Tag: magic-the-gathering

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Gregoire Thibault - February 8, 2015

Magic Origins spoilers

Announcing Magic Origins for Summer 2016

Wizard of the Coast announced at the Fate Reforged Pro tour, the latest Summer 2015 set: Magic Origins. It will be instead of the usual Magic 2016 core set . This set seems revolve around the back stories of the Planeswalkers we know and love. We got Planeswalker cards of old characters in Commander 2014, now we will get Legendary creatures of  Planeswalker in Magic Origins. Are you guys as excited as I am?

We will get more info at PAX East, so tune in fellow Looters for more updates!

Magic origins logos

 

Magic ProTour Fate Reforged announcement

Magic Duels: Origins

Awesome trailer for the latest Duels of the Planeswalkers called Magic Duels: Origins. It will have some essences of the Magic Origins set coming out this summer, but just like other Duels of the Planeswalkers games, it will contain other great cards from passed sets. This makes a great gift for gamer friends you want to introduce to MTG.

Magic Origins Release notes

Release info 2Release info

 

 

Planeswalker Home Plane First-Planeswalk Plane
Gideon Not yet announced Not yet announced
Jace Not yet announced Not yet announced
Liliana Not yet announced Not yet announced
Chandra Not yet announced Not yet announced
Nissa Zendikar Not yet announced

 

Card Gallery

akroanjaileravariciousdragonboggartbruteconclavenaturalistsdeadbridgeshamanenthrallingvictoreyeblightassassingraspofthehieromancerheavyinfantryhitchclawreclusehydrolashinfernalscarringjhessianthiefjoragainvocationlightningjavelinmalakircullblademantleofwebsrabidbloodsuckerreavesoulringwardenowlseismicelementalsentineloftheeternalwatchseparatistvoidmageshamblingghoulsubterraneanscoutvalorinakrosveteranssidearmvolcanicramblerliliana heretical healerLiliana, defiant necromancer

Magic Origins Artwork

Liliana artwork

Liliana before and after in Magic Origins. Looks like we’re going to have some more cosplay options for Lili!

 

 

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Bruce Gray - February 8, 2015

Alesha Who Smiles at Death

Alesha Who Smiles at Death

Visiting with Vorthos: Alesha Who Smiles at Death

One of the interesting things that is emerging with Fate Reforged is the differences between the various clans of the older version of Tarkir as compared to what we currently know and understand about the Clans. One of the most telling pieces is the work posted this week here.

In the current world of Tarkir that we have grown to know and love their khan, Zurgo Helmsmasher, has made the Mardu into a anarchic clan predicated on surviving on the spoils of war.  This hardly seems like a noble cause and in my mind really creates some heavy tension between the White and the R/B color identities of the clan. However, we see that the Mardu under Alesha were far different.

Under Alesha, Who Smiles at Death the Mardu were still fierce warriors and most certainly reveled in the thrill of battle, but you can see very clearly that there is more order, but also that she values the honor and strength shown by the Orc with whom she has an exchange regarding his identity.  He claims that he is not worthy of a name because he has chosen to save and protect his brethren, rather than to kill.  However, you see very clearly that Alesha approves and supports such an approach while you can clearly imagine Zurgo scoffing at this as being nothing more than a weakness.  This difference in the attitudes of the two Khans is very telling and suggests than the Mardu have undergone a significant change in the 1000 years since the events of Fate Reforged.

One reason for such a change is the lack of a common threat in current day Tarkir, like that presented by the dragons on Tarkir, that helped the Mardu to coalesce into a unified group. Without that common threat and the ever present danger that they could be destroyed, the Mardu seem to have become far more chaotic and disjointed. However, I think there is something to be said for the leadership of Alesha, who prides Honour more than some of the other attributes of the Mardu. That sort of approach creates more respect rather than the outright fear that Zurgo fosters.  The differences are telling and quite interesting between the two Khans.

The other thing that is interesting about this article and the background on Alesha is the pretty well documented issue of identity.  Not only the issue of identity of knowing where you fit in a group or clan, but that of what is your identity to yourself.  A big deal will be made of the fact that Alesha is a boy pretending to be a woman, but in my eyes that is really not the issue at heart.  The issue is really that Alesha knows who she is, regardless of what gender she may be, while the Orc whom she is speaking with seems far more confused…except that he knows enough to follow Alesha.  It is an intriguing story and an interesting look at the world of the Mardu as well as the complicated issue of indentity.

Thanks for taking the time to stop in and read. As always keep it fun, keep it safe…and keep it Casual.

 

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Roy Anderson - February 7, 2015

GP San Jose: The Sockymans’ Story (Day Two)

Soulfire Grand Master - Limited Sealed

GP San Jose: The Sockymans’ Story (Day Two)

By Roy Anderson – Sockymans

Hello fellow Looters, its Sockymans here with part two of my experience at Grand Prix San Jose (GPSJ.) If you want to read my account of day one, you can find it here. If you have already read day one or just like to skip ahead, well then you are in the right place and we can begin.

First off, Spoiler Alert! My team and I, The Ainok Bond-Kins, did not make day two of GPSJ. We made it to round seven before losing eligibility to move on. In addition to that, I have a fun side note that was omitted from my day one story. We forgot to drop from round eight and we ended up being paired in the next round. We decided to go to our opponents and let them know they had a free win. Turns out, they were a no show. This technically means that our record was 5-3 and not 4-3. See, you are already being rewarded with an extra story for reading the first article then coming here. Anyway, it is time to move onto day two, after all, that is the reason why you are here.

So, there was no day two of the Grand Prix (GP) to play, what was I to do? The answer: Trading, vendors, and most of all side events. They had drafts, chaos drafts, sealed, as well as many other things I could do. I had a specific event in mind though, I wanted to play in the Super Sunday Series (SSS.) This was a limited sealed event with three packs of Khans of Tarkir (KTK) and three packs of Fate Reforged (FRF.) It was an eight round tournament which would take the whole day, however, the winner gets an invite to Wizards of the Coast for the SSS Championships. I had gotten a recommendation from someone that it was a fun and rewarding tournament so I figured I would try it out.

