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Monday, July 27, 2009

A booster I opened. Actually a bit interesting...

These are the contents of an Alara Reborn booster I opened recently:

  1. Colossal Might (As if I need any more)
  2. Jhessian Zombies (meh...)
  3. Ethersworn Shieldmage (might make a W/B protection deck)
  4. Naya Sojouners (who likes Naya anyways?)
  5. Gorger Wurm (spore counter/devour deck? No thanks, already tried it...)
  6. Arsenal Thresher (good early play)
  7. Demonic Dread (so many uses for this card...)
  8. Offering to Asha (the best counterspell I have seen in a while)
  9. Firewild Borderpost (have enough for now...)
  10. Marisi's Twinclaws (going into the Shardblade Borderpost deck I'm using for the PTQ)
  11. Shield of the Righteous (see above for Ethersworn Shieldmage)
  12. Mind Funeral (perfect for my milling deck)
  13. Dragon Token (not that you care...)
  14. Forest (see above)
  15. Mycoid Shepherd (have three now... G/W Zoo deck?)
  16. Sphinx of the Steel Wind (SO going in my Esper Artifact deck... and it's shiny, too!)

Wednesday, July 22, 2009

Hydaron Previews, as promised...

Hydaron wouldn't be a Magic set without Planeswalkers, so it has 10 of them! Each one represents a race that you will find throughout the set, and there are two for each allied colour combination (remember, the set only contains allied-colour hybrids). To top it all off, a couple of them introduce some really wacky concepts and strategies! Here they are, previewed just for you! (Note: there is currently no art for any cards in Hydaron.)

1.Brigid, Kinsbaile Cenn

Brigid is one of the few to have survived the Aurora with their memories on the plane of Lorwyn/Shadowmoor. After Maralen, the elvish manifestation of Oona, destroys and succeeds her creator, the plane once again gains a normal day/night cycle. The reason why I chose to make her Cenn of Kinsbaile, and not Kinscaer, is because I think Maralen would have chosen to change the plane back to the relatively happy one it was before, which also helps explain Brigid's abilities: while she had a strong connection with the Thoughtweft on Lorwyn, the Mindweft of Shadowmoor's Kithkin was unfamiliar to her.

2.Radha, Ruler of Keld

Yes, yes, we all know that Radha is the kind of character that would rather remain on her homeworld of Dominaria than traverse the Multiverse if she became a planeswalker. Also keep in mind that she was indebted to Freyalise, though: just maybe, with Freyalise gone, she had no obligation to stay in Skyshroud, perhaps? Or even Keld. She's a planeswalker; she can rule a kingdom and explore the multiverse for more powerful fire magic at the same time. Her first ability hearkens back to the Legendary Creature version of her, and the other two tap in to her Warlord magic; she's able to strengthen her Warhost with a boost, or with numbers.

3.Circu, Travelling Lobotomist

Circu Is a blue/black Legendary Creature in Ravnica that makes your opponent's remove cards from the game; like milling, but worse. Since that wouldn't work too well with the milling theme of Hydaron's blue/black cards, he now makes them simply discard them, sometimes with surgical presicion. Oh, and he can help creatures with snatch get through to take some of your opponent's spells.


4.Laquatus, Merfolk Ambassador

The real Laquatus lets you pay 3 to mill your opponent three cards. Now, he has more flavourful abilities: while he distracts your opponent's with a sharp tongue, your creatures can go in and steal some of their stuff. Plus, he can tell those creatures where things are. Or, he can simply take them himself. Your choice.


5.Yosei, the Fallen Star

You might remember Yosei as that annoying white Dragon from Champions of Kamigawa, that creates a mess with your opponent's creatures once they kill it. Well, know he's back; or, at least, his Yang side is. Able to target any creature with a Shock, transfer strength from one creature to another, or – wait for it – devastate your opponent's creatures (and possibly ruin his plans for his next turn), you won't wonder why Yosei turned to the dark side.


6.Kuro, Planeswalker

You may remember him as the massive 9/9 Demon that terrorised the board when Future Sight came out. Well, now he's back, summoned from the pit that he rules to rule over another domain: the field! Build up counters by giving things Buyout when your opponent's are tapped out, and in four turns, mayhem! Used in a deck with lots of Haste-y creatures, or creatures with 'leaves the battlefield' abilities, and you won't be feeling the hurt at all. Or, just activate it with no creatures under your control: that'll teach your opponent not to play Volcanic Fallout to kill all of your Faeries, now won't it?


7.Odum, Wandering Ancient

Another Lorwyn character makes an appearance: this time, it's half of the famous 2/10 Treefolk duo! Always the stalwart protector, he'll help you by gaining at least 2 life a turn, and he'll help your creatures by taking any single blow that gets thrown at them, or by giving them a +4 power/toughness boost, saving them in combat or pushing them over the threshold that many Hydaron green/white cards will want them to go over.


8.Halina, Dwarven Trader

Now doesn't this one appear to be a bit peculiar? This planeswalker is a mere merchant who doesn't even know how to hold a sword, let alone kill someone with it, so she has to be relatively weak. She's more of a green-white staple, too, having abilities that help out any deck running those colours. Think of her as a 2-toughness two-drop – because that's what it's going to take to kill her. Want to know where the name comes from? Search for blue dwarves in Gatherer; you can't miss it.


9.Brokava, Brotherhood Rulers

Demons? Meh. Dragons? Don't make me laugh. The two things most likely to kill these guys (in Limited, at least) just became the two things least likely to kill them. (Remember, you can only use planeswalkers once each turn – not that it really matters.) Build up some counters on it by giving your guys a plethora of abilities – and gaining card advantage – and, at most, you have to wait two more turns to drop a bombshell on the battlefield. Does this eye-boggling Mythic Rare remind you of any other eye-boggling Mythic Rares? This card's first two abilities are based on Baneslayer Angel's, with the last one thrown in so that it can have some synergy with the set.


