Showing posts with label Magic the Gathering. Show all posts
Showing posts with label Magic the Gathering. Show all posts

Friday, January 20, 2012

Dark Ascension: The Zombie Invasion

With Dark Ascension to be released soon, and with more and more card released, I have noticed that one group of cards is gaining a ton of incredible support. And that group is none other than Zombies, lords of the undead. The zombies here are so good, even I'm considering building a deck around them.

But for now, I'm just gonna take a look at a few of the cards that are definitely going to be a must-have for any Zombie deck.

First off, we have Gravecrawler:


Simple, yet effective. Gravecrawler is ideal for any Zombie deck just on the basis of constant revival. Controlling one zombie isn't hard enough either, so this makes for a good card to keep returning. And even though it can't be a chump blocker, it's good at forcing your opponents to use theirs. Also good fodder for cards that need to sacrifice creatures. Overall excellent card.

What's next?


 Quite nice. Exile any zombies you might not need back to get a new zombie token and continue to buff your army. A good card to maintain field presence and make your zombies quite strong. Maybe not ideal for a pure zombie deck, but the attack boost for all of them is certainly something nice, so it's included in this list.


And then there's an amazing sorcery for them as well. Apocalypse brings them all out, which has got to be quite intimidating late game, especially after that army of the dead comes back for more. And to top it all off, it destroys all humans, but that varies on your opponent. However, the ability to revive a mass swarm of zombies for 6 mana seems pretty good to me.


And then we have the final card, Diregraf Captain.

Diregraf Captain 1UB
Creature – Zombie
Deathtouch
Other Zombie creatures you control get +1/+1.
Whenever another Zombie you control dies, target opponent loses 1 life.
2/2
Again, giving your zombies a boost is always a good thing. Having a nice 3 mana cost is also a plus, since it can come out pretty early. Not only that, but it inflicts damage after a zombie dies, so it makes good use of your chump blockers by finding more ways to deal damage.

So that's it for zombies at the moment, more to come soon.

Thursday, January 12, 2012

Dark Ascension: New Mythics

With more and more cards being revealed for the new set, I stumbled upon a few of the mythics to be included in this set. Let's take a quick look at them:


First up, we have a new card for Spirit decks. Seems a bit expensive for a creature, but then again, you can't mess with flying, double strike, and lifelink all in the same time. Not just that, Reaver fuels a good draw engine whenever you gain life, whether it's by one of it's attacks or by any other card. So perhaps we can see a strategy that involves increasing life and card drawing in some way.


Just like every dragon card, it has a high cost and it flies. However, this one is quite interesting, since it can provide a nice buff for your creatures for that turn. And it can be done as many times as you can provide mana for, so it's quite good. However, don't see it in any Innistrad themed decks. Perhaps it's too early to tell.


A possible hybrid between human and vampire decks? Don't know, but it seems that this card will surely benefit from a deck of that kind. The sacrificing a creature in order to be indestructible is a very good effect, as you can sacrifice vampire tokens, for example. But perhaps with the new cards that produce human tokens, this card can become quite deadly indeed.

And last but not least, we got ourselves a Planeswalker!


Producing vampire tokens to protect itself, nice! Giving your creatures a nice attack boost, also nice! Select up to 3 creatures or planeswalkers, destroy them and then take control of them afterwards? Now, that's completely insane! No doubt, Sorin packs a punch in this one. Taking creatures is really good, but the ability to also take planeswalkers puts this into a whole new category. Surely, Sorin will be a valuable asset to any deck that can use him.

Well, those are all the mythics we know of for the moment. More stuff to come as it unfolds.

Monday, January 9, 2012

Dark Ascension: New Mechanics

With the Dark Ascension pre-release event coming at the end of the month, we are finally getting some spoilers for the new set. And with those spoilers also comes information from new mechanics. While the old mechanics from Innistrad (Transform, Morbid, Flashback, Curse) are returning, we are also getting two new mechanics: Undying and Fateful Hour.

