No Room for Longtusk Cub

Longtusk Cub
Unlike its friends Attune with Aether and Rogue Refiner, Longtusk Cub was not banned.
It just isn’t getting played for some reason.

No Longtusk Cub in Temur Monsters

William Ho finished 5th in the Standard portion of the Team Open with Temur Monsters.

While he played a variety of both two drops and Energy themed cards… Longtusk Cub was not one of them.

“It’s surprising to me that Longtusk Cub wouldn’t make the cut in this deck with ten removal spells AND AN ENERGY THEME…”

That said, Thrashing Brontodon made an important debut in this deck. Per Patrick…

“Thrashing Brontodon is the Truth”

  • 3/4 for three mana is actually pretty solid right now. Believe it or not, the size alone is a positive consideration in this format.
  • Thrashing Brontodon gives you main deck ways to deal with Cast Out or specialty enchantments
  • It also lessens a deck’s potential reliance on Abrade. A deck like Temur Monsters can potentially lean on the side of Harnessed Lightning (to feed an Energy theme) instead of Abrade’s flexibility. You don’t need Abrade to be as flexible because Brontodon is.

“Does Voltaic Brawler make sense over Longtusk Cub?”

“No. Next question.”

No Longtusk Cub in Golgari Constrictor

Andreas Campion finished second in the Team Open with Golgari Constrictor.

Once again we have a deck with 12+ two drops (more, if you count Walking Ballista)… Again no Longtusk Cub.

Campion’s deck plays four copies of Merfolk Branchwalker but only three copies of Jadelight Ranger. Patrick suggests if you only have room for seven, tilt the other way (with four Rangers). Mike argues to play eight, and just cut a land. After all, that is a lot of Explore.

No Longtusk Cub in Sultai Energy

Were we always supposed to be playing four copies all along?

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Perhaps the best deck of the weekend was Dan Jessup’s Sultai Energy.

This deck is notable for its use of four — count ’em, four — copies of The Scarab God main deck! Were we supposed to be playing all four all along?

Glint-Sleeve Siphoner… Merfolk Branchwalker… Servant of the Conduit… Again twelve two drops, but no Longtusk Cub!

Did everyone just think the most dangerous Grizzly Bears from the last format got banned?

Where in the world?

Don’t worry, there is no shortage of deck discussion, just Cub appearances. Check out “No Room for Longtusk Cub” now:

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Rampaging, Ramunap, Rivals, and Rants

Lots of bans in Standard this week. But Rampaging Ferocidon?

Rampaging Ferocidon

Rampaging Ferocidon Banned in Standard

Of the four most recent bans, three are relatively understandable.

  • Attune with Aether – Perhaps the most obvious of the Standard bans, Attune with Aether is the quintessential one mana manipulation spell that is just too good. There is ample precedent for cards like Ponder and Preordain being banned at the one. Why not Attune with Aether? Attune with Aether is essentially a Lay of the Land (a “good enough” card) with an Energy add-on.
  • Rogue Refiner – Rogue Refiner is just a cantrip. It’s a 3/2 creature for only three mana that does two things. Unfortunately one of which is “draw a card”. Rogue Refiner is probably a little too good, but it isn’t clear it would or should have been banned if not for all the other Energy cards.
  • Ramunap Ruins – So it turns out that Temur Energy wasn’t even the highest performing deck in Standard. Ramunap Red was! While Ramunap Red might have been challenged by Temur Energy, it was absolutely great at killing everyone who didn’t buy into the “there are only two decks” Standard paradigm. Ramunap Ruins is the card that sets this deck apart. Getting rid of Ramunap Ruins makes room for other decks post-ban.

So these three make sense.

You might not have bet on Ramunap Ruins… But it makes sense.

Rampaging Ferocidon wasn’t the best, or the second-best, or the eighth-best card in Mono-Red. In fact, many Mono-Red decks didn’t even play four copies main deck!

The Brilliance of Banning Rampaging Ferocidon

While counter-intuitive, the Rampaging Ferocidon ban is wonderful in a certain light.

Forget for a moment about the Randy Buehler-era paradigm of banning only the broken cards. What about banning cards that make the format less fun?

The problem with Rampaging Ferocidon is that it makes it very — very — difficult to sideboard against Red Decks. It’s nice to be able to side in life gain cards and have them work, right? But even cards like Regal Caracal become liabilities… It stinks to trigger Rampaging Ferocidon but not be able to cash in on lifelink.

And Rivals of Ixalan, Too!

While most of this podcast is a discussion of the recent bans (plus a master class in game design by Patrick), we would be remiss to leave out some of the new cards that, you know, came out last week.

What red creature might make a massive impact coming up?

A flyer that pre-empts Glorybringer and might even compete with Hazoret, the Fervent?