10.Maralen, Fae Queen

Three Lorwyn characters! This one is the most interesting of them all, though. Set the win up by stealing one or two of your opponent's finest on the 'field, or by making your opponent reveal his top card, and when it's time for Maralen to high-tail it out of there, she can come back next turn with a fresh 11. Just make sure you have some fodder to feed your opponent's creatures if it ever comes to that. Choose your target's wisely, though, and it will be GG before you know it.

Saturday, July 18, 2009

More stuff coming soon...

I've been busy for a while, so that's why no new content has been posted. However, the first previews for Hydaron will be up soon!

Wednesday, July 1, 2009

Quotable Quotes #1



"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
- Vedalken Plotter

Tuesday, June 23, 2009

Hydaron Keywords/Mechanics

Ok, here are the keywords and mechanics I'm introducing in Hydaron. See if you can guess which mechanic goes with which colours:

  1. All creatures are Enchantment Creatures. These colours also focus on Enchantments, particulary Enchant Creatures.
  2. Snatch - when this creature deals combat damage to a player, you may casttarget Instant or Sorcery card without paying that spell's mana cost.
  3. Buyout (cost) - when you cast this spell, an opponent may pay (cost) to counter it. Cards with this ability may also come with extra abilities that trigger when the Buyout cost is paid, similar to Prowl.
  4. Multiply – trigger: choose one - put a 1/1 red and green Elf creature token into play, or put a 1/1 red and green Kithkin creature token into play.
  5. Power/toughness over 4 - similar to Naya, but a lot less irritating for opponents.

Thursday, June 18, 2009

M10 Rules Changes

Ok, so if you haven't read the latest rules changes coming into effect on the release of Magic 2010, click here.

They wanted to strengthen they flavour of the game, and adding in words like "cast", "battlefield" and "exile" might not do it, at least not for me. Changing around words does not hide the fact that this is a card game, not real life.

They also wanted to streamline the game: well, if by "streamlining" they mean "dumbing down", then they're certainly doing well in that department. I suppose I shouldn't complain: when was the last time mana burn really mattered? Does it really matter if you play a spell during your Declare Blockers step instead of in response to damage? (Well, yes, that does, but not so much that you can't manipulate it...) Will the order in which you deal damage to blockers really change under the new system?

Join me, fellow players, and let us hearken in a new, brighter decade of MTG. One where even the most novice of player's can easily join the fun. And don't worry, for us seasoned players, the game won't change so dramatically that all of our favourite card's funtionality changes. Here's to not doing this for another decade.

Now if you'll excuse me, I'm off to join the protestor's at WotC head office...

Tuesday, June 9, 2009

Announcing: Hydaron (A Set Created by me!)

The Demons have returned, and they've brought friends.

While I can't tell you much about this set, because I haven't developed very much of it, I can tell you that it is revolutionary in the same way that Alara Reborn is: Hydaron is 100% hybrid! Well, except for Lands. It only contains allied colours, though, and focuses on – you guessed it – colour! Featuring 5 Planeswalkers with awesome abilities, A great storyline, and 5 new awesome themes! Watch this space for mor information, and for previews when they start rolling in.

Monday, June 8, 2009

Which is the best colour, I wonder? - Round 2

Welcome to Round 2 of the weekly Star games. The duelist's have gone and made some changes to their decks in light of last week's match, and the results are quite interesting. Here are the updated decklists:

White

Lands – 12 cards
12 Plains

Creatures – 16 cards
4 Cenn's Heir
2 Goldmeadow Dodger
2 Goldmeadow Harrier
2 Kinsbaile Ballonist
4 Plover Knights
2 Springjack Knight

Other Spells – 12 cards
2 Neck Snap
4 Oblivion Ring
2 Soaring Hope
2 Surge of Thoughtweft
2 Triclopean Sight

Blue

Lands – 14 cards
14 Island

Creatures – 12 cards
4 Aethersnipe
2 Mulldrifter
4 Pestermite
2 Sentinels of Glen Endra

Other Spells – 14 cards
4 Broken Ambitions
4 Faerie Trickery
2 Glimmerdust Nap
2 Ponder

Black

Lands – 14 cards
14 Swamp

Creatures – 18 cards
4 Bog Hoodlums
4 Hornet Harasser
4 Moonglove Winnower
4 Nightshade Stinger
2 Spiderwig Boggart

Other Spells – 8 cards
2 Eyeblight's Ending
2 Nameless Inversion
4 Weed Strangle

Red

Lands – 14 cards
14 Mountain

Creatures – 10 cards
4 Flamekin Brawler
4 Inner-Flame Acolyte
2 Soulbright Flamekin

Other Spells – 16 cards
4 Blades of Velis Vel
4 Lash Out
4 Needle Drop
4 Tarfire

Green

Land – 16 cards
16 Forest

Creatures – 22 cards
4 Battlewand Oak
4 Cloudcrown Oak
4 Kithkin Daggerdare
4 Leaf Glider
4 Oakgnarl Warrior
2 Woodland Changeling

Other Spells – 2 cards
2 Fistful of Force

Possibly the most interesting change here is the pumping addition to Red's deck, in exchange for creature power. Blue went for more control, and Green took out the Fertile Ground's (which, as he found out after the match, are illegal in the format) and added a couple of Forest's. White took out some lands in exchange for the evasion/life gain power of Soaring Hope. Black dropped his mana curve, taking out the Mournwhelks, and dropped the Foodbottom Feast's, and put in some sacrificial Hornet Harasser's and Bog Hoodlums, both big threats in their own way.

