Tag: ccg (page 3 of 7)

The Legacy of Magic

Courtesy Wizards of the Coast
Art by Greg Staples

I’ve been playing Magic: the Gathering off and on since I was introduced to it in high school almost 20 years ago. Quite a few things have changed in the game since then, but nothing in the game has changed so dramatically that the old cards are strictly unplayable. In fact, there are some formats of Magic where incorporating older cards is encouraged. And rather than restrict myself to Standard and Limited for sanctioned play, I’ve decided to branch out into those formats.

This decision is based mostly on the potential for building new and interesting decks. With the entire length and breadth of Magic to choose from, the possibilities are astounding. I mean, sure, not every deck is going to be viable – there’s only so much one can do with, say, Lifelaces and banding creatures – but the potential is there. Unfortunately, to make the most of the format, some investments will have to be made, as many older cards are rather pricey. Dual lands, staples of the games early editions, are often priced at a hundred dollars or more per card.

Thankfully, not every deck requires these powerful cards. Sometimes, when you find yourself on a budget, the simplest ideas are the best.

[mtg_deck title=”Legacy Monored Burn”]
// Creatures
4 Goblin Guide
4 Keldon Marauders
2 Grim Lavamancer

// Spells
4 Lightning Bolt
4 Rift Bolt
4 Fireblast
4 Lava Spike
4 Magma Jet
4 Price of Progress
4 Chain Lightning
2 Sulfuric Vortex

// Lands
3 Arid Mesa
3 Scalding Tarn
14 Mountain

// Sideboard
3 Smash to Smithereens
2 Vexing Shusher
2 Pyrostatic Pillar
2 Pyroblast
2 Anarchy
2 Tormod’s Crypt
1 Ravenous Trap
1 Faerie Macabre
[/mtg_deck]

The deck is fairly straightforward: dishing out as much damage as possible in a short amount of time. However, ‘straightforward’ does not mean ‘simple’. You can’t simply cast all the spells in your hand as quickly as possible and be assured of a win. A key example of this is [mtg_card]Fireblast[/mtg_card]. Canny players wait until after other spells have been cast to play this powerful blow to the enemy’s face with its sacrifice cost. And doing so puts more cards in the graveyard for [mtg_card]Grim Lavamancer[/mtg_card] to use.

I’ve played the deck in one event so far, and it’s not only fun to play but viable against other Legacy decks. Its potential caught me somewhat off-guard, considering I was up against decks like Countertop and Affinity. It’s not perfect, though, as Maverick found ways to slow me down enough to secure a win. Hence the [mtg_card]Anarchy[/mtg_card] in the sideboard – that will take care of pesky Circles of Protection!

In addition to Legacy, the format called Modern provides similar opportunities but with a narrower range of cards to choose from. I had to poke around a bit, but I found a deck list that feels right up my alley, and utilizes some of my favorite cards from both the current and the previous Standard rotation.

[mtg_deck title=”Modern Tokens”]
// Creatures
4 Hero of Bladehold
4 Tidehollow Sculler

// Spells
4 Intangible Virtue
4 Lingering Souls
4 Honor of the Pure
4 Path to Exile
4 Inquisition of Kozilek
3 Zealous Persecution
3 Spectral Procession
3 Midnight Haunting

// Land
4 Godless Shrine
4 Isolated Chapel
4 Marsh Flats
1 Mutavault
6 Plains
1 Swamp
3 Windbrisk Heights

// Sideboard
2 Disenchant
2 Kataki, War’s Wage
2 Kor Firewalker
2 Linvala, Keeper of Silence
2 Slaughter Pact
1 Stony Silence
2 Surgical Extraction
2 Torpor Orb
[/mtg_deck]

Which am I more excited to play? Token decks are always fun to play, but the straightforwardness of the burn deck is also appealing. The deck is somewhat underestimated and isn’t as flashy as decks with dual lands, [mtg_card]Force of Will[/mtg_card], [mtg_card]Tarmogoyf[/mtg_card], or [mtg_card]Jace, the Mind Sculptor[/mtg_card], but it has definitely proved itself and, I feel, will continue to do so.

This doesn’t mean I’m done with more casual formats, though. Especially if there’s drinking involved…

On Net Decks and Feet in Mouths

Courtesy Wizards of the Coast
Art by Wayne Reynolds

Remember the old advice “If you don’t have anything nice to say, don’t say anything?”

Every once in a while I speak without thinking. It’s been known to happen. My emotionality has been a problem many times in my past, and while I have a much better grip on things now, I still occasionally slip up and say what I’m feeling rather than thinking it through. Sometimes I think I’m being clever. Sometimes I just want to express myself. But when it happens, and I look back on what was said, I realize I was a bit of an ass.

Case in point: I uttered the following words at my friendly local gaming store during the last rotation.