So let's get to these mechanics.


Fateful Hour is an ability that will activate while your life is at 5 or less. Not only that, but it will stay active as long as those requirements are met. But keep in mind that if you gain life for some reason, and it goes to 6 or above, Fateful Hour abilities will vanish. So it's interesting to see how this new ability will affect comebacks in games once this set is out.

And the next ability is Undying:


Creatures with the undying ability will "come back to life" as long as that creature has no +1/+1 counters on it. And when it does revive, give it a +1/+1 counter. Perhaps we will see some counter shenanigans to keep abusing this mechanic. Either way, I'm sure that creatures with Undying will be quite interesting. These creatures will be quite fun to use against cards with Infect, especially since they will keep losing that counter from undying.

More from Dark Ascension to come. That's all for now.

Friday, January 6, 2012

MTG Mobile App

I'm finally back with a Magic update. Been a while since I played, but today I finally managed to find a new store where I had a few games, so being back in action got me to check up on what I have missed. And then I find this little gem...


That's right! There's going to be an official MTG app soon. And not just that, but it looks pretty neat. It's got the basics such as life meter, number of players, and deck building utilities. However, this one also has the ability to search for nearby events, find stores, and lets you read the articles from the MTG site as well. 

Those are all pretty good features to have on an app. So it makes it feel pretty much complete.

I'm most looking forward to having the online gatherer be at my fingertips. So that way, I don't have to be on my computer whenever I think up of an idea for a deck or something. Not just that, but being able to test out the decks I build on this app is something I seriously need, especially since I can test my opening hands. That way, I can tell if I gotta go back to the drawing board.


I'm just glad this app is coming out at the same time I find a place where to keep playing MTG.

Wednesday, November 30, 2011

Planechase Returns!

And I'm back with another post. Sorry for the delay, finals are keeping me busy (especially an international marketing plan). Today, I return to discuss a new MTG card from the return of Planechase. The card is none other than Time Distortion.


The last Planechase introduced us to Plane cards, where the battlefield was modified based on the plane that was active. Planes were each of the worlds seen in the MTG game, and players had a chance to take part in them during a game. Of course, Planechase is a casual game in which two or more players can do battle. Planes switch constantly, so it makes the dynamic quite unique.

But this new edition introduces a new card known as Phenomenon. These cards are similar to planes, but represent events that happen in planes rather than having them be actual worlds. So if you thought Planes were a unique way to have the battle change, Phenomenon cards now are a new way to affect players in these duels.

So far, this is the only Phenomenon card out. However, I'm sure more are to come as we still have plenty of time until the next release in 2012. But until then, we can only wonder how else these new cards can affect Planechase games. But from what I'm seeing, it's going to be interesting.

Saturday, November 19, 2011

Delver of Secrets

Back again with another MTG post. Went to one of the card stores a few hours back, hoping to look for copies of Doomed Traveler, but instead found this interesting common just waiting to be used.


First thing that came to mind was to use it in my Blue Illusion deck. While this isn't an illusion, it's an excellent 1 mana drop that turns into a good flyer as early as turn 2. Now, that's not something to take lightly. Another good thing I realized is that it remains a human, even after transforming. So I can experiment with the Innistrad equipments for humans, especially since Lord of the Unreal is also a human.

Now, while Delver of Secrets may be tricky in it's transformation, there are ways to make it so that you know it will surely transform. For example, a card like Ponder will have you look at your deck and make sure there's either an instant or sorcery so it transforms. Another way of helping out is by making sure your creature count is a bit lower than other spells. But the best way is using cards like Ponder or other abilities like Scry, for example.

Perhaps there's a way to abuse this and Invisible Stalker for a very aggro Blue Human deck. That would be pretty fun, but for now I'm just going to use this with my illusions.

