Tag Archive: birthing pod


Ah, a Birthing Pod deck ready to play right out of the box! So how good is it? Let’s take a look at the list:

1 Acidic Slime
1 Bloodgift Demon
1 Brutalizer Exarch
1 Hex Parasite
1 Morkrut Banshee
1 Myr Battlesphere
1 Perilous Myr
1 Phyrexian Rager
3 Skinrender
1 Solemn Simulacrum
1 Stingerfling Spider
4 Strangleroot Geist
1 Viridian Corrupter
4 Viridian Emissary
1 Wakedancer
4 Young Wolf

2 Birthing Pod
2 Diabolic Tutor
3 Doom Blade
1 Mortarpod

2 Evolving Wilds
14 Forest
1 Grim Backwoods
8 Swamp

Understandably, this is a very creature heavy deck. If you look at the main board, it’s a pretty solid line-up as you move up the mana curve. While Birds of Paradise would typically be the card of choice for a 1-drop in this deck, Young Wolf is a nice little card, as it has Undying and can immediately replace itself as you go into a Viridian Emissary or Strangleroot Geist. Hex Parasite is a nice little tech card that allows you to remove +1/+1 from your Undying creatures so that they can return yet again, although I haven’t seen how good this strategy is in competitive practice. Rounding out the two-drops you have Perilous Myr, which is a nice little card that can be popped for two damage.

The three drops are where the tech really begins to shine if you play the deck right. Wakedancer has a good morbid ability that nets you two 2/2 creatures for the price of one. Phyrexian Rager draws you a card at the cost of 1 life. Viridian Corrupter destroys an artifact when it hist the board and is a 2/2 creature with infect. Of all of the three, the Corrupter is a bit risky, since it can end up destroying your own Birthing Pod, so it’s only worth playing when you don’t have your Pod on the board or when there is an obvious target for it. It’s also a sort of random Infect card in a non-Infect deck.

Solemn Simulacrum is a great inclusion in this deck and belongs in any deck with Birthing Pod. Three copies of Skinrender round out the four drops, making for a nice cheap removal tool. The five-drops are a bit underwhelming, but still useful. Morkrut Banshee has a very good Morbid ability that causes -4/-4 to a target creature (but it’s not optional). Acidic Slime is a card that just belongs in any Pod deck, and can destroy a wide variety of things (at worst, it can hit a land) that allows gives you a 2/2 creature with Deathtouch. Stingerfling Spider is nothing special, except that it has reach, and an optional ability to destroy a flyer, something this deck has an obvious weakness against. Bloodgift Demon is the best of the five-drops. He’s a 5/4 flyer that at each of your upkeeps must deal 1 damage to target player, but that player also draws a card. My main issue with Bloodgift Demon is that as you’re already using life as a resource with Birthing Pod, since you’re going to be using the optional Phyrexian mana cost of 2 life more often than not to keep ahead of the mana curve. so he’s a risky play.

To top off the deck, you have Brutalizer Exarch and Myr Battlesphere. Brutalizer Exarch is interesting in that it has three fairly useful abilities. It’s not one of the better six drops that you could use, but considering that it’s a stepping stone to Battlesphere, it’s necessary that there be a six-drop in the deck. Myr Battlesphere is a pretty nice card. It’s never been a money card, but a 4/7 that gives you 4 1/1 Myr tokens when it enters the battlefield is already pretty good. Also, whenever it attacks, you may tap X untapped Myr you control. For each of those, Battlesphere gains +X/+0 until end of turn, plus it deals X damage to defending player. It’s not bad, and considering how aggressive this deck is on removal, that Battlesphere could get in unchecked for up to 8 damage.

For a starter Birthing Pod deck,  it’s not bad. If you get your Birthing Pod early, the game could end very well for you. You have 3 Doom Blade to deal with threats, on top of all of the removal already in your creature base. Two copies of Diabolic Tutor will help you search out your Pod, but at 4 mana, you’re already well behind in the game if you have to use it on turn four to get one. You may have the removal necessary to stay in good shape until that point, but it’s not a good sign. Mortarpod is a nice little card to work with your Strangleroot Geist and Young Wolf for quick removal or pinging.

The mana base is rather standard besides the one rare land in the deck, Grim Backwoods. I’m no fan of Grim Backwoods, but I understand its inclusion in the deck, since it can draw you a card later in the game at the expense of one of your weaker creatures. But for 4 mana and a tap, plus a sacrifice? That’s not worth a card draw. You’re better off with a third Evolving Wilds. It’s one of the weakest rares in Dark Ascension, and it’s only real redeeming quality is the quote from Liliana: “I love what they’ve done with the place!” Otherwise, the mana base is fine.

