Kaladesh Prerelease (24th-25th) September. The Thopters are coming!!! #geeksquad #missinggeek #twitter #mtgcommunity #mtgdaily #mtgaddict #kaladesh #kaladeshprerelease (at The Missing Geek)
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Kaladesh Prerelease (24th-25th) September. The Thopters are coming!!! #geeksquad #missinggeek #twitter #mtgcommunity #mtgdaily #mtgaddict #kaladesh #kaladeshprerelease (at The Missing Geek)

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FNM at The Missing Geek #missinggeek #geeksquad #mtgaddict #mtg #fnm #magicthegathering #magicgeek #twitter (at The Missing Geek)
Getting there! #painting #guildball #wargaming #missinggeek #geeksquad #twitter #miniature #miniatures #tabletop #tabletopgames (at The Missing Geek)
FOOD!!! So it begins. Eat, Play & Enjoy all in one place :D (at The Missing Geek)
MTG Eldritch Moon Game Day. Winner Bant CoCo... I mean Michael :D #missinggeek #geeksquad #twitter #eldritchmoon #mtgcommunity #mtgdaily #mtg #magicthegathering #gameday (at The Missing Geek)

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GPT London - who will win? #missinggeek #geeksquad #mtgaddict #mtgdaily #mtg #twitter #gptlondon #gpt (at The Missing Geek)
FNM Modern who will win? #missinggeek #geeksquad #mtgaddict #magicthegathering #mtg #fnm #mtgdaily #modern #twitter (at The Missing Geek)
The thing you should know about us :D #missinggeek #geeksquad #twitter #funny #sign #geeksquad #mtgdaily #mtg #magicthegathering (at The Missing Geek)
Eldritch Moon Prerelease! Just some pictures from this morning and last night #missinggeek #geeksquad #mtgaddict #magicthegathering #mtg #eldritchmoon #mtgdaily #twitter (at The Missing Geek)
Eldritch Moon Prerelease just in!!! Come book your place https://www.missinggeek.com/mtg-prerelease/eldritch-moon-prerelease #missinggeek #geeksquad #mtgaddict #mtgdaily #mtg #eldritchmoon #magicthegathering #twitter

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A Week at the Geek 03/07/16
FNMÂ
Next FNM will be both our usual Standard+EDH and more Eternal Masters draft! I think a lot of us are suckers for nostalgic draft sets and eternal Masters is really scratching that itch!
After that weâll standard+ 2 headed giant standard. also known as âwhats the best deck to play with GW Because weâre definitely playing GWâ. Then we get to draft some eldritch moon! (Become hype) and finally the week after itâs Modern and Standard.Â
Plenty to look forward to! and with that in mind lets have a look at eternal masters again.
How to Force a Deck
Right now eternal masters is still my favourite draft format to play. Almost a month after its release itâs still keeping my interest mostly due to the fact you can draft the âBurning vengeanceâ deck. For the uninitiated the plan is simply get a load of cards with flash back or retrace into the graveyard. Cast them and kill your opponent with several increments of 2 damage! Thatâs all well and good but what happens when you donât have the cards you need right away? Or if you think itâs not open? Well my friends, let me introduce you to the wonder of âForcingâ a deck! Forcing a deck simply means you will play that deck no matter what cards come your now. Burning vengeance without burning vengeance? Perfectly doable! Storm without Grape Shot? Fireball was good in my day young whippersnapper*! Still I here you ask,
âbut How do I force a deck? Just pick only cards that go in the deck I want, even if itâs not open?â
NO! ⌠well, yes, technically but thereâs so much more to it than that! Allow me to walk you through my process for forcing a deck. My fool proof guide to always playing your favourite deck in every draft successfully!**
Step 1. Announcing
Sure, YOU know that no matter what cards you open (or get passed) youâre going to play burning vengeance but your opponents donât! Make a point at the start of the draft to loudly announce to no one in particular that you are absolutely going to force burning vengeance. You will not be swayed from your commitment to silly combo decks no matter what you get passed.
This has a number of benefits to you. Firstly, some opponents, enthralled by your sheer willpower, will decide to not draft burning vengeance! Even if they open the card itself they will simply let it slide by due to your magnanimous ability to accumulate combo pieces.