So we get a pool, register it, pass it, etc… Finally I get my pool. First off, the tournament had a 30 dollar entry fee which was understandable for the high-prize support. No matter what record or prizes I got that tournament, I had one of those rare pools that pay for themselves. Two fetch-lands, Brutal Hordechief, and a Soulfire Grand Master. At the time of the tournament, those cards totaled to about 32 dollars cash trade in. That is when you take a reduced value from the cards.

After analyzing my pool and trying to make a deck with the obviously powerful cards, I settled on a nice Jeskai list. The deck I ran is listed below:

 

Jeskai – Limited Sealed [3x Fate Reforged + 3x Khans of Tarkir]

 

Deck breakdown

I was very happy overall with this deck. The only problem is I was missing some key prowess creatures that make up a good Jeskai prowess deck. Cards like Jeskai Windscout would have been a good addition to my deck. Instead of functioning like a standard prowess deck, my deck was slightly more “explosive.” I was able to swing games and deal massive amounts of damage in just one turn. Goblin Heelcutter, Jeering Instigator, and Crippling Chill really helped me punch through massive amounts of damage while removing opponent’s blockers when they thought they were safe. The Canyon Lurkers, Weaponmaster Efreet, and Bloodfire Enforcers helped deal massive amounts of damage in one turn. That coupled with some of the game swinging cards I had helped me win a good number of games I would have lost. Even the games I did lose, I only lost by one turn. I had a good sideboard for every match up as well. I had two Treasure Cruises in my pool which really helped against the control matches. Extra removal was also helpful against creatures and aggressive decks. Finally, the midrange matchup can be helped with additional ways to punch through such as Will of the Naga.

My deck did suffer in one major way however. Since it was not traditional, it could not beat certain creature match ups that would curve out with a really nice creature curve. It would always lose by a turn or flood out slightly in land. I feel that I should have run 17 lands instead of the 18. However, I was able to mitigate some of the flood by boarding in Tormenting Voice in some games. This was a good replacement for Treasure Cruise in the faster aggressive match up.

 

Tournament

Now if you have read my articles before, I tend to detail my experiences round by round. In the interest of time, and since I already wrote an article this week about day one, I will shorten it a little bit.

I started the tournament with a 1-0 record which left me very hopeful. In order to make top eight in this tournament you pretty much needed a record of X-1 or better and I felt good after my first match. I quickly lost out of top eight contention and was just playing for prizes. What was even worse was my eventual record of 5-3. This put me in 68th place which was just out of prize support. Well isn’t that a fun way to spend an entire day? The decks that I lost to the most were usually an Abzan or Mardu list. Mardu would beat me with superior speed. Abzan would win through well bodied fliers and efficient creatures. These were strategies that my deck was little equipped to deal with. Even against those decks, I still managed to take each one to game three.

Going into the last round, I was sitting exactly in 64th place. This left me with nine packs if I won so I was determined then. If I won, my prize support may have been upgraded as well. Either way, my opponent had the Abzan strategy that I outlined earlier. It was a rather intense set of games. It went to game three and both of us were in top deck mode. I happened to draw just a few too many lands and ended up flooding out. My opponent was a nice guy so I wasn’t too sad about the loss. Also, as I said, my pool paid for itself so I essentially paid for itself.

This event did last slightly shorter than the main event did which gave me a little bit of time to shop at the vendors. At this point is was 7pm on the last day of the GP. Most of the vendors were cleaning up and starting to leave. I didn’t manage to get everything I was hoping for. However, I did get some nice pickups. Azusa, Lost but Seeking was a good last minute pick up. A foil Ajani Goldmane as well as a foil promo Liliana Vess joined my foil planeswalker collection as well. Although I got these the day before, it is also worth noting something I really like seeing at GP vendor’s tables. I love it when they have the 5 foils for a dollar boxes. You can find some great things in those boxes. If you are a fan of foils, you should definitely check them out. Some of the notable things I picked up were: War Priest of Thune, Lumithread Field, and a few foil lands.

Well, thank you for reading my story about GPSJ. I wish anyone who read this could have been there and I highly suggest everyone go to any GP that happens to appear in their neck of the woods. Next week, my article will take a slightly more analytical turn and we will look at the current limited meta-game. Until next week, this is me signing out.

Happy Planeswalking!

 

By Roy Anderson

@Sockymans on Twitter

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Bruce Gray - February 6, 2015

Goblin Contemplation – Casual MTG

Goblinslide - Casual MTG Standard

Goblin Contemplation 

By Bruce Gray – Casual Encounters

There are some people that only want to brew up top tier decks and if it isn’t first rate, then they don’t want to try and do anything else. However, I look at making up a new deck a bit as a creative experience.  There are lots of people who paint or write or act but will never reach those upper echelons of the craft…but that doesn’t invalidate their creative efforts or lessen the pleasure they get from pouring their energy into their activity of choice. My creative activity of choice is making a new deck that is ostensibly only played around the kitchen table with my friends…and that is just fine. I will never join the ranks of the Pro Tour with any of my decks, but I will always enjoy the process of building a new fun deck to play with my friends. So, today I’m going to share my take on a fun Casual deck that I will be playing at our next Kitchen Table card night.

I’ve seen a number of pros talk about the power that can be harnessed with Goblinslide and Quiet Contemplation. These are very similar enchantments that reward you for casting non-creature spells and you can trigger them to have an additional effect.  The effect is different, but both of them are 100% repeatable and impact the board enough that you could gain a pretty significant advantage. Both enchantments have been suitably potent that they have been used in a viable draft deck in the right circumstances.