The side board is as follows:

SIDEBOARD

1 Acid Web Spider
3 Autumn’s Veil
1 Beast Within
1 Despise
1 Dismember
4 Distress
1 Entomber Exarch
1 Gravedigger
1 Myr Sire
1 Wakedancer

The Acid Web Spider is basically just Stingerfling, except it destroys Equipment. Autumn’s Veil is an interesting tech choice against blue/black control decks – this deck type’s main nemesis, shutting down many counter, removal and bounce spells for a turn. Beast Within is removal for the bigger threats you may not be able to handle. Despise is a nice way to get a major threat out of your opponent’s hand. Dismember is nice quick removal. Distress is an interesting inclusion in that it adds a great deal of hand control to your deck. In theory, it could be a good idea in that you’ll be able to limit your opponent’s options and be able to know what you may have to play around. Entomber Exarch helps you with that hand control strategy that can also get you one of your creatures back from the grave. Gravedigger does half of what Exarch does (gets one of your creatures back) for the same converted mana cost. Myr Sire gives you another two-drop that relpaces itself with a 1/1 Myr token when it dies (I’m not sure why you would side it in). You also have a second copy of Wakedancer, presumably to replace Viridian Corrupter if it’s not proving useful.

Overall, I think that this deck isn’t quite as consistent as the other Dark Ascension Event Deck, Gleeful Flames. It’s a tool box sort of deck that really needs a visit to the hardware store. There are just far better cards that should be in this deck. Sheoldred, Whispering One is actually one of Wizard’s suggested additions to the deck, and that’s a definite one. You can make this deck pretty good for pretty cheap but as far as out of the box play-ability, this deck is definitely the weaker of the two. Also, in October 2012, this deck will be completely unplayable in Standard. It may be worth the $20 (or even around $15 if you can find it on sale) just for the Birthing Pods, Solemn Simulacrum and other useful commons & uncommons. It’s also pretty well structured; it just needs better tools across the mana curve.

huntmaster-of-the-fells

Dark Ascension has some of the weakest mythic rares that we have seen in awhile, but this is certainly not one of them. Huntmaster of the Fells is a good double-sided card with both sides having good abilities that activate whenever he transforms back and forth. Huntmaster has a good enter the battlefield ability, put a 2/2 green Wolf creature token into play and gain 2 life. He’s only a 2/2, but for what you get when he enters the playing field, it’s okay. His flip-side, Ravager, is a 4/4 with trample that deals 2 damage to target opponent and 2 damage to one creature that player controls. Not too bad. What makes him a mythic though is that these abilities activate each time he is flipped, so he can become a potential problem if not dealt with.

One drawback is that he doesn’t have good synergy with Immerwolf, which honestly is the card that really makes Werewolves playable. If he can’t transform back and forth, he can’t really live up to his full potential. Still, he’s a good card and it doesn’t mean you shouldn’t play him, as with Immerwolf he’s at least a 5/5 trampler as Ravager.  No matter how you play him in a Werewolf deck, he’s going to be well worth the 4 mana you pay to cast him. So while he’s not a “wow” card, I’m still a fan.

Huntmaster of the Fells/Ravager of the Fells is now being considered one of the best cards in Standard, skyrocketing from a 13-15 dollar release to currently between 25 and 30 a piece. Red/Green has become an extremely powerful contender since the release of this card, Naya Birthing Pod and R/G and R/G/B Wolf Run being among the decks that tend to use it.

Birthing Pod has a fun interaction with Huntmaster, as if he’s podded in and you don’t cast any other spells, you get both effects in a single turn, which seems like a decent deal to me. Personally, I play Naya Pod and play four of these guys.

In Wolf Run, Huntmaster is used mainly due to how much value is packed into both sides of the card; one side is essentially 2 2/2s and 2 life, and the other side can kill a creature and shock an opponent.

Travel Preparations – Innistrad Common

Travel Preparations is a Common from Innistrad, and is part of the reason some people are assuming that this will be another three color format like Shards Block. For 1G, you put a +1/+1 counter on each of up to two target creatures. A little awkward wording, but it means you can put one +1/+1 counter on up to two creatures, specifically worded so you don’t have to put two counters on two target creatures, meaning you can use it if you only have one guy instead of giving your opponent a +1/+1 counter. Also, this will see play if Illusions get more cards in this set, as you can pump one of your guys and blow up an illusion as long as they don’t have Lord of the Unreal on the board. The best part is that it has a flashback, which is only 1W; much cheaper than the other flashback costs we’ve seen so far in the set. Having flashback means you can potentially spend 4 mana to pump 2 creatures by +2/+2; seems cost effective to me.