Another lesser benefit is that some may take your bold claim as a bluff! They may think you have no intention of maintaining your commitment to drafting burning vengeance and thatâll youâll play whatever deck appears to be open. Ha! What fools! Imagine the look of surprise and fear on their face when you incinerate them mercilessly with the burning vengeance you definitely werenât drafting. Theyâll never see it coming!
For real next levelling potential after about your fourth time drafting the deck say that youâre definitely NOT drafting burning vengeance. This will throw them in to a profound intellectual crisis as they wrestle with your propensity to tell the truth about your draft and your track recording for exclusively drafting burning vengeance!
Forcing a deck is 80% mind game 15% knowing what deck youâre going to play and 39.87% luck***Â
Step 2. Pack one Pick one
This can be the most challenging part of the draft as it presents a number of scenarios youâll have to navigate in order to properly force your deck of choice
 1.      Best case scenario- you open the uncommon combo piece that makes your deck tick and the rare you want is complete guff. Take burning vengeance and move on
2.      Thereâs a useful part of the deck here and a guff rare, take the piece and move on
3.      There are no good pieces for your deck and a money rare, take the rare then keep forcing
4.      A pretty solid first pick or an average piece of your deck, letâs not fall at the first hurdle shall we? Take the piece for the deck and prepare to bask in the cards you need in pack 2
5.      There are too many good pieces of your deck! Well you should take the best one that you donât expect to wheel and pass the pack knowing your announcement of drafting burning vengeance should pull you through!
6.      There is a fundamental piece to our deck and a super money bomb rare! A tricky one (Assuming this is keep what you draft).  Is the money rare in your colours and playable? Probably worth taking. Is it not in your colours and not playable? Well then how much is it. At the end of the day youâll just have to reconcile the monetary gain from the money rare with the overwhelming shame your lack of commitment to forcing a deck has brought upon you⌠no judgments here though⌠you traitor
7.      There are no playable cards for your deck of any sort, no money cards and everything in the pack may as well just be basic land. Iâm not actually sure, this hasnât come up for me but if it has for you let me know and we can discuss therapy options.
 Well thatâs about 800 words already and weâre only just getting to pick 2! And they said forcing a deck was simple! Well, this overly in depth look at forcing a deck is going to have to be 2 parts so come back next week to hear the exciting conclusion**** to this guide.
For more thinly disguised satire and poor draft advice follow look back for more!
Adam
*Fireball was Pretty Average in my day
**Results may vary based on Skill, Luck, actually getting paid off, the moonâs alignment with venus ascending ect. ect.
*** Based on my own calculations and Research at Harvard with a team of drafting monkeys
**** Or maybe the week after. Or never. Who knows! Keeps things exciting! It may even be 3 parts. MADNESS!Â
Week at the Geek 12th June
New in Store!! The Bespin Gambit, a new expansion for Imperial Assault!
In The Bespin Gambit, youâll find a wealth of new content to take your campaigns and skirmishes into the ritzy hotels and industrial underworks of Cloud City. Iconic characters like Bossk and Lando Calrissian join the game for the first time, gorgeous new map tiles portray some of the most memorable Cloud City locations, while new companions and a new condition change the flow every game. With two new Rebel heroes, one new Imperial class, new items, a new mini-campaign, and a new focus on your Spy characters, The Bespin Gambit offers an indispensable bonus to every Imperial Assault player.
FNM
Eternal masters is here and with it return some of the most powerful cards in magic history. Cards that have become the definitive cards in the most powerful formats in magic like Force of Will and Jace the mind Sculptor!
But I feel that in the commotion and excitement to play with cards like Wasteland and Necropotence weâve neglected some of the most exciting cards of the new set! With that in mind I give youâŚ
My Top 4 most exciting cards of Eternal Masters!Â
(That arenât mythic, rare or even remotely playable)
 White
The frankenstein-esque combination of Mother of Runes and Kevin Costner* Benevolent Bodyguard has all the fun of giving your cards protection with all joy of singing Whitney Houston at your opponent. Is it underhanded to belt âI will always love youâ while your opponent makes a difficult decision? Somewhat. Is it effective? Depends on how loud you sing it! Either way this card offers very little actual in game value but a whole lot of out of game trolling potential, and isnât that what matters!