“If you run a decklist from some top player on the Internet, nothing personal, but I hate you.

For a bit of background on why this is the wrong way to approach competitive gameplay in general and Magic in particular, you should be familiar with Timmy, Johnny, and Spike. Here’s an article on these guys and what they mean to the average Magic player.

When you get down to it, not everybody is going to fall entirely into a single category or type, nor is it reasonable to assume other players will play the game you play it. When it comes to Magic, I’m a bit of a Johnny/Spike. That doesn’t mean Timmy players are wrong, nor are those who go fully Spike and are just in it to win it.

Neither I nor any other person has the right to tell other people how to play their games.

Provided you’re not being a jerk, cheating, or otherwise making the game deliberately unpleasant for other people, play the game however you want to play it. Some players just want big, splashy things to happen or to pull off an impossible combo. Others are interested in building their decks in new and interesting ways just to see how they play. And still others just want the glory of victory.

All of these are fine, and none are invalid. For me or anybody else to say otherwise is just ludicrous.

It’s probably part of getting older. When I first started playing Magic almost twenty years ago, there was no Internet to speak of. Folks had to take what cards they had and build what they could. When Scrye magazine or The Duelist arrived with some decklists and advice, such articles could be cited by aspiring professionals and enthusiasts of the game. How are “net decks” any different? In hindsight and examination, I can tell you they really aren’t.

All that said, all I can do is apologize for speaking as I did and hope I didn’t outright offend anyone in doing so. The only basis by which anybody can truly come down on how you play the game is if you’re making everybody around you miserable while playing for reasons outside of normal frustrating from losing. Basically, as long as you’re obeying Wheaton’s First Law, you should be fine.

FNM: The New Standard

Courtesy Wizards of the Coast
Geist of Saint Traft, Art by Igor Kieryluk

The wait is over. The rotation has occurred. We have returned to Ravnica, and the plane-spanning cityscape has not disappointed. As much as things change, however, some thing do remain the same.

A challenge whenever a set rotates out of Magic is adapting old decks to the new Standard. Some designs are more resilient than others. Some cards in and of themselves take the wind right out of certain decks, vis a vis [mtg_card]Birthing Pod[/mtg_card], while others like [mtg_card]Delver of Secrets[/mtg_card] lose the suppor they need to really shine ([mtg_card]Ponder[/mtg_card], etc). To be frank, I’m pretty happy to see both of those decks fall by the wayside or perhaps slip in to Modern, a format to which I must sadly send my trusty [mtg_card]Hero of Bladehold[/mtg_card] – more on that tomorrow.

However, the token generation of my Scars/Innistrad Standard deck remains mostly intact. With the addition of the Populate mechanic used by the Selesnya Conclave, the possibility exists to generate even more creatures without warning. Examination of existing resources also indicated some potential that, until now, went unrealized. To that end, I built the following deck.

[mtg_deck title=”Spirit Squadron”]
// Creatures
4 Doomed Traveler
4 Drogskol Captain
2 Geist of Saint Traft

// Spells
4 Lingering Souls
4 Intangible Virtue
4 Rootborn Defenses
4 Favorable Winds
4 Eyes in the Skies
2 Cackling Counterpart
2 Detention Sphere

// Planeswalkers
2 Sorin, Lord of Innistrad

// Lands
5 Plains
4 Island
4 Glacial Fortress
4 Isolated Chapel
4 Hallowed Fountain
2 Vault of the Archangel
1 Swamp

// Sideboard
4 Judge’s Familiar
3 Cyclonic Rift
3 Azorius Charm
3 Sundering Growth
2 Grafdigger’s Cage
[/mtg_deck]

The centerpiece of the deck is, of course, [mtg_card]Geist of Saint Traft[/mtg_card]. With every attack, his guardian angel appears. She has a tendency to disappear after combat, but Instant-speed Populate cards and [mtg_card]Cackling Counterpart[/mtg_card] can copy her, and the copy sticks around. Enhanced by [mtg_card]Intangible Virtue[/mtg_card] and [mtg_card]Favorable Winds[/mtg_card], she’ll be a force to be reckoned with. The multiple Captains protect each other and any Spirit tokens I generate, as well as making them even more powerful. It’s a heavily aggro-flavored deck, but preventative spells like [mtg_card]Rootborn Defenses[/mtg_card] and [mtg_card]Detention Sphere[/mtg_card] should help stave off sweeping responses or large defenders.

As eager as I am to test this deck in a true FNM situation, my heart remains leaning towards Izzet. In the wake of the various pre-release and release events, I know I have a variety of mad science choices. As good as the cloning technology in the Spirit Squadron deck might be, I feel a strong Izzet deck will be a touch flashier in its climax. I’ve been playing around with a few designs, facilitating between control and aggressive burn, and I think what follows is the best one yet.