 

With that in mind I set about building a deck that could exploit these two intriguing (and deceptively powerful) cards.  But what sort of deck do you build around these cards?  The obvious starting point would be a pile of Burn spells to eliminate threats and allow you to get the engine of the deck started.  Burn out their creatures, tap the remaining ones, and make Goblins…seems simple enough.  However, those Burn spells need to be quite efficient because you need additional mana available to trigger the Goblinslide or the Quiet Contemplation, so efficiently costed spells are key. However, the issue of card draw starts to emerge because unless you can burn out your opposition you are likely to run out of gas pretty quickly.  So, there are a few interesting options that can be used to help with some additional card draw and preventing you from running on fumes. Let’s see what we’ve got:

 

Goblin Contemplation – UR – Casual MTG Standard

 

Ok, well the creature package is pretty small, but the Windscouts, the Jeskai Elder, and the Riverwheel Aerialists all come with Prowess…meaning that they can often tussle with bigger creatures without much trouble.  The Scaldkin are there as fairly useful fliers that can “Shock” something.  It is hardly an earth shattering creature package but you do want a few critters to keep your opponent honest.

The Enchantments make this deck go because if you can start to trigger them regularly you can make extra Goblin tokens or tap down your opponent. That is basically the whole premise of the deck anyway, so ideally I want to see one (or both) of these in my opening hand anyway.

The instants and sorceries are the fun part because they are burn, card draw, or just plain old Trumpet Blast to help your little Goblins punch through for a pile of damage. The newest treat for this deck is Collateral Damage which suits this deck perfectly.  Can you imagine casting Lightning Strikedealing three damage to your opponent, triggering Goblinslide for a mana, and then casting Collateral Damage for an additional three damage, sacrificing the Goblin token you just made…and then activate Goblinslide a second time and STILL having a Goblin Token on the table?  That feels very achievable…and 6 points of direct damage is nothing to sniff at.  Sure, it feels a little clunky but it just might get the job done around the Kitchen Table.

The deck hardly looks over powering, but for a deck packing no rare cards it feels like it could do some pretty powerful and hilarious stuff.  Who doesn’t want to flood the board with a load of Goblins and over run your opponent?  Seems like it might be legit little deck.  It also meets most of my key components…it is a) inexpensive to build b) uses spare parts that I have in some my boxes and c) looks like it could be a load of fun. Sounds like a win to me!

Well, that’s all for today…thanks very much for taking the time to read!

Until next folks…have a great MTG day.

By Bruce Gray – Casual Encounters

@bgray8791 on Twitter

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Roy Anderson - February 5, 2015

GP San Jose: The Sockymans’ Story (Day One)

Pearl Lake Ancient

GP San Jose: The Sockymans’ Story (Day One) – Team Sealed

By Roy Anderson – Sockymans

Hello my fellow looters! It’s Sockymans here with this week’s article, or should I say, articles. That’s right, this week is a two part series (As you probably saw from the title) about my adventures at Grand Prix San Jose. Now, I was only there for two days, Saturday and Sunday, so the article today will be about the first day of the main event.

To start off, man was I excited to see a Grand Prix so close to home. I was even more excited to see that the main event format was Team Sealed. To add even more excitement it was just a week after a new set release, therefore, it had a very new format! Now before I go into the actual day, I want to clarify some things people may not know.

 

Team sealed

So Team Sealed, what is it? It is a format you don’t see too often but if you have two friends that are also into Magic, I would highly recommend it. It works similar to regular sealed except you are on a team of three people. You start, just like in sealed, cracking your packs and building a deck. However, in Team Sealed, you have 12 packs between the three of you to build three decks. This gives you more options in each color, however, you must be able to figure out which team member gets which card. I will talk more about this when I describe my team’s pool. Another thing I want to note is that you must have every card in the sideboard of a certain player. You cannot have cards flowing between players sideboards so that is an important thing to decided as well. So when decks are built and round one starts, you are sat opposite another team. The way it works from there is each person plays against the person sitting opposite from them and whichever team has two of their members win their match, wins the round. During the games you are allowed to talk to your team and get advice about: plays, hands, and even sideboard options. If you make day two, after another Team Sealed round, you get to play team draft which is a whole other can of worms. Well, let us get to the meat and potatoes of the article!

Starting this story on a good note, we got to wake up at 6:30am. Now continuing this story with less sarcasm, we got there early very anxious for the event to start. There was a huge turnout for the main event which made competition fierce. In order to make day two, a team would need to not lose more than two rounds in a nine round tournament. My friends, John, Andy, and I, knew that would be tough but we were pumped and ready to go.

So they announced the start and we sat down. For those who have never played at competitive level  before, there is a step before you just crack packs and build decks. You first open a pool of cards and register every single one. Only after this is done, you pass your pool to someone else. This ended up being a good thing this time around as the pool we had to register was utter garbage. There were no strong archetypes, no strong reason to play any colors, no bombs, nothing. Bullet dodged. So we finally finish all of the boring stuff and we get our real pool. Our pool was much better. Lots of strong Fate Reforged, FRF, and Khans of Tarkir, KTK, cards with good pulls to multiple different archetypes. After some deliberation with my comrades we all settled on decks that were good and the decks we wanted to play. The end result was a very strong Abzan deck, a Sultai Control deck, and a mediocre R/W Aggro deck. We figured this divide of cards was decent at the time and we all were happy with the archetypes we had. I ended up with a personal favorite of mine, Sultai Control.

I won’t leave you hanging on the details, so here is the list I decided to run:

 

Abomination of Gudul – This creature was never too relevant for me and I think in FRF/KTK it is actually a bit worse. That being said, it was always a morph in the worst match-up and it did cycle through my deck quite a few times in the longer games

Pear Lake Ancient – This is just a very powerful game ending card. It only came out of my deck in extreme situations when my opponent’s deck was super fast. Even in the aggro matchup, it was good as a flash blocker.

Debilitating Injury – Super solid early game removal.  Even in FRF/KTK this remains an all-star.

Disowned Ancestor – This was mostly used to muck up the ground and keep me alive until I dropped Torrent Elemental or Pear Lake Ancient. I took this card out in control matches, however, I was not sad with this in the main deck.

