Hey everyone, since the full Battle for Zendikar spoiler is out and the prerelease is a few short days away, I figured I would go over the set’s unique mechanics. I’ll explain what each mechanic does, how it fits into limited, and how it could fit into constructed. Hopefully I’ll point out some synergies that could help at the prerelease and beyond. So let’s get to the mechanics!
Awaken- Awaken is a mechanic that provides certain instants and sorceries with an alternate, more expensive casting cost. That more expensive casting cost allows you to animate one of your lands (and give it haste, so your land can always attack immediately) as an additional kicker on top of the spell’s original effect. The size of the animated land changes on a card to card basis.
Awaken is a mechanic that doesn’t seem especially appealing at first, but it is a doozy when you really think about it. At first glance, the Awaken costs seem prohibitively expensive and animating lands seems like a great way to make your manabase vulnerable to removal. However, it is important to remember that all of the spells that have Awaken are utility spells that would often make your deck anyway. It just so happens that those utility spells can kill your opponent now. Now your Unsummon can win the game on its own. Your Hero’s Downfall can put you on the offensive. Your Cancel can create a blocker. That added utility is huge and with all of the mana acceleration and huge, slow creatures in BFZ, Awaken costs are easily attainable. Awaken also keeps situational spells relevant into the late-game. Spells like Boiling Earth and Clutch of Currents ordinarily become terrible draws in the late game, but Awaken allows them to still have value. It’s also worth mentioning that almost every Awaken card is a 2 for 1 when cast for their awaken cost. It is that utility that made the Evoke creatures so strong in Lorwyn (if you haven’t played with Mulldrifter, I recommend you try it).
In Limited almost every Awaken spell is playable so feel free to fill your deck with them. It’s worth mentioning that you should be considering Awaken spells for their original cost and effect first. If your deck isn’t tempo-y enough to want an Unsummon, then Clutch of Currents probably shouldn’t make the cut just because it has Awaken. Also remember that you can stack the +1/+1 counters from multiple Awaken spells on the same land to make it even bigger. There are times when you’d rather have a 10/10 super land than a bunch of smaller ones. Stacking the counters increases the risk of a blowout, but spreading the counters can make it tricky to tap your lands for mana while also blocking/ attacking. All in all, Awaken looks like an amazing limited mechanic.
In Constructed, Awaken looks like it could easily be the foundation of a creatureless control deck. Awaken plays very well with man lands, (which I’ve talked about before) as the man lands get to keep their counters when they animate. A 6/7 Shambling Vent can easily put a game out of reach for an aggro opponent after one attack or block. However, do remember that you need to pay the animation cost for the man land if you want it to gain it’s keyword and base power/toughness. I could easily see a WUB creatureless control deck that runs on nothing but awaken spells and Shambling Vents. Another potential avenue would be a UR tempo deck that uses the blue Awaken spells.
Converge- Converge is a mechanic that rewards you for casting spells with multiple colors of mana. Each Converge spell has a variable effect that becomes bigger the more distinct colors of mana you use to cast the spell (so GGG would count as one color for the purposes of Converge and GRU would count as 3). As a result, every Converge spell is more powerful in a 4-5 color deck than in a 1-2 color deck. Since there is no mechanical overlap between the Converge cards, beyond being more powerful in multicolored decks, every converge card has to be analyzed on its own terms. Spells like Radiant Flames and Painful Truths are excellent in decks with 3 or more colors decks, but only ok in 2 colored decks (and they’re just bad in one colored decks). A card like Brilliant Spectrum is great in a 4 colored deck, but terrible in anything less (and completely unplayable in a 1-2 colored deck). Something like Skyrider Elf is amazing regardless of how many colors you play, but it is at its most bonkers in a 5 colored deck. The Converge spells are some of the swingiest cards in the set and they require very careful deckbuilding to utilize properly; but, when you do take full advantage of them, they are really efficient and powerful.