Check out “RRRR” to find out!

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This episode is sponsored by ZipRecruiter. Top Level Podcast listeners can post jobs to ZipRecruiter for FREE at Ziprecruiter.com/TopLevel

Masterfully Metagaming Sand Strangler

Sand Strangler
Sand Strangler Graduates to Main Deck!
Stephen King said it.

William Faulkner said it first.

Kill. Your. Darlings.

Which darlings, you ask.

How about the automatic three-of (if not four-of) at the Ramunap Red four? Hazoret the Fervent.

Cut Hazoret? Are you crazy?

Hazoret the Fervent versus Whirler Virtuoso

As a red mage, have you ever faced off against Whirler Virtuoso? If you haven’t, it sucks. It’s just really hard to bust through, even though you have one of the best offensive threats in the format.

Now imagine — assuming sufficient Desert power — Sand Strangler against Whirler Virtuoso.

Smoosh, right? Smoosh.

When essentially half of the format is Energy decks, Sand Strangler over Hazoret main deck starts to make more sense.

Pro Tour Hall of Famer Ben Stark executed on exactly this plan, finishing in the finals of Grand Prix Atlanta with a new look at Ramunap Ruins.

For reference:
Desert Red, by Ben Stark

Wait a minute! Don’t I just suck in the mirror now?

While cutting Hazoret — one of the most important cards in the mirror match — certainly costs you percentage in the mirror, Ben counterbalanced with the duo of Sand Strangler and Glorybringer.

Remember: Sand Strangler and Glorybringer are two of the most frequently sided in cards in Red Deck mirrors.

So while you lose some Hazoret points, you get back some “free” sideboard creature points.

… And it’s not like Ben’s deck can’t side in a bunch of Hazorets after boards.

But mathematically? There is more Energy than Red right now. Ben’s metagaming was simply masterful.

New Decks Aplenty

Desert Red was cool, but it wasn’t alone.

This week Patrick and Mike tackle such instant classics as:

  • Esper Approach of the Second Sun
  • U/G Electrostatic Pummeler (with four copies of Bristling Hydra, for Mike)
  • Grixis builds aplenty

Check out “Masterfully Metagaming Sand Strangler” and you too may just become a metagame master:

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Energizing River’s Rebuke

River's Rebuke

Meet River’s Rebuke: Mirror-Breaker

Have you ever played the Temur Energy mirror match? And by “Temur” Energy we would include Four-color Energy and its cousins. The archetype is so good at brick walling itself.

Everyone has plenty of material. Attune with Aether, Rogue Refiner, and Planeswalkers can help develop resources. The Scarab God gives you something to do with your long-term land. It can bust through opposing defenses over time, and from multiple directions. Glorybringer — especially in multiples — combines evasion with card advantage. And Planeswalker-slaying!

But yet, Whirler Virtuoso is so good at keeping damage at bay!

How are you supposed to bust through?

May we suggest River’s Rebuke?

River’s Rebuke: Next Level Sideboarding

Here’s the thing about River’s Rebuke.

It’s a sorcery.

Who sides in Negate against Temur Energy? You know, the deck with 21-25 creatures? Would you side in Negate? What do you plan to Negate? A giant Vehicle? You’ve already got Abrade for that.

Whatever Negate!

It sits in your sideboard.

Meanwhile, you and your opponent accumulate more and more material, brick walling one another until…

Somebody Casts River’s Rebuke

Here’s the other thing about River’s Rebuke. It’s one-sided. Many times when you cast it, the game will be over that turn. You know all that Whirler Virtuoso brick walling? Ain’t no one home to defend. Even The Scarab God is going to fail in the face of River’s Rebuke.

Two members of the Pro Tour Ixalan Top 8 — Christian Hauk and Piotr Glogowski — ran it last weekend.

Temur Wasn’t Even the “Good” Energy Deck

Sultai Energy in the hands of former World Champion Seth Manfield reigned supreme. The trickiest of the Energy decks, Sultai has a two-card combo of Hostage Taker and Blossoming Defense that few decks want to tussle with.

Learn more about Temur, Sultai, and the entire PT Ixalan Top 8 in “Energizing River’s Rebuke” now!

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Approach of the Second Sun at Pro Tour Ixalan

Approach of the Second Sun

Approach of the Second Sun

Patrick is coming to us straight from Pro Tour Ixalan this week! He played a new take on R/W Approach of the Second Sun with Sunbird’s Invocation, but more mana and fewer expensive spells.

The Pro Tour is lousy with Temur Energy (and Four-color Energy, and Sultai Energy)… But that just gives it structure to attack! Patrick’s approach to Approach seems thought-provoking now, and sounds like it will be influential moving forward. Most opponents have many “dead” cards in Game One. Imagine the B/U Control opponent who cycles through his entire deck with Search for Azcanta only to find… There is nothing to find.

