About Yann Massicard

Yann Massicard
Yann is a Level 6 Magic Pro player from France who has a number of high-profile finishes under his belt:
- Winner Grand Prix Seattle 2009
- 51 Lifetime Pro Points
- Level 6 Pro Players Club member
- Top 16 Pro Tour Kyoto 2009
- Top 24 Pro Tour Kuala Lumpur 2008
- Top 16 Grand Prix Strasbourg 2007
Hey everyone,
The Worldwake prerelease is on the horizon and
we already have an almost complete spoiler from the new set. But to what extent
are the new cards going to change the way we draft or the decks we play in Standard?
Does it mean we have to spend more money to be competitive, and will it be
worth it or unnecessary? Moreover, will Worldwake be fun to play with and
innovative?
Innovations
The only new ability in this set is called "Multikicker". The kicker cost is probably one of the best abilities in the whole
game, as it allows you to play cheap spells in the early game and eventually
kick them in the late game by paying more mana for a bigger effect. This time
Worldwake modifies the ability and allows you to pay the kicker cost just as
many times as you can/wish. It thus gives more flexibility to your cards,
especially in a format where you tend to play a lot of lands to go with your
landfall cards.

Landfall is probably going to become even
more important than before. Indeed, landfall used to be important for your
quests or for guys like Plated Geopede, but from now on, spell cards will also
have a landfall ability, well, kind of a kicker cost actually, as they become
more powerful if you played a land the turn you play the card.
Apart from that you still have all those
« tribe » cards like allies or vampires and also the trap mechanic,
some new interesting manlands and the new Genjus: the Zendikons.
Let's start with a color analysis:

White
Two cards especially attracted my attention.
Loam Lion, a new white Kird Ape, needs a Forest to grow bigger. This could be a
very solid one-drop in an appropriate GW deck in Standard. Those decks used to
be slightly more defensive, sometimes playing guys like Steward of Valeron and
trying to kill with fatties like Baneslayer Angel and Knight of the Reliquary.
This time I guess you could play something like: 4 Loam Lion, 4 Noble Hierarch,
4 Knotvine Paladin, some Qasali Pridemages... This is also an interesting card
for Extended as having to fetch for a Mountain on turn 1 in a Zoo deck in order
to play a Kird Ape is a bit awkward if your other one-drops are green or white
(I'm thinking about Wild Nacatl and Steppe Lynx).
The other card I already like a lot is Kor Firewalker. It obviously destroys Red Deck Wins on its own, as it is both a Silver Knight and a Dragon’s Claw, so I guess red decks will have to find a way
to deal with it quickly, maybe with Umezawa's Jitte in Extended or by splashing
Black in Standard, as this card is probably going to be played a lot, at least
in sideboards.
White also continues to provide us with good
allies. Hada Freeblade is definitely the most important one, as you can play it
on the very first turn. In Limited, the ally strategy used to be cool but was
also sometimes a bit slow if you didn't have your two-drops on turn 2, as they
are the ones who create early pressure and become bigger and bigger the more
allies you play. This time you have a one-drop which is almost as good as the
old two-drops and has the same ability; it grows bigger when an ally enters the
battlefield on your side. We can't really know yet, but maybe an ally deck will
soon be played in Block Constructed or Standard, and Hada Freeblade will for
sure be a staple in there. In addition, Join the Ranks is a 4 mana instant
spell which puts two 1/1 allies on the battlefield. This is a pretty good trick,
for example during combat, to pump your other allies.

Marshal's Anthem 2WW
Enchantment (Rare)
Multikicker 1W
Creatures you control get +1+1
When Marshal's Anthem enters the battlefield, return up to X target
creature cards from your graveyard to the battlefield, where X is equal
to the number of times Marshal's Anthem was kicked.
Marshal's Anthem is a 4 mana Glorious Anthem
with multikicker for 2 more mana. For each time you « multikicked »
it, you then reanimate a guy from your graveyard. Well, I think it's a bit slow
and expensive, and you already have better cards like Ajani Goldmane. Plus, you
don't want to draw multiples of this but it could be interesting for Standard. It
might be fine as a one-of in some aggro or mid-range decks, or why not to
reanimate some allies... In Limited it’s definitely a spoiler.
Refraction Trap 3W
Instant - Trap (Uncommon)
If an opponent cast a red instant or sorcery spell this turn, you may pay W rather than pay Refraction Trap's mana cost.
Prevent the next 3 damage that a source of your choice would deal to
you and/or permanents you control. Refraction Trap deals that much
damage to target creature or player
Refraction Trap is the last white card I want
to talk about. I've always loved this kind of card. I think about Shinning Shoal, Harm's Way... you almost always get a 2 for 1 and it's always pretty
convenient to white aggro strategies.
To conclude, White Uncommons seem to be the
best cards so far and rares should not exceed $10 or $12. All in all it’s a
good color in Worldwake.