Friday, November 18, 2011

Doomed Traveler

It's Friday, so it means it's time for another MTG post! This week I'm going to discuss a common card from Innistrad that's been grabbing my attention. It's a card I seem to have overlooked at first, but then realized I had to get more. I'm talking about none other than Doomed Traveler.


Doomed Traveler is quite simple. For one white mana, it gives a 1/1 Human that produces a 1/1 white spirit with flying when it dies. This means, it gets the token if it chum blocks or even if it's sacrificed. This opens up a whole lot of plays.

First off, it allows for Human decks to use cards with Morbid, since it feeds the conditions quite well and replaces itself instantly. It also fuels Unruly Mob and Thraben Sentry if you use a deck with them. Best part of it is, that the spirit tokens covers one weakness this deck exhibits, which is the lack of creatures with flying or reach. Having a chum blocker that can fly is quite significant.

So if you have a Human deck out there, you might want to give this guy a try. It might be worth your while.

Thursday, November 3, 2011

M12 Illusions

Lately, I have been losing interest in my Innistrad Vampires and gaining more interest in M12's set of Illusions. Normally, I'm not a Blue player since my style is more aggro. However, these Illusions caught my eye as a good balance between aggro and control. Why the perfect control? Well, it's Blue for starters! Anybody knows Blue has the best control. But aggro?

I was surprised as well, but it wasn't until I saw the following card that I was convinced.


So there it was, the one thing that made me want to try the deck out. Most of the new illusions are powerful creatures that are destroyed if they are targeted by any effect. However, since Lord of the Unreal solves that problem and gives them a nice boost, it suddenly turned into an awesome concept. While I know illusion decks don't have much wiggle room when it comes to making the deck, it's still a great mix between aggro and control.

So there's strong creatures that have low mana cost, creatures that buff those illusions and support them, and have all the control that Blue has to offer. How is that not alluring?

I'm going to start playing it soon, hopefully it will be as rewarding as it seems.

Friday, October 14, 2011

Tezzeret's Gambit


While it's a late Friday post, it's still good for another MTG post. While I did not attend any FNM events today, I did test out my new vampire deck and I gotta say, I'm impressed. But tonight's post isn't about the deck, but rather a nifty weapon that any Innistrad-themed deck can take full advantage of. Tezzeret's Gambit will allow you to draw 2 and then proliferate at a cost any deck can pay, even if you don't play Blue.

Innistrad decks have cards that focus on counters. While not the centerpiece of many decks, there are still those that can benefit from a little proliferation.


Humans can benefit from proliferation for one of their main cards, Champion of the Parish, who gets a buff after playing human spells. They can also get a buff from Elder of Cathar's counter boost when it dies.


Enough said, most Vampires from Innistrad focus on getting counters on themselves when inflicting damage. This one seems like a good option for the deck if you can get your hands on a few copies. Combine your vampires with all counter-increasing methods, and you got yourself a fierce battlefield.


Wanna make your awesome Zombie survive longer? Well, now there's a way you can! Tezzeret's Gambit can keep this ace alive for longer, and buff it in the process.


Impatient when it comes to transforming this beast? Well, this makes waiting a little bit more bearable. However, it's still a tough feat, but not impossible. 

So as you can see, there are ways that a little proliferation can go a long way for Innistrad decks. Just a little fun idea I wanted to share with you guys tonight. More MTG ideas soon...

Friday, October 7, 2011

Rakish Heir


With chances of me going to Friday Night Magic after years of hiatus, and the likely chance of me buying the Vampire Intro Pack today as well, I'm going to talk about one of my favorite vampires from Innistrad. Out of all the vampires in this set, Rakish Heir stood out the most.

It's a continuous buff for all vampires, even itself. So the more vampires you strike your opponent with, the bigger they get as long as you control Rakish Heir. If you have multiple copies in play, it even gets a lot more fun. Combined with Bloodcrazed Neonate and Stormkirk Noble, their attack buffs will be even more insane.

