Wednesday, April 27, 2011

Magic Wikileaked style

From Gathering Magic.

Great post from author Greg Haenig. While hardly a scandal, there has never been a Magic set spoiled this early. I have to admit, the author has a few good points, and the spoiler has definitely changed my plans for New Phyrexia.



Last week, a thread appeared on MTGSalvation. A user posted screenshots of a PDF that he allegedly found on IRC (a chat service), and then mere hours later, we had the full set of New Phyrexia spoiled.
In the history of Magic spoilers, this is among the biggest leaks ever to occur. Perhaps the biggest leak was when the entire Judgment set showed up on MTGO over a month and a half before the set release. The New Phyrexia spoiling comes a little closer to set release, but still brings up the same sentiments that people expressed when the Judgment spoiler was released:
  • WotC (and card shops) won’t make any more money (from me) until ________ comes out.
  • People can decide whether they will buy or won’t buy any boxes of ________.
  • WotC loses its surprise element with its prerelease tournaments and the actual release itself.
  • We become impatient and wait for the new cards. What are we going to talk about two weeks after ________ is released?
  • T2 players will now try to get the cards they need to combo with ________ cards . . . so ________ will not be like a new set with new cards. It’ll be more like waiting for the newly released set to be tournament-legal.
That was from a post about the Judgment spoiling back in 2002. Many similar posts on message boards are popping up about the leak of New Phyrexia. Some are still valid and more thought-out than the above, but largely it is just proof that opinions regarding such huge spoilers haven’t changed much over the past ten years.

What has changed, however, is the nature of the Internet. When MTGNews had the complete Judgment spoiler, they didn’t attract the number of people that MTGSalvation and GatheringMagic as well as other sites hosting the New Phyrexia spoiler got. Magic is more popular now, and information travels faster than it used to. Wizards didn’t change anything they did in regards to the Judgment spoiler except to post this article over two weeks after the spoiler had leaked.

This time, Wizards acted. They released the entire spoiler on the first day of “preview week.” The Internet isn’t like it was in 2002. Rumor sites are much more reputable (even though they were just as accurate then), as they have been calling things right for many years. Online stores are preselling cards posted on rumor sites now, something unthinkable even two years ago. Every non-Wizards article writer is talking about the new cards in their articles. Wizards now has a very structured preview card system, across blogs, podcasts, and article authors.

When WotC decided to release the entire spoiler, they knew it meant canceling all the “exclusive previews” they would give to other sites. This was a small concession, as the power of the “exclusives” is lost when the entire spoiler is known. The job WotC has now is to keep the cards fresh in everyone’s minds all the way to the set release, and not make the set feel “old” when people open it up for the first time during the prerelease.
It was a bold move for WotC to release the entire spoiler themselves, but they made the best of a bad situation. They edited their preview articles to reflect the full set being on their site, and some R&D members are fielding questions about the set’s design (not the leak) on Twitter, such as Aaron Forsythe.

In two weeks, we’ll have the prerelease, and I don’t think the leak will noticeably affect attendance. Players are extremely excited about the new set, and limited is going to be extremely different with New Phyrexia in the mix. Thankfully the leak happened with what appears to be a strong set, and not a weak set like Worldwake.

I am saddened that the rumor season was put to a quick end, but we have M12 and the Commander decks coming around the bend. I hope there are no negative long-term implications from this leak, and I hope nothing like this will happen again in the future—or at least for another nine years.

Find the original post here: http://www.gatheringmagic.com/mtgleaks-%e2%80%93-a-mighty-torrent/

Infected!

From Essential Magic.

Hayden here, just wanted to add a couple thoughts to this piece. First, infect played out very well at the Scars bloc drafts I and my circle have played. It adds an element of urgency to the game, and its just plain old fun to try to embarass a player by killing them with poison counters!



Mark Rosewater has talked in numerous places about his journey to making poison a major component in a block. He succeeded with the new Mirrodin block and I’d like to say that from the very first time I heard about Infect I was HOOKED.

Love…

I loved Infect right from the start because it meant I could win by dealing ten damage to my opponents. That’s HALF as much as they have to deal to me to take me down. That’s pretty epic.

