Rise of the Eldrazi helped ensure that the final nail was put in the coffin of the Turbofog and Jacerator archetypes. The big three Eldrazi – Kozilek, the Butcher of Truth, Ulamog, the Infinite Gyre and Emrakul, the Aeons Torn – all have the ability of shuffling their owner’s graveyard into their library when the card hits the graveyard. Good bye mill strategy.

This is a little like my current list:

Obviously, due to budget, there are some cards missing. Jace, the Mind Sculptor would be nice. Elspeth, Knight Errant would be handy. However the strategy of the deck is sound and reasonably consistent. Use counters and removal to stay alive long enough to drop a threat then win in 3 turns. Meanwhile Ponder, Jace Beleren and Jace’s Ingenuity provide enough card advantage to keep the answers coming.

Threats

My chosen threats are:

Celestial Colonnade cannot be underestimated. It survives Day of Judgment, it is evasive and its mana is still available for a Path to Exile in response to combat or on your opponent’s turn.

A resolved Sphinx of Jwar Isle is really hard for most decks to deal with. The only decent answers once it hits the deck are Day of Judgment, Consuming Vapours or Gatekeeper of Malakir. The opponent is on a four-turn clock.

Baneslayer Angel is a force to be reckoned with and her arrival on the table changes games. In two turns this card can change a 5-20 losing score line into a 15-10 winning position. Admittedly, she’s no longer quite as awesome as she was when M2010 was the current core set, however she still demands to be removed to lost to.

Sun Titan is a powerhouse in this deck. If you haven’t read its ability then do so now. It recurs Tectonic Edges, Arid Mesas, Misty Rainforests, combat casualty Celestial Colonnades as well as removed Oblivion Rings and exhausted Jace Belerens. It’s a little bit ‘win more’ but it certainly makes it very clear that you’re winning and you intend to keep it that way. I would love to make more room for cheap permanents in this deck, may Ice Cage or similar or possibly even Eel Umbra, but the cheap counters and removal are more useful.

What Does the Deck Lose After Rotation?

The main card this deck loses after the release of Scars of Mirrodin is Ponder. Ponder is a handy little utility card that smooths draws, gets rid of dead cards and replaces itself. There’s an almost perfect replacement for it in Preordain. Scry 1, draw 1 is a great ability but I’m not sure it’s as powerful as look at 3, maybe suffle, draw 1. The thing is that a deck like this, everything is an answer and the answers are designed to be as broad as possible so there are very few dead cards at any given moment. So I guess any card that allows you to stack the top of your deck is useful, despite whatever else it might or might not do. Having said that, there’s no worse feeling that dropping a Halimar Depths and seeing three lands when you already have 10 out and need something big, or seeing 2 Sphinxes and Baneslayer when you’re on 3 mana and are about to die to a Vengevine.

Additionally the deck says goodbye to Path to Exile, the most efficient removal spell currently in Standard. However, it’s to be replaced with Condemn, which is in some case better.

Oh, and Oblivion Ring rotates out, too. The only replacement we have for that at the moment is Journey to Nowhere which is too narrow to be as useful. That said, I can see aggro making a resurgence and exiling a primary threat is always a good thing.

Turbofog’s biggest upside, for me, is that when it goes off it’s incredibly fun to be playing. The sense of the approach of inevitable win as Jace Berlen gets his 11th counter with a pair of Archive Traps and a clutch of Fogs in hand is enthralling. I love it when the combo goes off. It’s even OK when the combo gets beaten by a faster deck or a savvy player. What’s really not fine with the Bant build of Turbofog is the fragility of the manabase. If you’re kept off any one of your three colours then the deck relies too heavily on your opponent having the wrong cards in hand.

That is precisely why Joel Calafell was entirely right to build a blue-white milling, damage prevention deck. Calafell’s list is well documented and is all over YouTube, Wizards.com, Channel Fireball and pretty much everywhere else that was interested in a rogue deck going 6-0 at the World Championship. I’ve left it rather a long time to start making comments about the blue-white build but I spent a while trying to make the Bant build work and now making the blue-white build work to my tastes.

The core of the deck is the same as Turbofog: Howling Mine and Font of Mythos as a drawing engine coupled with the fog engine of Angelsong and Safe Passage with Day of Judgment acting as a fog effect. The win condition is Time Warping to ramp the manabase, charge Jace Beleren to critical mass and cast Archive Traps.

This is my current build.

I stand by my assertion that more than 2 Fonts can clog your opening hand horribly. I’ve cut the life-gain in favour of a singleton Twincast and an additional Archive Trap.A Twincasted Time Warp or Archive Trap is as good as game over, however any more than one and you’re running into a dead card to frequently.