Here are the life totals throughout the game:

White: 20, 18, 16, 11, 9, 6
Blue: 20, 15, 12, 8 |
Black: 20, 19, 18, 17, 3
Red: 20, 18, 16, 14, 12 |
Green: 20, 19, 17, 15, 13, 9, 4 |

First thing I will point out: Red failed to keep his crown! This is actually quite intriguing: this game ends in a tie between Blue and Black, even though Blue was knocked out! If they had argued, then we would have said that Black wins for staying in, but they didn't, so the tie stands. And now, how they did it:

Opening hands:
White: Neck Snap, Goldmeadow Harrier, Goldmeadow Harrier, Surge of Thoughtweft, Surge of Thoughtweft, Glodmeadow Dodger, Cenn's Heir. After mulligan: Plains, Kinsbaile Balloonist, Plains, Kinsbaile Balloonist, Oblivion Ring, Cenn's Heir.

Blue: Aethersnipe, Glimmerdust Nap, Glimmerdust Nap, Faerie Trickery, Island, Pestermite, Glimmerdust Nap. After Mulligan: Broken Ambitions, Island, Island, Sentinels of Glen Endra, Island, Glimmerdust Nap, Aethersnipe.

Black: Weed Strangle, Hornet Harasser, Swamp, Nameless Inversion, Spiderwig Boggart, Nightshade Stinger, Nightshade Stinger.

Red: Lash Out, Lash Out, Blades of Velis Vel, Mountain, Lash Out, Mountain, Inner-Flame Acolyte.

Green: Forest, Leaf Glider, Forest, Leaf Glider, Battlewand Oak, Forest, Forest.

These are very different hands to Game 1. Red certainly has a lot more Burn, green has a whopping 6 mana sources, and black has only 1 land, relying on the two Nightshade Stinger's to get him through the early game. The other hands are fairly standard.

Turn 1:
White: Draws an Oblivion Ring, then plays a Plains and passes.

Blue: Draws an Aethersnipe, then plays an Island and passes.

Black: Draws a Hornet Harasser, then plays a Swamp, followed by a Nightshade Stinger, then passes.

Red: Draws a Mountain and plays it, then passes.

Green: Draws a Kithkin Daggerdare, then plays a Forest and passes.

Turn 2:
White: Draws a Plains, plays it, then plays a Cenn's Heir and passes.

Blue: Draws a Glimmerdust Nap, then plays an Island and passes.

Black: Draws a Spiderwig Boggart and plays his other Nightshade Stinger. Attacks green with the Nightshade Stinger. Green goes to 19. Black passes.

Red: Draws a Flamekin Brawler, then plays a Mountain and passes.

Green: Draws an Cloudcrown Oak, then plays a Forest, followed by a Leaf Glider. Blue counters the Leaf Glider with Broken Ambitions, paying 1 for the X cost. Clashing with Red, Blue keeps the winning Pestermite, and Red keeps his Mountain. Green puts a Forest, Cloudcrown Oak, then another Forest and Cloudcrown Oak, into his graveyard. Green passes.

Turn 3:
White: Draws a Plains and plays it. Attacks Black with the Cenn's Heir – Black goes to 19. White passes.

Blue: Draws a Pestermite, then plays an Island and passes.

Black: Draws and plays a Swamp. Attacks White with the two Nightshade Stingers. White goes to 18. Black passes.

Red: Draws and plays a Mountain, then a Flamekin Brawler. Red passes.

Green: Draws a Kithkin Daggerdare, then plays a Forest and a Battlewand Oak and passes.

Turn 4:
White: Draws and plays a Plains, then plays a Kinsbaile Balloonist. Attacks Black with Cenn's Heir, dropping him down to 18. Blue flashes in a Pestermite, tapping Battlewand Oak. White passes.

Blue: Draws a Pestermite, then plays Glimmerdust Nap on Green's Battlewand Oak. Attacks red with Pestermite, putting him down to 18, then passes.

Black: Draws a Monnglove Winnower, then attacks Green with the two Stingers. Green goes to 17. Black passes.

Red: Draws a Mountain and plays it. Plays a Lash Out on White's Cenn's Heir, clashing with White. White wins with a Plover Knights, keeping it, while Red keeps his Tarfire. Red then plays another Lash Out, this time on White's Kinsbaile Balloonist. Clashing with Black, he loses again, this time to a Eyeblight's Ending, which is sent to the bottom of Black's Library. Red, once again, keeps his Tarfire. Red then passes.

Green: Draws a Forest and plays it, followed by a Cloudcrown Oak, then passes.

Turn 5:
White: Draws a Plover Knights and plays a Plains, then the Knights. White passes.

Blue: Draws a Faerie Trickery, then attacks Red with a Pestermite, which drops him to 16. Blue passes.

Black: Draws a Swamp and plays it. Attacks white with 2 Nightshade Stinger's, putting him to 16, then passes.

Red: Draws a Tarfire, then plays a Mountain and burns the Pestermite with the Tarfire. Or attempts to at least; Blue counters it with a Faerie Trickery. Red then plays an Inner-Flame Acolyte, targeting itself, then activates Flamekin Brawler once. Attacks Blue with the Acolyte and the Brawler, taking him to 15. Red passes.

Green: Draws a Woodland Changeling, then plays a Forest, then plays a Leaf Glider and a Woodland Changeling. Green attacks Blue with the Cloudcrown Oak, dropping him to 12. Green passes.

Turn 6:
White: Draws and plays a Plains, followed by an Oblivion Ring, targeting Inner-Flame Acolyte. White passes

Blue: Draws an Island and plays it. Enchants Cloudcrown Oak with Glimmerdust Nap. Attacks Red with Pestermite, dropping him to 14. Blue passes.