The day the full spoiler was posted on Magic’s website I “built” a “conventional” Black/Green Infect deck and a Blue/Black Proliferate/Infect deck. Now I just needed to wait until I could get some cards.

My first time playing with Scars of Mirrodin was a sealed-deck tourney with some friends. I didn’t pull enough cards to run Infect but I did get a Hand of the Praetors which made me all kinds of happy.

A booster box and a fat-pack, combined with the six decks I had from my sealed deck experience, gave me fifty packs to work with. As much as I liked the Blue/Black idea that I originally thought would be best I dropped it and went with the more conventional Black/Green. Corpse Cur and Hand of the Praetors like other Infect creatures MUCH more than they like Thrummingbird (although I REALLY wanted Inexorable Tide)!

But with access to the Green Infect creatures, as well as Giant Growth and Nature’s Claim (because I don’t CARE how much life you have) I think it would be a mistake not to run Black/Green. That IS how Wizards designed Infect, so who am I to argue?

I built and tweaked, and tweaked, and tweaked a little more until I had my Infect deck they way I wanted it. The first three or four matches I played with my Infect deck were mirror matches. It was FUN only dealing ten damage for the win, but that’s all my opponent had to do too, so it was more of a race to ten than a “real” Magic match.

The next several matches I played were not against Infect and while I didn’t win all of them it was AWESOME when I did win!

…HATE…
So I had my Infect deck and tweaked it a little more here and there and I was on top of the world because it was SO MUCH FUN to win that way. I put that deck aside and started on a Myr deck and had a lot of fun putting it together and tweaking it.

The first match I played against was…Infect. It hit me like a ton of bricks when my opponent played a Plague Stinger on turn two. I thought “Oh CRAP…this guy only has to deal ten damage to me.” That’s HALF as much as I have to deal to him. That means I have to work TWICE as hard as he does. I lost more of these matches than I won.

I was suddenly angry at Mark Rosewater for making me have to work twice as hard to win. Yes, I’m singling him out because it was HIS passion (his word!) to make poison relevant! I LOVED Infect when I was the one doing the infecting. But I never realized how NOT fun it is to get a guy down to four or five life and then lose to the tenth poison counter!

I thought; “What have you done Rosewater?????” Infect players have a built-in ten-point handicap (which is why I loved it so much)! A handicap is meant to level the playing field between players of unequal skill, not make it EASIER for the better player to win! (Check the last section of this article by Richard Garfield for more about handicaps)

I felt like Infect could ruin the game!

In truth, this period of “hate” in my relationship with Infect didn’t last very long for several reasons. Before I tell them to you though, I want to tell you a story…

Friday Night Magic

I’m not bragging when I say that in my playgroup (about a dozen friends, co-workers, friends of co-workers, etc.) I’m one of the better players. It’s a fact that can be backed up by data and verified by the other members of the playgroup. When we get together I win much more often than I lose. We all play a very casual game though, and as such none of us are pro level players.

When I got back into Magic with Shards of Alara after a several year hiatus I built a deck that was regularly beating everyone in my playgroup. So I decided I was going to FNM and I KNEW that I was going to walk out of there winning the whole thing.

Not so much! I won’t even show you the laughably bad deck that went 0-2 twice before I dropped from the tournament in embarrassment.

There’s a saying that goes “Failure is your best tutor.” I can’t agree more. Losing that badly told me MANY things about my deck and I eventually scrapped it (even though in my playgroup it was winning). Failure has made me a stronger deck builder and a better player.

I only go to one FNM event a month now and I use the experience to tweak my decks. I go in prepared to lose and in doing so learning what I need to do to make my deck better. When I win (I can usually win at least one match now-a-days, which is VERY rewarding) it’s just icing on the cake.
Bringing it back around…LOVE!
So how does that story relate to my love of Infect?

I want to remind you that above I said that my entire playgroup is casual. We are NOT pro level players and the reasons I give are from the point-of-view of a casual player. These are my opinions and I would love to hear feedback and discussion about them. It may sound like I’m saying that I think Infect is the end-all of decks…THE deck to beat! That’s not the case. I’m basing my reasons on the experience I’ve gained as a casual player.

