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Quality Contributions Report for January, 2020Another year, another set of Quality Contributions.
Below you will find your Quality Contribution Report for the month of January. For this report, I'd like to say a special thank you for tracingwoodgrains for helping me sort through this batch and come up with post names. Your help was indispensable.
As a reminder, you can nominate Quality Contributions by hitting the report button and selecting the "Actually A Quality Contribution!" option from the some menu. Additionally, links to all of the roundups can be found in the wiki of /theThread which can be found here. For a list of list of other here great community content, see here.
Without further ado, you Quality Contribution Roundup:
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Contributions for the Week of January 06, 2020naraburns on:
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A Requiem for Ravnica
But even a tough year of Magic contains a lot of good games and a lot of fun cards. And even if our enemies vanish with rotation, it is a bittersweet victory, because we lose some friends along the way.
This post, like my Requiem for Ixalan, is a requiem for what we've lost, and a "thank you" to the cards that shaped some of our most enjoyable moments.
We just lost a lot of sets, and I'm definitely going to leave out some cards here. Please record your own goodbyes in the comments!
Goodbye, Ravnica!Ravnica may be the best plane in the game. So many of its sets and cards have been absolute heaters over the years. From Lightning Helix and Shadow of Doubt to Voice of Resurgence and Ruric Thar, the guilds and their warriors have defined the game for many of us. The latest block was no exception.
I'll start with the guilds, and hold the WAR and other monocolored cards until the end.
Goodbye, Azorius. Goodbye to Dovin, everyone's favorite three-drop white-blue planeswalker, who was almost close to good enough... twice, in two sets. Goodbye to Elite Guardmage, who... see "Dovin". Goodbye to Lavinia, who never really hung out with us -- but we'll still root for her as she takes on Force of Will and other nonsense in the big leagues. Goodbye to Deputy of Detention, exiler of 2/2 zombies and good friend to Yorion players everywhere. And goodbye to Dovin's Acuity, one of the more unexpected Mythic Championship superstars of the modern era.
Goodbye to Absorb -- a perfectly balanced lifegain control card, which turns out to be harder to make than you'd expect. Goodbye to High Alert (and its Rubenesque companions -- Senate Courier, Resolute Watchdog, Humongulus, and all the rest). Goodbye to Unbreakable Formation, which wins the "wait, that was an Azorius card?" award for this block. And goodbye to Dovin's Veto, which I've awarded the Azorius MVP trophy after Teferi was banned from the league for breaking the rules of the game.
Goodbye, Boros. Goodbye to Feather -- who inspired one of the all-time great MagicTCG preview threads, and actually lived up to the hype (unlike certain boar gods I could name).
Goodbye to Deafening Clarion; people laughed at your lifelink, but it won many a game nonetheless. Goodbye to Aurelia, a four-mana ball of stats who hung on to relevance for longer than I expected. And goodbye to Tajic, beloved friend and mentor, who died in a clarion accident (leaving behind a wife and four children, who took no damage).
Goodbye to Chance for Glory, one of the worst cards ever to end up in rank 1 mythic at the end of a season. Goodbye to Legion Warboss -- you were no Goblin Rabblemaster, but we loved you for who you were, and for the main-phase bugfix in Arena that should be named after you. And goodbye to Justice Strike; we'll see you later in Tier 3 Historic, as you make Phyrexian Obliterator players wish they had never been born.
Goodbye, Dimir. Goodbye to Lazav, and the endless closet full of Halloween costumes they've been using to impersonate dragons and angels and Elder Giants.
Goodbye to Doom Whisperer, one of the best unplayable five-drops of all time, and to Nightveil Predator, which was somehow just a little bit more playable than Doom Whisperer. Speaking of nigh-unplayable fancy flying creatures: Goodbye to Dream Eater! And to Thief of Sanity, best of the bad bunch, and a worthy update to my old favorite creature, Dimir Cutpurse. But the biggest trap card of them all, of course -- no contest, really -- was Unmoored Ego (farewell!). They are all bad but I love most of them anyway.