In limited, Converge is going to be tricky to take full advantage of. If you base your deck in green/blue and splash the other colors you should be able to build a workable 5 colored mana base, especially if you get a few copies of Evolving Wilds, Fertile Thicket, Blighted Woodland, and Lifespring Druid. Once you’re in 5 colors you get to play with almost all of the good cards in your pool, so the reward is certainly there. Fortunately, almost all of the converge cards can be played with only a single colored mana so while you do need to be playing 4-5 colors, they don’t need to be a specific 4 at any given time. Just start in green and work out. Almost all of the converge rares are back breaking if you can cast them as colorfully as possible so strongly consider them. Also remember that the colorless Eldrazi don’t care if you are in one color or five, so they play very nicely with converge spells.
In constructed, Converge looks bonkers to me. The fetchlands and the slowlands form together like Voltron to make five colored mana bases not just possible, but consistent. With the mana out of the way, you’re free to play five color good stuff. Bring to Light looks like the card around which a powerful five colored control deck could be built. I would love to play a card that can simultaneously be an End Hostilities, Utter End, Dragonlord Ojutai, Siege Rhino, and Crackling Doom. I think that Woodland Wanderer will snuggly take Polukranos’s place in green based midrange decks and beat faces for many a month. Radiant Flames will be played as an Anger of the Gods replacement in a lot of three colored decks. However, the Converge card that I really want to call out though is Painful Truths. The card is capable of being 3 mana and 3 life for 3 cards. That is absurd. That amount of draw has never existed that cheaply before without some huge hoops (barring the broken Treasure Cruise). I don’t know what deck wants it yet (probably some flavor of Abzan, you know, the best deck for the last year), but it is pre-ordering for a dollar and that seems stupid. It seems almost as stupid as when Dig Through Time pre-sold for the same amount. So maybe skip a latte and pick up a playset. If I’m wrong, you’re only out a latte and if I’m right, you bought a busted card for a dollar.
Devoid- Devoid is a pretty simple mechanic: cards with Devoid are colorless, despite the fact that they have colored mana in their casting cost. Colorlessness is the calling card of the Eldrazi, one of the two major factions in Battle for Zendikar, and Devoid allows for Eldrazi cards to maintain their unique colorlessness and still fit within Magic’s color pie.
In limited, Devoid does a few things on the fringes, but doesn’t impact much. It help support “colorlessness matters” cards like Dominator Drone and Forerunner of Slaughter, which provides synergy to Eldrazi decks. Devoid is largely going to pop up incidentally since so many cards have it, but it doesn’t seem to provide enough synergy on its own to drive a deck. It is worth mentioning that Eldrazi Scions and Awakened lands are also colorless, so they also turn on colorlessness matters cards and play nice with devoid. Just use Devoid as a shorthand to visually sort your Eldrazi and Eldrazi support cards.
In constructed, Devoid doesn’t do much on its own; however, the colorlessness matters cards that support devoid also happen to support artifact creatures (since they are generally colorless as well). So Herald of Kozilek plays very well with Hangarback Walker. Ghostfire Blade also plays well with any devoid creature. In general, I think there might be a UR devoid/ artifact deck out there that uses the Herald of Kozilek/ Hangarback Walker/ Ghostfireblade synergy, but I’m not sure how powerful that deck would be. Devoid also allows cards to get around “protection from x color” while still being playable in an x colored deck, which is useful in some edge cases (but not in BFZ limited, since there are no cards with protection in the set). It is nice to be able to play mono-blue, but still be able to block Goblin Piledriver for example. It is also nice to be able to target Etched Champion when it has Metalcraft turned on.
Eldrazi Scions- Though Eldrazi Scions aren’t technically a named mechanic, they are a big enough part of the set that I feel like I should address them. Eldrazi Scions are token creatures that a lot of Eldrazi spells produce as a kicker to whatever other effects the spell has. Scions are 1/1 colorless creatures that can also be sacrificed to generate one colorless mana. The Eldrazi Scions are Battle for Zendikar’s answer to the Eldrazi Spawn and Scions being 1/1s instead of 0/1s makes them much more versatile without support.