Blue
What can be said about Man-O-War? Well, deriving its name from an 18th century naval vessel; the portuguese Man-o-war is known for its powerful and sometimes near fatal sting and is interestingly enough not actually a jellyfish but in fact belongs to the fam- ⌠oh not that Man-O-War? Ok, well. Formed in 1980 Manowar are the among the most well known heavy metal band in the wo- Wait not that one either? Ok, last try.
Man-O-War breaks the rules of this list slightly by being an actual good card. Creatures that bounce another creature when they enter the battlefield are still being printed today** and all of them owe something to Man-O-War. One of the earliest and most efficient creatures that bounce it is tempo incarnate and will be high on my pick order for the set (Right after Jace, Force of Will, Brainstorm, Daze, fact or fiction ect ect.)
Black
Now I know what youâre thinking. âThis cardâs an Innistrad or Dark Ascension reprint, right?â Wrong! No this cards from an even more important and prestigious set that also had a vampire theme! Thatâs right, itâs from everyoneâs favourite set; Homelands!*** if thatâs not a sign of quality I donât know what is.
also âhelp, help Iâm being repressed!â
Red
I know, Iâm cheating again; this card is actually good. Based purely on my nostalgia for innistrad and my Penchant for forcing silly archetypes; burning vengeance is the card Iâm most excited to play with in Eternal Masters draft. They even have young Pyromancer in the set for an exorbitant amount of shenanigans! now we just need snapcaster mage and the gangâs all here!
 There you have it, 4 non mythic/rare cards that are making me incredibly excited to draft more Eternal Masters! If Iâm this excited for these imagine my reaction to a Jace!
*Ok, so maybe itâs not quite as good as mother of runes but itâs as least as good as Kevin Costner!
**Curse you Reflector mage!
*** warning, this description of Homelands may contain copious amounts of sarcasm. ... well more so than the rest of the article
Thanks for sticking around!
Adam
A Week at the Geek 24th of April
Star Wars Rebellion: New in store
Rebellion is a vast and complex game of galactic conquest that pits the might of the Empire against the Rebel Alliance. Rebellion manages to create a deep and rich gameplay experience while still creating a rich atmosphere that puts one dead centre of the Galactic Civil war. A plethora of characters from the series are here and allow for both repetition and deviation from the source material, whether you capture leia in the first turn and blow up the death star twice or if luke turns to the dark side the gameplay perfectly captures the feel of the movies on a grand scale!
Itâs Protour Time!
The Protour is upon us and with it comes one of the most Diverse Standard Formats weâve seen in a long time. This is where the speculation gives way to solid results and we really start to see a meta game developing. So, letâs take look at some of the decks that will look to make up the meta here at the geek
Decks not going anywhere
Decks with greedy mana bases like Mardu Green and Rally may no longer be viable but there are certainly some archetypes that arenât going anywhere. Bant Collected Company Decks, for example may have actually gotten better post rotation! (Much to the dismay of good, honest Reflector Mage fearing people). The manaâs slower now but the deck gained in incredible new additions in both Duskwatch Recruiter and Tireless Tracker. Recruiter smooths out draws in human form and makes your creatures cheaper as a wolf (2 Advocates and a Jace for three mana seems strong!) and the tracker not only gives you a source of card advantage late game but also puts up a lot of power very quickly. Finally the deck gets all the ridiculous White Cards from Innistrad, which weâll get to soon. With a top 8 place at the Protour it may be worth keeping at least a couple of hallowed moonlight in the Sideboard
 G/R Ramp
Another deck not going anywhere will be R/G Ramp. The deck loses Ugin as a finisher and some sideboard options like winds of Qal Sisma but the core of the deck is still there. in a bizarre turn of events the Ramp deck has recently been combined with elements of the Blue Red Goggles deck in a process Iâm referring to as Throwing-decks-at-the-wall-to-see-what-sticks (ok, itâs not the catchiest name but it seems quite appropriate here). The basic idea is to use Pyromancerâs googles to copy either draw spells like tormenting voice or magmatic insight while finishing with a surged fall of the titans. In addition to this, it ramps into powerful finishers like Chandra and Worldbreaker instead of going all in on the 10 mana Ulamog which allows for more contingency plans against other decks.