Goodbye to Narcomoeba, Discovery/Dispersal, Mission Briefing, and especially Drowned Secrets, which teamed up to create a self-mill deck that was exactly as powerful as those decks ought to be. I picture them hanging out in a bar and watching their friend Creeping Chill destroy aggro decks on a TV that shows only Twitch streamers playing Modern leagues. And goodbye to a BUNCH of other sweet uncommons, as powerful as the rares and mythics weren't -- Thought Erasure, Sinister Sabotage, and Disinformation Campaign (which held the short-lived title of "most obnoxious draft uncommon in recent memory" until Zenith Flare came along).
Goodbye, Golgari. When Magic was about grinding, you ground better than anyone. Goodbye to Golgari Findbroker and to Find/Finality -- I wish I'd had more time with you before they printed Nissa. Goodbye to Molderhulk, which lost Memorial to Folly early in its career and never recovered. Goodbye to Status/Statue -- likewise dependent on a Dominaria card which left it behind. Goodbye to Assassin's Trophy, which turned out beautifully -- like Rotting Regisaur, a combination of ridiculous upside and horrific downside that wound up perfectly balanced. And goodbye to Kraul Harpooner, slayer of geese.
Lastly, goodbye to Vraska, Golgari Queen, one of the best-designed planeswalkers of all time, not least because she turned many of the most irritating planeswalkers of all time into lifeless rock. I wish I'd had more chances to cast you, my friend. See you in Cube.
Goodbye, Gruul. Goodbye to Domri, who may have the best record of any planeswalkerat getting cool, well-designed cards that are fun but not overpowering. I'd say I'm curious about what the next version will do, but... well, he died. Anyway, goodbye to Ravager Wurm, which could kill Castles and Triomes but cost one mana too much to ever actually do those things in a major tournament. Goodbye to Cindervines -- like Vraska, you weren't flashy, but you killed so many of the worst things in Standard and you did it with a smile. Goodbye to Skaargan Hellkite, the packaged baloney to Glorybringer's Christmas ham -- not as tasty, but sometimes you just need to make a sandwich. And goodbye to Collision/Colossus, the original Embercleave.
I'll also say farewell to Riot, one of my favorite recent mechanics -- it was well-powered for Limited and Constructed. And while Rhythm of the Wild couldn't live up to the hype, and Zhur-Taa Goblin was always a bit mopey, I will always go to bat for Gruul Spellbreaker, the absolute Platonic ideal of an aggressive three-drop.
Goodbye, Izzet. Goodbye to Ral, Izzet Viceroy -- one of the last in a long line of planeswalkers with the same text written in different words. I'll miss those innocent days when "plus one, draw a card" was Standard-playable text on a five-drop. Goodbye to Niv-Mizzet, Parun, which was exactly powerful enough to justify its ridiculous mana cost and somehow remained a relevant threat until the very end. Goodbye to Crackling Drake and Goblin Electromancer, worthy squires to Syr Arclight Phoenix -- and of course, goodbye to Phoenix, which had very big shoes to fill and did so with ease. May you someday darken the skies of Modern once more, you wonderful bird.
Speaking of constructed all-stars, can we pour one out for the fact that one of the best monored Standard decks of all time owed its power not to Boros, Gruul, or Rakdos, but instead to the least aggressive of the red guilds? I lost to you both many a time, but now we can let bygones be bygones -- so goodbye, Runaway Steam-Kin and Experimental Frenzy.
And of course, there were instants and sorceries! Goodbye to Ionize, which formed a perfect pair with Absorb to ask: "What kind of blue mage are you?" Goodbye to Quasiduplicate; it's hard to stick out in a lineup of Clone variants, but you were one of the good ones. Goodbye to Risk Factor, which was never very good but was always delightfully weird. Goodbye to the butter-smooth Radical Idea, the rock-solid Chemister's Insight, and the brilliant Beacon Bolt -- which zapped many a Krasis out of the sky.
And also -- goodbye to Expansion/Explosion, my wife's favorite card in the block. She's going to miss casting Fling for 30 damage instead of 15.
Goodbye, Orzhov. Goodbye to Kaya, Orzhov Usurper -- delightfully versatile role-player and sniper of a thousand Uros. Goodbye to Seraph of the Scales, which met the same sad fate as Doom Whisperer but was a sweet design nonetheless. And goodbye to Ethereal Absolution, which singlehandedly murders most of the decks I've ever loved to play.