[mtg_deck title=”Izzet Controlled Burn”]
// Creatures
4 Goblin Electromancer
3 Guttersnipe
3 Snapcaster Mage
2 Niv-Mizzet, Dracogenius

// Sorceries
4 Pillar of Flame
2 Mizzium Mortars

// Instants
4 Izzet Charm
4 Searing Spear
4 Dissipate
2 Think Twice

// Planeswalkers
2 Tamiyo, the Moon Sage
2 Jace, Architect of Thought

// Lands
7 Island
4 Sulfur Falls
4 Steam Vents
7 Mountain
2 Desolate Lighthouse

// Sideboard
4 Demolish
4 Chandra’s Fury
3 Counterflux
1 Mizzium Mortars
3 Thunderbolt
[/mtg_deck]

It’s still a work in progress, and I’m torn between [mtg_card]Dissipate[/mtg_card] and [mtg_card]Syncopate[/mtg_card] as the main deck counterspell. The Electromancers reduce the cost of each, both include the Exile clause, and while Dissipate may be a touch costlier, it does not allow my opponent the chance to ‘buy’ their way out of the counter. I’ll run with it for now and see how it works. If it looks promising, I may alternate between using this deck and Spirit Squadron in upcoming FNM events.

Standard isn’t the only format out there, though, and I’ll address the formats I’ve been neglecting since my days in high school… next time.

Returning to Ravnica

Courtesy Wizards of the Coast
Hypersonic Dragon, Art by Dan Scott

I must confess that, as much as I adore the setting and dynamics of Ravnica, I missed the block the first time around. I picked up Magic: the Gathering for the second time just as Time Spiral was debuting, after a long hiatus from the game stemming from the events leading to my breakdown. If I knew then what I know now… ah, but it’s water under the bridge. The future is brighter than the past, and the future is the Return to Ravnica.

I committed myself to representing Izzet all weekend long, and not just because their promotional card is a lovely alternate art foil of [mtg_card]Hypersonic Dragon[/mtg_card]. Which we could actually use, in deviance from the normal sealed rules. I was looking forward to what amounted to a Magic marathon, especially because the last couple work weeks have been so grueling. So it began at my friendly local gaming store, Cyborg One, with…

Friday Night, Midnight

After a long day of work and a less than stellar showing at Friday Night Magic, I prepared myself for the first pre-release event. Upon opening the box, I found my packs were leaning towards the new mechanic Izzet introduces in the set, Overload. Each card with Overload can be cast for that increased cost, which allows you to switch the word “target” on the card with the word “each”. The highlights were [mtg_card]Mizzium Mortars[/mtg_card], [mtg_card]Cyclonic Rift[/mtg_card], and [mtg_card]Teleportal[/mtg_card]. Two [mtg_card]Goblin Electromancer[/mtg_card]s made those spells very inexpensive, even on Overload. The main card from the guild pack, however, was [mtg_card]Mercurial Chemister[/mtg_card], a somewhat beefy scientist that allowed me to draw cards with relative impunity.

However, it was difficult to strike the right balance with the deck, and all of the big spells supporting rushes towards the win only ever broke even for me. Still, a record of 2-2 is nothing to sneeze at, and I did get a couple new prize packs.

Saturday Afternoon, Noon

With the guild box at this event, I found myself splashing into Azorius. Two of my big rare pulls, [mtg_card]Righteous Authority[/mtg_card] and [mtg_card]Detention Sphere[/mtg_card], seemed extremely helpful in maintaining control of the battleground. Considering my largest bomb was the intimidating [mtg_card]Utvara Hellkite[/mtg_card], I wanted to make certain I would see the turn in which the big guy hit the table. More often than not, however, I didn’t need him. As good as his synergy was with the aforementioned Hypersonic Dragon, most of the work was done by a [mtg_card]Stealer of Secrets[/mtg_card], usually enchanted with [mtg_card]Pursuit of Flight[/mtg_card]. Multiple Detain effects (Detain shuts a creature down for a turn) and other removal made fliers even more difficult to stop. At one point, I had a Stealer with Pursuit, [mtg_card]Knightly Valor[/mtg_card], and Righteous Authority enchanting her. This sort of thing saw me placing second overall in the event, with a record of 3-0-1. I split my prizes between packs and store credit, and opened a [mtg_card]Blood Crypt[/mtg_card], [mtg_card]Vraska the Unseen[/mtg_card], and [mtg_card]Epic Experiment[/mtg_card] among others.

Sunday Afternoon, 2 p.m.

