The Casual Planeswalker

Author: zach

  • Killer Combo – “Saproling Salad”

    Killer Combo – “Saproling Salad”

    This weekend was the big Commander Event and man did we have a blast! Be sure you check out our podcast on our experiences at Hall of Heroes this weekend, and look on our blog for Commander decklists and reviews.

    Because I know you’re all excited to improve on your Commander decks, or to employ cards from them in other decks you’ve been brewing, throughout this week I’ll be posting Killer Combos involving the five primary commanders from the pre-cons that went on sale last weekend.

    We’ll start with the commander of the deck I played, Ghave, Guru of Spores. Because I know some of your are new to the game, I’m going to keep these combos in Standard (despite the fact that the Commander cards themselves are NOT legal in standard). I want to be sure to share combos involving cards that most of you will have access to.

    I call this one “Saproling Salad”:

    Ghave, Guru of Sporesplus signBlade of the Bloodchief

    Probably my biggest complaint with “Counterpunch” was the fact that it was split between a couple of different (sometimes competing) strategies. Ghave does a good job synergizing the dual theme of saproling tokens and +1/+1 counters, and if I was going to seriously rebuild the deck I would concentrate on what Ghave does best.

    One card in particular that would be a BOMB in “Counterpunch” is Blade of the Bloodchief. While this equipment seems to be heavily vampire-aligned, it isn’t necessarily so, and Ghave provides a way to both turn those +1/+1 counters into saprolings and then to send them to the graveyard. Each time a saproling bites the dust this way Ghave hands out a counter and the Blade adds another.

    Skullbriar, the Walking Grave

    How you use those counters is up to you. They can make for some chaotic combat in which your opponent has no real chance of blocking the right creature. They can be filtered through Spike Feeder for lives aplenty (even more if the Feeder is the one holding the Blade). They can even be a great way to pump up Skullbriar, the Walking Grave who should find a home in “Counterpunch” rather than “Devour for Power”.

    There’s a lot you can do to make these Commander decks better, and you don’t need to spend a ton of money or go rooting around for old cards to do it. I think the one card that I was really disappointed about not seeing in “Counterpunch” was Doubling Season. As expensive as that card is now, it would have been really nice for Wizards to put a few more of them into circulation.

    Rules Tip: Note that tokens DO hit the graveyard, but after they do this rule comes into play:

    216.3. A token in a zone other than the in-play zone ceases to exist. This is a state-based effect.

    This means that every effect triggered by a creature entering a graveyard happens, but there is no way to bring tokens back from a graveyard and they do not “count” for cards that check the number of creatures in your graveyard.

    What additions are you making to “Counterpunch”? What cards are you rotating out? Let me know how this combo treats you, and, as always, keep it casual.

     

     

  • Garruk the Protector, Plus a New Jace and Chandra

    Garruk the Protector, Plus a New Jace and Chandra

    Check this article for “New Jace

    Over the past weeks, since the release of the M12 promotional pictures, there has been lots of speculation as to which planeswalkers would appears in M12. Sorin has been confirmed, Gideon we are almost sure of, but a disturbance in the force last week suggested that an advertisement for M12 in Japan revealed that the reprinted Jace, Chandra, and Garruk have different names than their previous incarnations.

    The question then became, “What can we expect now that we have NO IDEA what our remaining three planeswalkers will look like?” Obviously Jace won’t be The Mind Sculptor, and Chandra Ablaze was considered more or less a failure by Wizards R&D.

    Today some new images surfaced that are mock-ups which are a mix of spoiler and speculation on the new planeswalkers. The Japanese text for Garruk, at least, is available here, and we’ll assume that the translation is accurate. The art for all three of the cards below, we hear, has been “confirmed”. The abilities (and titles) on Jace and Chandra are still completely, out of the air, speculative, however.

    Thanks to Arthur Halavais for these mock-ups. Check him out on Twitter: http://twitter.com/#!/ahalavais

    Take a look and let us know what you think!

     


     

     

  • Banhammer hits! Big Changes for Standard

    Banhammer hits! Big Changes for Standard

    So, what’s the deal with the newest (June 20th, 2011) round of bannings and restrictions?

    I guess I should start by answering the more fundamental question: What’s the deal with the banned and restricted list anyway?

    Often in Magic there emerges a card, or a card-combo that is so good that people begin to call other players foolish for NOT playing it. These cards are so powerful in their environment that the entirety of a format begins to revolve around them, bringing stagnation and frustration to a community that LOVES change and variety.