Black: Draws a Nameless Inversion, then takes Green to 15 with his two Nightshade Stingers. Black passes.

Red: Draws Blades of Velis Vel. Activating Flamekin Brawler five times, he attacks White with the Brawler. White goes to 11, and Red passes.

Green: Draws and plays a Forest, then drops two Kithkin Daggerdare's. He drop's Blue to 8 with a Woodland Changeling and a Leaf Glider, then passes.

Turn 7
White: Draws and plays yet another Plains, followed by a Kinsbaile Balloonist and a Goldmeadow Harrier. White passes.

Blue: Draws a Faerie Trickery and passes.

Black: Draws an Eyeblight's Ending, then Nameless Inversion's White's Kinsbaile Balloonist. White is attacked with the two Nightshade Stingers, dropping him to 9. Black passes.

Red: Draws and plays a Flamekin Brawler. Activates the other Flamekin Brawler four times, just before Blue plays another Pestermite, targeting the activated Brawler. Red passes.

Green: Draws and plays a Leaf Glider. Attacks Blue with the other Leaf Glider and the Changeling. Blue blocks each with a single Pestermite, then Green targets each one with Kithkin Daggerdare's ability. The two Pestermite's die, and Green passes.

Turn 8:
White: Draws a Surge of Thoughtwet, playing it after attacking Red with Goldmeadow Harrier to kill the blocking Flamekin Brawler, and draws a Plains, playing it post-combat. White passes.

Blue: Draws an Ponder and plays it. Orders his cards Island, Island, Ponder, then plays the drawn Island and passes.

Black: Draws and plays a Swamp, followed by a Hornet Harasser. Takes green down to 13 with two Nightshade Stingers and passes.

Red: Draws and plays a Mountain. After activating Flamekin Brawler four times, he attacks Blue with it. Blue plays a Sentinels of Glen Endra, blocking the Brawler. Both the Sentinels and the Brawler go to the graveyard, and Red passes.

Green: Draws an Oakgnarl Warrior. After activating the Kithkin Daggerdare's, targeting a Leaf Glider and a Woodland Changeling, he attacks Blue for 8, knocking him out of the game. Green passes.

Turn 9:
White: Draws Triclopean Sight, then attacks Red with Goldmeadow Harrier. Before damage is dealt (Red has to take the damage), White flashes in Triclopean Sight, targeting the Harrier. Red goes to 12. White passes.

Black: Draws and plays Nightshade Stinger, then ends Green's Cloudcrown Oak with Eyeblight's Ending. Green then has no choice but to take an incoming four damage from two Nightshade Stingers and a Hornet Harasser, going to 9. Black passes.

Red: Draws and plays a Mountain, followed by a Lash Out, targeting Goldmeadow Harrier. Winning the Clash with White, taking him down to 6, Red decides not to keep Blades of Velis Vel, as White does with Goldmeadow Harrier. Red passes.

Green: Draws and plays a Forest, followed by an Oakgnarl Warrior. He then attacks Red for 12 with Kithkin Daggerdare, two Leaf Gliders, a Woodland Changeling and Battlewand Oak, knocking him out of the game; at the same time, the other Kithkin Daggerdare attacks Black, dropping him down to 17. Green passes.

*

Let's interrupt the commentary for a moment to examine what Green has just done. He could have forced a tie with himself and White, but didn't. As all players figured out eventually (yes, even Green), the only way for Green to now win was to knock out Black, and that would force a tie. But, how else could it end? Black and Green would be at each other's throats, will White and Red would be continuously clashing. White, however, was in no position to fend off Red's attacks, and he would surely have won for the second time in a row. The only way for Green to get the throne, if only in part, was to ensure that Red didn't. Knocking him out was the only way to do that.

*

Turn 10:
White: Draws and plays a Goldmeadow Dodger, followed by an Oblivion Ring, targeting Oakgnarl Warrior. White passes.

Black: Draws a Bog Hoodlums, then plays a Moonglove Wimnnower. He attacks green with three Nightshade Stingers and a Hornet Harasser, putting him down to 4. Black passes.

Green: Draws a Fistful of Force. Attacks Black with Battlewand Oak and two Leaf Glider's. Black blocks the Oak with Moonglove Winnower. Green activates the Daggerdare's, targeting the two Glider's, then plays Fistful of Force, targeting a Leaf Glider. Green wins the clash with White, keeping Oakgnarl Warrior, as does White with Oblivion Ring. Black is devastated as he takes 12 damage to the face, leaving him on 5. Green passes.

Turn 11:
White: Draws and plays an Oblivion Ring, targeting Moonglove Winnower, then passes.

Black: Draws and plays a Swamp, then plays a Spiderwig Boggart, giving Hornet Harasser Fear just long enough to win the game. He then attacks Green with three Nightshade Stingers and Hornet Harasser, booting Green out of the game and claiming the throne.

There weren't many mistakes in this game. You might say that defeating Red was not the way to go for Green, but on the other hand, what else could he do? If he was going to win, or even tie, that was the only way. Of course, no-one expected Black to win after Green's last attack, but no-one knew about the Spiderwig Boggart's he had been hiding. What an exciting way to end a game! Also, Black claims sole ownership of the throne, as Blue was knocked out. And fair enough. He'll just be in even more trouble next week, when the player's get together for Round 3!

Thursday, June 4, 2009

Duel Decks: Garruk vs. Lilana announcement

For those who don't check the MTG website daily, Duel Decks: Garruk vs. Lilana has been announced by Magic Arcana. Each deck will contain the best spells from green or black. What might those spells be? Terror will definately be in the black deck, but beyond that, I can't say. I can't speculate what will be in the green deck, either. Knowing green, it will be full of big creatures (eg Craw Wurm) and pumping spells (eg Overrun, Giant Growth). It probably won't be worth the asking price, unless you're hanging out for the planeswalkers or are a green player. Stompy, stompy...

