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  • Kaya The MTG Shadowcat

    Kaya The MTG Shadowcat

    Kaya – The MTG Shadowcat

    Kaya The MTG Shadowcat
    Kaya The MTG Shadowcat
  • Kaya, Ghost Assassin – MTG Card Summary

    Kaya, Ghost Assassin – MTG Card Summary

    Kaya, Ghost Assassin

    Wizards has just released a new spoiler card from the upcoming set Conspiracy: Take The Throne which is set to be released on August 26th, 2016. The first card is a brand new planeswalker, named Kaya Ghost Assassin. If you’re interested in reading Kaya’s sordid back story, you can click here.

    According to her backstory, she has the ability to “slip through solid items and physically interact with ghosts and the spirit world.” Hmm…Is Kaya the MTG Shadowcat?!

    The same face in the artwork shows a rogueish smirk…while barely attempting to conceal a vicious dagger…and in another, she’s got a look of calculated violence as she plunges the very same dagger into the neck of her spectral assassination victim.

    Definitely an interesting choice for inclusion in multiplayer formats, especially.

    What do you think? Have you come up with any clever uses of the MTG Shadowcat yet? Feel free to leave them in the comments below, or tweet them @tcpwalker on twitter.

    She’s got an interesting dynamic in that she has no ability to gain new loyalty counters, but instead loses them. However, when she exiles, she returns to play with all loyalty counters again.

    Flavor wise, that makes sense. She’s a shifty rogue…always dodging and sneaking away to commit some silent act of assassination…then returning with that sly smirk back on her face.

    We’ll be interested to see what other great mutiplayer dynamics emerge from Conspiracy: Take The Throne.

     

    kaya ghost assassin planeswalker image

    What abilities Does Kaya Ghost Assassin have?

    Obviously when it comes down to planeswalkers, it’s all about those abilities. Kaya has 3.

    Kaya’s 3 abilities :

    [0]: Exile Kaya, Ghost Assassin or up to one target creature. Return that card to the battlefield under its owner’s control at the beginning of your next upkeep. You lose 2 life.

    [-1]: Each opponent loses 2 life and you gain 2 life.

    [-2]: Each opponent discards a card and you draw a card.

     

    Read The “Planeswalker Story” of Kaya Ghost Assassin…

    planeswalker-story-kaya
    planeswalker-story-kaya

    Kaya Artwork

    kaya ghost asssassin artwork 2
    Source: http://magic.wizards.com/en/story/planeswalkers/kaya-ghost-assassin\

     

    Kaya Ghost Assassin Artwork 1
    Image Source: http://magic.wizards.com/en/story/planeswalkers/kaya-ghost-assassin

     

    kaya ghost asssassin artwork 3
    Image Source: http://magic.wizards.com/en/story/planeswalkers/kaya-ghost-assassin
  • Born of the Gods Preview

    Born of the Gods Preview

    Hey I’m James, and in honor of launch weekend I’m writing this Born of the Gods Preview and which cards I think will be useful. Enjoy!

    So in preparation of the pro tour qualifier coming up in March I’ve been looking over several of the cards in Born of the Gods and I like a lot of what I see. Some of it is overrated and some of it you may have completely glanced past but here is where I’ll talk about the potential that I see.

    First up is Xenagos, God of Revels. I hear a lot of people saying he is going to be great, but I actually don’t see it. Jund colors might run it but honestly Exava and rakdos are better 4 drops, especially with all the new removal that can clear out the indestructibles.

    Xenegos, God of Revels
    Xenegos, God of Revels

    Mogis, God of Slaughter on the other hand, looks like he is going to be a powerhouse. The simplest of the gods so far, he makes your opponent choose to lose life or a creature every turn, and in his colors either one is a big loss. Watch out for this guy.

    Ephara, God of the Polis is nifty, but won’t really be played unless Bant becomes good and Prophet of Kruphix makes her really shine, though she may see some sideboard play in blue/white aggro or esper control. Won’t see much of her though.