Flashfreeze is maindeck still as a metagame call – Cancel could fit just as easily in the main with the Freezes in the side but Jund and Valakut Ramp are tricky matchups and are both reaosnably popular in Plymouth.

The additional Archive Trap speeds things along a bit and helps prevent the frustration of an unanswered fetchland-into-basic in the early turns. It’s been suggested to me that milling a Vampire deck too early can lead to all kinds of problems with Liliana Vess and Bloodghast, but if milling removes Haunting Echoes, Duress, Mind Sludge and Bloodchief Ascension, it’s all good.

I have more countermagic than Calafell, running both Negate and Flashfreeze. This deck can be horribly rickety in some matchups and being able to say “No” more often is no bad thing.

What’s missing? Silence is. Whilst I love this card, and it can be incredibly useful as an almost-Time Warp, it often just delays the opponent rather than stopping them. The most useful thing the card does is stops the opponent interfering with your turn when something big is about to go off, either by shutting them up for the turn or by drawing out any countermagic they have in hand.

I’m also not running Rest for the Weary at the moment, although I’m not convinced of the wisdom of this. On the one hand having more proactive cards is fantastic, however sometimes that extra little boost to your life stops games ending unfavourably. I’m thinking here of how much of a pain in the arse Bloodchief Ascension has been for me. That said, Baneslayer Angel swings life totals quite dramatically and provides a good buffer late game.

So there it is: my take on Jacerator. It’s fun, it’s reasonably consistent and sometimes it wins. I like it.

For a few weeks now Turbofog has been on the shelf and I’ve been playing with a couple of different archetypes.

Before I get too much into that though I want to say a few things about the metagame and some of the changes that are afoot. Of course, when I say ‘the metagame’ what I mean is ‘my metagame’ – Magic in Plymouth.

My meta is ridiculous. Weekly tournaments are attended by 10 to 14 players, typically. 16 is considered a good turn out. Of these, something like 7 or 8 come along every or most weeks. For a meta this small the deck you can expect to play against varies depending on who comes and whether they fancy a change from their usual archetype.

The decks being run at the moment are more or less like this: 2 jund, a handful of Valakut Ramp, a few Boros Bushwhacker, one Black-White life-loss, two vampires, one vampire-flavoured Agadeem, Bant Turbofog (huzzah!), Jacerator (Calafell’s list – if it aint running Fog it ain’t Turbofog), White Weenie which has morphed into mono White control – but Im yet to play against this incarnation – and the once and future Esper that got replaced with Luis Scott-Vargus’ RWU control maindeck with a locally tuned sideboard (no Baneslayers). Oh yes, and Red-Blue Runeflare, featuring Time Warp,Twincast, Ponder, Lightning Bolts, and of course the eponymous Runeflare Trap. In fact, it was this deck that prompted me to write this.

In a metagame like this I can see a lot of value in going rogue so last week I ran the deck that has been decried since Zendikar rotated in as being the worst deck in the current Standard: Blue-White control. Actually, it’s probably the second worst; mono-Blue being the worst. I ran 13 counters including 2 Cancel because, you know, sometimes what you want is a late-game hard counter for three mana. I also ran Flash Freeze, Negate and Essence Scatter. I lacked enough Hindering Light to make running it feel worthwhile. I also had Ponder to help dig up those lands to make the drops. I am fortunate enough to own a playset of Baneslayer Angel and it’s rude not to run them if you’ve got them. I teamed them up with Sphinx of Jwar Isle.

Actually, the Baneslayer vs Sphinx debate is one I’ve been paying attention to recently. I’ll have my say in another article. For now I’ll just trailer that by saying that if the Angel Sticks it’s insane and it only needs to stick for a couple of turns to be completely hatstand. This is one of those old-fashioned control decks with a heavy finisher.

The counters are intended to keep you alive long enough to be able to cast the creatures and then to keep them on the board. It’s not exactly a new strategy and frankly it’s far from a broken deck. That said, it spends a lot of time being draw-go, which I love. I love.

Is Blue as dead as everyone claims? Probably not in Plymouth. I think Blue control has a viable build somewhere but it definitely wants White, perhaps with a splash of Red for removal. Or possibly with a little bit of Green for Vines of Vastwood and ramp (Harrow, Llanowar Elves, maybe Rampant Growth). Giving up removal in exchange for game-plan acceleration might just work. Goldfishing the Bant version leads to plays like Forest – Elves, Plains – Harrow, Plains – Baneslayer Angel.

Against an opponent that would never happen, of course. It’d be ‘goodbye Elves on turn two and I’d want to keep a couple of mana open to ensure Baneslayer doesn’t bounce, get double bolted, or otherwise splattered, but a defended Baneslayer on turn 4 is very attractive, especially in a meta where I regularly face down Plated Geopedes pumped with fetchlands on turn three.