Friday, May 29, 2009

Come Hide With me, Let's Hide, Let's Hideaway


“You may play the removed card without paying its mana cost if you attacked with three or more creatures this turn.” Windbrisk Heights is MASSIVE in Standard these days; usually it means GG when activated. But what about the other Hideaway lands? They aren't so easily activated; Windbrisk Heights can be activated with a simple Spectral Procession.

After your opponent attacks with the Spirit tokens, you don't know what to do: do you take the three, do you block some of them, or do you block them all? Almost every option has dire consequences, as you can lose either creatures or life to any number of spells; Overrun, Glorious Anthem and Zealous Persecution are just a few examples. The other lands are a lot more difficult to activate, and can therefore only be used in certain decks.

Shelldock Isle is near-impossible to activate without either a draw deck or a milling deck. If you are playing this land in Standard, build a milling deck around it; Sanity Grinding, Jace Beleron and Isleback Spawn are all key milling cards, and are all legal in Standard. Combined with a bit of Black for creature removal and access to cards like Mind Funeral and Nemesis of Reason, and you've got a very workable deck. Just watch out for White Weenies; that is a very bad match-up for a deck like this, but not an unwinnable one.

Howltooth Hollow hearkens back to the days of Dissension, when the Red-Black Rakdos Guild showcased the Hellbent ability, which activated if you had know cards in hand. Of course, while this may have been the key to your deck, other players would consider it to be a drawback, especially in the early game. The Rakdos Guild capitalises on this by emptying both your opponents and your hand simultaneously; therefore, the Hollow will be able to be activated in the early game when used in a deck like this. Flip a Hollowborn Bargherst with it, and your opponent will be easily tempted to clear his cards of the table right there and then. Perhaps this will be your next Extended deck? Just watch out for a mirror match-up.

Spinerock Knoll is perhaps the easiest to activate after the Heights; it works in Burn and Zoo decks, that can rack up the damage quite easily. In a mono-red deck, however, it can be quite hard, as red's large array of 1-toughness creatures aren't expected to last very long! It works well in Block format, as part of a combo: rack up the 8 lands, play Soulbright Flamekin, Ceaseless Searblades and Flamekin Brawler, then next turn, activate SF three times. You could reveal any number of cards: Incandescent Soulstoke comes to the front of my mind. The best bit? You can dish out another dose of Trample-y goodness to your opponent next turn, and even activate another Knoll if necessary.

Last, but certainly not least, the third-hardest to activate: Mosswort Bridge. This won't be one that will get activated early on in the game; include this in a mono-green deck for a late-game one-turn kill with something like Overrun. The thing that puzzles me is that the Lorwyn-Shadowmoor block doesn't really have a place for this card: there aren't any decks, or cards, that come out of those sets that focus on building up an army of massive creatures. Only in Shard's of Alara block's Naya decks will this card really be useful. But do you really want to win that easily? No, because it's boring, and we don't play to be bored, now do we children? Ahem. The only way you're going to activate the bridge in a Lorwyn-Shadowmoor block deck is by building up an army of green Elf tokens, and we all know that Elves, even when they are more complex, are still very, very simple, don't we?

So yes, the point. Windbrisk Heights is definitely the best Hideaway land (ok, the best land period) in Standard right now, but the others are (mostly) very workable. It is not hard to activate a Knoll or a Bridge in Standard, and the Hollow really shines in Extended. Shelldock Isle is made for a specific deck type, one which was not explored very much in its block, but cards from the Alara block make a deck built around it very worthwhile. I'll leave you with something to ponder: since Windbrisk Heights is so easy to activate, and its at the top of Standard at the moment, does that mean that the Magic game is been dumbed down as of late, to accommodate for the younger generation? Hey, it happened to PC gaming.

Monday, May 25, 2009

On the hunt for free Podcast music

If you know a good place to get music under a Creative Commons licence, please leave a comment or e-mail me at douglastilden at ymail dot com. I'm searching for music to play throughout the Podcast, either as a break or during the opening sequence.

Sunday, May 24, 2009

Topic for Episode 3

Episode 3 will cover the most recent MTG events, the Alara Reborn Prerelease, Release and the Regionals, and guests will also be invited to share their opinions of Alara Reborn. If you would like to appear on the Podcast to discuss one or more of these topics, just kollow the directions on the left-hand side of this page.

Friday, May 22, 2009

Which is the best colour, I wonder?

Have you ever asked yourself that question? I certainly have. So, when I acquired 800 Lorwyn commons (between 2-12 of each one), I decided to find out. I built five forty-card, single-colour decks using only coloured Lorwyn commons and basic lands, then pitted them against each other in a Star game. Here are the decklists:

White

Lands – 14 cards
14 Plains

Creatures – 16 cards
4 Cenn's Heir
2 Goldmeadow Dodger
2 Goldmeadow Harrier
2 Kinsbaile Ballonist
4 Plover Knights
2 Springjack Knight

Other Spells – 10 cards
2 Neck Snap
4 Oblivion Ring
2 Surge of Thoughtweft
2 Triclopean Sight

Blue

Lands – 14 cards
14 Island

Creatures – 16 cards
4 Aethersnipe
4 Inkfathom Divers
2 Mulldrifter
4 Pestermite
2 Sentinels of Glen Endra

Other Spells – 10 cards
2 Aquitect's Will
4 Faerie Trickery
2 Glimmerdust Nap
2 Ponder

Black

Lands – 14 cards
14 Swamp

Creatures – 16 cards
2 Bog Hoodlums
4 Moonglove Winnower
4 Mournwhelk
4 Nightshade Stinger
2 Spiderwig Boggart