New decks to the format
Black White (BWx /Bw Eldrazi)
Black White has a ridiculous suite of removal spells. Newly printed Declaration in stone is going to be one of, if not the best removal spells in the format and anguished unmaking will slot in nicely as a replacement from Utter end. Not only that but Avacyn is incredible, she does everything. Protects your creatures in a midrange strategy, has flash to keep your mana open on your opponents turn and occasionally it bolts everything and hits for 6! Attacking into 5 open mana has turned into the new fog as Avacyn is such a blowout if your opponent has already reasonable blocks!
One of my favourite lists from recent events is a B/W Midrange deck that also runs some of the best Eldrazi in standard (thought Knot Seer and Eldrazi Displacer). Being able to flicker and Avacyn for an extra indestructible trigger seems amazing!
There is also the possibility of adding blue to the mix and going into Esper. This gives you access to counter spells, particularly ones like Silumgarâs Scorn if you decide to run Dragonlord Ojutai. Without powerful draw cards like Dig through Time and Treasure Cruise black now has access to the best draw spells (albeit with the best draw spell, Painful truths requiring three colours). With that in mind it may in fact be counter intuitive to play three colours as all blue really offers now is Silumgars Scorn and Ojutai.
The mana base for three colour decks like Esper may be worse but they are still supportable with shambling vent and the new Lands from Innistrad (Hand Lands? Other check lands? Letâs all agree on a name soon) so itâs at least viable mana wise.
 Black Green
Rally may be gone but that doesnât mean you canât play most of the deck. LSV took BG Aristocrats to top8 at the protour and the deck continues to shine. Itâs a deck that can attack from a number of different angles that make it incredibly hard to play against. They can build a massive nantuko Husk, in a board stall they can kill you with Zula Port cutthroats and if everything goes horribly wrong they can kill you with Ormandahl. Either way, you tend to end up dead.
Another option is the BG Deck Piloted by Jon Finkel at the pro tour. Affectionately referred to as âSeasons controlâ after the card Seasons Past (Time to remove it from your commander deck, turns out itâs actually playable!). Seasonâs almost completely refills your hand and has the added benefit of going on the bottom of your library where it can be dark petitioned for, hopefully in a ridiculous loop.
The only disappointing element of these lists is a decided lack of Gitrog Monster! Most decks should run that card NO! All decks should run it! All cards should be Gitrog all glory to the Hypnotoad glory to the hypnoto- âŚahem anyway moving swiftly on.
 BR Madness
Perhaps one of the most obvious decks, wizards basically handed us this deck on a platter, BR vampires is certainly a deck that exists. Unfortunately thatâs all that can really be said for it. While the deck certainly can have an aggressive curve out itâs incredibly vulnerable. Only Olivia and Drana are really impactful cards, it has trouble recovering from board wipes, it lacks reach in the late game and doesnât have the potential for an out of nowhere win like Artarka had.
Overall Iâve been incredibly disappointed by the deck and as the resident Vampire-guy Iâve been forced to seclude myself away from the world in a despondent gloom for the next century despairing at the ineptitude of my favourite clan. while of course flaunting an exquisite cape and drinking sugary human blood substitute⌠weâve all been there I imagine?
There are, of course more options to consider but these are the main deck to consider going into FNM. Speaking of which next weekâs FNM will be Standard and Modern! Itâs gonna be the Wild West next week with new decks in standard from the protour and Modern without the eldrazi and with the sword of the Meek combo. See how the meta plays out next week!
 Send your feedback to me on Facebook! itâs very appreciated :)
All glory to the Gitrog.Â
Adam

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Missing Geek Pre-Release Retrospective (SOI)
Shadows over Innistrad is here! Werewolves, Vampires, Zombies, Flip Cards and bonkers Flavour Wins! Itâs almost enough to dissolve my searing wall of cynicism! If it wasnât fairly obvious Iâm incredibly hype for the release of SOI, what with OG Innistrad being my favourite set ever and Standard Rotation being my favourite time to play magic everythingâs coming up Millhouse.