Sultai Scavenger – A very solid mid-game flier. It was useful at getting past defenses. It was even a way to get Torrent Elemental into exile to use his ability. 10/10 would play again.

Archer’s Parapet – Same reasoning as Disowned Ancestor but I would have much rather had two of these. This never got boarded out as it is a supper good card.

Longshot Squad – This was in because I needed creatures, it was a Hill Giant with upside. I can’t complain about that.

Scout The Borders – Delve fuel, enough said.

Sultai Flayer – This was another all-star in my deck. The life gain was always very relevant and he has a nice body in the format. He definitely lifts bro.

Aven Surveyor – This card I was still on the fence on. Some games I was super impressed and others I was not so happy having him. First off, he was two blue which hurt in a three color deck with little fixing. My other concern was his body for his mana cost. Even if you didn’t need the bounce, which was never the case, he still died to every piece of removal and couldn’t trade with other fliers.

Enhanced Awareness – Can you hate anything with draw a card? It never seemed to end up in my hand when I needed it though. I kind of wish I had a treasure cruise along with this card.

Torrent Elemental – This card is bonkers. Using quadrant theory, this card was never bad at any point in the game. When you are ahead he wins the game almost immediately. When at parody he wins almost immediately, during setup he doesn’t serve much purpose but when behind he is even a flying blocker with a big butt.

Whisk Away – This was a card that was just okay in all my matches. I cast it and was reasonably happy with the results when I did. It was not a removal spell but it was quite the tempo swing.

Douse In Gloom – This card was awesome. I wrote about it quite a bit in my FRF pre-release article so I won’t cover it too much here. The only thing I want to say is that my opinion has not changed about this card. I am happy it exists.

Gurmag Angler – This is a new addition to the delve family and I think it is a pretty good one. It is had a huge body that not many other creatures can tangle with. It is also out of removal range for most of the removal spells in this format too unless your opponent is white. This guy also was a very common two for one as they would chump and use a removal spell.

Reach of Shadows – This card I was always happy with. Five mana, kill something other than morphs or manifests. Since the format is slower in general than formats in the past, five mana is very achievable to kill a big threat.

Rotting Mastodon – This should not have been in my deck. I never liked it much in KTK and it got worse. It was boarded out every game for something.

Sultai Emissary – This card made me happy to have, especially in the aggro mirror match-up. It is pretty much the black Jeskai Sage except he is card advantage with a card on the board. You are not even unhappy when you manifest a land. In my deck I ran 18 lands which meant if I could turn one into a creature and trade I was happy as a red player with a Lightning Bolt.

Whisperer of the Wilds – Since I had many five to seven drops this helped me ramp just a little bit. It was a bread and butter card. I was never happy with it but never sad.

Wildcall – This card I was unhappy with at the prerelease. Boy was I wrong. This is a very good card for any matchup. At the very worst it is two green for a 2/2 with possible upside. In most games, this card was the most flexible in my deck. On average it made a four to six power creature that would  become the biggest threat on the board. Sometimes, it would just manifest a land and I would be 100 percent happy with a six power land.

 

Sideboard Stratedy

There you have it, my GP SJ main event deck. Neither of my team mates were using blue so I got a lot of very powerful spells. I also had a good amount of very relevant sideboard choices against different matchups. Against aggro I could side in an extra Sultai Emissary, Despise, Force Away, and a few other low drops. Against a mid-ranged strategy, I would side in Disdainful Stroke, Despise, Tasigur’s Cruelty and a few other relevant creatures. Finally, against control, I would switch to a game of fighting for resources. I would take out some low cost removal and side in Disdainful Stroke, and Tasigur’s Cruelty. Now that our decks were completed, it was time to do what we came to do, play Magic and chew bubblegum! (You know the rest.)

 

Main Event

Round One

This round was the first of the tournament. My teammates and I, unofficially named “The Ainok Bond-kins,”  were ready to start on a good foot. My first round match was the mirror match and I felt pretty confident that I could win with my good resource advantage cards. Torrent Elemental helped pick me up a quick game one and I was feeling great. Andy was also winning his match. John, not so much, however, I was still happy. Game two I was not so fortunate. I ended up losing to flooding a bit and my opponent resolving a Treasure Cruise and slowly beating me out of the game. No big deal, I am on the play for game three. I look to see how my team is doing and they are both done. Turns out, we are one and one so this game three was the deciding game. The pressure was on.

Game three was a very long game. Lots of trades, draw spells, and board stalls. Finally, a line of play opened up that started to tip the scales in my favor. I resolved a Tasigur’s Cruelty delving away my Torrent Elemental. I was able to cast it tapped and I put my opponent in top deck mode. Turns out he didn’t draw anything but an Gurmag Angler. This turned out not to matter as I quickly untapped and started crashing in. Turned out that ended up winning me the game! My day was off to a good start.

 

Round Two

So, I don’t know if any of you here recognize the name, but my second round opponent was none other than Day9 and his friends Case and Tristan. First of all, it was awesome to be able to talk to him and he was a super nice guy, however, I was playing Case. So there is not much to talk about this round as there was one card that won every game that it came out. This resulted in my losing 1-2 which was a bummer. The card I speak of is Ojutai, Soul of Winter. This card is expensive, however, against a deck like mine, that was not a big problem. Had Case been playing my friend John, he may have won with his very aggressive deck. The two cards I had that could deal with that card was my two copies of Reach of Shadows. I also boarded in a Disdainful Stroke when I first saw the card. Unfortunately, game three, he played a Frontier Siege which, for a dragon deck, was pretty good. I never saw it so I was unable to board against it. Sadly, despite Andy winning. John lost another match and we were now 1-1.

 

Round Three

After pulling ourselves together, we went to face our next opponents. This time I was against my worst matchup: Aggro. This is when I also want to point out what I think the red MVP card in FRF is and that is: Goblin Heelcutter. This card wreaked havoc on my deck. I lost the first game and thanks to some good sideboard options and a good draw, I made it to game three. Sadly, he curved out really well despite a Debilitating Injury in my opening hand. Andy, who is a boss, was now 3-0 and our team was 1-2. John was getting creamed in mirror matches for the first three rounds.