Let’s start with my playgroup. I mentioned how I feel Infect is a way of handicapping. I stated it as THE reason I hated Infect, but after more thought I realized that this was a good thing for the game and contributes to two of my reasons for loving it.

1)    If my playgroup can use a ten-point head start to win a little more often than usual I welcome it. I don’t want my friends to not play with me because I win more often than they do. I truly don’t care how many matches I win. I just want to PLAY. If them winning with Infect lets me play more games then I’m all for it!

2)    I will absolutely continue to use Infect because I like the handicap too! I may not use it as often as some of my other decks but when I’m down a match or two when friends come over I can pull out my “handicap” deck and maybe win a couple.

Infect can add drama to a game!

3)    Just as winning at Friday Night Magic is pretty rewarding it can be VERY satisfying to beat an Infect deck when I’m not running it too. Beating someone when you have eleven life left isn’t nearly as exciting as beating them when you have nine poison counters! When you can get your last damage through for the kill while sitting at nine poison it’s a “BANG!!!! TAKE THAT!!!!!” moment!

I have one more reason for loving Infect. It has made me lose a little more often, which has bettered my game. How?

4)    Failure is your best tutor!

I have walked away from my losses to Infect decks with a new attitude towards deck building. In the past I have always asked myself if I thought the deck I had just built could deal twenty damage before my opponent’s deck did. I have modified it slightly and from now on I’ll be asking myself if the deck I’ve just built can deal twenty damage before my opponent’s can deal ten! It’s going to help me speed my decks up a little and help me make card selections. Now, maybe if I’d been asking this all along I could have done a little better at FNM?! Whether playing against Infect or not I feel this can improve anyone’s game.

From a casual point-of-view I think Infect is a good thing. I would appreciate hearing from more advanced players about their take on the mechanic.

Find the original post here: http://www.essentialmagic.com/em2/Doc.aspx?hdocid=292&hdocpage=3

Card of the Day...Week...Whatever

Hello everyone, the card for the moment is one I recently stumbled across:



I know its old, and I know its fairly expensive (around $70), but this card is fantastic. Remember those standard decks that ran with the Cascade-Hypergenesis combo? Granted, thats more of a poor man's Eureka combo, but guess what Hypergenesis doesn't let you drop into play? Planeswalkers. Eureka does. Think it over. Cheers.

Tuesday, April 26, 2011

Burn & Planeswalkers at Pojo's Magic site

From Pojo Online.

I would like to take some time to discuss burn and planeswalkers. There are some amazing planeswalkers, but perhaps some of the best are red. Especially, when it comes to some direct damage.
 
 One of the best burn spells I have ever had the pleasure of unleashing is Meteor Shower. Talk about a spell where you get what you pay for. X plus one is nice, but when it cost X plus one red, it’s even better. Now, what if said spell was divisible, without the extra costs of Fireball? Well that’s what you get with Meteor Shower, and it’s all because of Jaya Ballard. Jaya’s abilities are related to her most powerful spells. And since she was a prototype for modern planeswalkers, she has three spells at her command. Sure, it cost you a card to use her abilities, but I’m sure you would gladly exchange a card for certain abilities. Her first ability is even impressive. For one red mana and a card from your hand, you can blow up any blue permanent, similar to Pyroblast’s second ability. Then, for one generic and one red, you get to cast Incinerate, which deals 3 damage to target creature or player, and the creature wouldn’t be able to be regenerated. Draw another land, burn your opponent. Then for the coup de grace, her final ability. Up against seemingly unstoppable odds? Blow everything up, and see what’s left standing. Her final costs seven mana, two red, five generic, and deals six damage to everything. All creatures, all players. Not many things can be dealt that much damage and survive. Sure, it takes Jaya out as well, but isn’t that what being a pyromancer is all about? Jaya’s best achievement is one she may never learn about. Jaya created a temple on Regatha’s mountains, called Keral Keep. Keral Keep is where my next planeswalker went to learn to control her powers.