Last week we finally got a chance to get our hands on the cards of SOI with pre-release events at the Geek, including a healthy-sleep-pattern destroying midnight event. With 6 total events concluded letâs have a look at some of the best archetypes for SOI Limited as we get ready for an exciting new draft environment.
Grixis Madness
All the Grixis Colours have reliable ways to discard cards but BR seems to be the most aggressive version. With the return of madness BR gets to play undercosted cards at instant speed while mitigating the downside of having to discard a card. Flashing in Twins of Maurer Estate to block or playing Incorrigible youths to flip an Heir of Falkenrath are powerful interactions that will constantly leave your opponent guessing. UB and UR decks get the added bonus of blueâs powerful bounce cards that allow you to play a tempo oriented game as you keep the ground clear for attackers. Finally, red has some of the best removal with cards like Fiery Temper (or Crazy Bolt if youâre so inclined) and Avacynâs Judgment, which makes for an awesome finisher or board sweeper.
GW Humans
This looks to be one of the best curve out decks in the format. Stack the deck full of cheap humans, back them up with pumps spells like Strength of Arms or the onboard activation of Veteran Cathar. Finally finish up with an intrepid Provisioner pumping a key card or have the secret group of werewolves youâve been consorting with transform and finish the job. The deck also has the ability to go wide and finish the game with fliers thanks to cards like near nearth Chaplain or Vessel of Ephemera (Neither of which, Iâm sorry to say are Lingering Souls)
White also has some good removal with cards like Angelic Purge Which may not be great early but late game will use a near useless land or a now obsolete creature.
 GR Werewolves
Werewolves! Werewolves get bonus point because they are simply awesome! Joking aside there are some powerful options here. A lot of good early drops that turn into absolute monsters if your opponent ever blanks on a turn (taking a turn off to flip your Wolves doesnât seem like a consistently good idea, just play out your board and pressure your opponent to keep playing spells).
You get great removal, powerful creatures to beatdown with overall seems strong!
 There are of course other powerful archetypes in the format, these are just the decks that impressed me the most at pre-release. Iâm looking forward to trying out the rest of the archetypes as we explore SOI Draft next FNM. With that in mind my last few takeaways from the format are these
1.      Most of the gold cards are bonkers. Sorin, Arlin, Olivia, Sigarda⌠all totally, mind-blowingly ridiculous
2.      Westvale Abbey is totally legit. Itâs a great late game win condition that your opponent will have difficulty interacting with and is a lot more doable than flipping The Thing in The ice!
3.      Pack Guardian is possibly the best Green Uncommon. It may have over performed for me but this card seems insane. Flash it in to block, late game get a 2/2 wolf and then its 6 power for 4 mana. Iâm sold
4.      Donât play Elusive Tormentor unless you can leave up 1 mana. Even if itâs the 3rd turn you havenât found your 5th land donât do it. They have a kill spell. Trust me. You will feel embarrassed, particularly when you draw the land the turn after it died. (True story!)
5.      Sage of Ancient Lore is really good⌠I didnât say theyâd all be insightful!
 Pre-release isnât really about the winning*, itâs about enjoying a first taste with the new cards in the set, regardless of their power level. With that in mind, here are my favourite cards from each colour of the set!
White
Thaliaâs in the set! Well⌠sort of, not really. At least sheâs got some flavour text!
 Blue
Look at him! Look how sad that zombie is! Sheâs going to have to call his zombie dad down to the station to collect him and reprimand him for eating those peasants. Sure eating peasants is bad and all but look how sad he is! Sad robot has nothing on this guy.
 Black
A definite flavour win; this card is a great example of bizarre vorthos flavour happening naturally. For example; have you ever though Kalitas and Olivia would make a great couple? Just bring âem back with this and BOOM! Theyâre married! Head cannon accepted! Take it one step further, stallion of ashmouth and ghoulsteed? BAM! Horse marriage! Ship actual ships by reanimating Pirate ship and Ghost Ship! Iâm just disappointed Siege Rhino and the mantis from Mantis Rider will never be able to confess their unspoken love for each other in standard. Truly, star crossed lovers indeed.