Other Spells – 10 cards
2 Eyeblight's Ending
2 Foodbottom Feast
2 Nameless Inversion
4 Weed Strangle

Red

Lands – 14 cards
14 Mountain

Creatures – 14 cards
4 Flamekin Brawler
4 Inner-Flame Acolyte
4 Mudbutton Torchrunner
2 Soulbright Flamekin

Other Spells – 12 cards
4 Lash Out
4 Needle Drop
4 Tarfire

Green

Land – 14 cards
14 Forest

Creatures – 22 cards
4 Battlewand Oak
4 Cloudcrown Oak
4 Kithkin Daggerdare
4 Leaf Glider
4 Oakgnarl Warrior
2 Woodland Changeling

Other Spells – 4 cards
2 Fertile Ground
2 Fistful of Force

As you can see, they're all fairly standard decks. Green has creature advantage, with a few more mana sources and boosters. Red capitalises on burn spells, while playing fast, cheap creatures. Black kills creatures, while playing a near-endless amount of creatures. Both blue and white control the board, but white focuses more on creature power; Kithkin is the only creature type in the deck. They all have an equal chance of winning, or do they? There was only one way to find out: play.

As I was writing down every move, there was only time for a single game. Here are the life totals throughout the game:

White: 20, 19, 18, 16, 15, 13, 12, 11, 5, 4, 2 |
Blue: 20, 16, 14, 12, 9, 6 |
Black: 20, 13, 12, 17, 15, 5
Red: 20, 19, 17, 16, 14, 11, 3
Green: 20, 19, 18, 17, 16, 15, 14

So, red won. Hooray for all red players! It is interesting to note that, while black was on 5 and green was on 14, red was only on 3. But how did red win, you may ask. Well, let's have a look:

Opening hands:
White: Springjack Knight, Triclopean Sight, Springjack Knight, Cenn's Heir, Plains, Neck Snap, Plains.

Blue: Island, Faerie Trickery, Island, Island, Island, Island, Island. After Mulligan: Island, Island, Mulldrifter, Inkfathom Divers, Inkfathom Divers, Pestermite, Mulldrifter.

Black: Nightshade Stinger, Swamp, Eyeblight's Ending, Weed Strangle, Eyeblight's Ending, Weed Strangle, Foodbottom Feast. After Mulligan: Swamp, Swamp, Nameless Inversion, Mournwhelk, Spiderwig Boggart, Weed Strangle, Nightshade Stinger.

Red: Mountain, Needle Drop, Soulbright Flamekin, Tarfire, Mudbutton Torchrunner, Lash Out, Mountain.

Green: Cloudcrown Oak, Battlewand Oak, Kithkin Daggerdare, Battlewand Oak, Leaf Glider, Forest, Forest.

Notice how each hand has two lands in it? This might have been a problem for green, if it didn't have the Leaf Glider. Mulliganing the hand full of land was probably a mistake for blue, who had land problems for about half the game. Red had the best opening hand, with plenty of one- and two-drops.

Turn 1:
White: Draws a Surge of Thoughtweft, then plays a Plains and passes.

Blue: Draws an Aethersnipe, then plays an Island and passes.

Black: Draws a Swamp, then plays it, followed by a Nightshade Stinger, then passes.

Red: Draws a Mudbutton Torchrunner, then plays a Mountain and passes.

Green: Draws a Cloudcrown Oak, then plays a Forest and passes.

Turn 2:
White: Draws a Plains, plays it, then plays a Cenn's heir and passes.

Blue: Draws a Ponder, then plays it after playing an Island. Orders his cards Island, Faerie Trickery, Glimmerdust Nap, then draws the Island and passes.

Black: Draws a Swamp and plays it. Attacks green with the Nightshade Stinger. Green goes to 19. Black passes.

Red: Draws a Needle Drop, then plays a Mountain and passes.

Green: Draws an Oakgnarl Warrior, then plays a Forest, followed by a Leaf Glider, and passes.

Turn 3:
White: Draws a Plains and plays it. Attacks Red with the Cenn's Heir – Red goes to 19. White plays a Springjack Knight during his second main phase, then passes.

Blue: Draws a Faerie Trickery, then plays an Island and passes.

Black: Draws a Bog Hoodlums, then plays a Swamp. Attacks White with Nightshade Stingers. White goes to 19. Black passes.

Red: Draws a Needle Drop, then plays a Soulbright Flamekin and passes.

Green: Draws a Woodland Changeling, then plays a Battlewand Oak and passes.

Turn 4:
White: Draws and plays a Plains, then attacks Black with Cenn's Heir and Springjack Knight, clashing with Red. White reveals a Goldmeadow Dodger, red a Tarfire. Both keep them on the top of their libraries. After clashing, White plays a Surge of Thoughtweft, drawing the Dodger, then plays Triclopean Sight on the Knight. Black takes 7, going to 13. At the end of turn, Blue plays a Pestermite, tapping green's Battlewand Oak. White passes.

Blue: Draws a Glimmerdust Nap, then plays it on green's Battlewand Oak. Attacks red with Pestermite, putting him down to 17, then passes.

Black: Draws a Foodbottom Feast, then plays a Swamp and attacks White with the Stinger. White goes to 18. Black passes.

Red: Draws a Tarfire, then plays it on white's Springjack Knight, then plays another one on blue's Pestermite. Attacks white with the Soulbright Flamekin. White goes to 16. Red passes.

Green: Draws a Forest and plays it, followed by another Battlewand Oak. Attacks blue with Leaf Glider. Blue goes to 18. Black plays a Nameless Inversion, sending Battlewand Oak to the graveyard. Green passes.

Turn 5:
White: Draws and plays a Plains, then plays the Goldmeadow Dodger. Attacks red with the Cenn's Heir – red takes it and goes to 16. White passes.