Or the Energy deck (or any deck, really) that doesn’t kill you fast enough… Can they stop you from playing your Approaches?

Well… Sometimes 🙂

Give it a listen:

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How to Approach Sunbird’s Invocation

Sunbird's Invocation
Sunbird’s Invocation was a “Perfect 10” at US Nationals

The Sunbird’s Invocation Combo

Adam Bialkowski busted open Standard with a 10th-place finish at US Nationals last weekend. He used a R/W Board Control-slash-Combo deck utilizing this big red six and a certain favorite white seven…

Approach of the Second Sun
Here’s the simple explanation of this combination:

  1. You play Sunbird’s Invocation on six.
  2. You untap and play Approach of the Second Sun on seven.
  3. When you cast Approach of the Second Sun, the Invocation digs through the top of your library to check if there is an Approach of the Second Sun there; if there is, it will cast it for you.
  4. Your first Approach of the Second Sun (which you cast from your hand, remember) checks to see if you cast another Approach this game… You did!
  5. Ding!

This together, these two cards represent a turn seven insta-win combo.

Sunbird’s Invocation Fail State

So you’ve invested six mana in a big red enchantment.

Miraculously, you’ve untapped, still alive.

However you don’t have an Approach of the Second Sun…

What’s a girl to do?

Chin up, Planeswalker! So you don’t have a turn seven insta-win! That doesn’t mean you don’t have game…

Your Invocation plays a pretty good “personal Howling Mine” once you’ve untapped. Basically, your spells can potentially snowball into more and more spells. In the 10th place version, there are a ton of expensive cards — tons of fives sixes and of course sevens — that make its centerpiece enchantment really look good.

What’s Wrong with Sunbird’s Invocation?

If there is anything “wrong” with the Perfect 10, it might be all those expensive cards!

Adam certainly benefited from a (current?) (short-term?) gap in Mono-Red popularity. The archetype version only has one Magma Spray in the main deck, and no real way to develop its game plan against B/U Control in the early game. Further, it has a lot of expensive cards but no great way to ensure it hits all its land drops.

That isn’t taking anything away from the innovation; just to say that there is still a lot of room for optimization.

A flaming owl wasn’t the only hot Hot HOT deck to stand out at US Nationals. Check out “” now to learn more about Abzan Tokens, Mardu Vehicles, and more on the B/U Control v. U/W Control matchup in Standard!

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The Best Decks in the Worlds

Worlds Favorite: Longtusk Cub
Longtusk Cub headlined one of the best decks in the Worlds
Worlds was awesome!

We saw an amazing overlap of one of the best players of all time wielding those top skills at exactly the right time, combined with great preparation and and even better 60/75.

But we get it.

You have questions…

Top Level Podcast is here to answer those questions this week! Questions like…

  • If The Scarab God is so good, why didn’t Huey play it in his Temur Energy deck?
  • Is Commit // Memory an ace-level replacement for The Scarab God… Or basically just a boring old Utter End?
  • Is Longtusk Cub secretly just the best card in Standard?
  • Why should you play “Treasure Red” instead of regular old Ramunap Red?
  • When should you play any of the following, and in which order? Opt, Hieroglyphic Illumination, Glimmer of Genius
  • Will Huey be the first person to win Worlds, and then win Nationals the very next week?

Don’t you fret, beloved listeners! The answers to these and other burning questions await in…

The Best Decks in the Worlds

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The Scarab God Appreciation Week

The Scarab God
The Scarab God ends games quickly
Pro Tour Champion Patrick Chapin and Resident Genius Michael J. Flores begin their discussion of The Scarab God in an odd context… Splashed in a version of Michael Jacob’s Temur Emerge!

Even here, The Scarab God is just a remarkable threat. After all, it is a 5/5 creature for five mana to start. Killing The Scarab God is a challenge, to say the least. The other two lines of text are as good as they are anywhere.

The Scarab God against Gate to the Afterlife

One of the big incentives to The Scarab God right now is its ability to interact with God-Pharaoh’s Gift type decks.

Whether on its own or in concert with Kalitas, The Scarab God puts tremendous pressure on the opponent’s graveyard. Consequently, the opponent might never have six creatures in his graveyard, say.

What should you steal? And when?

Angel of Invention
Angel of Invention is one of the best cards you can reanimate.
Patrick likens this combination to Donate / Illusions of Grandeur! The increased size of Angel of Invention (4/4 to start, when a zombie instead of just an angel) combined with the creature’s natural lifelink protects your own life total while smashing for a ton in the air.

Depending on your archetype, The Scarab God might want to reanimate Trophy Mage. Trophy Mage in the current Standard only has the purpose of finding Gate to the Afterlife (which, in turn, only has the job of setting up God-Pharaoh’s Gift)… This not only gives you potential redundancy but can keep your deck strong through the mid-game, even through multiple copies of Abrade.