 Red
 This card is 3 to 4 doves away from being a Magic John Woo card and that is by no means a bad thing.
Green
This Guyâs Flavour Text sounds like a tag line for a Schwarzenegger Movie. âThis Summer! Hermit of the Natterknolls stars in GRANDMAâS HOUSE! You wonât believe what big eyeâs he hasâ âŚif anyone needs some advertising work done you know where to find me!
 There you have it! Look forward to next weekâs blog where weâll take a look at some early standard archetypes for the post rotation world as well as FNMâs first Shadows Draft!
 *It totally is
A Week at the Geek - March 20th
Firstly Some Housekeeping. Congratulations to Saturdayâs GPT Winner Bennet who took first place with an impressive Bant Company Deck*! Enjoy your prizes and 2 buys for GP Manchester!
X-Wingâs Wave 8 is here and it is awesome! Look out for a review of the new ships next week and prepare for some serious Bounty Hunter Fanboying as the classic selection of âdisreputable scumâ are now all availableÂ
Tiny Leaders Primer
Next weekâs FNM will be my new favourite format, Tiny Leaders! In anticipation of this I thought Iâd make a little primer for getting into this new and awesome format.
So, rules wise Tiny Leaders shares a lot in common with commander. Like commander, you have a general (Your Tiny leader) that gives your deck its âColour Identityâ. You can only play cards in your deck that match your commanderâs colour identity, for example a player running âZurgo Bellstrikerâ can only play red cards and lands that produce only red. A player using âGeist of Saint Traftâ can run white cards and blue cards. As with commander itâs a singleton format, you can only have one of each card name in your deck outside of basic land. So far, so commander. Letâs look at the differences.
The first key difference is that every card in the deck, including the commander must be converted mana cost 3 or less (Hence the âTinyâ part of Tiny Leaders). This is where things start to get interesting as it makes for deckbuilding unlike any other format! In addition, Tiny Leader decks contain 50 cards rather than commanderâs 100 (49 cards plus the General). Finally the format is designed for 1-on-1, best of 3 matches and so you get to have a 10 card sideboard. Thanks to the large card pool there are some ridiculous sideboard options in the format (Circle of protection, bloodmoon, Chalice of the void ect.) Tiny leaders also has its own banned list which you can check out here. Outside of that, it uses all the commander additional rules, Commanders cost 2 more for each time theyâre cast, you can put them in the command zone as a replacement effect ect.
Thatâs the nitty gritty of the format dealt with but how does it actually play out? Tiny Leaders gives you access to some of the most powerful cards in Magic and therefore ends up playing a lot like budget legacy, which is great because itâs a lot cheaper to play this than actual legacy! You can even take some legacy archetypes and try to play them in Tiny Leaders, with various degrees of success. Stone Blade is a very viable option for example. Using stoneforge mystic to tutor up a Sword and Equipping it to a powerful Hexproof creature like Geist of Saint Traft is an incredibly powerful and consistent strategy.
Delver style decks are also excellent with cards like shardless agent, blighted strix and ancestral vision all being legal in the format for a BUG deck or Young pyromancer, monastery mentor for Jeskai variants. If you really want to go crazy you can build the legacy lands deck and enjoy the fevered tears of your opponents as you crucible lock them out of the game! âŚadmittedly not for everyone.
The only option Iâve had explored that didnât perform as well as Iâd like is control. This was pretty surprising as most of the controls staple cards are here with great removal and counter spells and awesome card draw (You can even play sphinxâs rev! just like old times). But after being beaten by quick aggressive decks and lacking the late game options to deal with midrange strategyâs I found control to be fairly underwhelming in the format. Much in the same way control has had difficulty performing in modern, it failed to impress me in Tiny Leaders. Maybe Iâm just bad. If anyone builds a stonckingly good pure control deck let me know, I want to play it :P
But I digress. Overall there are a ton of options for competitive decks as so many amazing cards are available in the format, but whatâs the best place to start if youâre just thinking about building a deck?
Well, a good place to start is usually with the commander, as this card will determine what cards you can actually run in the deck. With that in mind here are my top 5 commanders to start with to give you some idea of the options.