Our next planeswalker is none other than the firstChandra Nalaar modern red planeswalker, Chandra Nalaar. While at the temple, we learned that Chandra was responsible for her parent’s deaths, as well as her siblings, and that because of that, she was going to be executed, and that is the moment she gained her spark. She then came to Keral Keep monastery, where she learned of Jaya Ballard, and studied under Mother Luti. Chandra eventually went on the run because of her impulsive behavior, and met Gideon Jura. Then she returned to Keral Keep, and was brought before the Order of Heliud for trial, put into the Purifying Fire, where she transformed into a purer pyromancer, then fled to Zendikar, where her actions helped in awakening the Eldrazi. Where she has ended up since then is a mystery. Chandra has been through many changes, but remains a staple in many red decks. Her original version was one incredible, and often deemed overpowered, card. Her first ability pings your opponent for one damage. The second ability is one that can devastate a deck’s strategy. You just drop your best creature, and then your opponent plays Chandra, removes some counters, and now your A card is toast. But perhaps the reason why Chandra is feared once it hits the table is her final ability. It’s a game ender in most scenarios. Ten damage. Not matter what it hits, ten damage is significant. Ten damage will drop most creatures, or at least set them up to be finished off. Ten damage to a player is catastrophic. That’s half life. And considering Chandra has been picking at you for at least two turns, you’re now below half life. Now imagine the horror when you realize that Chandra Nalaar just blew up, dealing that ten damage to ALL of your creatures, and to you. Can you recover? How? At the very least, you’ve set the stage to get your other forces through, as not many of your opponents creatures will have survived the blast. And at this point, only a few would need to, as just off of Chandra’s abilities you’ve dealt a minimum of twelve damage. So now, you just need to get through for eight. That’s literally a Lightning Bolt and Lava Axe. And in M11, planeswalkers gained their own additional spells. Chandra’s help set up that whole end game a little better. Chandra’s Outrage can finish off anything not killed by ten damage, and deal some extra damage to the player. And then one of my personal favorite cards is Chandra’s Spitfire. This little thing makes dealing some direct damage even better. And if you pop off Chandra’s final, and Chandra’s Outrage, its game, set, match. The reason is because for every instance where your opponent is dealt non-combat damage, the Spitfire gets a plus three pump. Meaning that between the final ability of Chandra, plus the Chandra’s Outrage, you would deal more than enough damage to take out most opponents. The potential final assault itself could minimally deal nineteen damage if played as described above. And then there’s her second form, her Zendikar self, where her boom is boosted because of the abnormal mana flow. Discard a card that is red, four damage to target of choice. Set things up really well with a painter’s servant. Then lands themselves become bombs. Add to that mix the Crucible of Worlds, so that you are dealing your opponent damage for free, since you can cast the land you discarded. Or, continue a sweet set up by pitching your biggest burns. Then activate her final, pulling all instants and sorceries and casting them. If well laid out, that should be the nail in your opponents coffin.

       Koth is new to all of us. It’s like a shiny new toy oKoth of the Hammern Christmas morning that you are examining, figuring out how many different ways to play with it. Koth is not what we are used to for burn. He’s great geomancer, and is able to manipulate the earth below him. He isn’t about flashy explosions; he’s just going to drop a Mountain on you, literally! Koth’s first ability is great for many reasons. The turn you drop him, you can untap a mountain, and it becomes a 4/4 until end of turn. Smart players will target a mountain they didn’t play, and can then choose to send it to attack. That’s right people, if you played a mountain, and targeted it for this ability, you cannot attack with it. Or, you may just need an extra mana. Drop Koth, untap a mountain, and wait with a Lightning Bolt in case your opponent tries something funny. His second ability can turn the game tide in you favor fast. Say you don’t drop a land the turn after you play him, but have some devastating spell in you hand, but need more mana. Minus two counters, and then add red mana to your mana pool for each mountain you control. That could be up to eight mana available turn five! You could Obliterate the filed, wiping everything out, better yet, Flame Wave your opponent, and hit him with a Lightning Bolt. It’s hard to recover after a smack like that. And then send whatever forces you have marching in for more of a hit. But perhaps his best ability is his final. Remove five counters and you gain an emblem, which remains even after Koth may leave, that turns all your mountains into Tom’s!