 

Round Four

This was it, if we lose here, we have no chance of making day two. The record you needed to get to day two was at least 7-2. If we wanted that record, it would be a long rest of the day. We sit down against our next round opponents and they were also on the block. They seemed to be having a lot of fun and it was a fun match overall. It was another mirror match and this time, I knew how to board better. I was learning the matchups and changing my deck more and more each game. I boarded in both Tasigur’s Cruelties and Disdainful Stroke after winning game one. I lost game two and I knew I had to win in order to carry the team. I looked to my teammates and, to my surprise, they had won. Yay!  We had hung on for at least one more round.

 

Round Five

Another mirror match? At this point, I felt like my deck was advantaged in the mirror. I had a Pearl Lake Ancient, a good curve, good removal, and lots of ways to generate card advantage. This time, for the first time in the tournament, it was an easy 2-0. I looked over at Andy and finally, he dropped a game. I was worried as John’s deck was disadvantaged in yet another mirror. However, he had won his best of three and we were on to yet another match!. Awesome! 3-2

 

Round Six

I will be 100 % honest, I don’t even remember this round as the next one was so intense. The important part is we won yet again. We were all starting to realize that the dream was real for us! We were crawling back from a 1-2 record to end up sitting pretty at 4-2. We only had three rounds to go. Let’s move on.

 

Round Seven

At this point in the tournament, it was getting intense. Side events were closed down and everyone had been there for so long and come so far. We sat down against some very nice foreign players who made some great conversation. My matchup this time around was another aggro deck, which I dreaded seeing. This was different from other aggro decks I had faced. It was mostly red Mardu and boy was it fast. Game one I was obliterated despite having a removal heavy hand. Alright, on to game two. I made some needed side boarding and moved into game two. Notably, I brought in Despise and Tasigur’s Cruelty in order to kill dash cards. I also brought in my second Sultai Emissary which was good against his 3/1s and 4/1s. Through some good managing of resources and a timely Pearl Lake Ancient, I took game two. Sadly, my opponent came out of the gate swinging on turn two. Even with the removal in my hand, nothing prepared me for being hit by Kolaghan, the Storm’s Fury. Luckly, I was able to kill it and his other dash with Tasigur’s Cruelty, however, it was too late. I lost. As it turns out, both my allies bit the dust as well. Our dream had died.

All in all, we had a lot of fun at the GP San Jose main event. If you ever have a chance to play in any GP, I would highly recommend it.

I will have another article up later this week detailing my day two GP report. I hope you enjoyed this article. Let me know what you think and, if you were there, let me know what your record was and what you played.

For now, Happy Planeswalking!

 

By Roy Anderson

@Sockymans on Twitter

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Bruce Gray - February 3, 2015

More Random MTG musings

Shu Yun, the silent tempest wallpaper

More Random MTG musings

By Bruce Gray – Casual Encounters

Hi again…

In my New Year’s Resolution to keep my column up to date and a little more current I wanted to take a little time to write about some of thoughts I had during the course of the week about some MTG stuff.  No deck list tonight…but some things that have caught my interest recently.

 

Uncharted Realms

I’ve been back and playing Magic now for 2 1/2 years, but I’m finally NOW getting to the point where I am not just about the cards, but the broader community piece as a whole.  By that I mean I am starting to appreciate that there is far more to playing Magic than just playing the game, but there are other areas where people can explore and enjoy this hobby as well.

One of the big ones I have overlooked until now has been Uncharted Realms, the fiction that is essentially the telling of the story of what is happening in Multi-verse and helping to explain how and why certain things are happening in the game.  You can check it out for yourself here:

http://magic.wizards.com/en/articles/columns/uncharted-realms

Now, the most recent short story was really intriguing because it showed how Sarkhan Vol essentially saved Ugin and prevented the demise of the Dragons on Tarkir by sheltering him from Nicol Bolas after their battle.  It was a pretty neat read and I suggest you take a peak.  However, as someone new to the tales of here are some of my impressions:

Sarkhan– Up until this point I largely thought this guy was a “Heel” (pardon to WWE reference) that is essentially a pawn of evil.  The truth is the guy has had it pretty tough.  If you have had MULTIPLE Dragon Planeswalkers in your head, you would be pretty messed up to.  I have some interest in this character and will be sure to keep tabs on him.  Hopefully they don’t kill him the way they did Elspeth at the end of Theros block.  (Prediction:  They are totally going to bring her back as a B/W iteration of her down the road when Erebos lets her go.)

Nicol Bolas– This Dude is a jerk of Epic proportions.  I know every story needs a villain, and he’s about as good as they come. I like the classic Villain feel to him, although I still prefer his artwork from the original Legends set where he saw print as an Elder Dragon.

Yasova Dragonclaw– I’m not sure what I think of her…I feel like she’s part of the Villain cycle and I would NOT have thought that would be the alignment of the Temur.  I really thought if there were going to be a Villain in this set it would be the Sultai…although I suppose that is too easy…but I didn’t think the Temur would be in cahoots with Bolas.  Guess that shows how much I know.

Hedron- The cocoon that preserves Ugin…it came from Zendikar…and sure it saves Ugin and allows him to recover and preserve the Dragons.  Sure, I get that…but does ANYONE else want to see Eldrazi show up because they can sense something from their plane is being used elsewhere?  C’mon…who DOESN’T want to see Emrakul show up?

All in all, I’m a fan and will check back on the story line to see how it develops.

 

Enhanced Awareness and Card Evaluation

“over rated”

I initially took one look at Enhanced Awareness when I opened my pool at my pre-release and was initially really disappointed.  There was some uneasy tension around playing the card and if you read my post about my pre-release you will get the vibe that I wasn’t a fan.  I have spent some time thinking about and have clearly determined WHY I don’t much care for the card and unlikely to prioritize it highly as we move forward.

