Category Archives: Magic Monday
Oath of the Gatewatch is Wizard’s latest installment in their addictive tcg Magic: The Gathering.
To me, BFZ was, for the most part, disappointing. I had high hope for the allies, but the best they could do was a gimmick Sac deck. Now, Gideon did provide some umph, some 60 dollar umph.
I remained spoiler free and last week my girlfriend and I bought two of the pre-constructed decks.
I got myself concerted efforts. A green/white deck that relied on the new Mechanic Support.
Support reads “As this card enters the battlefield, Put a +1+1 on up to X creatures. Needless to say I love this mechanic. I’m a green player so getting to make my creatures bigger each turn worked wonders for me.
This was my promo card
He’s pretty sweet. The rest of the deck felt weird, but effective. It was filled mostly with white weenies and some okay fliers. I was able to beef them up to form a giant massive flying army. I was winning every game until I helped her tweak her deck to be a little better suited(I gave her some reach creatures and plummets to help disrupt my board presence.)
Her deck was the vicious cycle deck. Its a green/black deck that wants to sacrifice creatures to gain advantages. It’s an okay deck, but for whatever reason she couldnt get it going until my army had already amounted. To combat this we gave her some plummets and other forms of removal like ultimate price. After that, she won the next four. We filled the deck with scion token producers and she sac’d them to activate bone splinters, so I never had a board presence. But hey, she was enjoying it!
All in all, I barely feel like these decks gave us a taste of OGW. Our deckes were filled with a bunch more BFZ cards than I thought they would have. And I feel as if her deck didnt seem to redefine standard as much as it was just a rehash of the aristocrats style of play.
I love the support mechanic and I’m definitely interested in building around it. The big draw back is it runs tiny creatures and at times(If I fell behind) support felt like a dead mechanic. You cannot support yourself so if there’s nothing on the field, Gladeheart Cavalry’s support is wasted. I still have more mechanics to fool with so I’m interested in seeing what else this expansion set has in store.
Have you guys got a chance to get your hands on any OGW cards/deck yet?
Thanks for taking the time to read this!
Wishing for white Christmas? I got you covered!
This week we end our Beginner’s Guide to Magic. Where does the time go?
White is honor and pride. White is about the army of many. It’s about justice and valor. White is all the little pieces that make the machine work. What’s the best creature type to represent white in this standard? Allies of course.
Here’s a mono White Allies Deck I threw together!
Summon as many allies as you can. The rally will trigger and give us sweet perks. Tithes and Felidar are the only non-ally triggers in the deck, so you should get them often. Remember Ultimating Gideon right off the bat can be the right play giving all our little guys +1/+1. If you can’t afford him put in Retreat to Emeria instead. Also, if you want the consistency of the Ally triggers over the finishing nature of Tithes and Felidar, add 4 of Hero of Goma Fada.
White are players who- like synergy with their creatures. Every creature works for the good of the whole. You will in no way have the biggest creatures, you will have no permission based cards, and no burn damage. You will, however, have creatures that go well together as well as solid removal. Kill and exile stuff that is in your way and then rally your way to victory behind first strike, double strike, etc.
Pros- Everything goes together. You get to play Gideon. You have access to some of the best removal in standard. What you like in size and speed you make up in your army. In your brotherhood valor and justice will always shine through.
Cons- You do not want to fall behind. Outside of maybe Soverign and Gideon, you do not really have a card that is going to just break the game. Be mindful of board wipes and know stabilizing might become more difficult the harder the hit, as a single creature will likely not win us the match by itself. No counter magic, no burn magic, and no pump spells(Outside of Gideon’s emblem) make us a little less exciting than the other colors but build your army and ruthlessly take down your opponent before they can mount a comeback.
Well there you have it!
Beginner’s Guide to Magic is through, but Magic Monday will make a return in 2016 down the road.
Until than check out more Magic Monday Here!