 For those of you unfamiliar with certain Magic slang, a Tom is any permanent that taps to deal one damage to a creature or player. So now every mountain in your arsenal is capable of mana OR damage! Don’t need to cast a spell this turn, hammer away at your opponent instead! This guy could truly be one of the funniest cards I have seen in a long time. Combining him with Valakut the Molten Pinnacle it’s a no brainer. Now people have to fear your lands almost as much as anything else you may have! Imagine once you have the emblem and a Valakut with five other mountains. Then you play another one, that’s three damage from playing it, then, you could deal another six but tapping them. Add to that a Furnace of Rath, and that is an astounding eighteen damage from lands! I am currently designing a land based deck around Koth and Valakut, and cannot wait to see how it plays out, and I would be happy to share the deck list once finished, just drop me an e-mail, thejag90@gmail.com.

       Of course there are other planeswalkers that have red in the mana cost, but I wanted to focus on just the mono-red ones today. Until next time, happy gaming!

      First, I would like to discuss a special woman.Jaya Ballard, Task Mage She was the first, a pioneer amongst planeswalkers. She was burning before burn was cool, and she was a planeswalker before planeswalkers existed. I’m talking, of course, about Jaya Ballard. How could I not pay special tribute to the “hottest” woman in Magic’s history? Without Jaya we may never have even had Chandra Nalaar! We first met Jaya back in the Ice Age block, where she had not yet earned her planeswalker status. She traveled with Jodah, fought Lim-Dul, and so on, and once a magical mirror was shattered on her face, she was awakened. Her current whereabouts remains in question. Some say she died, but there is a theory that it was an alternate reality version of herself. Jaya is notorious for her flavor text on some of the best burn spells ever!

New Phyrexia reviewed at TCGplayer.com

From TCGplayer Online.

Evolution of a Game at Essential Magic

From Essential Magic.

Hayden here, and I just want to say a few things about this article before we delve any further. This guy gets it. The author, like myself, started playing Magic in 1994. I have seen firsthand the evolution of the game and the rise of net decking. I find this article to be so good, I'm going to repost all of it. Cheers.

I started playing this game back in 94, right between Unlimited and Revised. I got into tournament type play about a year after I started. Type 1 was the primary format, with occasional Type 1.5 and Type 2. This was when you could buy Black Lotus for $100 and a Mox would set you back $60. I live near a college town, and there has always been a fairly large group of Magic players in the area. We would go to the tournaments every Tuesday evening, and play. You had everything there, people playing all sorts of Blue/White control variants (almost all of them with Moat[/moat]), White Weenie Aggro, Land Destruction, Discard ([card]Hymn to Tourach got REAL old), and Gabe with his ever present Juzam Djinn.

However, there were several very very good players that would bring what would be now called a Rogue deck. When you had to play these guys, it didn't matter if you had look in Scry magazine and prepared for the top level tournament decks, you were in trouble. I am not saying that their decks won every tournament, but they were really excellent deck builders. They were playing in the top level amateur tournaments and even in professional events. You had to build decks not only to deal with the 2 or 3 decks you knew were going to be there, but also the decks that you didn't know. Everyone, if you wanted to be at all successful, had to build decks that maybe drew rough inspiration from the current decks, but you had to build against the unknown. You could occasionally get away with a bad play (not very often against the best players) because you were both packing something the other wasn't expecting. Your decks had to be creative, attempting to use cards in unexpected ways (sometimes with poor results). You were constantly looking for the advantage over your opponent.

Decks that did well generally wouldn't do as well the next time, because people would start building to exploit a weakness. Decks were constantly changing and evolving until they reached their pinnacle. If it was good enough, they were taken to a top level tournament, but most died in those hard fought battles in a little hole in the wall sub shop. Everyone trying to create the perfect card interaction.

On the way home, we would discuss what we saw played, and what worked and what didn't. What ideas others had, and if/how they could be improved to get a bigger advantage. You very rarely talked about the mistakes you made in a match (unless it was colossal mistake), but what card interactions were needed to generate advantage.