Thanks to this card alone, a deck with red vampires and black removal seems to be the way to go for me.  The others may buff themselves, but this one is what sold me on the idea.

Monday, September 26, 2011

Bad Moon Rising

With the Innistrad pre-release over and it's release coming soon, there's a whole lot of attention on the werewolves. This type is the one that transforms the most and can be quite aggressive. However, werewolves are plagued with one common problem.

They can be a bit slow.

Patience is a virtue for these guys.

All werewolves have the same requirement for transformation, no spells need to be played in the last turn. But there's a problem. Even if you play a creature, it's already a spell. So you have to be either very patient or very conservative in order to transform these fighters.

Enter Moonmist, an instant that transforms all your humans into werewolves right on the spot. And not only does it transform them, it protects them to boot. But is it enough to give werewolves the boost they need? Once transformed, playing two spells turns them back into humans. So if your opponent can't run them over, they will play spells in order to transform them back. If they transform back, you can't do anything during your turn so they can transform back.

A godsend for werewolves, but is it enough?

However, it's still way too early to tell if they will sink or swim. They are an interesting archetype indeed, but will they be able to keep up due to the harsh transformation requirements? They are a force to be reckoned with, but will Moonmist be enough to make sure they destroy everything in their path? There is a great chance that it will be indeed a great help, but I feel they might still need something else to keep consistency between transformations.

Tuesday, September 20, 2011

The Art of Negation

Negation, one of the most common elements of any card game. It prevents an opponent from putting something into play and quickly dismisses it, leaving you to see another turn if you negated the right thing. However, negation does have it's issues.

But how can negation be so complicated, you ask?

 Simple. It's all in the wording and the purpose.

First off, when you negate an opponent's card, it's quickly sent to the discard pile or graveyard as a result. Thus, said card never actually got to see play. But again, it's not as simple.

Why? Here's an example as to how negation can complicate things.

To use Solemn Warning as an example, it states that it negates AND destroys said card. Normally, this would never be an issue. However, there are cards that have either vague rulings or effects that they can simply activate even when they are negated. A prime example of this can be found in either Light and Darkness Dragon or Scrap Dragon, which state that their effects activate when they are destroyed and sent to the graveyard. However, the wording doesn't state from where it has to be destroyed (such as Dandylion activating when sent to the graveyard from anywhere, even as an Xyz Material).

"When this card is destroyed by your opponent's card (either by battle or card effect) and sent to the graveyard..."

Such wording creates a loophole in which the player can simply activate their effects upon their destruction, even after being negated. Why is that? "Negate AND destroy that card" can be blamed for such things. Now while this seems like a perfectly normal thing, considering how YGO has always said negate and destroy, it creates a different meaning as to what negation means all together. It should be about stopping a play completely, not having said negation backfire by a loophole.

Now, let's look at a prime example of what negation looks like in another game, shall we?

"To counter a spell or ability is to remove it from the stack, usually placing it in its owner's graveyard. This prevents the spell or ability from resolving."
This example from MTG is rather simple. Negate a spell, period. Now when you look at the rulebook it states that it doesn't hit the field and doesn't resolve. This is quite contrary in YGO, as it applies probably 98% of the time due to the negate and destroy wording that allows certain cards to resolve due to their destruction.

But negation isn't just limited to preventing your opponent from putting things in play, it's also a means of defense. For example, there are cards that can prevent attacks or abilities. In cases like these, they don't necessarily have to be put into the graveyard. Prime examples of these can be Skill Drain for YGO, since it only negates monster effects but doesn't necessarily remove any cards from active play.