Blue: Draws a Sentinels of Glen Endra and passes.

Black: Draws a Mournwhelk, attacks white with Nightshade Stinger, putting him to 15, then passes.

Red: Draws a Flamekin Brawler, then attacks white with Soulbright Flamekin. White goes to 13. Red plays, not one, but two Needle drops, dropping white to 11 and drawing a Lash Out and an Inner-Flame Acolyte. Red passes.

Green: Draws and plays a Forest, then plays a Cloudcrown Oak. Blue counters the Oak with a Faerie Trickery, removing it from the game. Green attacks blue with the Leaf Glider, dropping him to 16. Green passes.

Turn 6:
White: Draws and plays a Plains, followed by a Springjack Knight. Attacks black with the Goldmeadow Dodger, and red with Cenn's Heir, dropping black to 12 and red to 14. White passes.

Blue: Draws an Aethersnipe and passes.

Black: Draws and plays a Swamp, followed by a Weed Strangle, killing white's Springjack Knight. Black clashes with red and wins, bringing himself up to 13. Black keeps the Weed Strangle; red keeps the Mountain. Black attacks green with the Stinger, putting him down to 18. Black passes.

Red: Draws and plays a Mountain, then plays an Inner-Flame Acolyte. He has the Acolyte target itself, then attacks white with Soulbright Flamekin and the Acolyte. White goes down to 5. Red passes.

Green: Draws a Woodland Changeling, then plays another Cloudcrown Oak. Attacks blue with Leaf Glider, dropping him to 14. Green passes.

Turn 7
White: Draws and plays another Plains, then attacks red with the Dodger and the Heir. Red goes to 11. White passes.

Blue: Draws and plays a Ponder, ordering his cards as Island, Aquitect's Will, Aquitect's Will, then draws and plays the Island and passes.

Black: Draws and plays a Weed Strangle, targeting green's Cloudcrown Oak. Winning the clash with white, he brings himself back up to 17. Black puts the revealed Foodbottom Feast on the bottom of his library; white keeps his Cenn's heir. Black attacks white with Nightshade Stinger, dropping him to 4. Black passes.

Red: Draws and plays a Mountain. Red attacks white with Soulbright Flamekin and Inner-Flame Acolyte. White plays Neck Snap, targeting the Acolyte. White takes 2, going to 2. Red plays Lash Out during his second main phase, targeting Cenn's Heir. Clashing with white, he doesn't keep his Flamekin Brawler, with white also saying no to his card, Cenn's Heir. Red plays a second Lash Out, this time targeting Goldmeadow Dodger. White gets another Cenn's Heir and puts it on the bottom, while red keeps a Tarfire. With that, red passes.

Green: Draws and plays a Kithkin Daggerdare, closely followed by a Woodland Changeling. Attacks black with Leaf Glider, putting him down to 15, then passes.

Turn 8:
White: Draws a Plover Knights, playing it after a Plains, then passes.

Blue: Draws an Aquitect's Will, then plays a Sentinels of Glen Endra and passes.

Black: Draws an Eyeblight's Ending, takes green down to 17 with Nightshade Stinger, and passes.

Red: Draws and plays a Tarfire, targeting white and knocking him out of the game. He then plays a Mudbutton Torchrunner and passes.

Green: Draws and plays a Forest, then a Kithkin Daggerdare and a Woodland Changeling. Attacks blue with Woodland Changeling and Leaf Glider. Blue blocks the Leaf Glider with Sentinels of Glen Endra, and green gives the Glider +2/+2 by activating Kithkin Daggerdare. Blue takes 2, going down to 12. Green passes.

Turn 9:
Blue: Draws Aquitect's Will, then evokes Aethersnipe, returning Mudbutton Torchrunner to red's hand. Blue passes.

Black: Draws and plays Moonglove Winnower, then takes another 1 life off of green with the Stinger, then passes.

Red: Draws and plays a Mountain, followed by a Mudbutton Torchrunner and a Flamekin Brawler. Attacks blue with Soulbright Flamekin, dropping him down to 10. During the second main phase, red plays a Needle Drop, putting blue onto 9 and drawing an Inner-Flame Acolyte. Red passes.

Green: Draws a Fistful of Force. Attacks black with Leaf Glider and the two Woodland Changelings. Black blocks Leaf Glider with his Moonglove Winnower, to which green responds by activating the two Kithkin Daggerdares, targeting a Changeling and the Glider. He then plays Fistful of Force, targeting the same Woodland Changeling, and clashing with red. Green wins the clash, keeping Fertile Ground, while red doesn't keep his Needle Drop. Black is devastated, taking 10 damage and going to 5. Green passes.

Turn 10:
Blue: Draws an Aethersnipe. Evokes a Mulldrifter, drawing two Islands. After playing on of them, he plays an Aquitect's Will, targeting a Mountain, and another Aquitect's Will, targeting a Forest, then passes.

Black: Draws a Mournwhelk, then attacks green with Nightshade Stinger, putting him down to 15. Black passes.

Red: Draws and plays a Mountain, then activates Soulbright Flamekin three times, targeting each of his creatures and adding the mana to his mana pool. He uses the mana to activate Flamekin Brawler, to which black replied with an Eyeblight's Ending, targeting the Flamekin Brawler (waiting, of course, until all of the mana was used up). Red then attacks blue with the Torchrunner and Soulbright Flamekin, dropping him to six. Red passes.

Green: Draws and plays a Fertile Growth onto one of his Forests. He then sees the opportunity to devastate red, attacking him with two Woodland Changelings, powered up by the two Kithkin Daggerdares. Red goes to three, and green passes.