    Part of what makes Magic great is the random and cyclical elements of the game. When a card or two threatens to bring monotony, as the current offenders have, it often becomes necessary to restrict or ban them.

    Before we go too much farther, let me just drop a couple quick definitions on those of you who are unfamiliar with our terms: A banned card is not permitted in any decks (or sideboards) in the format in which it is banned. A restricted card, however, may appear once, and only once, in any deck (sideboard included) in a format in which that card is restricted.

    The newest bannings in Standard are… no drumroll neeeded:

    Stoneforge MysticJace, the Mind Sculptor

    While many players will be surprised that ANY cards were banned in Standard, those who predicted a ban almost invariably suggested that Jace, STFM, or both would be the target.

    BatterskullPersonally, I’m a little surprised that Wizards would wield the hammer against Stoneforge Mystic when she was just released as a staple rare in the “War of Attrition” New Phyrexia Event Deck. However, the bannings came with a caveat:

    Exception: The deck list for the “War of Attrition” Event Deck will be legal in Standard if kept completely intact. That deck, which went on sale on June 10, contains two copies of Stoneforge Mystic.

    While I understand that the Event Decks were probably designed (and sent to the printer) well before Caw-Blade became the most common (and boring) deck in Standard, I think that this exception is almost laughable. The Event Deck which (as we said on last week’s podcast) has never (in our experience) beaten its counterpart, “Rot From Within”, remains the only legal use of a Stoneforge in Standard.

    And how does that make you feel?

    Overall, I’m pleased with the decision to ban Jace and Stoneforge. Banning a card in Standard, as Aaron Forsythe said in his announcement, is always a difficult thing because it does represent an oversight of R&D, whereas banning a card in Legacy every once in awhile is understandable. Imagine having to create a set of 250 cards while trying to keep in mind their interactions with all 10,000+ cards that already exists. Pretty crazy huh?

    In the case of Stoneforge, I think the problem arises from the fact that equipment, and living weapons in particular, NEEDED to be a staple in the return to Mirrodin. Very few people recognized Stoneforge for what it was when it was first released. She definitely ended up in our big box of “other rares” after her initial appearance in our first box of Worldwake. While it wasn’t long before she was recognized as a “worthwhile” card, Stoneforge’s power only grew as time went on and the equipment she could tutor up became more and more powerful (Sword of Feast and Famine
    Sword of Feast and Famine
    , Sword of War and Peace
    Sword of War and Peace
    , Batterskull).

    Jace, The Mind Sculptor, however, was immediately recognized by most players as one of the most powerful cards ever printed. The problem with this became that, while most players could find a playset of Mystics, Jace was selling for anywhere from 80 to 100 dollars a piece. That pricetag, combined with the near-necessity of playing as many Jace, The Mind Sculptors as possible, has left casual players a choice between buying new cards (this quarter) or buying a playset of Jace. Often those players who chose option number one found that they could no longer compete in FNMs dominated by decks running four Stoneforges, four Jace TMS, and a couple baby Jace for good measure.

    Sword of War and PeaceI think that Wizards needed to ban Jace in order to revive Standard enough to get people to Innistrad (the first set of the next block). Many will say that Jace will rotate out soon enough, but I think with Jace there is no such thing as soon enough. Casual players have been dropping like flies. Hopefully having Jace out of the picture will revive the spirit of fun and creativity that used to be characteristic of FNM.

    While I think we could have waited until Stoneforge rotated out, the only other way to break-up the Stoneforge/Batterskull/Swords combo which provides straitforward synergy between what might still be considered individually the most powerful cards in the format, would have been banning Batterskull. No one wants to see a card that was just released banned, and Wizards knows it would be bad for sales to ban one of the most sought-after mythics in their newest expansion. The only other option, it appears, was to ban Stoneforge.

    So, after all that speculation, we finally have the official word. Stoneforge and Jace are out. What do you think?