A prime example of negation without removal.
So now we saw how negation can vary in styles. There's the negation that prevents cards from being played (such as Solemn Judgment or Cancel), and then we have the kind of negation that doesn't remove cards from active play (Negate Attack or Fog) as a means of preventing effects or damage. So next time you are out to consider negating some of your opponent's plays, consider how it will negate so you can fully understand any of the following backlash. Whether it's a purposeful summon of Scrap Dragon to bait negating to trigger it's effect or the forceful negation of a card to drain your opponent's mana resources, negation has it's pros and cons. While a defensive move, it can all backfire depending on the wording of said negation.

Monday, September 5, 2011

Innistrad: The Art of Transformation

Innistrad, the newest MTG set is looking to be quite interesting. Not only does it support a classic "monster movie" theme filled with Vampires and Werewolves, but it also introduces a new mechanic into the game. This new mechanic, transform, allows for a card to transform into something else once a specific condition is met.

But how does it transform? Easy, the cards now have designs on both sides so transforming a card is as simple as flipping it to the opposite side.



Creatures that transform normally tend to transform back when other conditions are met as well. However, this makes for quite the interesting mechanic because you can end up with a powerful creature when you least expect it. Not just that, but transformations aren't just limited to creatures. Planeswalkers aren't safe from it either.


And all transforming cards must be played in their basic forms. Transformed cards don't have any mana cost, and it's understandable.

This new mechanic is quite interesting and I want to see how it shapes the game in the future.

Sunday, August 28, 2011

Weenie Decks: Small Battles of Big Proportions

Weenie decks are something we see in both Yugioh and Magic, with both being considerable decks in any style of the game itself. So what are weenie decks? Basically, weenie decks consist of a deck that relies on smaller fighters to gain victory and overpower your opponent. So let's take a look at Weenie Decks for both Magic and Yugioh.

Magic Weenie Decks:

In MTG, weenie decks consist of decks that function well with everything being of a cost of 3 mana or less. This includes creatures, auras, equipments, and instants that combine to make the deck a force to be reckoned with. In weenie decks, most creatures would cost between 1 and 2 mana, with creatures of 3 mana still seen but in lesser numbers. Creatures with converted mana cost 4 or more normally tend to be the "boss monsters" of the deck, usually having some kind of relation to the deck. In times, weenie decks may use Planeswalkers as their boss monsters as can be the case of Elspeth.

Elspeth not only can create 1/1 soldiers, but make your smaller creatures a lot more powerful. There are other planeswalkers that follow their own distinct strategy, but some such as Garruk (the new one), Gideon Jura (with his final ability), and Ajani Vengeant can all be good considerable bosses for weenie decks.

But weenie decks aren't all low cost creatures, they also depend on stuff to turn them into considerable opponents. Whether it be Auras or Equipments, these cards can easily turn your 2/1 weenie with flying (random example) into a 4/3 flying with double strike, for example. Cards like these provide easier control of the game, as you can not only gain bigger creatures for a lower cost, but keep mana reserved for any defensive spells you might play.

As a final verdict, MTG weenie decks rely on a combination of low cost cards to overpower your opponent and swarm the field with an army of small creatures that can do big damage. Weenie decks are known for gaining big advantage in early games, so they can be a force to be reckoned with.

Yugioh Weenie Decks:

Now, while YGO doesn't have any resource system, it can still have weenie decks. These, however follow a similar concept of using small monsters to gain big advantage, but weenie decks here have changed across the ages. Most weenie decks now have the ability to Synchro summon massively, but since the bosses come from the Extra Deck, the main deck can still consist of weenies to make the deck work. However, there are still decks that are true to the weenie deck nature, while there are others in similar nature but use their weenies for a bigger purpose.

The first weenie decks we see in YGO are level 3 or lower monsters that are the core of the deck, and have a strategy that revolves around them. An example of a pure weenie deck in YGO can be a Wetlands oriented deck. All their monsters are level 2 or lower and use the field to gain a major buff that allows them to compete with the big monsters on their own. Not only that, but it gives them access to bigger monsters with greater ease. For most cases, these weenie decks use either fields or continuous effects (from either spells, traps, or the monsters themselves) to gain attack, while mostly ignoring equipments (contrary to MTG where auras and equipments buff individual monsters).