“you wish you had me in your draft pool”

From the outset, Enhanced Awareness looks like a pretty sweet card.  5 mana, instant speed, Draw 3 cards and discard 1.  Right off the hop, we know it isn’t better that Jace’s Ingenuity, but it is a little easier to cast because Jace’s Ingenuity is 5 mana, but double Blue while Enhanced Awareness is only a single Blue.  However what sets Enhanced Awareness far behind Jace’s Ingenuity is the actual real card advantage netted by casting this spell.

Ingenuity draws you three cards, but you spend 1 card in casting the spell meaning that you have netted +2 cards.  5 mana for 2 cards is pretty sizable and nice amount of card advantage to generate at Instant speed at  your opponent’s end step.

Enhanced Awareness draws you three cards, and you spend 1 card in actually casting the spell…so at most you are getting +2 cards out of this spell.  However, the added drawback of having to discard 1 more card means that the actual card advantage gained is only +1 card.  5 mana for only 1 card in terms of actual advantage is actual a very poor rate of return.  You do just as well with Weave Fate, a much poorer card draw spell in the eyes of many players, and it costs a full mana cheaper.

Not as bad as everyone thought…huh?”

The only advantage I can discern from this spell is that it actually enables Delve reasonably well, so Delve decks enjoy this.  Meanwhile the rest of us aren’t going to play this because the rate of return is quite poor.

There are people that will argue that you do get to dig three cards deeper into your deck and filter for the cards you actually want, meaning that you get to sculpt your hand somewhat.  These are true statements, but the fact remains that you are essentially spending your mana on “looting” and netting yourself only a single card for a pretty sizable investment. Players looking to win focus on the efficiency of their mana and the spells they need to cast because that is a prime factor in determining if the spell is going to help you, particularly in a Limited type deck.  Think about it, the cost of playing Enhanced Awareness as your card draw is that you need to have a) 5 mana untapped and nothing better to do with it and b) cards in hand that are no good to you to discard in order to improve the card quality in your hand and accept that I am only netting 1 card.  Weave Fate, the card that is in direct competition with Enhanced Awareness can be cast a whole turn earlier for 4 mana and doesn’t care one stitch about what you have in hand…and you STILL net 1 card.

I’m not saying that Enhanced Awareness is a bad card, but there are costs associated with it that you need to balance in your Limited deck and so it might not be something you are quick to slam in your draft and run.

 

Shu Yun, the Silent Tempest

This guy has caught my attention and I am clearly going to have to brew with this guy.  You take one look at him and he SCREAMS “Jeskai Prowess Deck”.  However, I am of the opinion that this guy doesn’t want a Jeskai Deck at all.  He really wants a Temur or Bant build to make use of a couple of really disgusting interactions.

Flash is a ridiculous keyword and it is even GROSSER on Auras.  You know who really wants Flash Auras?   Shu Yun…that’s who.  Green has a pair of good ones and Red has a third that is kind of interesting as well.

What could be more fun than attacking with Shu-Yun?  Your opponent IMMEDIATELY knows you have something in hand because he’s a Prowess creature.  Your opponent, not being a dummy, isn’t interested in creating an unprofitable block and walking into your trick declares no blocks.  So, Flash in your Boon Satyr as an Aura, trigger his Prowess, trigger Shu Yun’s Double Strike ability…and end the game on the spot for 16 points of damage.

Ok, that is a best case and your opponent can still respond by removing Shu-Yun, but the exchange is appealing.  yes it takes 7 mana to get the whole thing going and that’s steep, but not unimaginable.  So, you want some cheaper options? ok.

Feral Invocation Remember this little gem?  This is much cheaper to cast and still means Shu-Yun hits for 12.  That’s still a massive chunk of damage in a turn.  Dragon Grip was behave in a similar way but is also somewhat more situational in order to meet the Ferocious trigger on the card, but it is an interesting choice as well.

So this is starting to come together.  When I have something more final I will be sure to post it here for you guys.

That’s all for tonight guys…thanks for reading.

 
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

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Bruce Gray - January 30, 2015

Crack a pack MTG Fate Reforged with Bruce #20

Crack a pack MTG Fate Reforged

Crack a pack MTG Fate Reforged with Bruce 20

By Bruce Gray – Casual Encounters

Well, welcome back to our continuing Crack a pack MTG Series here at Casual Encounters and Three Kings Loot.  I’m very happy to say that this is crack a pack number 20 for me! I can’t believe that I’ve got to 20.  It seems like not all that long ago I was pitching the series to the guys at Three Kings Loot.  The goal for 2015 is to continue writing these and hopefully build up some more readers who are keen to get into a discussion about the cards and the selections.  So, let’s see what we’ve got on deck for today!

 

Today we’ll be opening a shiny new pack of Fate Reforged.  Remember, as Fate Reforged enters the draft environment we are now drafting one pack of Fate and 2 packs of Khans meaning you will still be pretty heavily Khans focused.  That said, Fate Reforged dove tails pretty well with Khans so it should move pretty seamlessly.  Here we go.

 

Rare

 

Uncommons

 

Commons

 

 

Oh boy…we just opened something pretty spicy in Crux of Fate. People have been calling for a re-print of Damnation for a long time and this may be as close as we ever get.  This is an awesome mass removal spell in Black, something that doesn’t come along in every set.  The fact that this is modal could be relevant in Draft if you have a couple of the uncommon dragons on board and need a way to punch them through, but you will mostly look at this as premium mass removal that you will grab first almost each and every time.

 

Valorous Stance is a tremendously versatile card and both modes are very relevant.  It is extremely efficiently costed at 2 manaand just does exactly what you need it to do every time.  In most packs this would be first pickable, but today it’ll like slide to the 2nd pick in this pack.