  • M12 Sample Pre-con Decklists – Blue

    M12 Sample Pre-con Decklists – Blue

    Check out the other M12 Sample Pre-cons at these links: WhiteRedBlackGreen.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

    Blue Deck A

    Lands:

    12  Island

    Creatures:

    2  Æther Adept
    2  Aven Fleetwing
    2  Coral Merfolk
    1  Lumengrid Gargoyle
    1  Neurok Invisimancer
    1  Phantasmal Dragon
    1  Skywinder Drake
    1  Spire Monitor

    Other Spells:

    2  Cancel
    2  Frost Breath
    1  Mind Control
    1  Turn to Frog
    1  Unsummon

     

    Blue Deck B

    Lands:

    12  Island

    Creatures:

    1  Azure Mage
    1  Belltower Sphinx
    1  Darkslick Drakef
    2  Merfolk Mesmerist
    2  Neurok Replica
    2  Plated Seastrider

    Other Spells:

    1  Disperse
    2  Divination
    1  Ice Cage
    2  Jace’s Erasure
    1  Mindculling
    2  Negate

     


  • M12 Sample Pre-con Decklists – Black

    M12 Sample Pre-con Decklists – Black

    Check out the other M12 Sample Pre-cons at these links: WhiteBlueRedGreen.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

     

    Black Deck A

    Lands:

    13  Swamp

    Creatures:

    1  Child of Night
    2  Devouring Swarm
    1  Gravedigger
    2  Mortis Dogs
    1  Reassembling Skeleton
    1  Sengir Vampire
    1  Warpath Ghoul
    1  Zombie Goliath

    Other Spells:

    1  Brink of Disaster
    1  Consume Spirit
    1  Disentomb
    1  Distress
    1  Doom Blade
    1  Mind Rot
    1  Zombie Infestation

     

    Black Deck B

    Lands:

    12  Swamp

    Creatures:

    1  Bloodrage Vampire
    1  Dementia Bat
    2  Duskhunter Bat
    1  Fume Spitter
    2  Moriok Reaver
    1  Necrogen Scudder
    1  Onyx Mage
    1  Tormented Soul
    1  Vampire Outcasts

    Other Spells:

    1  Dark Favor
    1  Diabolic Tutor
    1  Disentomb
    1  Hideous Visage
    1  Sorin’s Thirst
    1  Taste of Blood
    1  Wring Flesh

  • M12 Sample Pre-con Decklists – Red

    M12 Sample Pre-con Decklists – Red

    Check out the other M12 Sample Pre-cons at these links: WhiteBlueBlackGreen.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

     

    Red Deck A

    Lands:

    13  Mountain

    Creatures:

    1  Bonebreaker Giant
    1  Crimson Mage
    2  Fiery Hellhound
    1  Flameborn Viron
    1  Furnace Scamp
    2  Lightning Elemental
    1  Volcanic Dragon

    Other Spells:

    1  Act of Treason
    1  Arc Trail
    2  Chandra’s Outrage
    1  Fireball
    1  Fling
    2  Lava Axe

    Red Deck B

    Lands:

    12  Mountain

    Creatures:

    2  Blisterstick Shaman
    2  Goblin Arsonist
    1  Goblin Bangchuckers
    2  Goblin Fireslinger
    2  Goblin Piker
    2  Goblin Tunneler
    1  Goblin Wardriver

    Other Spells:

    1  Goblin Grenade
    1  Goblin War Paint
    2  Shock
    1  Slaughter Cry
    1  Tectonic Rift

  • M12 Sample Pre-con Decklists – Green

    M12 Sample Pre-con Decklists – Green

    Check out the other M12 Sample Pre-cons at these links: WhiteBlueRedBlack.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

     

    Green Deck A

    Lands:

    12  Forest

    Creatures:

    1  Alpha Tyrranax
    1  Ezuri’s Archers
    2  Garruk’s Companion
    1  Gladecover Scout
    1  Llanowar Elves
    2  Runeclaw Bear
    1  Sacred Wolf
    2  Tangle Mantis

    Other Spells:

    1  Hunter’s Insight
    1  Lead the Stampede
    1  Lure
    1  Plummet
    1  Slice in Twain
    1  Titanic Growth
    1  Trollhide

     

    Green Deck B 

    Lands:

    12  Forest

    Creatures:

    1  Acidic Slime
    1  Brindle Boar
    1  Cudgel Troll
    2  Giant Spider
    2  Leeching Bite
    1  Quilled Slagwurm
    1  Stampeding Rhino
    1  Stingerfling Spider
    2  Vastwood Gorger
    2  Viridian Emissary

    Other Spells:

    1  Arachnus Web
    2  Rampant Growth
    1  Withstand Death

  • M12 Sample Pre-con Decklists – White

    M12 Sample Pre-con Decklists – White

    Check out the other M12 Sample Pre-cons at these links: BlueRedBlackGreen.

