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Magic Monday: A Beginner’s Guide to Magic- White

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!

Lands 21
21x Plains

Creatures 28
4x Cliffside Lookout
4x Expedition Envoy
4x Seeker of the Way
4x Kor Bladewhirl
4x Serene Steward
4x Lantern Scout
2x Archangel of Tithes
2x Felidar Soverign

Other Spells  11
4x Gideon, Ally of Zendikar
3x Silkwrap
3x Valorous Stance
1x Radiant Purge

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!

 

Magic Monday: A Beginner’s Guide to Magic- Black

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:
Lands 23
23x Swamp

Monsters 29
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

Spells 8
1x Bone Splinters
3x Alter’s Reap
2x Ruinous Path
1x Murderous Cut
1x Duress
1x Transgress The Mind

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!

Magic Monday

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

Lands 24
20x Forest
4x Evolving Wilds

Creatures 22
4x Jaddi Offshoot
4x Scythe Leopard
4x Snapping Gnarlid
3x Nissa Vastwood
4x Undergrowth Champion
2x Territorial Baloth
1x Oran-Reef Hyrda

Spells 14
4x Nissa’s Pilgrimage
4x Explosive Vegetation
2x Plummet
1x Reclaiming Vine
3x Swell To Growth

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.