 

Neutralizing Blast is a very underwhelming counter spell.  The fact that it only targets multi-coloured spells is a huge issue because the number of such spells is quite low.  Think about it, there were some in Khans, but many of those were Morph creatures (that aren’t multi-coloured if cast face down) and a cycle of uncommon spells like Ride Down. In Fate, there is once again a cycle of common spells and the cycle of Rare Dragons.  That means that there aren’t a lot of relevant targets for this…so you’re likely just best to pass this and see if you grab it late as a sideboard option for the greedy 5 colour deck that the guy next to you is building.

 

Shifting Loyalties is a super powerful effect and could really turn the tide quickly as you trade you junky creature for their awesome one…but the variance on this is high.  If they only have a Gore Swine do you really want to spend 6 mana and trade you Jeskai Sage for it?  Likely not.  So you have a dead card in hand. If you have a Jeskai Sage and they have Atarka…well…that’s different.  I’d be careful with this one and wouldn’t prioritize it too highly because it could really backfire and just sit dead in your hand.

 

Sandteppe Outcast is a very useful 3 drop.  3 mana for a 2/1 creature and a 1/1 flier OR a 3/2 creature is nice versatility.  I imagine the 1/1 flier is the most likely mode you’ll pick, but I could make a case that you really want the 3/2 if you have the Abzan Falconer or Abzan Battle Priest on board.  Either way, this is very good and efficiently costed and could be a first pick if you were hard pressed.

 

Write Into Being is an interesting take on Manifest.  It is a sorcery that only costs 2 and a Blue for a total of 3 mana.  That is on par with Morphs…so that’s a perfectly acceptable casting cost for a 2/2.  However, the fact that you get to look at the top two cards and pick which one gets Manifested is actually excellent value.  You can essentially craft exactly which card you want turned over as a 2/2.  That gives you a lot of control and could allow you to play some very fun head games with your opponent.  Not a first pick, but a nice spell that likely goes in the early half of the round.

 

Fierce Invocation is another Manifest Sorcery.  I like this one less, but it is still a 4/4 for 5 mana which isn’t bad…and if it is a creature…you’re in business.  This is a mid-round pick up.

 

Douse in Gloom is Pharika’s Cure…just slightly more expensive.  This is another early pick in this pack because it deals with everything from facedown creatures to Alpine Grizzly without any difficulty.  This one isn’t flashy, but is the backbone of most limited decks.

 

Cunning Strike feels too expensive and just not good enough for 5 mana.  At 5 mana I want to do something AWESOME…this just feels slow and awkward.  Couple that with the fact that it is two colours and there is no doubt that this will table.  I’d pass and only take this as a last resort.

 

Arashin Cleric…and the consensus is…NO.  It doesn’t do enough.  It can’t block Morphs and Manifested decks profitably, the life gain is fairly modest, and it gets outclassed quite quickly.  No, don’t take this, you can do better.

 

Collateral Damage is a spell I really like.  In a tokens strategy, or heck, just with that dumpy Arashin Cleric, sacrifice the creature for 1 red mana (at instant speed) for a Lightning Bolt.  That seems fine to me.  Not a crazy high pick, but very reasonable once you establish your colours as a mid-round pick up for some inexpensive removal/damage.

 

Gore Swine is just a 4/1 vanilla creature. I’m not going to dump on this creature because it can be quite serviceable, but if I have better options I’m taking those long before I take this.  All that can be said for this thing is that at least it triggers Ferocious.

 

Bathe In Dragonfire is an excellent red removal spell.  The 4 damage is very useful and deals with most threats.  I’m not a fan of the Sorcery speed on this thing because it won’t catch Dash creatures, but you can’t expect too much from a common.  For the record, this continuing the trend of seeing removal slowly become more and more expensive…so while this is pretty reasonable it likely would have been cheaper had it appeared in a set 3-5 years ago.

 

 

Top 5 Cards

  1. Crux of Fate
  2. Valorous Stance
  3. Sandsteppe Outcast
  4. Bathe In Dragonfire
  5. Douse in Gloom

 

First pick

This is pretty much a no brainer…you grab Crux of Fate and move on.  There really isn’t anything that would match up well with Crux, and if suggested anything else I would out right lying to you. So, while the other cards are pretty good…Crux is the hands down winner.

 

Wow…that was easy.

 

Well, thanks for reading folks and thanks for coming along for the ride to get to 20 Crack a Pack MTG.  20 may not seem like a lot to you guys, but let me assure it has been quite the trip.  Let’s see if we can get to 30!  Thanks for reading and until next time may you open nothing but Mythic rares.

 

By Bruce Gray – Casual Encounters

@bgray8791  on Twitter

 

 

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Roy Anderson - January 28, 2015

How I Broke Into Magic Online

Monastery Swiftspear artwork - RDW aggro Standard

How I Broke Into Magic Online

By Roy Anderson

Magic Online (MTGO) is Wizards of the Coast’s digital version of Magic: the Gathering, for anyone who is unfamiliar. It is host to every format and card you can think of. On top of that, it allows you to play high-level magic at almost any time of day! Imagine my excitement when I first stumbled on this amazing software. However, there was one elephant (token) in the room that I just couldn’t remove and that was the cost to play.

 

Bringing down the cost

Like most people, I don’t have massive amounts of expendable income. I already play the paper version and almost never miss a Friday Night Magic (FNM) or Prerelease at my local game store (LGS.) This puts me in a position where, given my income, playing both online and offline regularly just isn’t going to happen. BUT WAIT! We have to at least try to get the most out of a limited budget. In this article, I am going to tell you how I broke into MTGO and grew my investment in order to limit the amount I would need to spend in the future.

So when I first looked at MTGO, I tried to figure out which events would give the most payout for the lowest investment. After evaluating my options, I figured out Standard queues would yield a reasonable amount of prizes with a relatively low risk. With this option, there was a small start-up cost, however, unlike draft, there was less capital needed to enter each tournament.