Sundays during these weekends are different. Cyborg One runs Two-Headed Giant events, and with this pre-release, each team got two guild boxes to start with. I paired up with Jay Treat, mastermind of Wizard’s Familiar, to make the most of the event. He chose Selesnya while I continued to participate in these things FOR SCIENCE! He opened a [mtg_card]Grove of the Guardian[/mtg_card] to go with the one he had as a promotional foil, while I opened an [mtg_card]Armada Wurm[/mtg_card]. I also opened a second [mtg_card]Hypersonic Dragon[/mtg_card], and we began to formulate our plan. In essence, it fell to me to manage the early game, holding off aggression with [mtg_card]Frostburn Weird[/mtg_card]s and removal like [mtg_card]Street Spasm[/mtg_card] while he made preparations for his large token creatures. Once he had at least one out, he would Populate them as much as possible, generating additional tokens as part of several instant-speed spells, such as creating flying creatures with [mtg_card]Eyes in the Skies[/mtg_card] or making his creatures indestructible with [mtg_card]Rootborn Defenses[/mtg_card]. We felt prepared for just about anything.

Our first game ended with a rules dispute, and while technically the win was ours, after all of the back and forth we offered our opponents a draw, rather than just cackling all the way to the winner’s circle. After that, though, all of our wins were legitimate, though some were a bit narrow. At one point, I had a Hypersonic Dragon on the field, and he had two Bird tokens and a Guardian token. While the Guardian did not fly, there was a [mtg_card]Rogue’s Passage[/mtg_card] available, which meant that, since our opponents had no way to block flying creatures, we could damage them with impunity. And with that mix of creatures, with every attack we were devastating their life total.

We placed first in the event. It may be the biggest prize pool I’ve ever won in Magic. I couldn’t have done it without such an exemplary partner.

Conclusion

With a very comfortable amount of store credit to my name, and after several good trades, I am now in a position to roar back into constructed Magic events. My Legacy deck is nearly complete, I have two Standard decks to finish, and I have a couple ideas for the Modern format. But that is a post for another time.

FNM: One More Time

Courtesy Wizards of the Coast

Return to Ravnica is right around the corner. And when it comes, I will be wearing the blue and red of Izzet with pride. I have at least one Standard deck planned, and the guild is looking strong in Limited formats as well. On top of that, I’m planning on dipping my toe into Legacy soon, and the deck I’m considering is entirely red. But that’s a post for another time. Today we’re talking about Friday Night Magic.

I love FNM as a concept. Having a steady night for competition at a low cost provided you can assemble a deck is very appealing. And the Internet has made deck assembly even easier. Any deck being played by the pros can be found with a quick Google search or two, and if you have the disposable income, even the rarest of cards can be found for sale somewhere.

Now, I will admit to a bit of emotional and cultural bias when it comes to this. It’s one of those moments where I shake my walking stick at the young whipper-snappers taking up table space in my hobby. You see, I first played Magic back before there was an Internet, and all you really had to go on was sheer deckbuilding instinct, hard-won experience, and the occasional article in Scrye magazine. Does anybody else remember Scrye? Anyway, there really isn’t anything wrong with copying a deck from an online pro-winning deck list, I just get a little peeved when I keep losing to the same online pro-winning deck list because everybody and their kid seems to be playing it.

Like I said, nothing wrong with this. Play what works for you. I just prefer building my own decks.

Of course, there’s no way to test my deck ideas other than playing them. While I recently got back into Magic Online for the first time since some point during the Renaissance, I don’t have anywhere near enough cards from the Innistrad block to replicate my deck. Speaking of which…

It will still be a couple weeks before my full Izzet plan comes to fruition. I do have a somewhat viable deck I’ve been monkeying around with, and I think I need to revisit its most successful iteration. At the same time, there are some concepts from the latest version of it that I really like, but the way it was set up was simply too reactionary. Still, having responses planned is good, and going fully aggro didn’t really work for me, either. The result is what the pros like to call “midrange.”

[mtg_deck title=”WB Token Midrange”]
// Creatures
4 Doomed Traveler
3 Hero of Bladehold
3 Stonehorn Dignitary
3 Blade Splicer
2 Bloodline Keeper
2 Captain of the Watch

// Spells
4 Lingering Souls
3 Honor of the Pure
3 Go for the Throat
3 Oblivion Ring
1 Intangible Virtue

// Planeswalkers
2 Sorin, Lord of Innistrad
2 Elspeth Tirel

// Lands
11 Plains
7 Swamp
4 Isolated Chapel
2 Vault of the Archangel

// Sideboard
3 Revoke Existence
3 Celestial Purge
3 War Priest of Thune
2 Day of Judgment
2 Grafdigger’s Cage
2 Doom Blade
[/mtg_deck]

Cutting [mtg_card]Venser, the Sojourner[/mtg_card] hurts, but vigilant soldiers that slow down aggressive enemies while quick token generation holds off opposing creatures and makes it difficult for control decks to keep up may be a more viable path to victory.

I really can’t wait for Return to Ravnica. This deck need some time off, probably until Gatecrash shows up. Or I pull enough good cards to make a Junk Tokens deck…

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