Tuesday, September 28, 2010

Wow, I forgot about this.

Hey guys, kind of forgot about this blog. But, I'll post an update today. So. Scars of Mirrodin is out now in all it's infectious glory. I'll talk about the pre-release.
So at the pre-release, I pulled an ungodly amount of rares for only one event. But more importantly, I pulled a Skithyx, The Blight Dragon. That crazy guy won me an incredible amount of games. It was probably unhealthy. I went for a red/black infect deck. Red was mostly burn spells to take care of their annoying things. At one point, I gave Skith double strike and +1/+0 and instantly gibbed my opponent. Good stuff. He was a little... stunned. I'd love to hear how your pre-release went. Tomorrow I'll talk about my Scars deck that I'll be running.

Saturday, September 4, 2010

Friday Night Magic

I was feeling tired last night, so I didn't make a blog. So I'll do it today! So Friday Night Magic was last night, and it was goooooood. I forgot my notepad though, so I couldn't write down my decklist or how the games went. But I'll just give a basic overview.
I used a Pyromancer Ascension with super secret tech polymorph. It went well, except that in the deck with all drawing power, I failed to get Pyromancer's Ascension out. Which sucked. A lot.
So my first matchup was against Blue-White control. However it was also the person who was lending me the deck (I don't have a budget, so I borrow decks). So I played him. I won the first game, and theoretically won the second. He didn't want me to sideboard in anything since we were basically playtesting. So I took the loss 2-1. Seemed fair in my opinion.
Next game I played against Boros Bushwhacker. This was a lot easier first game. I comboed off at turn 7 or so. The next game was close however. I had to use lightning bolts and everything on his creatures because I never drew a pyromancer's ascension. I eventually drew two, but he Celestial Purged them both. When I was at 4 life, I had a pyromancer's ascension at 2, and I topdecked a Forsee, used it, scryed into a forsee and Mana Leak, used it again for a call to mind. It was his last chance to beat me. If he topdecked a burst lightning, he could still pay the 3 Mana Leak to kill me. He drew a plains. I showed him the call to mind, and he scooped.
Third game was against Super Friends. The first game I started with 3 mana leaks. I dropped a Pyromancer's Ascension turn 2. Turn 4 I mana-leaked his Ajani Vengeant, and turn 5 I mana-leaked his Jace the Walletsculptor. Then I pondered, giving my Pyromancer's Ascension it's second counter. Drew a time warp, and once I played it he scooped.
Second game I went for my super-secret-tech. Turn three I used Spawning Breath on him. Then I drew a Polymorph, played my Island, polymorphed, right into the only creature I had - Emrakul. He scooped.
Then I played Jund. But it was heavy "Get your hand out of here" jund. He maelstrom pulsed my pyromancer ever time, duressed my time warps, it was all around bad. Next game, like an idiot, I super-secret teched. Dunno why I guess I had already given up. I managed to get a khalni Garden out, but he duressed my Spawning Breath and Polymorph.
All in all I only went 2-2, but, next week I'll probably do better.

Thursday, September 2, 2010

Not Much Going On Today

Well, there isn't an incredible amount to blog about today. Deck Jesus, who you'll meet later on this week, isn't available today to help me fix decklists made by Wizards. I guess I'll comment on this FauNaya deck made by Joseph Jackson. It was in the Great Britain 2010 National Championship.
Deck list there.
I've always wanted to make a Fauna Shaman Naya deck, but, I don't have the budget for it. And it is a high-budget deck. The backbone of this deck is Fauna Shaman and Vengevine. You discard a Vengevine, fetch a vengevine, and repeat that until you have a vengevine in your hand and three vengevines in your graveyard or in play. Then I would personally discard the vengevine, fetch a baneslayer, play the baneslayer, and get the vengevine onto the field. You -will- have 4 Vengevines and 1 Baneslayer on the field, at least. Unless they have a Leyline of the Void. If Leyline of the Void is out, the very first thing I'd get is a Qasali Pridemage. That thing is fantastic even just for it's power. A 2/2 with exalted for WG? Thats a 3/3 for 2 if it swings by itself. And if you need to, (like when Leyline of the Void pops up), he's a low cost enchant/artifact removal. Linvala, Keeper of Silence is another fantastic card. It basically screws over other Fauna Shaman decks. It's also out of bolt range which makes it even better. Another incredible card is Knight of the Reliquary. It can pump itself incredibly high while also getting out your man-lands. Although I have a personal hatred of Bloodbraid Elf for being damn near broken, I have to admit that it fits very well in this deck. Putting cards on the bottom of your deck is never a problem for Fauna Shaman, so the risk is nil.