The main reason people are assuming 3 color decks are coming back is the fact that NayaPod and BantPod (decks that utilize Birthing Pod) are seeing significant play at FNMs and may see further play as we go into the new format, Cawblade no longer in format without Squadron Hawk. As we’ve seen so far, the set promotes multiple colors, but doesn’t have much for multicolored cards so far (aside from Olivia Voldaren), so the rest of the set will tell.

 

Apparently more spoilers are appearing, and these are actually cards I’m interested in, so here we go.

This guy just looks really bad ass. I’m not exactly sure if he needs to be a mythic rare, but a 6/6 flyer for 3BBB isn’t too bad. As he’s a demon, he has to be bad ass. He gives us another card with Morbid; at the beginning of each end step, if a creature died this turn, destroy target non-Demon creature. Now, as it’s a non-Demon creature, he won’t accidentally blow himself up. But the downside to his Morbid ability is the fact it’s mandatory. So if you’re not playing straight demons (which could happen, there’s a lot more cards in Innistrad) you might be destroying your own creatures if your opponent is out. However, I think he has a place; any Birthing Pod deck with black. Morbid is one of the greatest benefits that deck could take advantage of if the morbid abilities are good, and this is a fair enough one-of in Pod.

Mentor of the Meek is actually a pretty cool card. Star City Games is pre-ordering this card for 3 bucks a piece, meaning someone sees some promise in this guy. a 2W 2/2, he lets you draw a card when a creature with power 2 or less enters the battlefield if you pay 1 mana. Honestly, this guy’s pretty good. He could see play in Puresteel, letting you draw 2 for your living weapons (such as flayer husk and mortarpod). And, of course, other Mentor of the Meeks. Not to mention he’s a 2/2 himself, he’s not a wimp. All in all, he’s a good card.

Silent Departure is… well, unsummon. It’s unsummon with a flashback cost. A really, really expensive flashback cost for an unsummon. I’d rather play vapor snag, at least it does 1 damage.

Hollowhenge Scavenger – Innistrad Uncommon

I’m mainly mentioning this card because of the Morbid Mechanic. As Daily MTG put it, “In Innistrad, the death of one may be the opportunity for others.” Do you know what deck kills things all the time? Birthing Pod.

Seeing as a creatures dies before the creature emerges from the Pod, you could sacrifice a Simulacrum, draw your card, then have Hollowhenge Scavenger come into play, and gain 5 life. Seeing as Obstinate Baloth, which is what Pod usually gains life from, is going out, I think Hollowhenge Scavenger and other creatures with Morbid could see play in the new format with the Innistrad block. Maybe other creatures with Morbid is horrifically outclass this card. But until we have the entire set, we can’t be sure of that.

2 life and a mana to pump out a creature whose converted mana cost is the sacrificed creature’s converted mana cost +1. Just… wow. Birthing Pod didn’t see much play when Jace and Stoneforge were running around ruining the format, but now with a bit more creativity in the format (alright, so Cawblade is still winning a large percentage of the format) Birthing Pod is seeing play, and a bit of success, at least at FNM’s and Local tournaments. However, this -is- Commanding Opinion, and I have to say, it’s a damn good card in Commander as well, albeit one copy being difficult to hit in a 99 card deck. Voltaic Key lets you pod twice in both Commander and Legacy (but I have a feeling you won’t play Pod in Legacy), letting your Birds of Paradise horrifically mutate into a Blade Splicer or whatever CMC 3 card fits your fancy.

All in all, I believe that Birthing Pod is a great card, and I think it’ll see a good amount of play in Standard after the rotation and downfall of Cawblade; though Venser may take the reins as the Blue/White Control Deck in the format.

Archon of Justice-M12

WHEN IT DIES!

Another look at Archon of Justice. ElspethFTW reviewed Archon of Justice when M12′s spoilers were released, and it was the first we saw to say “when it dies” as the new mechanic for being sent to the graveyard, saying that it wasn’t great in standard.

Well, after getting 2-0′d by a deck with it when I was piloting Venser Control last week, I suppose Archon of Justice found its place: in Birthing Pod. Being a 5 drop lets it hit the board off of a Solemn Simulacrum with Birthing Pod (another card I’ll take a look at soon), and also allows it to be podded into a Titan, or the Pod favorite Wurmcoil Engine (which I’ll also take a look at). It’s mainly good as the “when it dies” effects trigger off of being sacrificed for the pod, making it a good choice for the deck.

However, outside of Birthing Pod, I don’t really see Archon of Justice seeing much play outside of Limited and maybe Commander.

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