The journey started with an escape from Naya. The Nayas didn't seem to take it good when I ran off with their artifacts. The pursuit was tough but a well placed Wall of Frost spell prevented most of those who were following. They did summon the Great Sable Stag to continue on the chase as the forest spirit seemed to be immune to the cold of the walls I've summoned. It didn't take long though before I was able to find a gate out of Alara and eventually make my escape.
The gate I chanced upon took me to the humid rainforests of Bala Ged. The elves of the region did not take well my sudden appearance in the midst of their village and, once more, I was forced to flee. Reyvs, their head shaman tried to muster the blood braid elven forces and summon the power of Ajanni Vengeant but a well placed counter spell wiped the knowledge from his mind. Just as I neared the rain forest, they once more tries to summon the nature spirits to halt my escape. Another mind break spell stopped all that and eventually their pursuit.
I then made my way to the lands of Guul Draz. The humid region wasn't easy to travel upon as it was mostly swamps. I had to hire a raft in order to reach one of the swamp cities. I asked around for the location of my contact for the artifact. I did find out his location but I likewise attracted the interest of other treasure hunters. One such treasure hunter tried to take the artifact by force. The black mage named Jaynor was powerful as he likewise used, though different in application, mind magic to distract me. It was a good thing that I had my familiar with me which managed to sever the mage's link to his mana source and allowed me to leave the place.
I finally made my way deeper into the swamps where the Necromancer Gio I needed to talk to lived. The crumbling tower was easy to find once you knew where to look. The mage, however, made a show of force trying to get the artifact without sticking to the agreement. He used his undead creatures which seems to claw themselves out of the very ground I was standing on. The battle was brief and ended up in a stand still allowing the Necromancer to get his artifact and me leave with my payment.
Labels: Travel Log
Zendirak's out and we need to cycle out most of the cards to fit in the standard format. I've been able to playtest the deck for a few games and it seems to be working well. Here's what the current deck looks like:
Lands:
Island (20)
The deck is mono blue and islands are a necessity. Since it is part control deck a good mana base is needed thus the increased number of lands.
Scalding tarn (4)
It was suggested that a set of fetch lands be added to the deck in order to easily trim the card number while in play while at the same time helping the hedron carbs in their duties.
Spells:
Archive Trap (4)
A great improvement for me compared to the card it replaced - Sanity Grinding. Not only that it deal a good amount of milling, but the fact that it is an Instant allows it to be cast during the opponent's turn allowing one to free those lands for the other counter spells. The zero (0) alternate cost is likewise a benefit now that there are fetch lands out.
Cancel (4)
The base counter spell in Standard. I find the straight forward countering of cancel better than most other counter spells available.
Into the Roil (4)
The only removal card in the deck. Primarily used against problematic creatures, artifacts and echantments which pass the counter spell cards. The kicked cost shoule be paid when one can to allow a card draw. I used to think this was just the replacement for Boomerang but kicked, this has moved up to replace Cryptic Command.
Jace Beleren (4)
The planeswalker Jace allows both as a draw engine as well as an alternative win. He's likewise a good distraction against those burn decks giving one a few more rounds to survive and mill.
Negate (2)
With the lack of selection of counter spells in the block we opted to put in Negate because of two things. First, it has a low casting cost. Second, it would be better to eliminate spells than creatures as most non-creature spells are the ones which tend to shift the balance of the game.
Time Warp (4)
This spell allows one extra turns to set up but is also great to reach Jace's ultimate ability or just to feed the Crabs.
Trapmaker's Snare (4)
The second advantage of Archieve Trap over its predecessor is that Trapmaker's Snare allows one to get it earlier in the game rather than waiting for it to come out. Mindbreak trap has likewise been searched with this card when one was facing Cascade decks.
Twincast (4)
Like in the previous decks, Twincast makes one's win condition very potent. Usually one can use it with Archive Trap to finish off the game, but a lot of times it can make things go very well for you in offbeat scenarios.
Wall of Frost (2)
We can't really be sure as to which opponent one would face during his first game and the Walls of Frost are placed inside the deck in order to handle those which depend on creatures for their win.