The Scarab God needs no help

Mike speculates you might want to play Strategic Planning to help fill your graveyard.

Patrick cautions that the god needs little help in filling your own graveyard. The creature, remember, is huge and next to impossible to kill! The Scarab God will typically do fine just reanimating whatever the opponent gives you for targets (though he concedes that getting the big five itself into the graveyard for purposes of Liliana reanimation might be nice).

The two riff on a potential new B/U deck, based on Patrick’s GP Denver Grixis build.

This podcast covers many additional topics… Everything from Brad Nelson’s continued dominance of Standard (this time with Temur Emerge) to the U/R Advanced Stitchwing deck, to speculation about post-rotation deck archetypes. Check it out now!

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Everybody Hates Earthshaker Khenra

Earthshaker Khenra
Sorry, Earthshaker Khenra. Your window may have already closed 🙁
Well… Maybe

Sylvan Advocate Hates Earthshaker Khenra

Sylvan Advocate
On the way to yet another Grand Prix Top 8, Standard superstar Brad Nelson time traveled and re-innovated the B/G Winding Constrictor deck last weekend, bringing back Sylvan Advocate over Grim Flayer or Longtusk Cub at the two.

Sylvan Advocate? What is this? 2016?

Grim Flayer is great. Longtusk Cub is great. Even Glint-Sleeve Siphoner can be pretty effective. You know what’s even better? Three toughness.

Sylvan Advocate comes down as a 2/3 (forget about its size in the future)… Meaning that it can withstand a Shock on turn two, unlike the other B/G two drop options. As a 2/3, it also pwns tiny 2/1 Earthshaker Khenra.

And at 4/5? It chomp Chomp CHOMPS even a 4/4 Earthshaker Khenra later in the game!

Approach of the Second Sun Hates Earthshaker Khenra

Mike’s sidekick over at the Ancestral Recall Podcast, Roman Fusco made another Star City Games Classic Top 8 last weekend… This time with an innovative U/W Approach of the Second Sun deck designed by Roman’s frequent collaborator (and Regional Finals victim) Dan Ward.

This U/W deck is truly creature-less (and for purposes of Torrential Gearhulk, artifact-less). That completely blanks Earthshaker Khenra teammate Abrade. While haste is helpful across many of the Mono-Red deck’s creatures, the ability to prevent blocking also takes up relevant space on the text box. Against no creatures? No additional value.

But the thing that really, really hates the Red Deck?

Unsummon

Unsummon!

The old school instant has an amazing superpower against Mono-Red. If the opponent has one card in hand only, you can Unsummon another creature (putting a second card in the opponent’s hand) to blank an attack by Hazoret the Fervent. And of course, if you Unsummon the 4/4 backside on an Earthshaker Khenra, that will be that.

This should surprise no one, though: Approach of the Second Suns decks hate Earthshaker Khenra.

Grasp of Darkness Hates Earthshaker Khenra

Grasp of Darkness
Grasp of Darkness really, really hates Hazoret the Fervent… But will settle for murdering a hasty Jackal Warrior, let’s be honest.

Grasp’s new teammate Gifted Aetherborn, though… 2/3 over 2/1 again, etc. etc. And if the Red Deck needs to spend its second turn pointing an Abrade at Gifted Aetherborn? It won’t even have time to drop Earthshaker Khenra on curve.

To find out what other cards and decks are creating a hostile Standard environment for our poor Jackal Warrior, check out this week’s episode!

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How ’bout Them Ramunap Ruins?

Ramunap Ruins
Ramunap Ruins may be the most important new card from Hour of Devastation.
Earthsaker Khenra? Yeah! That’s a great creature, we’ll grant you… But it’s still just a creature. Ramunap Ruins can’t be countered and gives players a resource to lean against instead of flooding out.

This land enters the battlefield untapped. It essentially has the superpoower of tapping for both red and colorless; it can support Eldrazi Obligator (or Reality Smasher), not just a purely red creature rush.

Ramunap Ruins finishes off control players. The idea of locking down Standard with counterspell control decks will be a thing of the past. Eight life? Ten life? What life do you think it is safe to stabilize? As long as it has enough Deserts, Ramunap Ruins will work to close out games. This will make for a really tough metagame for U/R Control.

Ramunap Ruins can enjoy a critical mass of haste. This is the true golden age of Red Decks. This might be the most important card on the list, but being able to tap it on turn one for a Bomat Courier; then turn two for an Earthshaker Khenra; then maybe dip into a Lathnu Hellion on turn three is an embarassment of (hasty) riches.

It is not good enough, however to drive Arborback Stomper to playability.

Give this week’s episode a listen now:

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