Around Weatherlight/Tempest this started to change. You would go every week and instead, out of 30 people, there being 20 different decks, there was only 10 different decks. This just kept up. Finally, I quit playing tournaments. You would go, and you might have 1 or 2 people playing Rogue decks, mostly because they didn't have the cards to build the meta-decks. Most of the decks were very very similar. Sure, there might be 3 cards in Deck A that were different than Deck B, but they were effectively the same deck. I started to get frustrated, seeing the same decks over and over. Also, Type 2 started to become the primary format and I just didn't have the money to buy cards all the time. I mostly dropped out of the game.
Over the next few years, I would occasional go to a tournament. A friend of mine would build a deck and ask if I wanted to play in a  tournament. If I agreed, we would get together the night before so i could test the deck out and see how it played. We would run through the deck a few times, testing it against the meta so I knew what I would see the next day. 4 or 5 matches through, i would have played against every deck in the meta, and knew exactly what I would see the next day.  Generally, I did pretty well, won more than I lost.

Finally, I got a really good job and I wanted to get back in the game. Scars of Alara had just dropped, so I bought back in. I kept building decks and losing. Finally, a younger friend of ours asked me why i kept losing, and I said I don't know how to build decks anymore. He said, what do you mean, just look on the internet.

That floored me. All the creativity was gone from the game. You just looked on line and build basically what was there. At the time, it was Jund mostly.Naya Zoo would do okay sometimes, Turbo Fog was alright. When Zendikar dropped, Boros showed up, and Esper control became tough (Jace TMS helped a lot). Other things, like vampires would popup, and was decent for a middle of the pack finish.

Now, we look at the meta, and there are what 5 decks, maybe 6 that are top tier competitive decks: Black/Blue control (although this is being replaced with Tezz decks), Caw-Go, RDW, Kuldotha Red (this could be grouped with RDW, but Kuldotha Red is a combo/aggro deck, not pure aggro like RDW), Eldrazi Ramp (haven't seen one do any good in a while though), Valakut Ramp (same results as Eldrazi Ramp). As Eldrazi Ramp and Valakut Ramp have started phasing out, Black/Red Vampire has shot up the charts to replace them.  Like Jund, Caw-Go is really starting to dominate the format, meaning more of these decks are showing up.

Why is Caw-Go arguably dominating the format at the moment? The answer is Net Decking. Caw-Go is a good deck, there is no question about it. It was created in response to the Black/Blue control decks that were starting to become common. Caw-Go (and its later incarnation, Caw-Blade) was designed to deal with other control decks. It has the pieces to deal with aggro, and since it is control, it slaughters combo (except Kuldotha Red, since that combos turn 1). As it kept winning tournaments, more and more people started playing it. It now feeds its own popularity. At any given tournament, there is going to be a few of these show up in the top 8 (believe there were 3 in Paris). There are decent odds that a variation of Caw-Go is going to win any given tournament.

Net Decking is causing this to happen. If everyone didn't get most of the deck ideas online, people would be trying to build different decks. However, this has promoted people to play better. You can no longer rely on having a better card interaction than the other guy. You know what he is playing almost as soon as he drops his first land, and immediately start adjusting your play to counter act what he is doing. Against top tier opponents, your play has to be near perfect, or you are going to lose. Even the smallest misstep in play can cost you the game and in turn, the match.

After the match, my friends and I no longer discuss which decks were neat ideas, but what minor play mistakes we made. Deck construction is no longer that important (although i keep trying to come up with different stuff). You can just look online to find the deck, now you have to learn to play perfectly. I spend 2 or 3 days test playing decks, not to see how they work, but to learn to use the cards in the most effective manner, learning when to mulligan a playable hand because it isn't optimal against the deck I am playing against. Learning what to sideboard in and out against different meta decks. The feel of play is no longer the same.

I am not saying that the old idea (construction over play) is better than the new idea (play over construction), but it is different. We used to complain about a friend for being a rules lawyer. Now though, everyone has to know the rules forwards and backwards to be able to succeed at the game. The knowledge of the game has moved from before the game to during the game.

The one clearly good thing that has come of this is that in a lot of ways, it has taken money out of the equation. Since you know what is going to be played, and everyone is playing basically the same decks, having a bigger collection no longer gives you an advantage. Even the people that have very large, very expensive collections are beaten on a regular basis just because their play style isn't as tight as it needs to be.