And then there's the other type of weenie deck, which uses a combination of level 3 or lower monsters to gain access to bigger monsters (such as Synchros or Xyz). Decks like these consist of massive swarming with said creatures and bring out either 1 or 2 big monsters by either using their effects to recruit from the deck or be used in conjunction with other monsters to gain advantage. Weenie cards that fit this category are monsters like The Immortal Bushi, Deepsea Diva, Junk Synchron, and Tour Guide From the Underworld.

Said monsters can for bring their own massive plays. Junk Synchron can be summoned if Bushi is on the field to bring back a level 2 and make a Junk Destroyer, one of the boss monsters of their deck. Diva recruits for easy level 5 synchros on her own, or combined with another Diva can make 2 synchros if combined with other monsters. As for Tour Guide, it can make an Xyz monster out of thin air due to it's effect.

Final Verdict:

While MTG Weenie Decks may be of a similar fashion, they all tend to be pretty powerful on their own. Meanwhile, YGO Weenie Decks tend to have multiple purposes. While one of their weenie styles may be similar to the MTG mentality of small creatures gaining huge power, it's the "weenie swarm for big bosses" strategy that is predominant in this game.

Weenie decks can be a force to be reckoned with if not careful. Just because you see small monsters, doesn't mean they are easy to deal with. For these decks, there's strength in numbers.

Saturday, August 27, 2011

Sun Titan

Since getting back into Magic, not only have I learned my primary playstyle, but I have also transitioned smoothly between my time away and my time active due to keeping that MTG mentality throughout.

For now, my main deck is a Green-White Weenie Deck focused on swarming and buffing creatures with Auras and Equipment. However, even weenie decks gotta have a boss at some time. In my case, my boss monster is a white giant.

Enter Sun Titan:


Now, while 6 mana does seem counterproductive to the whole weenie theme, it does serve as a great boss in either 1 or 2 in a deck. And what makes Sun Titan so special for weenie decks? It's ability to put cards with 3 mana or less back into play. Since weenie decks use mostly 3 mana for everything, Titan can bring back essential creatures, equipments, or even attach used Auras back into it.

This last use is the best one, since you can give Sun Titan an added boost just by having it hit the field or declaring an attack. Not just that, but it also helps you swarm your previously used creatures, so keeping field advantage will be facilitated as well.

Even in MTG, we sometimes add bosses to our decks.

Sunday, August 21, 2011

Ajani Vengeant

The MTG posts are back! Not just that, I'm finally making my way back into this game, even though my decks have to start from scratch due to accidentally sending them in a moving process. However, I'm going to start by talking about my favorite planeswalker, Ajani Vengeant.

Why Ajani? Well, it suits my playstyle the best. In MTG, I find myself being an aggro player who tends to lean towards weenie builds or swarm decks. However, Ajani was the first planeswalker I ever used in my old Naya deck, my favorite aggro deck.

Not just that, but Ajani is coming back in a duel deck, so I figured I would talk a bit about him...just so I could get back into the MTG feeling...


Ajani helped bring control to those aggro decks by either tapping a creature that could be dangerous (allowing you to attack freely), or inflicting damage to a strong creature so it will be destroyed by the effect itself or by blocking your attacks.

How does this tie into anything new, you ask? Well, if you find yourself making a weenie aggro deck, chances are it's a mix of any of Naya's colors (unless you're using Goblins, since some can be Black/Red). If you are using any WR weenie deck especially, Ajani can prove to be a worthy ally.

I think that finally got me into the mood, perhaps more posts on newer MTG stuff soon...

Saturday, September 11, 2010

Scars of Mirrodin

I was talking with a few friends today about the new MTG booster and decided to take a look...

Estaba hablando con unos amigos hoy sobre los nuevos packs de Magic y decidí observarlos bien...

