That feeling when...

…you’re tidying up some paperwork and you stumble across a novel proposal that you had completely forgotten about, including outlining, notes, and detailed timelining for the six main characters…

(here’s the text if the image is unreadable for you:)

LIGHTNING IN THE CUP tells the story of the deadly culmination of a three-hundred year war between two mighty nations, and the end of the world…all caused for the amusement of an angry god and goddess.

The world is in its Renaissance:  art, literature and magic are flowering as never since the great Triple Empire was destroyed in mysterious catastrophe, three thousand years before.  Poised at either side of the great continent which surrounds the Central Sea are the nations VOROSHEN and MIROKH, provinces of the old Empire, now finally grown into their pre-eminence as rulers of the known world.  Their ancient rivalry—Voroshen is the more populous nation, Mirokh the greater naval power, controlling the Sea—has been flowering, too. For the better part of the last millennium, they have practiced war against one another as another kind of artform, a violent and lucrative one, using the armies and territories of their various client nations as their battleground.  

Now this graceful, amused, habitual aggression is growing into something more deadly.  Each country has begun to feel it has the right to be the most powerful in the world. The old mindset, which would have seen life as not worth living without the existence of the essential, noble enemy, is passing away.  The new rulers coming to power—a less poetic, more opportunistic lot—believe that it would be better if there was only one “greatest country”.  And the only way to manage that, each side now feels, is by wholesale destruction of the other….

 People on both sides—powerful lords, wizards, politicians—are beginning to realize that the means may be within their grasp.  Mastery of the theory and technology of magic is growing by leaps and bounds, fostered by the patronage of Voroshent and Mirokhel lords for great theoretical sorcerers like ARDAN and ELIEGRI.  Things which would have seemed great wonders even a hundred years ago—cloudcastles, soaring-ships,  scorchfire—have become commonplace:  magic has been turned to the service of man in peace and war, and makes the exchequers of both countries fat by its taxation and control.  Riches and prosperity are more widespread than ever: on the surface, at least, because of magic, peace reigns in both the Great Lands.  

But each nation secretly is looking to magic for the answer to the question of how to get rid of its great rival…and one of them is on the brink of finding it.  Mirokh’s genius-mage ARDAN has learned of the existence of a sorcerous relic so potent that, properly altered and manipulated, it could cause the earth to open and swallow a whole country down to ruin.  Eagerly, Mirokh’s lords send an expedition into the Debatable Lands to find this thing and bring it home, for their glory and the final destruction of their enemies.

What none of the Mirokhel suspect is why this relic has now been found.  

…And then things get interesting.

Note to self: import into Scrivener. Add to ToDoIst project list. Schedule for more research after completion of YW#11 draft. Possible scheduling: spring/summer 2018.

(sigh) Just what I needed before I’d even had my tea. Another novel.

Commander’s Toolkit

Clans of Tarkir

Like the shards, the wedges or clans of Tarkir are also three color combinations that have given us some very powerful commanders. I’ve found that there are lot less legendary creatures in the enemy colors than there are in the shards.


Associated Commanders: Anafenza, the Foremost, Daghatar, the Adamant, Doran, the Siege Tower, Ghave, Guru of Spores and Karador, Ghost Chieftan. 

Abzan has some of the most unpleasant commanders to see on the other side of the table. Karador and Ghave being the main ones. Despite this, Abzan contains white and black which gives us some powerful removal, the green and white also give us some of the better token producing abilities which work really well in Ghave. The green obviously gives us access to ramp and enchantment removal which is always needed. Be careful though, Abzan legendaries can sometimes be powerful combo engines, or at least there will probably be some in the deck.


Associated Commanders: Narset, Enlightened Master, Shu Yun, the Silent Tempest, Zedruu, the Greathearted, Numot, the Devastator and Ruhan of the Fomorii.

I don’t use jeskai much, Narset’s overused and Zedruu only really has one deck. Ruhan is interesting, especially in a one-on-one setting. Jeskai has white, which gives us useful tech such as permanent exile, total land destruction and some of the better board wipes. Blue and red give us access to Counterflux among other counter spells. And Red gives us access to some really fun chaotic effects that are good in Ruhan and Zedruu decks.


Associated Commanders: Alesha, Who Smiles at Death, Kaalia of the Vast, Tariel, Reckoner of Souls, Zurgo Helmsmasher and Queen Marchesa

And now we come to my favorite of all the three color combinations, or least the one I seem to use the most. Mardu is very aggressive, having red for haste and additional combat steps. White for Double Strike and Anthem effects and Black to drain the life from your opponents as you’re hitting them in the face. Mardu colors give access to some of my favorite legendaries in the format including Obzedat, Ghost Council, Rakdos, Lord of Riots and Jor Kadeen, the Prevailer.


Associated Commanders: Sidisi, Brood Tyrant, Tasigur, the Golden Fang, The Mimeoplasm, Vorosh, the Hunter and Damia, Sage of Stone. 

I think that before Leovold was banned, Sultai was the most powerful of the combinations if not one of them. Like Esper and Bant, I find that the legendaries in sultai don’ t really have a specific function, with the exception of The Mimeoplasm. Players usually just build a Tasigur or Sidisi deck, but never use the commander, instead they just build a simic or dimir deck that needs a third color for utility. The green/blue make any three color combination powerful, most of the cards banned in this format are in those colors. The ability to ramp and prevent the casting of spells is already powerful enough, without the addition of black to remove threats and keep hands empty… It’s no wonder that sultai is a popular combination.  


Associated Commanders: Animar, Soul of Elements, Riku of Two Reflections, Intet, the Dreamer, Yasova Dragonclaw and Surrak Dragonclaw.  

Temur also has some very powerful commanders, In this case Animar and Riku are the two I see the most. Temur also has the green/blue combination meaning you have to be quick to keep up with a temur deck, especially if it’s animar. The red in temur gives rise to some powerful creatures like Inferno Titan and Kiki Jiki, Mirror Breaker, as well as other powerful effects like Warstorm Surge and Insurrection. Look out for that Craterhoof Behemoth

guntherdunn  asked:

You said that Vorosh, the Hunter was "terrible". I challenge you to make a competitive decklist with him. I also want to know why you think he's so bad. Thanks.

I’ll explain why I think he’s bad, and hopefully you’ll understand why I don’t want to build a deck around him.

Vorosh is essentially a vanilla creature; all he is able to do is beat in and grow bigger. Moreover, he’s not even especially good at growing bigger; compared to all the other Planar Chaos dragons, he only kills 1 turn faster than them (6+12+18 vs. 6+6+6+6 to get to 21+ commander damage), but they all have the added bonus of sweet abilities and he has nothing. Let’s compare them for a second:

Keep reading

Commander selfies is apparently a thing now, so I decided to take one.

Left: Vorosh, the Hunter 3GUB

Flying 6/6, when it deals combat damage to a player, you may pay 1 green and 2 colorless, if you do put 6 +1/+1 counters on it.

Right: Teysa, Envoy of Ghosts 5WB

Vigilance, protection from creatures 4/4
When a creature deals combat damage to you, destroy that creature. Put a 1/1 white and black spirit creature token with flying on the battlefield.


Vorosh, the Hunter

Color: Green primarily, also blue and black

Location: sky

Action: Show the elder dragon Vorosh—a legendary, ancient, sentient creature. Vorosh has scales that are the color of the darkest storms and waters: dark greens and blues. He is the strongest and largest among these elder dragons.

Focus: the dragon legend

Mood: Roiling and ferocious, all muscle