    Hero of iroas is a guy that a lot of people are overlooking, but 2/2 heroic for 2 is decent by itself, but the fact he makes things like unflinching courage and gift of orzhova 2 costs makes him great, not to mention that everything with bestow cost one less to bestow. Any deck running white and enchantments should be mainboarding this guy, and he’ll be a welcome new addition to the Sphere of safety decks.

    Then we have Brimaz, king of Oreskos. I’m impressed because a 3/4 Vigilant for 3 mana is already great, but one that creates an attacking and blocking token every time he does either is unbelievable. The only problem is that in Standard drown in sorrow and bile blight are going to make those tokens all but obsolete especially when illness in the ranks can hop in from the sideboard. He has a chance to be really good, and Modern and EDH will play the crap out of him.

    Brimaz, King of Oreskos
    Brimaz, King of Oreskos

    Hero of Leina Tower has the potential to become big but the only current deck that could take advantage of this is Naya Beats. With the release of this set however, Bant has a chance to be a real threat to every current deck and Hero of Leina Tower couldn’t ask for a better set up than Bant-chantments with bestow creatures, or green-white heroic weenies with instants.
    Karametra, god of the harvests is at first a little disappointing. In green white there was a good chance to make a decent token pumper or life giver and instead we got a land fetch. After another look though, in bant or naya deck it has the potential to really let you get ahead. Naya beats is full of cheap creatures that could snag out those lands and let you shufle your deck and let you play multiple hasty’s and stormbreaths. In bant when combined with the prophet of kruphix this card becomes a juggeraut and if you’re running elvish mystics and sylvan caryatids this thing could have you up to playing a Worldspine Wurm turn 7.

    There are 5 ‘fated’ cards. The first fated retribution is a 7 cost that wipes out creatures and planeswalkers. Awesome for commander but in a format with merciless eviction and supreme verdict everywhere, it won’t really see play.

    Fated conflagration is ok, but has the same problem Xenagos the god does. It’s a 4 drop in decks that have better 4 drops. it may be sideboarded in naya beats but don’t look for value here.
    Fated Return may not see play in standard but in EDH and possibly Legacy a card that grabs a creature from anyone’s graveyard, makes it indestructible and then lets you scry will be golden. Fated Intervention is interesting and the only reason it’s playable is because it is an instant and lets you drop 2 suprise blockers. Otherwise, not all that great, I’d rather play Advent of the Wurm.

    Finally Fated Infatuation looks good, and I feel like it could see play, but esper control will be loosening it’s grip on the meta and this card might not have room as the control players shift towards being more anti green or anti white as the heroic weenies pick up speed.

    The archetypes that came in the set are cool, though only the white and red ones will see play instandard. 3 cost creatures that give and take away trample and first strike sound pretty great to me, though I belive the black and green ones will see a lot of play in Commander EDh decks just for the extra kick of everything having hexproof and deathtouch.

    Satyr Firedancer
    Satyr Firedancer

    Satyr Firedancer finally makes burndecks not only viable byt good by turning magma jet into a 2 cost 2 damage to a player, 3 damage to a creature and a scry 2.

    Spirit of the labrynth is really going to be hurting those esper control players and you can expect to see a lot of this in sideboards to stop blue from gaining too much card advantage, grab these early if you want to get a little value.

    Chromanticore has to be my favorite just because I love 5 color cards especially for Commander games and this guy is just there for fun. he may not be great, but he will certainly be fun to play.

    Gild finally provides a good and consistent way to get rid of those pesky indestructible gods along with revoke existence and unravel the aether so you can be guarenteed the gods won’t be providing the same force they did beforehand with every color now having access to a way to easily pop them off the field.

    And last on my list is the Eidolon of Countless battles. H’ll be ood in Naya beats, but in white weenies with brimaz and Precinct captain running around this card is going to make every hit a little bit worse, and blue white decks are really going to enjoy having this thing to put all their enchantments on. Watch out for this guy here, he’ll see plenty of play.

    Thats it for this article but check in next time and I’ll be discussing the merits of Theros block mechanics and what I want to see from Journey into Nyx.

    Want deck help? Click here to Check out my gig at fiverr I’ll help you get your deck working in top shape!