In honor of the Star Wars movie, we join the dark side.
You know the stories they tell you about witchcraft and voodoo and necromancy? Well that were here to do! Black wizards use tricks and savage tactics to manipulate aspects of the game. Often, they do not care about their creatures and gain perks when they die. Black is very twisted, but it is very satisfying.
Here’s a mono Black deck I threw together for today:
4x Bloodsoaked Champion
4x Hangarback Walker
4x Zulaport Cutthroat
4x Qarsi Sadist
4x Carrier Thrall
4x Nantuko Husk
2x Drana, Liberator of Malakir
2x Smothering Abomination
1x Gurmag Angler
Creatures die! It’s part of the game, after all. Our deck just takes advantage of this. This deck is stylized in the form and aristocrats deck that runs cards that want to die. Were mono black and not fancy. So we do not run Rally The Ancestors. You want to be sac’n Bloodsoaked Champion because he can revive himself. Hangarback leaves tokens behind, which, in return, can sac’d themselves. Do this while Zulaport is on the field and you start to hurt your opponent. Sac’n as a result of Nantuko Husk can beef him up and just kill your opponent right there. Drana, Smothering, Gurmag are here to finish the deal. The spells are mix of goodies from removal to draw spells. Duress is good for control and Transgress picks stuff out that is bigger than us.
Black is for players who- want evil creatures and diabolical spells. If you have ever dreamed of playing the bad guy black is for you. You have access to some of the best straight removal, most of your creatures have abilities
Pros- Black cards give you some amount of say in what sticks around(In the form of removal). Like green, the little guys shine here. Though green pumps its creatures, black normally does not mind if it’s creatures die. You may not always have board presence because you are sac’n your creatures, but with all your removal they should have trouble establishing a board on you as well.
Cons- As mentioned, your creatures are small. Drana is a flyer which helps, but she’s still a 2/3 for 3. Gurmag is a welcomed addition because you can delve all your sac’d guys to get him out for 1 or 2. Remember, black with go faster, green will get bigger, and blue will try to deny you, but you are the most wicked one of them all!
Next week we finish the colors up with white!
Until then check out more Magic Monday here!
Today were going Green!
For the Outdoorsmen in us all.
Green decks are defined by their creatures. Their little creatures work in conjunction in the early game to help your board presence get massive and out of hand in the late game. Green lets you summon unfair creatures to just absolutely demolish your opponents!
Here is a mono-green landfall deck I threw together
4x Evolving Wilds
Landfall is mechanic in which creatures get some buff by having a land enter the field. Every creature in this deck has landfall except Nissa. When Nissa enters, however, she can search for a land. We have 8 spells plus 3 Nissas that go search for basic lands, which 20 of the land cards are basics. The Evolving Wilds are there so we can have two land triggers on the same turn! You have some money, ditch the evolving wilds and go buy some legit fetchlands. Plummets kill things with flying, which Green wizards hate. Reclaiming vines kills Silkwrap and other enchantment based removal. Swell to Growth beefs up our creatures as well as lets us play another land(which will in return beef them up more). This can just result in killing your opponents sometimes.
Green is for players who- want to be the biggest, baddest dude out there. If you survive the early game, you will dominate the late game. Green loves to commit to the board and swarm the opponent.
Cons- Remember swarming the board leaves you open to be hit by board wipe. You will be slower than red, and have no say so in permission like blue, but you be bigger them!
Next week we go to the dark side with black!
Until than check out more Magic Monday
Remember you can find this and other decks on my tappedout account.
Todays topic- Blue!
Deemed the most unfair color in all of magic’s history.
Blue decks play very controlling magic. Cards that have defined the color include: Ancestral Recall, Counterspell, and Snapcaster Mage. Seeing the picture yet? It’s permission based. Counter what you do not want to deal with and draw cards other times.