Goodbye to Kaya's Wrath; Shatter the Sky is cold comfort when Godless Shrine players used to have the real thing. Goodbye to Mortify, worthy adversary to four-mana enchantments, and to Basilica Bell-Haunt, oppressive nightmare to one-mana creatures (not that I mind). And goodbye to Tithe Taker -- if we'd only had a few more Death and Taxes cards that good, we could've had a real deck!
Goodbye, Rakdos. Goodbye to Judith! You were overrated, but when all the hype faded, what remained was a solidly playable aggro legend. I wish you'd had more to do in your time. Goodbye to Rakdos and Captive Audience -- two unplayable cards, two unforgettable designs. Goodbye to Theater of Horrors -- alongside Golgari Findbroker and Thief of Sanity, you remind me of a simpler time, before I started having to write "card advantage" with scare quotes.
And goodbye to Spawn of Mayhem; every time someone casts you in Historic, I have to stop and remind myself that you still somehow cost only three mana. I imagine you turning to Gruul Spellbreaker and giving her one of these handshakes ("respectable muscles!").
Goodbye to Bedevil, one of those role-players that keeps Standard humming along without calling attention to itself. Goodbye to Drill Bit, my favorite Thoughtseize variant in quite some time. Goodbye to Skewer the Critics and Light Up the Stage; I never liked you much, but I respected you both. Goodbye to Rix Maadi Reveler, who I both liked and respected.
And of course, goodbye to Carnival/Carnage, the perfect split card for all occasions.
Goodbye, Selesnya. Goodbye to Trostani and Emmara, the all-around strongest pair of legends in any guild this time around. You were both sweet and flavorful, and I wish we'd had more chances to build big boards together.
(Someday, I might get some other paper boomers together and run tournaments in Ravnica block Standard with all the silly cards banned from the beginning -- there's so much to love here!)
Goodbye to FloweFlourish -- I always drew you on exactly turn four, and it always sucked, but I appreciate how good you were for so many others. Goodbye to Huatli's Raptor, the Yoshi to Pelt Collector's Mario. And goodbye to Knight of Autumn, one of the best-designed cards in the entire block; I hated to see you destroy my Lucky Clovers, but I had to smile in appreciation nonetheless.
Convoke is one of my favorite mechanics, and this block did it justice. We had one sweet bomb that almost got there, one clean role-player, and one archetype-defining monster that was powerful but never broken. Goodbye to you all!
Goodbye, Simic. Some of your citizens did some very bad things, but it would be wrong to blame that on Prime Speaker Vannifar, a wonderfully silly Johnny card that saw fringe play all throughout its run. Or Biomancer's Familiar, which I still hope to break in Historic someday. Or Biogenic Ooze, which was equally fun in fair bad decks and unfair bad decks. Or, hell, even Neoform, which sees play in several broken decks but can't really be blamed for any of them.
Also, Simic gave gave us Incubation/Incongruity, the balanced version of Once Upon a Time, which I played far more than I should have (while whiffing as often as I deserved to).
And then we have one of my all-time favorites, the card I'll always have to pull my mouse away from in Cube drafts when I'm in Mardu -- Frilled Mystic. Your departure is expected, but unwelcome.
Remember Growth-Chamber Guardian? Remember Incubation Druid? Adapt was incredibly sweet! It even gave us a card that didn't exist solely to make control decks miserable, in the form of Pteramander -- trans-rights icon and Mythic Invitational champion.
And goodbye to all the rest:
- All the other sweet planeswalkers from War of the Spark -- often overshadowed, but never forgotten. I don't have time to say a proper goodbye, but I'll call you out by name:
- Jace, Wielder of Mysteries!
- Vivien, Champion of the Wilds!
- Liliana, Dreadhorde General!
- Gideon Blackblade!
- Sarkhan the Masterless!
- Davriel, Rogue Shadowmage!
- Ajani, the Greathearted!
- Ugin, the Ineffable!
- Karn, the Great Creator! (Sorry, Vintage.)
- Tezzeret, Master of the Bridge!
- Ral, Storm Conduit!
- Sorin, Vengeful Bloodlord!
- Saheeli, Sublime Artificer!
- Kiora, Behemoth Beckoner!
- Vraska, Swarm's Embrace!
- Tibalt, Rakish Instigator!
- Ashiok, Dream Render! ...who isn't really "overshadowed" but is pretty sweet nonetheless.
