Three Cards Deep: The Good, The Bad, and the EDH Ugly
Value Value Value. Everybody shout “GOAT POST!!!!” What is good, bad, and ugly with Trading Post? Let’s get muddy.
If you’re not sure what there is to love about Trading Post, just remember that back in The Wild West, it would have been the only place to buy your BF/GF red booster packs to make a heart-shaped gift for Valentine’s Day!
In TCD I talk about three cards in the context of the week’s subject, because card valuation in a vacuum is stupid; it’s the synergies that matter.
- One is Rad: Surprisingly awesome card you’d be just as happy to see an opponent slam down as you would to rip it off the top.
- One is Bad: It’s a bogeyman. Take a trip to frown town with these fun suckers, whether you’re casting or being tortured by them.
- One is Sad: Often popular inclusions, these cards tend to let you down.
The Rad – Chromatic Sphere
The reality is that anything funny with Trading Post is gonna seem more cool because recurring an effect dozens of times makes it feel much more useful. And to be honest, the game in which Shattergang Brothers player Ryan looped this several times a turn was pretty brutal. But it was his 12-card durdle engine that did us in.
This interaction was cute, and as a proxy for any repeatable recursion of incremental value pieces, it was something I really enjoyed.
Verdict: Putting weird corner-case cards to use in “battlecruiser Magic” gets the OK in my book.
The Bad – Shivan Harvest
So I’m typically a huge fan of targeted land destruction. And I also advocate the use of this card by players who can be responsible “police” trying to keep super ramp in check. However, in the context of a certain brown planeswalker with four abilities, it’s super easy to just keep recurring a range of artifact creatures (such as the emmisary of valuetown himself, Jens Thorén (Solemnn Simulacrum) and mow down lands with abandon.
In the scenario last week, the LD itself wasn’t too absurd. However, as the Harvest was his only non-tap sac outlet and he was digging for a way to finally end the game, he did have to resort to blowing up lots of lands. It could have gotten out of hand if we hadn’t all scooped and kissed his durdle-master toes.
Verdict: I have to post the list for this deck. It grinds your soul to dust.
The Sad – The Artifact Lands: Ancient Den and Team
I totally understand the draw of these cards. Make a (BLUE!) Borderland Ranger out of Trinket Mage and have fodder to draw cards when you want your lands to cycle. However, there are two reasons why this synergy isn’t enough in my mind.
First, there’s the age old argument against Birds of Paradise in EDH – they too often become the collateral damage of random mass-removal (Shatterstorm and such.) Second, they are like cycling lands that use up your land drop. I don’t really like cyling lands anyway (except in mono and very conservative two color decks), but that’s just personal preference. More importantly, there are almost always better things to be doing with the post and your artifact synergies that don’t use up your land drop to get the maximum utility.
Verdict: You want to remove types from your essential cards, not make them more fragile by adding them.
This Week’s Lesson: Don’t start games in which three of four players chose legitimate control decks. Somebody needs to try and win the game eventually, and that soul you just ground to dust makes for a crappy attention span next game.