I did a playtest of this deck on Magic Workstation, and this is how it went.
Opening hand: Noble Heirarch, Forest, Plains, Raging Ravine, Fauna Shaman, Sylvan Ranger.
I lost the roll, and I went second.
E: Turn 1: Opponent plays mountain, taps it, plays Goblin Guide, swings for 2. I reveal a Vengevine.
M:Turn 1: Draw Vengevine, play Forest, tap it, play Noble Heirarch. Ended.
E: Turn 2: Drew, played Mountain, tapped both, Searing Blazed my Noble Heirarch. Swings for 2. I was now at 12. I revealed Birds of Paradise.
M: Turn 2: Drew a Birds of Paradise. Played Plains, tapped Forest and Plains, played Fauna Shaman. Ended.
E: Turn 3: Drew. Swung with Goblin Guide. I revealed a Sunpetal Grove, put it into my hand. Ended.
M: Turn 3: Drew a Tectonic Edge. Played Sunpetal Grove. Tapped Sunpetal Grove, tapped Fauna Shaman, discarded Vengevine, got another Vengevine. Tapped two, played Sylvan Ranger. Got a Mountain. Ended.
E: Turn 4: Drew. Tapped one, played another Goblin Guide. Swung with both. Blocked one with Sylvan ranger, took two. Now at 8. I revealed a Fauna Shaman. Ended.
M: Turn 4: Drew Fauna Shaman. Played Mountain, tapped Forest, discarded Vengevine got Vengevine. Tapped Plains, Forest, and Sunpetal Grove for Green, and played Birds of Paradise and Fauna Shaman. Got the two Vengevines onto the field. Swung for 8. He was at 12.
E: Turn 5: Drew. Played a mountain. Tapped three, played Hells Thunder. Swung for 8. Blocked Hells Thunder with Birds of Paradise, blocked Goblin Guide with Fauna Shaman. At 6. Revealed Forest, put it into my hand. Ended.
M: Turn 5: Drew a Basilisk Collar. Played Forest. Tapped Forest, tapped Fauna Shaman, discarded Vengevine. Got Linvala, Keeper of Silence. Tapped Mountain, Plains, Forest, Sunpetal Grove for Plains, played Linvala, Keeper of Silence. They scooped.

I really liked playing as the deck, but it just costs so damn much to make. Thoughts on the game? Any misplays? Feedback is appreciated.

Wednesday, September 1, 2010

Elspeth vs. Tezzeret Decklists Part Deux

So in the next expansion, Scars of Mirrodin, there will be a new Duel Deck. It will Feature Elspeth and Tezzeret, and their respective decks. At it's MSRP it's already a great deal. Elspeth is an incredibly nice Planeswalker, and Tezzeret has his uses in other types besides standard. He might also have a place in Scars of Mirrodin since it will be based around artifacts. Now, on to the Deck Lists. You can find them

**Also, I forgot to put in Kemba's Skyguard yesterday since I wanted to talk about him since he's special**
Kemba's Skyguard is a fantastic addition to this deck. 1WW is very cheap for a 2/2 flier that gives you 2 life. What is also special about it, is that it is the Scars of Mirrodin card for Elspeth's Decklist.
Anyway, onto Tezzerets decklist.