Creatures:
Hedron Crab (4)
The third win condition. The Crab normally just sits for me there and mills. I have so far been able only to bring out two of these in the game as sometimes that is all I need to win it together with either Jace Beleren or an Archive Trap.
Labels: Trapmaker's
Three trap cards which most likely be in my new deck:
Whiplash trap
Defense card which would replace Unsummon, Boomerang and 

Mindbreak Trap
One of the new counters in the new block. Probably replacing Cryptic Command.

Archive Trap
Good replacement for the Sanity Grinding card

Labels: Zendikar

Vampires
Vampires live openly in Guul Draz and are famed for the decadence and perversion of their lifestyle. Bloodchiefs, the ancient progenitors of their race, control the opulent city of Malakir. Vampire society is divided by "family" allegiances, each family beholden to their Bloodchief. Each family controls a small amount of territory and routes, although the main currency of any family is in its connections and relationships. The tastes and passions of the Bloodchief tend to be imprinted on the vampires he or she creates.
There are five greater families in Guul Draz: Nirkana, Kalastria, Emevera, Urnaav, and Ghet. Dozens of other lesser families are scattered across Guul Draz, each with a contingent of undead servants appropriate to their place in vampire society.
Whenever a vampire fully drains the blood of a living creature without destroying the husk, a vampire null is created from the body. Nulls are easily commanded by other vampires, but if left without orders they will hunt and kill living things that they can find. 
"I both adore and abhor my lineage. Rabid and perverse, they whine like demanding infants. But they are mine, and I would slaughter thousands before I would see them bow down and be slaves to anyone."
—Kalitas, Bloodchief of Ghet
Kor
The kor live a spare and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more "static" virtues. "We were not meant to put down roots," they say. "The heart is a moving organ." Despite their constant motion, the kor have a deep reverence for certain locations. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way.
The kor are masters of ropes and hooks, using them to travel and to hunt, and incorporating them into their spirituality. They rarely use unreliable devices such as crossbows to propel their grappling hooks onto cliff faces or into flying game, relying instead on simple, sturdy rope and the skill of the arm. A hooked line is also a social and sacred symbol for the kor, representing their connection to each other and to the world around them.
"The drakes struck the cliff-haven as dusk was falling. They blended into stormy sky, so the scouts didn't call the warning until it was too late. Half our kitesailors plummeted into the river in the initial assault. We scrambled to string the lines across the expanse, bringing down the big bull with a razor line across his throat. But our hookmasters were the heroes of this battle. Fearless on the cliff edge, they snared the matrons, and the pups soon deserted the fight. As always, we bless Kamsa for the lines that bind us."
—Rana Cloudwake, Kor skyfisher 
Merfolk
More merfolk live in Tazeem than elsewhere, but they can be found on every continent in Zendikar. Although the merfolk are born in the water, they have adapted to life on land. Thoughtful, curious, and analytical, the merfolk are natural explorers. Merfolk tend to be more solitary than other races and don't cultivate large communities. But even merfolk who spend most of their time exploring will establish a home base, a place they return to before setting out again.
Run by merfolk scholars, the Lighthouse at Sea Gate is the center of learning for explorers of all races. This library filled, with scrolls, and maps, and writings about the lost civilization of Zendikar, is a storehouse of knowledge of all the collected knowledge about the vanished ancients.
"We alone of the races can sense the Roil as it moves across the land. Only merfolk can lull this wild earth and make it still. But my kin mistake the source of such power. They put their faith in Em of the Air or Ula of the Sea. I know that my strength is from Cosi, The Trickster
—Noyan Dar, Tazeem lullmage 
Goblins
Goblins thrive in Akoum, Murasa, and Ondu as well as many settlements and outposts. Although there are numerous tribes, the Tuktuk and Grotag tribes boast the largest warrens. Much of a goblin's life is devoted to finding and plundering ruin sites. The goblins choose their tribal leaders by their perceived industriousness; the leader is the goblin who has managed to retrieve the most interesting or powerful object from a ruin. In Affa, the main settlement in Akoum, many goblins hire themselves out as guides or trapfinders. Of course, the normal plan is to help find something of value, trigger a trap intentionally, steal the object, and run away.