  • New Phyrexia Pre Release Awesomeness

    New Phyrexia Pre Release Awesomeness

    Listen to our grand tales of what we saw at the New Phyrexia pre release we went to in Denver!

    We made friends with guys like him:

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  • We’re Baaaaaaaaack – Episode 7

    We’re Baaaaaaaaack – Episode 7

    We’re bringing the casual Magic hotness once again, in the form of The Casual Planeswalker Podcast!

    Episode 7 kicks off with talking more about entering the plane of Mirrodin; namely, Mirrodin Besieged. We talk about our favorite fatty from the set (Blightsteel Colossus), a very intriguing new card (Knowledge Pool).

    We also have a HUGE announcement regarding the Grand Prix in Denver and lots more, so kick back and enjoy!

  • Fighting Infection

    Fighting Infection

    So Scars of Mirrodin has been released for quite a while now and you’ve probably been trying out all the new cards. Like any new set Scars of Mirrodin introduces a few new abilities to the mix and this time some of them are quite nasty. Metalcraft gives yours cards bonuses for having other artifacts on the field and Proliferate adds more counters to things, but this week I’d like to talk about the most terrifying new ability in this set: Infect.

    Infect is one of three new abilities to premiere in Scars of Mirrodin, but it may seem familiar to longtime players of Magic: The Gathering. A creature with infect deals damage to other creatures in the form of -1/-1 counters, much like Wither from Shadowmoor. I’ve always been a little wary when fighting against someone that can put these counters on my creatures. -1/-1 counters are permanent and once a creatures hits 0 toughness, there is no way to save them. A creature with 0 toughness is put right into the graveyard. Not even indestructible or regenerating creatures can stand up to the poisonous effects of -1/-1 counters. Infect is a threat to everyone’s biggest creatures and some may choose to just take the damage rather than weaken their biggest threats.

    Taking damage from creatures with Infect is a whole new threat because the poisonous effects of these creatures can now be spread to you as a player. Poison counters were a relic of the ancient game of Magic: The Gathering last played over 10 years ago! They made a brief return in Future Sight’s time-shifted cards and their predictions are now coming to pass with Infect. While creatures with Infect deal damage to other creatures with -1/-1 counters, if they manage to deal damage to a player, they deal damage in the form of poison counters. A player with 10 poison counters loses the game, so be careful! It’s important to keep an eye on your poison counters because poison counters can never be removed.

    So Infect seems like a pretty scary ability, how do you fight against it? Well the first thing to keep in mind is that Infect replaces normal damage with -1/-1 or poison counters. So if your opponent is playing with only a couple creatures with Infect then you can probably take some poison counters for a couple turns until you find an appropriate response to get rid of them. This also means that if your opponent’s deck is made up of tons of infect creatures, there probably isn’t a whole lot in their deck that can damage your life total.

    But no matter how many creatures with Infect are in the deck, there will reach a point where you have to put your creatures up against them. The best way to get rid of Infect creatures, other than destroying them yourself, is to pit them against creatures with First Strike or Double Strike. These creatures can attack before their enemy gets a chance to get a swipe at them, allowing them to stay nice and healthy.

    There are few ways to get around Infect without causing some damage to yourself, so what are some simple strategies to keep Infect creatures from poisoning you? You are going to lose creatures: you want as few creatures with Infect on their side of the board as possible and to do that you need to block, a lot. The early game can be crucial against a player with Infect because if you let their 1/1 keep at it from the third turn those poison counters are going to add up. Realize that Infect creatures will not be as big as regular creatures, and in the late game should have something big that can deal with two or more of their little guys at a time. My last tip can apply to any situation, but you want to try to have an answer for the occasional trick your opponent will pull. There are cards that can cause a card to gain Infect at instant speed or they may just beef up an Infect creature with something as simple as Giant Growth. Against Infect kill spells can be real handy because if they don’t have creatures, they don’t have anything that can Infect you!

    With these tips in mind I hope you have a better understanding of Infect and how to deal with it. Again, don’t be afraid to block these creatures, yours are probably bigger anyway. They will eventually succumb to death by -1/-1 counters but only at great cost to your opponent. It is their noble sacrifice that will lead to victory against the Infected hordes of Phyrexia!