I could not find a standard mono blue deck to share, so I throw one together. Its Mono Blue Awaken and you can find it at my Tappedout.net page Here
Mono Blue Awaken(BFZ Standard)
There ya have it.
The aim is to control the early game with counters such as Clash of Wills and tap down their threats with Rush of Ice. From there, Harbinger can be used to bounce back any tapped down creature. Once you make it to the late game, cast your spells at their awaken cost to turn your lands into threats. Remember, you use a flipped Jace or Tidecaller to gain back your awaken spells once you have your mana up.
Pros- This deck gives you a bunch of ways of controlling the game and handling your opponents threats. You can counter them, bounce them, or tap them down, rendering them harmless. Your opponent needs your permission to do anything.
Cons- While you can tap down your opponents creatures, you can still run out of gas and just get mangled. Thats why we pack 6 draw spells to try to keep up the ammo. However, you do not have early game threats, so we really need to flip the Stratus Dancer to have a big flyer or land those awaken spells to have a threat for ourselves.
*Tip*- Jace is the money of the deck. Don’t feel like buying him? Just add 4 more spells like draw spells or awaken spells.
Blue is for players who- Want to have a say in what enters the field and what does not. You have access to the best counters, the best draw spells, and alternative removal. You sacrifice speed and ruthlessness for the ability to just deny your opponents every move. Oh, and also for wizards who do not care about losing friends
Next week we go Green!
Until than check out more Magic Mondays!
The first color we will be tackling is red. What does it mean to be a red wizard? and what does a deck look like for a red Wizard? We will be going over all that in todays post(All link lead to Amazon where you can view the cards and purchase them if you like them)
Red decks are super aggressive and would love to win before their opponents even establish a board presence. How to do they accomplish this? Red decks normally have two approaches. Play super fast creatures like Goblin Guide or Monastery Swiftspear. These cards have huge upside such as Haste, lets your creatures avoid summoning sickness, and prowess, lets you beef up your cards by playing spells(Which red loves to do). You can swing on turn one and the cards are so low on the curve you flood the field early and overwhelm your opponents.
The other approach is through burn. Burn is when you play a spell that does direct damage to your opponent such as Lightning Bolt or Wild Slash. This puts the opponent on a clock and makes them play around your spells. They have to constantly worry about how much burn is actually in your hands.
This is the standard Red Deck. It is also know as Atarka Red.
Standard Red Aggro(Atarka Red)- Antonio Castellani pulled from MTGTop8
Pros- This deck uses small creatures to storm the field and then uses pump spells to beef up their creatures. The deck uses combat tricks to win the game out of nowhere. If your opponent does not declare blockers, Temur Battle Rage can win the game instantly.
Cons- Much like the problems with most red decks, you can run out of gas with your burn spells or your opponent can just play larger creatures than you.
Red is for player who- If you want to play super aggressive and never let your opponent have a chance in the fight, Red is the way to go. Burn, aggressive creatures, and just all-around destruction make red super fun to play but a nightmare to play against.
Next Week we look at the color Blue!
Until than Check out more Magic Monday!
Today were launching a new series within Magic Monday. A nice little beginners guide to the five colors: Red, Blue, Green, Black, White.
We will discuss what each colors goal is, signature cards, why to play them/not to play them, and what a standard deck would look like.
Note: This is not an overly in-depth look at each five colors. If you already have a grasp on the five colors. This guide will not be of much use to you. This guide will serve to help new comers be able to jump into the game by learning the colors. If you know something and want to contribute to each color more, feel free to add suggestions and such in the comments of the respective colors!
Today we will start with Red. Check back at 8pm Eastern for that post!
Hey guys, this was suppose to be last weekends top five in honor of BFZ, but I was internetless this weekend so I am bringing it to you guys today.
This is a list of five cards I am eager to use and see if they make any kind of impact in any of the formats. Note: these are not the five best cards or even five sleepers. Just five simple cards I enjoy the idea of.