- And last but emphatically not least: Nicol Bolas, Dragon-God, who may have inspired more good players to play bad Standard decks than any other card in history (if you think the title belongs to another card, tell me in the comments!). Let's pause for a poem:
- If Nicol Bolas, Dragon-God // and my girl // both drowning // and I can only save one // catch me at my girl funeral // with a 1-3 record
- Divine Visitation! If only you had cost four mana like the rest of them. I wanted so, so badly for you to be good. But you've also won me some of my favorite Cube games of all time, and I expect we'll see more of those together.
- Dawn of Hope, which feels to me like the perfect control wincon; not as fast and brutal as Shark Typhoon, not as slow and miserable as Teferi. Had they taken one mana off the draw ability, I might have tried to break this.
- Gird for Battle -- designing one-drop combat tricks doesn't feel like it should leave much design space, but they keep coming up with new ideas!
- Healer's Hawk, which is right up there with Nicol Bolas in terms of "tempting people to play bad decks." And who wouldn't be tempted? So many words for one mana!
- Murmuring Mystic didn't feel Standard-playable when I first saw it, but became a fine role-player in Phoenix; so many more cards are "playable" than we first realize!
- Guild Summit (plus Circuitous Route, Gates Ablaze, Gate Colossus, and Gatebreaker Ram) -- remember when you could build a very reasonable Standard deck with just a pile of uncommons?
- Midnight Reaper was, quietly, one of the most powerful cards in its entire set. It wasn't coincidence that it showed up in solid numbers in the top 8 of the last Mythic Invitational -- and that was a Historic tournament!
- Speaking of which, Burglar Rat also made the top 8 of a major constructed tournament. What a funny world we live in.
- Lava Coil! Thundering Rebuke might be a bit better, but this card still took out a lot of important creatures in its time.
- Reasons that people concede on the second turn of the game, in order of frequency (my best guess): Missed land drop, Arena disconnect, the second Witch's Oven, and the opponent casting a free Nullhide Ferox off of Thought Erasure.
- Hero of Precinct One, the card so sweet that people still named their decks after it even when they started playing zero copies
- Lumbering Battlement, the original Yorion.
- Mesmerizing Benthid, a weird and delightful variant of the "big token-producing five-drop" trope
- Mass Manipulation, one of my favorite cards of all time
- Sphinx of Foresight got a bad rap from Fires of Invention, but is also a wonderful design -- I hope to see more exploration in this space from Wizards (cards that trade power for consistency)
- Clear the Mind defined the kind of Limited archetype that we don't get to play very often.
- Quench: The most reluctantly playable card in the entire Standard format? Had to be up there, but it still did the job!
- Crokeyz, on Dread Wanderer: "So it's a worse Gutterbones. A better Gutterbones? ...a different Gutterbones." We've seen this card before and we'll see it again, but every version is special in its own way.
- Priest of Forgotten Gods: Maybe a bit too punishing alongside Claim the Firstborn, but it made the same deal as many other two-drops -- "I die to removal, or you die to me" -- and required more setup than, say, Lotus Cobra. A fair powerful card.
- Cavalcade of Calamity: Ping. Ping. Ping ping ping ping ping ping ping ping kill you.
- End-Raze Forerunners: The epitome of "We have Craterhoof Behemoth at home"... but it still crushed a lot of people in its day. Alongside Finale of Devastation, gave players a way to actually win Simic ramp mirrors, so that everyone got to go home.
- God-Eternal Oketra: I wanted this card to work but couldn't figure it out, so I cast it aside... and then lost to it in the first game of the most important match of my Magic career. Zombie cat always comes back.
- Finale of Glory: I lost to this card in the third game of the second-most-important match of my Magic career. And I wasn't even mad, because sometimes you just get attacked by 15 angels and die. That's Magic.
- Tomik, Distinguished Advokist: Nice Nissa. Nice Wasteland. Nice Life from the Loam. What more could you want from a white two-drop?
- Rally of Wings: Of all the decks in the last Standard format, I think I had the worst record against Flying Tribal. This was usually the last thing I saw before Arena went black (and purple).
- Narset's Reversal: How many two-mana interactive spells have generated more excited storytelling or epic screenshots?
- Fblthp, the Lost: Don't let your memes be dreams. Instead, let them be solid role players that synchronize with Charming Prince and hose unwary Bonecrusher Giants.