Will the landscape ever change back to the old way? I don't think so. I think until this game dies out, we will continue to see this trend. However, to the other explorers like me, that try to find unexpected interactions, don't give up just yet. You never know, you may be the person that finds the next Jund, and live in infamy for being the person that broke the game for awhile.

Combos from Long Ago at GatheringMagic Online

From Gathering Magic.

Casual Nation #29 - Combos From Long Ago 

My Favorite of the "combos?" War Barge and Merfolk Assassin! An article worth checking out in all. Cheers.

Multiplayer Tip of the Day

As I'm sure you all know, I believe multiplayer to be the only Magic format really worth playing (that and what used to be called Type 1- Legacy and Vintage). As I've said before it all comes down to how challenging the game is. I've built first turn win decks, and until the day when someone creates a format that eliminates these options, one on one outside of Standard isn't all that exciting. The guy with the 4 Force of Wills, or the Voltaic Key-Time Vault combo is probably going to win.

But in multiplayer, showing too much strength will get you teamed up against. Decks have to be better constructed to survive. That, and most of the first turn win/infinite combos run into problems facing multiple opponents. 4 Force of Wills? Worthless in a 5 or 6 player game. Thats what I love about multiplayer, the game becomes political. Politics are how you win, not good cards.

But I digress, my tip of the day: don't fight a two front war.

As I've noted before, picking off the weakest players usually isn't that bad of a strategy, that or teaming up against a stronger player. So what I'm saying is don't ever attack more then one player at a time. I know, the guy who's getting beat on will complain, but if you let him live, he'll build up his forces and attack you back.

First Impressions of New Phyrexia

From Recoculous Magic Blog.

The New Phyrexia spoiler is finished, so I will start previewing it now. In this installment I will review the themes found in New Phrexia: Phyrexian Mana, Golems, Infect, and Metalcraft.

Phyrexian Mana

Phyrexian mana is a form of hybrid mana that lets you choose to pay 2 life or a mana:
metamorph
I love phyrexian mana. The choice to get a spell free of cost or at a reduced cost sounds like fun. However, it seems very flavor oriented. It makes sense to have phyrexian mana in New Phyrexia, but will it make sense in any other set? Maybe not, which means we might not see phyrexian mana again for 10 years despite the fact that this kind of alternate casting cost could easily be in every set.

Golems

The Golem theme could be fun if you draft triple New Phyrexia, but it will be pretty worthless in any other draft. It’s also not worth playing in standard. I don’t see the point.
maul splicer

Infect

Infect is a strong theme in New Phyrexia, which will work well in a draft. Nonetheless, there are two other issues worth mentioning.

First, I’m not convinced that it has anything really worth playing in Standard. Scars of Mirrodin block as a whole seems underpowered for standard and the only deck worth playing that has lots of cards from Scars of Mirrodin is Tezzeret. The planeswalker is so over-powering that all other possible Scars of Mirrodin flavored decks will pale in comparison.

Two, there’s too many infect cards of the wrong color, like red and blue. Why are they trying to tempt players to draft the wrong colors to play infect? I don’t get it. They are pretty much just making worthless infect cards that can’t be played because they are in the wrong color. This is exactly what happens for the most part when people take white infect cards to draft in Besieged-Scars-Scars draft. They can’t get enough white infect cards worth playing, so it’s a waste of time.

Metalcraft

Scars of Mirrodin block has two main themes–Infect and artifact. That’s it. Golems, Myr, sacrifice, and proliferate are not themes worth playing. This is a sad truth about the block because it means we have limited options–especially in constructed formats. New Phyrexia really gives up on anything being worth playing other than infect. There are about three metalcraft cards in the set, and maybe one of them is a common. As far as standard is concerned everything in the set is junk unless it’s worth putting in a Tezzeret or infect deck. Metalcraft tends not to make the cut in Tezzeret.

Conclusion

I like this set mainly because of the phyrexia mana. It’s innovative and looks fun. Infect will work and infect is now pretty good in white. However, all other themes are worthless. The golem theme is little more than a distraction from all other themes that Wizards pretended to give us, but never really delivered. Something seems like it went wrong in the design process. Rosewater admitted that the non-infect themes were supposed to be worth drafting, but the playtesters somehow neutered them all to oblivion.