5. Jori En, Ruin Diver
 If there is a control deck in the format** Jori en seems good in it. Blue gives you counter Spells, red removal and boardwipes and Jori En gives you extra card draw, it could be good assuming you donât get overrun by fast decks. Outside of that you can build up an aggressive prowess strategy, similar to the ones in standard. Running cards like abbot of Keral keep and monastery swift spear with cantrips like gitaxian probe, thorough the breach and electrolyse you can storm* your way to victory by pumping your prowess creatures and constantly refill your hand. Jori En is pretty easy to get hold of; sheâs in the new standard set being opened
and was recently a promo for game day top 8. Play the Top 8 promo for extra Swag Points!
4. Â Zurgo Bellstriker
Mono red, sweet and simple. Wonât take a strain on the mana base and still gives you some good options. For example red has as access to all the best board wipes in the format. With most creatures being on the smaller side cards like kozileks return, pyroclasm and anger of the Gods all give you great ways to clear the board against decks going wide. It also lets you deal with smaller Hexproof creatures. Most of them canât survive 2 or three damage before they get some auras on them. Board wipe dash Zurgo Repeat, nice.
3. Alesha Who smiles at Death
One of the best aggro options in the format Alesha gives you access the Mardu colours while still being easy to cast on turn three, sheâs therefore a great choice for those wanting to play three colours but donât want to go all out on the mana base. Red gets you access to burn and aggressive creatures; white gives removal and more aggressive creatures and black gives you hand disruption and aggressive-ish creatures. You can also get back almost all the creatures in your deck with Aleshaâs ability even if they do get removed, which is a bonus. Aleshaâs saying goodbye to standard soon and wasn't seeing any play anyway and so will be super easy to pick up cheaply.
2. Anafenza, The Formost
Anafenza punches way above her weight at 4/4 for 3 mana and thatâs one reason to play her and her Abzan team. Not only is she a house on her own but this combination of colours gives you access to other over powered creatures like Loxodon Smiter and voice of resurgence. With under costed fatties and excellent disruption from black cards like thoughtseize and Inquisition of Kozilek (Which hits everything in the format!) and great removal like abrupt decay these decks can be really hard to deal as they present both threats and answers in equal measure. Anafenza can be picked up super cheap right now as she heads for the post rotation phantom Zone*** in April.
1.Geist of Saint Traft
If youâre willing to give him some help, Geist can be straight up unfair. 6 damage from a 3 drop is absolutely absurd but Geistâs 2 toughness makes him much too fragile to do much on his own. With this in mind there are a few options to help him stay out of the graveyard. Enchantments are a good place to start, as his Hexproof will stop too many unnecessary two for ones. Iâm not a fan of trying to pumping Geist Boggels style with a ton of enchantments such as daybreak coronet or the umbraâs. Those cards turn 1/1 hexproof creatures into power houses but Geist is already super strong! I prefer to use a few enchantments that help give him evasion such as spirit mantle, aqueous form and the amazing steel of the godhead.
 Equipment also works wonders with Sword of Feast and Famine and Fire and Ice being the prime examples, particularly if you spurge on a Stoneforge mystic. Blue/White also gives you the best control/tempo to keep Geist alive and Kill your opponentâs threats. You've got counterspells like Daze, Counterspell and spell snare as well as the best removal in the format in Swords to plowshares, Path to exile and Silkwrap (Which hits everything!). Geist is also easy to pick up right now as he was recently reprinted in Blessed vs Cursed, albeit with impressive artwork.
Tiny leaders is an awesome format with something for everyone. Competitive players get to play legacy light and enjoy the experience of playing commander without having to play multiplayer games. Casual players can build fun synergistic and flavourful decks with the 3cmc or less restriction adding a new level of complexity to the deck building process. Its super fun and I hope this guide will give you some starting points, hope to see everyone playing it next week!
Thanks For Checking out the Blog, any feedback is greatly appreciated, just send me a message on facebook! :)
Adam P
P.S apologies for a slight lack of FNM Information this week, normal proceedings will resume now that the Death Plague has been exorcised from me, #SupportLocalExorcists
* âBant Flash with a Bennet twistâ his words not mine but very worth mentioning
** There isnât
*** Superman 2â˛s Phantom Zone not the terrible Man of Steel one