Tezzeret is a decent planeswalker, however rarely used in standard. In this deck however he is very good.
Onto lands.
Darksteel Citadel is the first of the lands. It comes into play indestructible, adds 1 to your mana pool, and is an artifact land. This makes it work nicely with Affinity and Tezzeret's final.
Mishra's Factory is next. It also adds 1 to your mana pool. Now it can turn itself into a 2/2 assembly worker, which allows it to benefit from Tezzeret's ultimate and affect affinity.
Seat of the Synod is a very useful land. It counts as an island, but also an artifact. This also affects affinity and Tezzeret's ultimate.
Stalking Stones is an interesting land that taps for 1. However it can also become a 3/3 for 6, which is useful as a surprise blocker.
Next are the creatures.
Arcbound Worker is one of my favorite artifacts of all time. For only 1, you get a 1/1 that when it dies, can give it's 1/1 counters to another artifact creature. I really wish they gave us more than 1.
Assembly-Worker is a basic troop for this deck. It can also be pumped by Mishra's Factory.
Clockwork Condor is a mediocre card, even though it has flying. It slowly gets worse as you attack or block. I'd only ever use it with Tezzeret's Ultimate.
Clockwork Hydra is the better Clockwork Condor. It can regenerate its 1/1 counters, and when it's removed it can deal damage.
Esperzoa is a good card when comboed with Faerie Mechanist. It also goes nicely with Pentavus, Serrated Biskellion, Trinket Mage, Triskellion,  and Clockwork Condor, because it allows them to get their 1/1 counters back or use their abilities more.
Faerie Mechanist is a good card to help get out more of your artifacts. Combined with Esperzoa you can do this multiple times.
Frogmite is the best artifact card ever. Nuff said.
Juggernaut can be very useful, however Elspeth's decklist has no walls, so it doesn't live up to it's full ability.
Master of Etherium is fantastic in this deck. While it doesn't affect +1/+1 counters on creatures, it helps keep them alive, and he can become very powerful.
Pentavus is fantastic. He can create 1/1  tokens that can be buffed by Master of Etherium or other sources.
Qumulox is also great in this, since Affinity for Artifacts is broken. You can easily just play him for UU, and he's a 5/4 flier.
Razormane Masticor is a great card. With first strike, 5/5, and the ability to lightning bolt a creature every turn, he's a very valuable creature on your field.
Runed Servitor is an okay card. It adds drawing power, however it also affects the opponent.
Serrated Biskelion is a good card when combined with Esperzoa. He's a little lackluster at first, but eventually he can become damaging to your opponent.
Silver Myr fits greatly with this deck. He's another mana source and a chump blocker if you're in trouble.
Steel Overseer is wonderful in this deck. He can keep Clockwork Condor up, Razormane Masticor, and really any of your artifacts alive. He's also not costly.
Steel Wall is a great turn 1 drop. It'll protect you until you can get your larger things out.
Synod Centurion is a great card. Your lands count as artifacts (most of them), which would make it near impossible for the Elspeth decklist to get rid of them. a 4/4 for 4 is also very strong.
Trinket Mage is a great card to get out Arcbound Worker, Steel Wall, Aether Spellbomb, Elixir of Immortality, and Everflowing Chalice. Most of these have small uses, however Trinket Mage lets you get them out faster which is what you want.
Triskellion, when combined with Steel Overseer, is an unstoppable force. Then turn he comes out he can be a 5/5 if you have Steel Overseer out. Every turn you can pump him and get rid of the opponent's more bothersome creatures.

Lastly, we have the other spells.
Aether Spellbomb is a great draw card and can be fetched by Trinket Mage. If you are in trouble, you can pop something back to their hand.
Argivian Restoration is a great card for getting back creatures that you'd rather have on the field.
Echoing Truth is a good card to save your own or get rid of theirs, however, with only 1 of each card in both decks (for the most part), it doesn't live up to what it can be.
Elixir of Immortality is a great life gain card. You can also swing with it if you activate Tezzeret.
Energy Chamber is an amazing card in this deck. You can pump up Everflowing Chalice, or you can make your creatures even stronger, such as Arcbound Worker.
Everflowing Chalice is a good way to keep mana available for little cost.
Foil is an okay counterspell. This deck doesn't have a lot of reasons to get rid of your cards, so there isn't an advantage to discarding though.
Moonglove Extract is a fairly decent damage ability. It's rather lackluster though.
Thirst for Knowledge is amazing. 3 draw and discard 1 for 3. Ungodly.
Thoughtcast is hacking. draw 2 for 1. Come on.
Trip Noose is good. It helps save you from a large creature with flying eating you almost every turn.

And now I saved the best for last. I didn't even forget this time.
Contagion Clasp. Costs 2.
When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.
4, t, Proliferate (You chose any number of permanents and/or players with counters on them, then give them each another counter of a kind already there)
So basically you double whatever counters they have. This is wrong. With Infect (Does wither to creatures and poison to players), you can cut your winning time in half. I'm ashamed that they made this.

"Wurmcoil Engine"
Artifact Creature - Wurm
Costs 6
Deathtouch, Lifelink.
When ["Wurmcoil Engine?"] is put into a graveyard from play, put a 3/3 artifact wurm token with deathtouch, (and/or, picture was hard to decipher), a 3/3 artifact wurm token with lifelink into play.
This sounds very, very, very nice. It's a mythic. It might be the pre-release promo.

Pre-Release events for Scars of Mirrodin start September 25-16, and the set hits October 1st!

Tuesday, August 31, 2010

Elspeth vs. Tezzeret Decklists

So in the next expansion, Scars of Mirrodin, there will be a new Duel Deck. It will Feature Elspeth and Tezzeret, and their respective decks. At it's MSRP it's already a great deal. Elspeth is an incredibly nice Planeswalker, and Tezzeret has his uses in other types besides standard. He might also have a place in Scars of Mirrodin since it will be based around artifacts. Now, on to the Deck Lists. You can find them

Today I'll talk about Elspeth's Decklist.
First off, it has Elspeth. Already amazing.
The first land on the list, Daru Encampment, fits well with this deck. There are 18 soldiers in this deck, so, great fit.
Kabira Crossroads fits nicely as well, since lifegain is always useful.
Rustic Clachan is fantastic in this. By discarding it you can pump a creature, which is very useful if you don't need the extra mana.

