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Magic Monday: Oath of the Gatewatch First Impression

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

Elf Knight

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!

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

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.

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

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

Lands 21:
Bloodstained Mire
Cinder Glade
Forest
Mountain
Windswept Heath
Wooded Foothills

Creatures 14:
Abbot Of Keral Keep
Lightning Berserker
Monastery Swiftspear
Zurgo Bellstriker

Spells 25:
4x Atarka’s Command
3x Become Immense
4x Dragon Fodder
2x Fiery Impulse
2x Hordeling Outburst
3x Temur Battle Rage
4x Titan’s Strength
3x Wild Slash

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!

 

 

Magic Monday: Black Control In Standard

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 InvocationCrux 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.

Other black cards still in the format include: Utter EndSelf-Inflicted Wound, and Reave Soul.

Here’s a quick recap:

Lost:
Thoughtseize
Hero’s Downfall
Silence The Believers
Bile Blight
Drown In Sorrow

Still In Play:
Languish
Utter End
Crux of Fate
Foul Tongue Invocation
Self-Inflicted Wound
Reave Soul
Ultimate Price

Gaining:
Ob Nixilis Reignited
Ruinous Path
Rising Miasma
Bone Splinter
Complete Disregard
Transgress The Mind
Complete Disregard

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?