Blue
Blue has been rather absent from most Standard
decklists those past months, so let's see if Worldwake is going to change that.
Obviously, the new planeswalker, Jace, the Mind Sculptor seems amazing. It's
cheap enough and even has 4 different abilities instead of the usual 3, and
they all do different things, making this card very versatile. Against aggro,
the bounce ability is pretty cool and otherwise, against no aggression on the
board, you can Brainstorm every turn or control what your opponent draws.
Dispel U
Instant
Common
Counter target instant spell
Another interesting card could be Treasure
Hunt. It needs extensive playtesting but it can definitely do something and
combos pretty well with Halimar Depths or Ponder. Dispel might also be
interesting but more likely in Vintage, where people abuse cheap instant
spells. This leaves us with Mysteries of the Deep as one of the only blue cards
revealed so far which seems interesting for Constructed. Basically, it makes
you draw 3 cards if you had a land arrive on your side of the table on the turn
you play it. So let's say you're a smart player and run fetch lands too in your
deck so you can play it at the end of the turn. Well, it seems nice but is it
really better than Sphinx of Lost Truths?

In Limited Blue offers some cool allies like
Halimar Excavator. As it is a common you may have 2 or 3 of them and maybe you
could adapt your strategy to fit them in your ally deck, but I don't really
know what that would lead to, as allies tend to kill with a constantly growing
army and in combat. Besides, Blue is usually a splash in an allies deck so you
don't really want two-drops from your splash color...
Vapor Snare 4U
Enchantment - Aura (uncommon)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner's hand.
Vapor Snare is probably one of the best blue
cards for Limited so far, as Control Magic has always been the nuts, and its
drawback isn't that much of a problem, especially if you played it on a
landfall guy. Also Tideforce Elemental makes me want to draft Blue again,
though it might be a bit slow for this format, but you can still regain some
tempo thanks to the new Man-o'-War: Surrakar Banisher.
All in all, Blue seems to have some very nice
cards for Limited, but will it be enough to make people want to commit to Blue
in draft knowing that Blue is often poor in Zendikar? Finally, apart from Jace,
the Mindsculptor which should quickly be worth a lot, you should easily get the
few good cards you need for Constructed pretty cheap.
Black

Black offers some fun cards in Worldwake. I'm
sure some people will try fun combo decks featuring Abyssal Persecutor and
Bazaar Trader (Bazaar Trader 1R, Creature - Goblin (R), T: Target player gains control of target artifact, creature or land that you control., 1/1). Well, it won't be very efficient, but at least the Demon seems
interesting and could perhaps be played in serious decks. Also Death Shadow, a
13/13 for 1 mana which gets smaller depending on your life total, could be
pretty fun in Standard, if played with some Vampire Lacerators for example, but
also in Legacy in a Black Suicide deck.

The reprint of Smother may have an impact on
Standard or Extended, as it deals with annoying creatures, such as Knight of the Reliquary, Gaddock Teeg or Dark Confidant, but it may not fit the Vampire
strategy in Standard, which has just found a new interesting removal: Urge to Feed.
Talking about Vampires, the new set provides us
with many of them. Anowon the Ruin Sage and especially Kalastria Highborn could
give the Vampires deck what it was missing. Do you really want to play your Day of Judgment if my board is Bloodghast, Kalastria Highborn, Vampire Nocturnus and
some open mana?
Mire's Toll is the last card I want to discuss
for Constructed. I don't know yet if it is going to be better than a Duress for
example, but I guess you may not want to run 4 of them in your deck, as playing
it on turn 1 seems not really exciting. But otherwise it seems pretty good, but
only in a mono color deck.
Caustic Crawler 3BB
Creature - Insect (Uncommon)
Landfall - Whenever a land enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.
4/3
In Limited, well Black looks cool as it is
already awesome in Zendikar and the new removal spells are excellent. Caustic
Crawler should be very nice as it is both a creature and a removal and Ruthless
Cullblade should do the job pretty well. In the early game, you have a 2/1 for
2 so it will deal the first points of damage, and later on it becomes a 4/2
when your opponent is down to 10 or less, so it’s probably a rather high pick.
To conclude with Black, I can say that it
should still be one of the best colors in draft and in Constructed it should
offer new possibilities especially for Vampire decks, but also thanks to cards
like Smother. Kalastria Highborn should quickly become expensive so you should
try to get yours as soon as possible, apart from that, the most interesting
cards so far are commons and uncommons.
Red