#5 Ugin’s Insight– So far I have not seen too much love for this card. Maybe it’s two slow, maybe they hate that is sorcery speed. I don’t know. All I know is Scry X, then draw cards sounds super sweet to me. I know this doesn’t replace Dig Through Time time since you’re casting DTT for 1 blue at instant speed, but this is pretty sweet too. It kind of gives itself a safety valve with the scry to help you try and hit your three best cards. I thinks it solid on a turn youre not doing much on. Even better if it’s late game and you cast this after you already ultimated with Ob Nix. It can then act as 6 burn damage as well as drawing 3 cards. For me the only thing holding this back from a top two spot is the fact it is sorcery.
#4 Ruinous Path– Yet another card that isn’t getting much love because it’s a sorcery speed. Well, If there is one thing I do not want to happen to me, it’s get wrecked by a planeswalker. This is one of the only cards to hit planeswalkers(This and Quarantine Field and a few others come to mind). Yes, Instant speed makes this a top one or two, but since its not, it gets number 4.
#3 Greenwardern of Murasa– The only bad thing this has going for it? 6 drop. Other than that, it’s a bulkier Den Protector who can bring back two cards! Yeah, it’s is pretty sick for anyone who wants to do graveyard tricks. Just look at the card, it should speak for itself at this point.
#2- Stasis Snare– My vote for best removal in BFZ and maybe in the format right now. 3 drop flash, exile any creature until this card goes away and unless your’e running Sultai Charm you probably are not packing much to deal with an enchantment game 1. Plus, I infinitely love exile over killing.
#1 Ob Nixilis- I know, no love for Gideon? Not quite. Ob has already cooled down and headed towards the single digit(Not that he will hit there. I don’t know). But Gideon just doesnt do much in decks I want to build. As for Ob, he draws cards, kills stuff, and puts a clock on the game with his ultimate. I just see much more going for Ob. think people know how good Ob is so there is not much to add. He is good.
So what cards got you guys wanting to go play or build decks? Leave them in the comments!
One of the first places to start when building a deck is to choose which colors you want. Heading into this standard, I wanted to play some from of Esper(White/Black/Blue). Blue has counter magic, black has removal, white has Ojutai. Well I was looking over what Black lost, and well, it’s a lot. For starters, and probably what has everyone the saddest, whether you run Esper or Abzan(Green/Black/White), is no more Hero’s Downfall. Black is also losing Bile Blight and Silence The Believer and Drown In Sorrow, and maybe almost as heavy as a hit as losing Hero’s Downfall is losing Thoughtseize and Ashiok, Dream Weaver.
So what does black magic still have? For Esper, still a good bit of stuff. For Abzan, not as much. Abzan only has two cards left over: Languish and Ultimate Price. Oh and Sorin if you want to count him. Esper has a few more toys to work with. They still have Foul-Tongue Invocation, Crux of Fate, as well as having Ultimate Price and Languish too.
What is Black gaining? They get Ob Nixilis Reignited who looks GREAT. They get Ruinous Path which will probably be as relevant as people are thinking it will be. They get Rising Miasma the poor man’s Languish/worse Drown In Sorrow. And Bone Splinters whose sac clause might be too demanding for control players but fits well in a more creature heavy deck.
The Devoid Black cards are where the set shines in my eyes. Devoid Black gives us access to Grip of Desolation, which gives the chance to disrupt their tempo while exiling their creature, Transgress The Mind which is new hand disruption that stops Siege Rhino before it ever hits the field, and Complete Disregard that exiles Hangarback Walker and allies.
Here’s a quick recap:
Silence The Believers
Drown In Sorrow
Still In Play:
Crux of Fate
Foul Tongue Invocation
Ob Nixilis Reignited
Transgress The Mind
So how do you guys feel about black as far as Standard Control goes? Did what it gain make up for what it lost? Are Esper Control and Abzan Control/Midrange still reliable decks?