In limited, Eldrazi Scions are going to function as both mana ramp and as cheap blockers/attackers. Since they are in every color except white, the Scions are going to allow almost any deck to go wide with attackers or chump block. They are also going to allow you to convert that broad base into accelerated monsters. It only takes a few Scions to ramp up to the big 10/10 monstrosities that can end games by themselves. There is also a creature sacrifice theme in BG and the Scions are great cannon fodder for all of the sacrifice spells. Thanks to the Scions you shouldn’t be afraid of running a few of the 8, 9, or 10 mana Eldrazi in your limited decks.
In constructed, I expect the BG sacrifice theme to manifest itself into some kind of deck and I would expect to see From Beyond in some kind of green ramp deck. If you want to cast Ulamog, you’ll likely need some Scions to help. In terms of using the Scions to attack, I think there are too many cheap ways to wipe the board for a real weenie swarm deck to manifest itself.
Ingest- Creatures with Ingest exile a card off of the top of your opponent’s library whenever they deal combat damage to that opponent. Before I break down what ingest does strategically I feel it’s important to explicitly say what it doesn’t do. Ingest will not “mill out” your opponent (remove all of the cards from your opponent’s deck so that they lose when they try to draw from an empty deck). Barring your opponent having tons of lifegain or card draw, it is more likely that your ingest creatures kill your opponent with the damage that they are doing than their deck by eating it. Ingest creatures also don’t help you deny your opponent good cards by exiling those cards from their deck. Unless you have a way of seeing the top card of your opponent’s deck, you have no way of knowing what their next draw is. So you are just as likely to Ingest bad cards that they don’t want as you are to Ingest their best stuff.
Now that we’ve covered what Ingest doesn’t do, let’s talk about what it does do. Ingest helps turn on a host of Eldrazi Processor cards. You see, Eldrazi draw power from cards in exile (this is thematically supposed to represent the Eldrazi drawing power from consuming parts of Zendikar). Ingest creatures are all small and cheap in order to put some of your opponent’s cards into exile so that your processors can turn those exiled cards into powerful effects. Cards like Blight Herder and Ulamog’s Despoiler can turn two exiled cards into huge swingy effects by moving those cards from exile into your opponent’s graveyard. That processor/ Ingest interaction is what Ingest is all about.
In limited, Ingest is just going to come with some of the small Eldrazi creatures that you’re going to want to play anyway so in a way Ingest is a nice bonus. However, if you manage to draft some strong processors, most of which are in UB, you can prioritize Ingest creatures over some of the other low cost creature spells. Ingest looks like a mechanic that is very swingy, it either makes ok creatures overwhelming or does absolutely nothing. If you happen to get a bunch of processors, but few Ingest creatures, try to pick up some of the Eldrazi removal spells since they all exile. If you get a bunch of Ingest creatures, try to focus on the processors that can repeatedly process exiled cards.
In constructed, I don’t know that Ingest will show up. Ingest is a mechanic with two huge barriers to playablity: the relative power of the Ingest creatures in a vacuum and the relative power of the processors when they can process. If the Ingest creatures are terrible on their own, then they just won’t keep up with the established monsters in the format and they’ll rarely make contact with your opponent. If the processors don’t do enough when they have fuel, then jumping through hoops to turn them on isn’t worth it. I predict that some of the processors will see play, but they are going to be fueled by some of the exiling removal spells like Titan’s Presence and Horribly Awry. It looks to me like there are a few ingest creatures that can stand up on their own, but there certainly aren’t enough good ones to fill a mana curve from 1-3. If I was going to play some synergistic one and two drops I think I might move towards another mechanic…
Landfall- Landfall is back people! Landfall is a mechanic that causes certain permanent and spells to get bonuses whenever you play a land. Landfall was one of the premiere mechanics of original Zendikar and it is deceptively powerful in the right decks. Some Landfall creatures gain keyword abilities like First Strike or Trample whenever you play a land, but other have repeatable effects that get better and better the more lands you play in one turn. That distinction makes Landfall one of the most fun mechanics to play with since there are so many different permutations of it and it takes advantage of a part of the game that is often unglamorous: playing lands.