A few cards here seem pretty nice for Standard.
Comet Storm can be interesting as a new Firestorm. I'm usually not a big fan of
all those Fireballs in Constructed, but this one has a cool advantage, it is an
instant. Dragonmaster Outcast is also a card you should keep an eye on. The
thing is, you need 6 lands for it to trigger, but on the other hand it can win
a game on its own. It's like a Scute Mob but just more powerful, and it still
combos pretty well with Antoine Ruel's Ranger of Eos. Maybe 6 lands are a bit
too much, but this card looks like it has a lot of potential.
Searing Blaze RR
Instant (common)
Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall - If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.
A card I already
like a lot and probably my favorite red card so far is the new Lash Out:
Searing Blaze. Just imagine after a turn 2 Plated Geopede, you play a fetchland
on turn 3, follow it up with Searing Blaze and then attack for 5... And I don't
even talk about Limited, where this card seems to be even more powerful than Lash Out used to be, though Lash Out is one of my all time favorite red removal
spells.
In Limited, Cunning Sparkmage, almost a reprint
of Vulshok Sorcerer, should be really good in this very aggressive format. I
wouldn't have loved it that much without haste, especially in Zendikar, but I
guess you can even play it in Constructed. Think about all the guys it kills,
like Steppe Lynx, Noble Hierarch, Soul Warden, Vampire Hexmage, Lotus Cobra...
In a red aggro deck it should really shine, as even if it gets bolted the turn
it comes into play, you can still use the ability to deal 1 damage. In draft,
this guy is totally annoying for ally decks, as you can deal with Kazandu Blademaster and all his friends just by shooting them in response to their
trigger. The final card I think can be cool for Limited play is Grotag Goblin
Thrasher. It's a bit slow and 5 mana is a lot, but its ability will then
trigger everytime you attack with it, making holes in your opponent's defense.
With red decks in this format you always want to attack and deal as much damage
as you can, Grotag is the man who gets that job done. Besides, this guy is pretty
hard to kill, as it stops bigger guys from blocking him every turn.
Grotag Goblin Thrasher 4R
Creature Lizard (Common)
Whenever Grotag Goblin Thrasher attacks, target creature can't block this turn.
3/3
The most interesting red cards for Constructed
are Mythic rares so they should be worth a lot of money, but there are still
some pretty cool uncommons too. In Limited, Red gets new and exciting stuff, so
I guess it will probably remain one of the most powerful colors in draft.
Green

Green has been quite disappointing in Zendikar,
so let's see what happens now. Explore is a card which seems to have a lot of
potential both in Limited and Constructed. It is basically free, as it is
cantrip, and it also allows you to play an extra land the turn you play it, so
on turn 2 it is almost a real Time Walk. To sum it up: It is almost free, it accelerates
you, and it can be pretty cool with landfall... well I don't see a drawback.

Two creatures also deserve being mentioned. Leatherback
Baloth is a 4/5 for 3 mana and that's it, you just need 3 green mana. It’s
obviously awesome for the right Limited deck, it may also do something if a
mono-green aggro deck appears, why not with some Wolfbriar Elementals too,
another cheap big guy with multikicker I found interesting. Also Harabaz Druid
is probably the one card any ally deck would need. It makes me think of Smokebraider, which was a key card in Elemental decks in Lorwyn Block Constructed
Gnarlid Pack 1G
Creature - Beast (Common)
Multikicker 1G (You may pay an additional 1G any number of times as you cast this spell.)
Gnarlid Pack enters the battlefield with a +1/+1 counter on it for each time it was kicked.
2/2
In Limited, Gnarlid Pack should be a solid two-drop
which can be bigger if you paid its multikicker cost, and Bestial Menace seems
fun and also pretty strong too, as it gives you 3 guys. Green also brings us new
common allies like Graypelt Hunter, which makes me think about Rhox Charger. I
guess it should be perfect as after all, it's an improvement of the already
very good Nimana Sell-Sword.
Graypelt Hunter 3G
Creature - Human Warrior Ally
Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter.
2/2
Vastwood Animist 2G
Creature - Elf Shaman Ally
T: Target land becomes a X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.
1/1
To finish with Green and its allies, I just
discovered Vastwood Animist. Wow, this one seems pretty cool for Limited, let's
just imagine you have a mainly GW ally deck with some Makindi Shieldmates and
Ondu Clerics. You should then often have control of the board or at least
enough life points and some allies to go with your Animist. If you didn't have
an early Oran-Rief Survivalist you may still not be able to attack, whereas with
this new guy, you can just play it turn 6 and then animate your lands to swing
with 5/5s or bigger.
All in all, Green seems a bit poor for Constructed
so far, though there are possibilities to “Explore”, and I don't think I've
seen especially expensive cards. In Limited, the allies look really powerful
and I just can't wait for the weekend to play with the new cards.
Artifacts