Elves
Bala Ged is the homeland of the Joraga elves and the planeswalker Nissa Revane. The Joraga elves have little respect for any other race, or even other elves. They see the survival of their nation as their first priority and jealously guard their traditions. Many outsiders view their nomadic clans as roving bands of murderers, but there is a complex culture behind their aggressive exterior.
Large numbers of Joraga have made homes in the towering trees of the Oran-Rief forest, where they inhabit villages suspended from the treetops. After splitting from the Joraga nation, the Tajuru elves settled in Murasa and Tazeem. The Tajuru are rumored to be the best guides in Zendikar.
Using zip-lines and expert climbing techniques, the elves fearless span the gaps between branches or cliff faces.
Labels: Zendikar
Akoum
Akoum is a mountainous continent where magma glows from crevasses in the earth. Crystalline fields shimmer beneath the sun, but the sharp edges of most surfaces will slice through skin and bone. In some areas, the temperatures are extreme—burning an explorer's skin during the day and causing frostbite during the night. Gases occasionally spew from the ground, and around these vents, bizarre trees and plant life have arisen in pockets of weird biome. The region is plagued by geological instability, causing magma geysers to erupt unexpectedly and shards of rock to rain down unexpectedly.
Bala Ged
Humid rainforests cover this low-lying continent. A humid haze blankets the landscape, which is riddled with poisonous molds, fungi, and strangely colored algae. Deep within the network of limestone caves and tunnels, catacombs, sacrificial altars, and rune-inscribed chambers hide countless treasures. These are the domain of the ferocious, reptilian Surrakar and countless primordial monsters. Bala Ged is home to two tribes of elves: the warlike Joraga tribe as well as the secretive Mul Daya. Mul Daya elves can be recognized by their tattooing, and have a connection with the spirits of their elvish ancestors that sets them apart from the rest of the elves.
"The other elf tribes shun the Mul Daya. They call them bone-eaters and death-friends. But they rescued me from torture at the hands of quag vampires. I've seen them converse with spirits. They honor the jungle like a god and are connected to Zendikar's life-force in a way no one else truly understands."
—Mitra, Bala Ged missionary
Guul Draz
This is a humid region of teeming lagoons, and tangled, fetid swamps—this is the homeland of the vampires. Predators stalk the wilds, and traps are hidden in mangrove jungles and around settlements. The rancid waterways that twist into the vast marshes and swamps conceal predators and plagues. There are more ruin sites here than elsewhere, including the Hagra Cistern, a huge complex of ruins that's gradually sinking into the muck and water.
"Why do we trap the outskirts of Malakir? We have no desire to work harder than necessary. Chasing prey is for dogs and humans. A victim's blood is warmer if it's already flowing.
—Alinor of Malakir
Murasa
Surrounded by towering cliffs, Murasa is continent of jaddi-tree forests, deep valleys, and steep ridges. Vines and other vegetation wind through deep valleys, up cliff walls, and down into dank, half-lit caverns in the earth. The Kazuul Road provides the easiest access into Murasa. But Kazuul, an ogre slavemaster, controls the route and demands tribute from any explorer who tries to enter the continent. 
Tazeem
Tazeem is a perilous combination of the Oran-Rief, a gigantic, twisted forest; Halimar, a deep inland sea; and the Umara, and a great rushing river that bisects the continent. Some ancient ruins have been co-opted by denizens, who make their homes in the remains of the massive hedrons. Other ruins remain hidden underground, but are sought after by both merfolk loremasters and power-hungry expeditionary leaders.
Colossal hedrons float in the sky above Tazeem. This rubble field stretches across the entire continent, obscuring direct sunlight and blocking natural rainfall patterns. The massive stones perpetually turn and tumble across the heavens. Amid the ruins, there are the shattered remains of a sky-castle. Merfolk call this Emeria, the Sky Ruin. They believe it was once the home of Emeria, the goddess of the sky.
"Awoke to a rose-colored morning. Slept well high in Vastwood canopy. Sheets of glossy rain poured down from hedron field, but I was comfortable under the cover of the crescent-leaves. Above me, two massive hedrons collided, showering the branches with gray dust and rune-covered shards. I saw two kor up there, cutting pathway stones from the hedrons. They tumbled down, breaking their necks on the limbs of the forest. They shouldn't disturb Emeria, and they paid a just price."