- Massacre Girl: Speaking of memes, this was just an incredible design -- powerful and flavorful. A+ to everyone involved.
- God-Eternal Bontu: You can have all the power you want -- but at a proportionate price. Few cards better represent black as a color.
- Command the Dreadhorde: A big silly Commander card that rose to tier one on the back of a great deal of brewing. The perfect blend of Spike and Johnny.
- Aaron: "Well, I don't think I can lose this game. Those one-loyalty planeswalkers don't matter. I'm just going after their life total." The Elderspell: "Sorry, you lose." Aaron: "FUUUUU-"
- Lazotep Reaver: So... they printed Raise the Alarm. In black. With tribal synergy. And it is a four-of staple in one of the best Historic decks. Nice random draft common!
- Finale of Promise: Don't remember this as the card that Teferi ruined (to a greater extent than any other card?). Remember this as four mana for two cards and nine power in hasty fliers. Remember it as it would want to be remembered.
- Finale of Devastation: Tap. Tap. Tap tap tap tap tap tap tap tap tap tap kill you.
- Paradise Druid: Almost inspirational in how friggin' fair it is. "You can kill this, but not until I get my one mana." Lovely design.
- Arboreal Grazer: I... well, I never liked this card. But other people clearly love it. "Keep a six-card hand with Grazer" love it. "Cast two copies in our limited match" love it. This goes out to all you sloth aficionados, even if I don't understand you.
- Vivien's Arkbow: Somehow much more fun than other spin-the-wheel cards. Probably because it encourages long, grindy, interactive games instead of dying to a coin flip on turn four. Hint, hint ;-)
- Casualties of War: Black can kill half of everything. Green can kill half of everything. Together both, they licked the platter clean. One of those cards that's so gosh-darn elegant that it makes you wonder how many other designs this clean still exist, just waiting to be printed. Cards like this are the reason I can't not be excited for whatever set is around the corner.
- Dreadhorde Butcher: Four-of Historic staple. Quietly murdering Uro decks since 2020. Just a clean, clean card.
- Oath of Kaya: That's not rain; it's just Yorion crying, because his favorite enchantment is gone. This was kind of a villain card because Teferi could bounce it, but I loved it as a way to give aggro just enough respect in the Yorion decks I built to handle broken midrange decks. Hopefully, the Ugins I've killed with it will compensate for all the unfortunate Mayhem Devils I zapped along the way.
- Solar Blaze: Combine red's love of firepower with white's judo, and you get this beast of a sweeper. Elder Gargaroth can breathe a little easier now.
- Tolsimir, Friend to Wolves: Always fought for space with Oketra and Trostani, but won those fights more often than not. Great flavor for a GW removal spell; a strong sideboard card, but not one that won games by itself. Will be missed.
- Angrath's Rampage: This block was such an incredible boon for flexible removal spells! This goes on the list with Trophy and Bedevil and Tyrant's Scorn and Knight of Autumn, as well as...
- Despark. Nice Nissa. Nice Ugin. Nice Wilderness Reclamation. Nice Fires of Invention. Nice...
- Domri's Ambush: One thing I loved about War of the Spark is that it turned planeswalkers into creatures in a bunch of small ways. These are physical beings you've summoned to fight for you -- so of course Cruel Celebrant can drink their blood, and Domri can sneak up behind them and bash them with a stick.
- Tenth District Legionnaire: Heroic-style effects are an awesome way to bring Limited-only combat tricks into constructed. Feather may have spawned an archetype, but she wouldn't have gotten far without her best girl Mileva.
- Tyrant's Scorn: A removal spell that isn't dead against control! A tiny upgrade to Smother to reward you for playing a second color! My inner designer smiles at this card.
- Niv-Mizzet Reborn: My favorite trope in fiction is when squabbling rivals unite in the face of a greater enemy. This, Planewide Celebration, and Mobilized District carry a lot of weight for that theme, and I love them for it. Also an incredible example of "how to design a card that worms into a brewer's brain and won't get out" -- with six lines of text, Wizards made me spend at least six hours trying to build around this thing.
- Mobilized District: I looked up this card while I wrote the article, and I looked at the art again, and I read the flavor text again, and I almost cried. War of the Spark was an emotional payoff unlike any I ever expect to see again in Magic, and I'm glad I took the time to experience it one last time before I wave goodbye.