In limited, creatures with Landfall combo very well with mana acceleration like Natural Connection and lands that get other lands like Evolving Wilds or Blighted Woodland. Most of the great Landfall creatures are in red and green, but every color gets some Landfall love. If you find yourself with a lot of Landfall creatures, pay very close attention to how you sequence your lands. For example, if you have Natural connection and Belligerent Whiptail, wait until your opponent gets into combat with the Whiptail to play your Natural Connection. The same thing goes for Evolving Wilds, sometimes saving the Landfall trigger is more valuable than searching up a land that taps for mana.
In constructed, Landfall looks to me like the most explosive thing you can be doing in the new Standard. As with Converge, the fetchlands and slowlands come together to create a very consistent mana base that is capable of easily triggering Landfall twice a turn for the first 3 -4 turns. By combining the fetches with things like Makindi Sliderunner, Scythe Leopard, Atarka’s Command, and Swell of Growth a GR Landfall deck can reliably kill a defenseless opponent on turn three. Let me paint you a picture. Turn 1: forest + Scythe Leopard. Turn 2: fetchland, fetch a mountain, play Makindi Sliderunner, swing for 3. Turn 3: Fetchland, fetch a forest, play Atarka’s Command using the 3 damage and play an extra land options, play another fetchland, fetch a forest, exile the fetches and Atarka’s Command from your graveyard to play Become Immense for two mana on Makindi Sliderunner, swing for 17. In that sequence the GR player did 23 damage before his/her opponent could play a 3 drop. That is straight broke. Hold onto your Wild Slashes and Twin Bolts, you’re gonna need ‘em.
Rally- Rally is Battle for Zendikar’s version of the ally mechanic from Zendikar and I think it is quite a bit better than the first version. In original Zendikar, there were a bunch of creatures with the ally creature type and each ally had some ability that would trigger when it or another ally entered the battle field. The trigger could cause all allies to gain an ability or it could cause one ally to gain +1/+1 counters or any other number of triggered abilities. However, allies used to only impact other allies, which made them quite parasitic. If you wanted to play with allies, you really had to commit to only playing allies. Rally has the same trigger as the old ally trigger, but the abilities often impact all creatures you control. There are allies that give all of your creatures keyword abilities and allies that boost your creatures’ power and toughness. As such, Rally is great in any deck that wants to go wide, but it is at its best in an ally deck that wants to go wide.
In limited, Rally is going to end games. Most of the keywords and bonuses that Rally can bestow are strong enough to push through huge amounts of damage if the table gets clogged with creatures. If you can repeatedly trigger some of the uncommon allies, you will be in a very strong position. It is for that reason that Retreat to Emeria is a busted card in BFZ limited, it can make allies and pump up all of your creatures. Allies are in all five colors so getting a few strong allies in 3 or four colors could easily push you towards using a lot of Converge cards as well. Rally also plays very well with Eldrazi Scions since Rally will pump whatever army you have, be it Zendikari, Eldrazi, or both.
In constructed, I’m not sure if the ally deck will work yet. As I said in the Eldrazi Scion section, there are a lot of ways to clear out small, cheap creatures right now. So I’m not sure that an Ally deck will be able to hit the critical mass of creatures and triggers necessary to win. Maybe an ally deck can be created using Secure the Wastes or Hoardling Outburst to create a token swarm which is then pushed over the top by Rally. I think a real ally deck will have to wait for Oath of the Gatewatch to come out and for some other strong strategies to rotate out of standard.
Whooo that was a lot. I think I just went into an MTG analysis vision quest. I hope that advice helps you prepare for Battle for Zendikar.
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