For Constructed, Lodestone Golem could be
played in Vintage in Smokestack decks, otherwise in Standard it just takes a Lightning Bolt to deal with it. Amulet of Vigor seems fun. I guess you can generate
infinite Time Walks with a pair of this, Rings of Brighthearth and Magosi, the Waterveil. When Magosi enters the battlefield, the 2 Amulets trigger, so you
untap it once to immediately tap it to load it and skip a turn, then it untaps
again and you just bounce Magosi to get an extra turn and copy the ability with
the Rings... Yeah ok, definitely just for fun.
In Limited my favorite artifact would be
Pilgrim's Eye, it's like a Borderland Ranger but colorless and with flying, so
you should probably take it as a 4th/5th pick in draft.
Lands
The new manlands have already been discussed in
a lot of articles, so I won't say much about them. I guess they should be
played as they are both dual lands and can become creatures, but I just don't
know which ones will be the best ones. Personally I like Raging Ravine a lot.
The most interesting land is probably Bojuka Bog for Extended play, as it can
deal pretty well with dredge decks and can be tutored via Tolaria West.
Bojuka Bog
Land (Common)
Bojuka Bog enters the battlefield tapped.
Tap: Add B to your mana pool.
When Bojuka Bog enters the battlefield, exile all cards from target player’s graveyard.
In Limited I already like Sejiri Steppe and
Smoldering Spires, which also combo well with Kor Skyfisher for example.
Sejiri Steppe
Land (Common)
Sejiri Steppe enters the battlefield tapped.
When Sejiri Steppe enters the battlefield, you may have target creature
gain protection from the color of your choice until end of turn.
Tap: Add W to your mana pool.
Smoldering Spires
Land (Common)
Smoldering Spires enters the battlefield tapped.
When Smoldering Spires enters the battlefield, target creature can't block until end of turn.
Tap: Add R to your mana pool.
A final word about lands: All the duals will be
worth a lot of money, so you should try to get yours quickly!
And that's it for this week, we'll find out
this weekend if Worldwake is really that cool, but I guess it should be fun, at least in Limited.
Thanks for reading and see you next week,
Yann.
Don’t forget
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And Blue gets the shaft again... Seriously. I know Blue has enjoyed being one of the strongest colors since the Dawn of Garfield, but two sets in a row with the only great card being Jwar Jwar Sphinx and two blocks in a row with out a good draw card.
White and black are just looking ridiculous, and White especially. RDW is shut-out with Firewalker and Refraction Trap (just make a White Lightning Bolt ffs, might as well to accompany the new Kird Ape).
And Green is looking aggressive as usual.
Nice article btw :)
Nice article, it is noteworthy on the mire toll that it can make them discard any card which is unsual for discard as usually it must be a non land, could have some potenial.
lol i agree with the top post but not even with the good card draw its also shaft with the red trap that redirects a blue spell so even if you get to ultimatum it could come back in your face....when you draw they mite be able to draw by redirecting it.......and with no good blue counters since the pairing of crypic comand and broken ambitions.
Back then we though oh broken ambitions man that is crap but compared to the narrow sighted counters we have now that would be broken...lol even the blue creatures are getting worse i mean wat would you play teferi,mage of zhalfir a 3/4 for uuu2 with flash that stops your opponent playing anything but sorcery speed spells or the uu4 cost sphinx of the jwar isle seem like much of a down grade to you it does to me...maybe thats unfair of me how about lets match converted mana costs
guile at a cost of uuu3 which is a 6/6 to sphinx's 5/5 ok so you say that sphinx has flying and shroud but guile can only be blocked by 3 or more creatures and we it does die gets shuffled into you library ok now to the big one sphinx's ability look at the top card of your library guiles ability if you counter a spell you may play that spell with out pay its mana cost at its exiled....guile id say is almost better in everyway to sphinx.........ok so now lets look at something even the new wrexial,the risen deep vs guile vertually theres not much differenct except it has islandwalk and swampwalk so vs those 2 colours it would dominate but if they dont play those they can chump block all day long and the guile like abilty doesnt work plus u have to attack to activate......id still pick guile even thou vs island and swamps the new kraken is a winner.......so by the looks to me blue has not only take a hit in good draw with the loss of cards like ancestral visions and good counters like cryptic and runesnag and the likes its creatures are also being downgraded when other colours creature power is going up...where is the justice?
All in all i think its a good article and worldwake provides further answers to color hate, meta standard and extended growth instead of being Jund, RDW or Boros flood. I kinda like the fact that its an consistent growth to Zendikar's block. Wake up to know that u need consistent land drops, Cards draws, land fetching, mana ramping at some case to develop that winning condition(s). No doubt some spell like Mind Break Trap is 2UU and 0 to cast upon trap conditions. It's a Mythic that counters everything with Exile from the game, Shroud blue creatures and u can't expect blue to do well as a mono color as compared to the past or mono green or red.
Blue has dominated enough in the past. It's ok to mix it up a bit. Not only does it have some of the most powerful cards ever printed, but it just dominated with faeries for how long??? If you want to play powerful blue decks, play some vintage, it's a lot of fun.
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