What I found were 3 awesome planeswalkers.

Lo que encontré fueron 3 planeswalkers increibles.

First off: Koth of the Hammer

Primero: Koth of the Hammer



When I looked at this card, I quickly noticed it's -5 ability. Red decks get a really good burn boost with this. But not just that, Red/Green aggro decks or even Naya Decks can get a kick from this as well.

A primera vista, rapidamente vi su abilidad de -5. Los decks rojo tienen una gran ayuda con el daño directo. No solo eso, sino que decks Rojo-Verde y hasta los de Naya pueden sacarle ventaja a esta habilidad tambien.

It's -2 ability is also amazing. It gives Red decks a much better access to mana without having to rely on the incredible resources Green has.

Su habilidad -2 es increible tambien. Le da a los decks rojo mejor acceso de mana sin tener que depender en los grandes recursos que tiene el verde.

Next up: Elspeth Tirel

Despues vemos a Elspeth Tirel

Holy crap! The ability to destroy all permanents except lands and tokens (and itself since the text specifies "other permanents") is no laughing matter. And getting it's -5 ability seems like an easy task, but it's not going to be easy. Keep the token production up and you will be having Elspeth destroy everything before you know it.

Anda! Tener la abilidad de destruir todos los permanentes excepto tierras y tokens (y si misma, ya que el texto especifica "otras permanentes") no es chiste. Y llegar a su abilidad -5 parece como lo mas facil, pero es todo lo contrario. Manten la produccion de tokens constantemente y protege a Elspeth y la tendras destruyendo todo.


And last, but certainly not least....Venser the Sojourner!

Y ultimo, Venser the Sojourner!



Exiling your own creatures in order to protect them from something and making them unblockable is all good, but wow, it's final ability is broke! Having the ability to exile any card by just casting a spell? Anything else you want to add? This planeswalker is incredible, but getting to 8 loyalty points is going to be no easy task, especially when it begins at 3. If you manage to guard this one well, you will be rewarded by one of the most awesome planeswalkers abilities out there.

Exiliando tus propias criaturas para protegerlas y hacerlas incapaz de ser bloqueadas es bueno, pero su ultima habilidad es algo increible. Teniendo la abilidad de exiliar cualquier carta al activar una carta? Esto es simplemente increible, pero llegar a los 8 puntos de lealtad no seran faciles, especialmente como empieza con solo 3 puntos. Si manejas protegerlo bien, vas a tener un gran premio a manos de uno de los mejores planeswalkers que he visto.

Saturday, May 1, 2010

Gideon Jura


A pretty awesome planewalker from Rise of the Eldrazi. For the cost of zero loyalty it becomes a 6/6 human soldier creature that prevents any damage done to it until end of turn.

Elspeth and this card can get along quite nice if it were manageable. A 9/9 creature with flying that doesn't receive damage until the turn's end sounds pretty interesting...

Sunday, April 18, 2010

New toy for Elves


As if Elf Decks didn't already produce enough mana as it is. Now we have one that will give you tons more mana as it's levels keep increasing. Now, that seems a little out of reach (it might not live to see it's full power), however...if and when it reaches level 5, the army of elves you have managed to assemble in the meantime will bring about something deadly!


Even without Joraga Treespeaker, this hydra will find it's home in many elf decks. With most elves being low mana cost, bringing this thing out will be a walk in the park. Besides, even though their stats are small at first, I have seen those elves grow bigger than the creatures in my Naya deck at times! So beware, elves just got 2 new toys that can wreck face...

I'm on a MTG role tonight it seems...

Mortician Beetle


This card is just screaming for it to be used in a Jund deck. With all the sacrificing you need to do to feed some of the main creatures, this little bug can turn into a menace if you're not careful.

Heck, you can even use it against a player who has a Jund deck just for kicks...since it's basically any player.

I would hate to be the opposing player when this little guy is out in a mirror match!

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