—The Journal of Yon Basrel, Oran-Rief survivalist
Ondu
The geography of Ondu is dominated by a sense of sweeping verticality. The precarious Makindi Trenches, the skyscraping trees of the Turntimber, and the depths of the Crypt of Agadeem all contribute to the strange sensation that travel in Ondu occurs up and down rather than east and west. Jwar, the Isle of Secrets lies near the southern coast. Huge granite heads loom half-buried in the earth, and a beam of pure blue light can be seen shooting straight up out of the island. But no explorer has yet uncovered the source of the light.
Sejiri
This polar region is like an enormous mesa with permafrost steppes, wind-blasted mountains, and impossibly tall cliffs that encircle the continent. Despite its inhospitable terrain, creatures such as felidars, griffins, and sphinxes make their home in the snow-covered wastes. There are many ruins sites, and explorers brave the cold to see what treasures lie deep beneath the snowy surface.
Labels: Zendikar
Zendikar's intense mana and unique treasures inspires dreams of wealth and power in the bold and adventurous. Driven by tales of wondrous places of mystic power, bands of explorers venture into the wilds of Zendikar. Many such expeditions fail, overwhelmed by the world's many dangers. But a handful of elite, daring souls manage feats of discovery that have earned them riches and renown. Guides, porters, cartographers, sell-swords, lullmages, ruin-sages, and healers form expeditionary parties and team up to scour the world for treasure. 
"We'll venture out from Kabira at first light. I have assembled the finest team: A porter who assures me that his hurda is stout and docile. A Sea Gate archeologist who's traversed the hedron fields before. Two sell-swords with references for loyalty. A trapfinder with both eyes and ten fingers. And a goblin guide to lead the line and 'distract' predators from the rest of us."
—Javad Nasrin, Ondu Relic Hunter
Labels: Zendikar
Zendikar's unique mana and its own fierce ecology combine to cause violent and erratic changes in the terrain. The land shudders and writhes, causing tectonic chaos, extreme weather, and sudden destruction. This volatility is known as "The Roil." Large boulders and shards of rock erupt from the earth, and then subside when The Roil shifts away. Winds generated by the The Roil turn debris and vegetation into a devastating funnel clouds. Over water, The Roil creates whirlpools that can suck a boat to the bottom of the ocean or waves that crash into high cliffs and flood the forests beyond.
For those born on Zendikar, The Roil is a natural phenomenon—just the way things are. To planeswalkers, it's obvious that this volatility is what keeps Zendikar dangerous and untamed. The trappings of civilized life are rare on Zendikar. A sturdy machete will keep you alive longer than a chest full of gold. Though hard to obtain, an accurate map can be more useful than an entire army.
There are very few settlements on Zendikar's seven perilous continents, just pockets of civilization and outposts where adventurers gather to share stories and supplies. Despite the hardship, Zendikar's resourceful denizens have devised clever ways to survive a world that seems determined to cast them off its surface. Exploration and inventiveness are crucial to surviving in this world. Powerful treasures await the adventurers who venture out in Zendikar's dangerous wilds—if only they are smart and strong enough to stay alive.
Labels: Zendikar

Lethal dangers. Priceless rewards. Zendikar is a wild, untamed world fabled among planeswalkers. Ancient forests conceal trapped ruins. Catacombs leak poisonous vapors into the sky. Magma bursts unexpectedly from a placid lake. The landscapes are breathtaking—if you can survive the deadly risks. Zendikar hides treasures beyond imagining, but only an elite few can survive long enough to find them. 
This is a place where rules are broken: Violent forces roll across the horizon, constantly altering the shape of the land. Massive stones float on air. Vampires dwell in cultured, decadent cities. But elsewhere, the trappings of civilized life are rare. A sturdy machete will keep you alive longer than a chest full of gold.
Even Zendikar's mana is unique—more intense, more powerful, more desired by those who know how to wield it. Like other planes, the land pulses with mana that mages use to power their spells. But Zendikar is different from other planes of the Multiverse. Crackling with spell-like effects, the mana here is exceptionally potent—and sometimes unpredictably powerful. Planeswalkers flock to Zendikar in search of these remarkable—and dangerous—locales.
