidslime replaces Squelch, who is only acceptable due to its cantrip ability. While drawing a card is pretty dandy, I'd rather be able to stop whatever they're doing than force myself to dig through my library for an answer.
Wrecking Ball – This one should be a no-brainer to include. Find the worst kill spell you have in the stack, and Wrecking Ball replaces it. The question is whether you believe it is Dark Banishing, Rend Flesh, or something else. Everyone's stack is different, so one might be more powerful than the other. That, and Dissension adds two lands to the mix.
Prahv, Spires of Order – This replaces Pentagram of the Ages, which is sad because Pentagram is such a classic. The reason is that Prahv is free, while Pentagram requires a whole turn. Or you could keep both, if you really don't want to part with Pentagram.
Muse Vessel – Less random than an Ornate Kanzashi, yet immediately available (unlike Planeswalker's Mischief). Even if you only get one activation out of the Muse Vessel before it's destroyed, you've gone one-for-one. This cannot be said for Planeswalker's Mischief, which does deny people their hands but only temporarily removes spells from the game. Muse Vessel can also hit your own hand whenever you need to hide a card from a Myojin of Night's Reach or Ghost-Lit Stalker.
Crime / Punishment – May not make the cut because of sorcery speed, but this card is extremely versatile. Punishment can serve as a Wrath of God, Tranquility, Shatterstorm, or any of the above depending on the circumstances. When it comes down to it, Punishment is a flexible Wrath that hits multiple permanent types. If you don't need to blow stuff up, Crime is a perfect way to get back a Debtor's Knell or a versatile creature.
Hit / Run – This could technically replace Diabolic Edict, but that seems to be a shame. Hit and Run is a card that could replace poor artifact or creature destruction. Hell, that's only the Hit portion of the card. Run won't be as useful as a Hit, but there is nothing wrong with having 8/1 Saprolings.
Swift Silence – Here's Swift Silence's instructions: stop everything, draw some cards. Do not use on Replicate spells. I like drawing cards.
Indrik Stomphowler – Some creatures destroy artifacts, some creatures destroy enchantments… Indrik Stomphowler is the first to do both. Yes, I'm only talking about 187s, so don't pester me about other creatures. My point is: Wizards, what took you so long?
Odds / Ends – Odds and Ends is the ultimate Counterspell. You play a Counterspell, and your opponent's stuff goes into the graveyard. Just like Voidslime allowed something to counter spells, activated abilities, and triggered abilities; Odds and Ends allows you to counter people's attack steps. “Oh, put your creatures into your graveyard.” See? Exactly like a Counterspell. What about the coin-flipping part of this split card? Well, if you aim Odds at a Fact or Fiction, do you really care if you get heads or tails?
Those are some fun cards, but they are not the cards that your Type 4 stack craves. Now, there might be some debate on whether numbers two and three are as good as I think they are, but the best Type 4 card in Dissension cannot be ignored. Let's carry onwards.
Rix Maadi, Dungeon Palace is the third most card that should be included. It is a discard outlet, which enables Glory, Genesis, or just random recursion fun to occur. Rix Maadi is “free” by being a land, and while it helps you in your quest to achieve graveyard goodness, your opponents might not be able to play that game with you. A lot of complaints come from my players about the lack of discard outlets, so this fills the slot whilst disrupting your opponents.
The second most important card of Guildpact is the Protean Hulk. First, it's a pun, and you are permitted to hit people who make puns. Second, while the flavor text is awesome, it is the ability that cannot be discounted. The Protean Hulk is a 6/6, which means it is on par with the majority of the big stuff that lurks in a Type 4 stack, but when he dies, you get to fetch creatures from your library and put them into play.
Wizards of the Coast must be thinking that the popularity of Sakura-Tribe Elder being a walking Rampant Growth means that they can create a Tooth and Nail with legs. But unlike Tooth and Nail, once this beast is in play only Stifle, Voidslime, and Time Stop can halt the Hulk's search. Free Nazi Foxes, Armored Guardian, Karmic Guide, or whatever. Properly nabbing creatures that cost six or less will also allow you to place multiple creatures into play, such as the best Dissension creature for Type 4…
The Azorius Guildmage takes the cake for the best Type 4 creature. I know, it's a little surprising considering the fragile body of this little guy, but she goes a long way. Type 4 is about breaking rules, and for the most part, good cards do that. The Azorius Guildmage evens things up; making sure that no one has an unfair advantage, except you.
She completely shuts down any creatures with abilities, which I'll get into further detail later. She doesn't allow combat to occur at all, except with your permission. The Azorius Guildmage is a Crowd Favorites Supreme, because she shuts off the Crowd Favorites while tapping down whatever you want. Superman? Super what? Nazi Fox can no longer unite all beings under one color. Visara doesn't smoke your creatures, and Jareth can't get his protection on. Aladdin's Lamp? Sorry, no shotgun. Towers do nothing. She stops cycling, although Decrees' abilities still go on the stack. Channel is unusable, along to go with any sort of activated ability. Plop the Guildmage down when there are a bunch of really annoying creatures on the board, and people will spend kill spells to get rid of them because you let them. Sure, the Guildmage is going to die, but she's forcing opponents to use cards in hand rather than resources on the board.
Have fun with your stacks and remember to “say Go.”
Tyler Savoy
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