Obviously, if constructed is my game, I was in need of a deck. Since the name of the game was economics, the deck had to be cheap. I began looking at deck lists online and browsing Gatherer (Magic’s card database) in order to construct a list. Finally, I found a relatively cheap list that won a few standard tournaments in different forms and I figured I could make it work. What deck was it you ask? Well, it was none other than our good friend, Red Deck Wins (RDW)! After price checking the cards needed to construct this list, I had a thought. I am sure I can cut some corners and make it even cheaper! Eidolon of the Great Revel is a strong in RDW, however, the cost of a play set was high so I decided to take it out. I also replaced some slightly more efficient removal and changed the number of certain creatures in my list to reduce cost.

RDW Aggro Standard list by Roy Anderson

 

Now as you can probably see by this deck list, there is not too much power in this deck. The deck is mostly chalked full of cheap creatures with efficient removal/burn and ways to “punch through” to your opponents life total.  On the other side, you also probably don’t see too much cost in this deck either. This is especially true for MTGO as prices are scaled down slightly due to a smaller demand. The only card that is worth a decent amount of money are the Stoke the Flames. I found that card too important to cut as it has the potential to kill so many creatures in the format as well as burn enormous amounts of damage.

Sideboard

 

This sideboard may appear to be filled with crap, and to a degree, you would be correct. Some of the cards here are really cheap and poor answers to certain threats that the deck would otherwise lose too. For example, Torch Fiend for Whip of Erebos, Harness By force for midrange matchup, and Bring Low for Abzan (I guess). However, some of these cards are really big all-stars in the right matchup and no one ever sees some of them coming. Scouring Sands pings (deals one damage to) each creature your opponents control and gives you scry one for a nice cherry on top. This is very good against Jeskai Tokens, Aggro Mirrors, and also gave me some scraping wins by breaking me through a swarm of hornets. Searing Blood is also very efficient creature removal in the current standard format. This is another card that comes in against other creature decks.

 

Breaking it down

Overall, at the time of purchasing this deck, the overall cost was approximately 20 dollars. For anyone who plays Magic, they can’t help but smile at that price for a competitive deck. And let me assure you, this deck has beaten every deck in the format at least once. It has even taken down some unlucky souls who decided they wanted to try their hand at rouge brewing. There are two main reasons this deck is successful: Mana and Speed.

This deck has a much easier time with its’ mana compared to many of the decks in the format. Its’ mana is one of its strongest characteristics especially in a sea of three to five color decks. In fact, I won a chunk of games just because my opponent’s mana wasn’t well supported. Due to this deck being monocolored, you will never be unable to utilize your hand to its full potential. An even bigger upside is the cost of the creatures. Since the top of your curve is basically a two mana spell, land drops are not much of a problem even if you get land screwed. I often keep one land hands as long as I have a creature and a Titan’s Strength. The scry is usually enough to dig me to a second land before I need it.

The second great attribute this deck has is its’ amazing speed. It can close out games often before many decks can establish a strong board presence. By the time your opponent has one or two creatures, your Hammerhand and Frenzied Goblin will push your creatures through for the win. You will also have them at a low enough life total from suicide runs that a top deck Stoke the Flames is often enough.

Often times, this deck has a very explosive start. I think my favorite opening in the entire deck is as follows:

Turn One: Land, Swiftspear, and smash for one.

Turn Two: Land, Swiftspear, and smash with Titan’s Strength for five. Play another creature.

Turn Three: Mogis’s Warhound bestowed, hit for five more plus an additional one to two for your other creature.

Seems pretty scary huh? The great part is, I got this draw fairly often. In the worst cases, Valley Dasher or War-Name Aspirant would eat up my turn two. The worst creature you want to see hit the battlefield is a Sylvan Caryatid. Even when this happens, you can often grow your creatures big enough to punch through or just swarm past them. As far as I am concerned, it just slows me down.

 

Record

Well, as I said, this deck gave me great success on MTGO. At the point of writing this article, my cumulative record with it in tournament queues (I practiced with it for a while before putting money on it) is a whopping thirteen to two. Not bad for such a cheap way to play.  Now, on MTGO, constructed queues require two tickets for entry and pay out one pack of Khan’s to the winner. A pack of Khan’s is currently worth approximately three tickets. Using my record as an example along with my initial 10 tickets left over from my thirty dollar investment, I am currently up nine tickets. With some serious grinding, assuming my record continued, you could make a massive profit. I know most people just want to use MTGO to draft. At least that is how it is for me. Anyway, you will earn a draft after about 30 – 40 games with some tickets to spare. I know that doesn’t sound like the most attractive option, but efficiency and lower variance almost never is. If you tried to do the same infinite drafting with limited, you would have to get first or second in every single draft. This is also factoring in the fact that all tournaments are single elimination. I guess an alternative solution would be to just pull a foil fetch every draft, however, we are sticking to a realistic approach.

 

More cheap fun

So I bet you are wondering, are there any other ways to play on MTGO without throwing money at it? Why yes, there actually is a way to draft for cheap that is much easier to play infinitely. This is in the form of Wizard’s various cubes that they host throughout the year.

In order to maximize fun and value, I always play in the swiss as opposed to the single elimination events. The reasons being: One, you will always get to play in all of your rounds giving you more time to enjoy some of the blasts from Magic’s past, and two, they are much easier to rinse and repeat. It is true that the single elimination cube drafts have actual older set pack payouts, however, they require at least a two to zero record. In addition, you will need tickets in order to draft that set with a two to zero record so, unless you get first, you still have to shell out two dollars. In the swiss events, you can just win two of any of your matches and it will allow you to gain free re-entry. These queues use a special currency called phantom points and you earn enough to hop right into another event after a two to one record.

 

Well, I hope this article helped you out and possibly pushed you to give MTGO a try. It will take a little time to learn how to effectively use the program, but once you get over that initial hump, your magic skills can take over. If anyone is interested in seeing MTGO play of either the legacy cube or the RDW I described earlier, please leave a comment below. I look forward to writing more for you guys next week as I have a column in the works but I am going to be on my way to GP San Jose next week so expect to hear about the main even in next week’s article!

Until next time, Happy Planeswalking!

 
By Roy Anderson
@Sockymans on Twitter