Turn 11:
Blue: Draws and plays an Island. Plays an Inkfathom Divers, and orders his cards Pestermite, Island, Island, Island. Blue passes.

Black: Draws and plays another Nightshade Stinger, then attacks green with Nightshade Stinger, dropping him to 14. Black passes.

Red: Draws a Lash Out, then plays it, targeting blue's Divers. Losing the clash to black, he decides not to keep a Mountain, while black keeps a Weed Strangle. Red plays Inner-Flame Acolyte, targeting itself, and attacks blue with Mudbutton Torchrunners, Soulbright Flamekin and Inner-Flame Acolyte, knocking blue out of the game. Red, therefore, wins.

Well, can you imagine watching that? Because every move had to be written down, that game took around an hour and a half! Blue might have been more successful with more land, been able to bring out Aethersnipe sooner. If green had decided to direct his last attack at black, the game may have gone on for a lot longer, where red and green would have been trying to take out each other, not wanting to have a tie. Or red might have taken out blue anyway, seeing that green had too big of a lead, and forced a tie rather than losing. Black should have been evoking the Mournwhelks, then returned them to his deck with Foodbottom Feast and evoked them again, which would have created discarding madness and possibly changed the outcome dramatically. Perhaps the decks will have been changed by this time next week, when the players get together to play another game, and possibly even take red's crown! 

Wednesday, May 20, 2009

My Deck from the Regionals

This is my Deckist for the Regionals:

Main Deck – 64 Cards

Lands – 24 cards
13 Forest
10 Island
1 Moonring Island

Creatures – 18 cards
2 Duskdale Wurm
3 Gilt-Leaf Seer
4 Jhessian Infiltraitor
4 Lorescale Coatl
1 Murkfiend Liege
2 Nulltread Gargantuan
2 Wistful Selkie

Other Spells – 22 cards
4 Aggressive Urge
2 Earthbrawn
2 Fistful of Force
2 Giant Growth
4 Invert the Skies
4 Monstrify
4 Wings of Velis Vel

Sideboard – 15 cards
2 Cold-Eyed Selkie
2 Courier's Capsule
4 Gleeful Sabotage
1 Primal Rage
2 Shorecrasher Mimic
2 Tideshaper Mystic
4 Winged Coatl

The origional idea was that many of the cards would interact with Lorescale Coatl, producing one (or four) hell of a big creature, that I could power up even more and cast a final Invert the Skies. Of course, that idea was shoved backwards a bit to make way for "big creatures that get even bigger", and I eventually put the Jhessian Infirtraitors in because of the unblockable-ness and the massive amount of growth spells this deck has.

Here's how it did on the day:

Match 1: vs Red-Black Burn - 2-0 to him

Match 2: vs Red-White Kithkin - 2-1 to him

Match 3: vs Red-Green Beatdown - 2-0 to him

Match 4: vs White-Green Beatdown - 2-0 to him

Match 5: vs Jund Beatdown - 2-0 to him

Match 6: vs Green-White tokens - 2-0 to him

Match 7: vs Black-White tokens - 2-0 to him

Why such poor results? Two words: creature removal. Everyone else was playing it, I wasn't. Oh well, guess I missed my shot at Worlds. Maybe next year...

“If it weren't for that Meddling Mage...”


“When Meddling Mage comes into play, name a card. The named card cannot be played.” These two sentences make Meddling Mage one of the most awesome control cards ever. Sadly, White-Blue Control is hardly seen in Standard these days, and if it wasn't for this card, it would probably be seen a hell of a lot less.

Just imagine your White-Blue Control deck against a Black-Red-Green Beatdown deck. In game 1, your opponent Terminates your best creatures, and you're left with next to nothing to attack with. Then he goes in with Hellkite Overlord for the win. Game 2; after bringing in your four sideboarded Meddling Mages, you drop one on turn two, naming Terminate. After that, provided your opponent doesn't have any more creature removal ready, it's simple: control the field, and before he gets to eight mana, drop another Mage, this time naming the Overlord. GG. Game three should be much the same.

Unfortunately, Meddling Mage doesn't bring many controlling buddies with it in Alara Reborn. All you've got is Unbender Tine, Offering to Asha and Ethersworn Shieldmage, which is only really good in an artefact-heavy deck. Of the rest, you have evasion creatures and mana-fixing. Apart from that, Control is only really explored on the form of Elementals in the Lorwyn block, and Esper and Bant-themed decks had a handful of control cards. Therefore, Meddling Mage will really shine in Extended, where players have access to the best of Control since Onslaught.

See, in Extended, if you're playing White-Blue Control, you'd want to sideboard a full round of the Mages, unless you've got something better, which you most certainly won't. After game 1, you'll know what exactly is the biggest threat your opponent has, and unless your opponent is playing Burn, which is the worst match-up a Control deck can have, you can make yourself near-invulnerable to that card, or cards, by simply bringing in the Mages. While you're countering your opponent's spells, and bouncing whatever gets through, the 2/2 Mages can be dishing out some pain to your opponent's life total. Even with one Mage out, victory is a mere ten turns away.

I played in the Regionals in Sydney, and while most people were playing tokens or burn, one person did play White-Blue Elemental Control. I don't know how high he got, or if he was playing any Meddling Mage's, but it was refreshing to see nevertheless. He definitely didn't need them in the match I saw him playing. One thing is for sure, though: people want Meddling Mage. It is recognised as an awesome rare almost immediately; every time I was asked if I wanted to trade at the Alara Reborn Prerelease, the words “Meddling Mage” seemed to be said at some point, and were always preceded by “do you have any...”

Now, if you'll excuse me, I need to go and prepare a certain Standard deck for the next constructed tournament. I know it seems early, but for the Regionals I used a Green-Blue giant creatures deck, and failed epically. Back to the drawing board...