DeQuan Watson’s Big Deck: A Magic Format

From Recoculous Magic Blog.

In 2005 DeQuan Watson discussed a Magic format he called “Big Deck.” I found out about this format because I know someone else thought of the exact same idea except he only used one of each card. The idea is basically just to play Magic with one big deck instead of requiring players to have their own decks. It’s a great way to play Magic “off the top” given a moment’s notice. I am a big fan of this format, but I prefer for players to split the big deck into pieces. One big deck of 160 cards can be turned into up to four 40 card decks. A 320 card deck can be used for up to eight 40 card decks.

I have a new idea for Watson’s Big Deck format. A big deck can be used as a “cube” — a collection of cards used to make random “booster packs” for draft and sealed events. A 180 card deck is enough for a four player draft and more than enough for winston draft. (And no, a cube need not be restricted to powerful cards nor one of each card. You can put any cards you want in a cube period.)

The inspiration for cube was originally to get to draft with the most powerful cards ever made. The inspiration for my own Big Deck is similar, and I decided to make an Affinity deck. It includes the most powerful cards ever made, except I include four of every card and it’s small enough to have a high chance of drawing a Black Lotus or whatever else you want to get your hands on. I have a huge pile of cards that can be added to the deck to make it larger, but that means there’ll be a lower chance of getting to play with Black Lotus. That’s why I keep that pile separate from the deck for the most part. I also don’t use real power 9 cards because I don’t want them to get stolen. You can use proxies as needed. Here’s my deck list:
4 Ancestral Recall
4 Time Walk
4 Time Twister
4 Master of Etherium
4 Tezzeret the Seeker
4 Yawgmoth’s Will
4 Contract from Below
4 Demonic Tutor
4 Disciple of the Vault
4 Vampiric Tutor
4 Wheel of Fortune
4 Smash to Smitherines
4 Galvanic Blast
4 Goblin Welder
4 Atog
4 Black Lotus
4 Mox Emerald
4 Mox Sapphire
4 Mox Ruby
4 Mox Jet
4 Mox Pearl
4 Mox Diamond
4 Mox Opal
4 Mana Crypt
4 Sol Ring
4 Lotus Petal
4 Myr Enforcer
4 Arcbound Ravager
4 Frogmite
4 Cranial Plating
4 Glimmervoid
4 City of Brass
4 Undiscovered Paradise
4 Tendo Ice Bridge
4 Gemstone Mine
4 Great Furnace
4 Seat of Synod
4 Vault of Whispers
That’s the pile of cards I usually use, but other cards that can be used include the following:
4 Regrowth
4 Hidden Guerrillas
4 Oxidize
4 Viridian Shaman
4 Swords to Plowshares
4 Myrsmith
4 Balance
4 Disenchant
4 Ancient Den
4 Tree of Tales
4 Reflecting Pool
4 Strip Mine
4 Wasteland
4 Mishra’s Factory
4 Blinkmoth Nexus
4 Academy Ruins
4 Exotic Orchard
4 Skullclamp
4 Engeneered Explosives
4 Fellwar Stone
4 Coldsteel Heart
Playing four of “restricted cards” is something that should be experienced first hand, and gGetting a first turn win is not unheard of with this deck. It really is an extremely powerful deck despite the fact that it is enormous. The main problem with playing Balance is that you can play your entire hand first turn along with Balance to completely ruin all other players. A first turn Timetwister can also be pretty devastating, but it’s not at all as horrible as a first turn Balance.

It is possible to make an extremely powerful deck without anything in the power 9, but using the power 9 certainly doesn’t hurt.

Morning Coffee- April 26th, 2011

Huzzah everyone, I've returned from my wanderings to blog again.

As I drink my coffee this morning, I'm thinking about New Phyrexia.

Here are a couple of what I view as the highlights:

  

  

  

Thos are just a few of the stuff that I think looks pretty decent from New Phyrexia. Now, what will follow are the cards I'm sure everyone else is excited about (and that I'm not really):

  



I'm not saying these are bad cards by any means, but of the three, the sword is about all I see holding its value lonig term, Karn will most certainly drop in value, and I'm pretty sure the skull will eventually.

Thats all for this time, cheers.