Ruins of a Lost Civilization
Ancient, rune-carved monoliths called hedrons are strewn across Zendikar. Up to ten miles long, some of these stones drift in the sky; others are buried in the ground, some whole, some broken. They're remnants of a lost civilization, but their original purpose is unknown. This ancient empire wielded unimaginable power—enough to suspend gravity and alter the land to suit its purposes. Trap-riddled ruins can be found on every continent. Mysterious glyphs hint at truths long forgotten. Unspeakable monsters lurk in the quiet of these hidden monuments of a forgotten past. These ruins still emanate power, and both planeswalkers and local explorers will undergo great peril to reap their rewards.
"I awoke, bloodied, on the banks of the Halimar. I don't know how I got there—face down in the mud, but alive. There must have been a passage out of the ruin, but I was out of my head and can't recall. The faceless monstrosity that ambushed us in Jade Room stalked us for miles underground. After my torch burned down, I stumbled in the darkness, hearing the death-cries of my companions. I have traveled this fierce world twice over, and I can't say what sort of creature pursued us. As I think of it, the quill shakes in my old fingers. I had no love for any of them, particularly the captain. He was a brute. Still, they died so cruelly. I must not dwell on it. Or what might have happened to me when I was not in my right mind."
—The journal of Chadir the Navigator
Labels: Zendikar
Sideboard: Spells
Negate (4)
Part of the change in the deck is likewise the way it should be played. The tactic for now is to play aggressive/defensive. With no other allowace for tricks. Negate adds additional defense when against control decks.
Replaces: Vendilion Clique
Sower of Temptation (3)
When we need another source of win, we have to resort to using creature spells. The Vendilion Cliques might be useful but they are legendry creatures. The Sower of Temptation allows us to bring them out in numbers as well as removing threats from the opposing mage by bringing their own creatures to our side.
Replaces: Memory Plunder
Labels: twInsanity
A few modifications to the decklist:
Lands
Reliquary Tower (1)
Since we'll be playing with a full set of Howling Mines, it would be safe to put in the Reliquary Tower so as to avoid letting go of important cards.
Replacing: Island
Spells
Howling Mine (4)
The key to the grind is to remove as much cards as we could from the opponent's deck. The Howling Mine allows just that. With Jace and the Time Warps, we should be able to likewise find the cards faster without much interference from the opposing mage.
Replacing: Sleep
Ponder (1)
It occured to me that whenever we grind, we sometimes play the risk of putting all the other grinds in the bottom of the library and that I am left wishing the opponent would path to exile my plumeveils so that the library could be reshuffled.
Replacing: Island
Labels: twInsanity
The problem with being too visible to any of the planes is that the locals seem to take notice of you and when they do they tend to be ready when you return. This proved to be true the last time I visited Lorwyn it seems my last encounter with the Kithain has reached Gaddock Teeg, cenn of the clachan of Kinsbaile, who is one of those leaders.
Gaddock is all about giving his side an advantageous playing field. White and green are famed for their strong, low-cost creatures but are vulnerable to spells that can destroy large numbers of small critters at once, such as Damnation and Molten Disaster. And, of course, a well-placed Demonfire or Dragonstorm can ruin anyone's day pretty quickly. Gaddock shuts those cards down, forcing opponents to fight on your terms. Creatureless decks may find their efforts particularly hampered, though any deck that depends on a powerful or expensive spell might find a hard time of it. Kithkin enjoy a relatively simple life; Gaddock is a fine example of putting that culture to practical purpose.
On the otherhand, it wasn't simple when another mage I encountered was able several Demigods of Revenge during one of out matches. It seems the Demigod might be vulnerable to my countering magics but that would only delay me while its brothers were coming up on me from behind. I barely escaped with my life from that encounter.
The worst battle would probably be the fact an enemy mage was able to cut me off from my own source of power. He managed to cut my access to my Sanity Grind spells and I was unable to find another means of defending myself. Being too eager likewise made it difficult as I left myself defenseless without by counterspells.
It seems I have rework my spellbook in order to catch them again off guard.
Labels: Travel Log
It will still be a couple of months before the plane of Zendikar could be accessed but for now it seems the mana of their Islands are already calling me...

Labels: Travel Log