Next we have the creatures.
Angel of Salvation is a great card with flash, evoke, and the 5 damage prevention. Flash means you can play it at any time. It's a great way to throw your opponent off.
Burrenton Bombardier is a decent card. It's another soldier, it has flying, it's a 2/2, and it can reinforce if you don't need another creature.
Catapult Master is also very good in this deck. It has target removal, however 5 soldiers is rather large in this deck, where you only have 18 soldiers. However, you can tap him which lowers the impact on your own defenses. You can also tap creatures you just defended with to remove something bigger.
Celestial Crusader is ungodly in this deck. He can be played instantly and is unable to be countered. It's a great way to throw your opponents off because of his +1/+1 to white creatures, which can help turn the tide of an attack phase in your favor.
Conclave Equenaut is an okay card in this deck. Although he has flying and is a 3/3, his cost is rather pricey. Convoke helps with this, but, tapping all of your creatures is not always the best idea. It leaves you open to more attacks, and it doesn't work well with Catapult Master.
Conclave Phalanx is a better alternative to Conclave Equenaut. It's a great late-game card, and can be inexpensive if you convoke.
Elite Vanguard is a great staple to this deck. He's a 2/1 for W. He's just a basic soldier that you can get out turn one, very, very strong
Glory Seeker is a slightly tougher version of Elite Vanguard, however she costs 1W. She's a good two drop, but in the deck there are better.
Goldmeadow Harrier is a great way to control your opponents side of the board and his early creatures.
Infantry Veteran is a fantastic card when you start attacking. It can pump your fliers up so they can hit them harder directly, or you can pump up an attacker for surprising damage.
Kor Aeronaut is a great two drop, however not the best to play on turn two. He's a great middle-end game card for his low cost.
Kor Hookmaster is a great card for 2W. It's a 2/2 which isn't shabby, and it has temporary control.
Kor Skyfisher is fantastic. You can use him to pop back Kor Aeronaut so you can get flying on another strong creature for another beatdown.
Loyal Sentry is the best chump blocker ever. He only costs W, he is a 1/1, but he has super deathtouch. Once he blocks, they both die.
Mosquito Guard is a dainty card, however, great. For the cost of W he is a 1/1 and has first strike. Or he can reinforce for 1W. I'd reinforce him so his first strike is used to the best of its ability.
Seasoned Marshall is a great card when attacking with a large amount of creatures. He can tap his most effective creature, or his biggest blocker.
Stormfront Riders was made for Kor Aeronaut and Angel of Salvation. He can pop them back for more tokens and he can use their abilities again. He also works nicely with Kor Skyfisher, which would allow for more 1/1 soldiers, especially if they brought back each other.
Temple Acolyte is a fantastic two drop. It is a 1/3 which is a great early-game blocker, and it gains you 3 life.

Lastly we have the other spells.
Abolish is good in this duel deck, mostly because Tezzeret's deck mainly focuses on artifacts.
Blinding Beam is another good card, allowing your attackers to get through, or to temporarily shut down his combo-creature.
Crusade is another great card in this deck. +1/+1 to all white creatures is incredibly valuable. Stronger blockers and attackers is always welcome.
Journey to Nowhere is one of the best removal spells, and is wonderful in this deck.
Mighty Leap is a great way to instantly get around defenders and hit them even harder in the air.
Raise the Alarm is another fantastic two drop. Combined with Crusade, you have two 2/2s for the price of 2.
Razor Barrier is a great way to save your cards from enemy creatures.
Saltblast is an incredibly expensive removal ability, however it does the same thing as Catapult Master. If you counted each creature as a convoke, they'd be equal, however, Saltblast has its uses when you have more mana open, while Catapult Master has more uses when you have more creatures.
Sunlance is white's lightning bolt, so of course it's perfect.
Swell of Courage is a great instant ability if you're launching a large attack, however it is also very useful as reinforce, since you could get an incredible amount of +1/+1s on your stronger creature, or a weaker one to make him just as strong.
Swords to Plowshares is very useful. It is stronger early game, but becomes weaker end game due to the life that they gain.

And thats the Elspeth deck for the Elspeth vs. Tezzeret duel deck! Check back tomorrow for the Tezzeret decklist.

Monday, August 30, 2010

No Fun.

Did you know there is NO FUN allowed in Magic: The Gathering? It's true. Everything is serious business, especially casual magic. Every deck has to be the best deck, to win. If you don't run The decks that go top 8 in the Pro-Tour, you should just never play. Ever.

Also, thanks for the subscribes and views everyone!


Elder Dragon Highlander, EDH, is a gametype where you have 99 cards and one General. The general has to be a Legendary Creature. The decks have to be singleton and you have to use the colors on your general. Lots of people like to play combos because they can't play a real game.

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