    As they did for M11, Wizards is providing stores across the country with 30-card Sample Decks to give out to people who are interested in trying Magic for the first time. People showing up to claim promos from Duels of the Planeswalkers  are likely targets, but if you ever wanted to give you friend an easy, no commitment way to try out the game, these are a good way to do it.

    Also, if you’ve been thinking about getting into Magic yourself, there’s no better time to grab a friend, head down to your local shop, and give it a try.

     

    White Deck A

    Lands:

    13  Plains

    Creatures:


     

    Other Spells:

    2  Arrest
    1  Banishment Decree
    1  Divine Favor
    1  Greatsword
    1  Lifelink

     

    White Deck B

    Lands:

    12  Plains

    Creatures:

    1  Arbalest Elite
    1  Armored Warhorse
    1  Gideon’s Lawkeeper
    1  Griffin Rider
    2  Griffin Sentinel
    1  Leonin Skyhunter
    1  Loxodon Convert
    1  Loxodon Partisan
    1  Peregrine Griffin
    1  Serra Angel

    Other Spells:

    1  Kite Shield
    1  Mighty Leap
    2  Pacifism
    1  Revoke Existence
    1  Spirit Mantle
    1  Stave Off

     

     

     

     

     

     

  • Commander Deck Reviews – “Political Puppets”

    Commander Deck Reviews – “Political Puppets”

    To check out the full decklist for “Political Puppets” look here.

    InsurrectionOverview – I’ve based the order of these deck reviews on the interest shown in each deck (based on Google analytics search stats), and I’m surprised and delighted that “Political Puppets” has been saved for last. This deck is manipulative, chaotic, and, in my opinion a sleeping giant (all puns intended). There are only three creatures in “Puppets” that are bigger than 4/4 and two of them are possible commanders of the deck. The majority of creatures in this deck have been included not because they are big beaters, but because they frustrate the efforts of your opponents.

    This is also the most spell-heavy of the five decks, and it is in those powerful spells that we find “Political Puppet”‘s win condition. The goal of this deck is first to hold off the opposing hordes with barriers like Guard Gomazoa
    Guard Gomazoa
    , Fog Bank
    Fog Bank
    , and Wall of Denial
    Wall of Denial
    that can take a licking and keep on… standing really still, then to play a game-ending spell like Insurrection, using your opponents creatures against them.

    In addition to a number of walls, “Political Puppets” employs Windborn Muse
    Windborn Muse
    , Propaganda
    Propaganda
    , and Ghostly Prison
    Ghostly Prison
    as additional insurance policies. In a multiplayer game, your opponents are likely to take their damage elsewhere when faced with the prospect of having pay two generic mana for each creature that attacks you.

    Commanders – Numot, the Devastator
    Numot, the Devastator
    is the token dragon in “Political Puppets” and while his ability to destroy two lands every time he deals combat damage doesn’t quite match the flavor of the other two commanders, it does add an additional element of control that will help to slow down your opponents. Keep in mind that the lands he destroys don’t have to be basic, so he’s a great way to limit what mana your opponents have access to by eliminating lands that produce multiple colors of mana.

    The new commanders in “Political Puppets” are a truly strange pair. The primary commander, Zedruu, the Greathearted is a 2/4 for four mana that allows you draw a card and gain a life during your upkeep for each permanent you own that your opponents control. His second ability allows you a repeatable way to actually get your stuff to your opponents side of the board. For R/W/U he can give away any permanent you control. One thing to be very careful about when looking at “Political Puppets” is constantly distinguishing between “control” and “own”. The funny thing about the support Zedruu has in this deck is that he will often have permanents to target that you control, but don’t own. This means that you can take creatures from one opponent and give them to another – the idea being that no one wants to attack into a Fog Bank
    Fog Bank
    and so they’ll use their shiny new Akroma to swing at your buddy playing “Counterpunch”.

    The final new commander in “Puppets” is Ruhan of the Fomori. Ruhan has really got me thinking. I feel weird saying that a 7/7 for four mana isn’t worth it, but my first thought was to be rather disappointed with this commander. If you actually use him as a commander, one or two trips back to the command zone will make his cost/power much more reasonable. His “drawback” of attacking a random opponent each turn is what makes me think twice. While I still don’t think he has what it takes to be a commander, I think that as “just another creature” his random attacks would make him less likely to draw hate from your opponents. He’s also a great candidate for Zedruu’s gifting ability, because even if he does happen to attack you, he’ll meet with a Fog Bank or Wall of Denial.

    Finally, you should note that Ruhan is going to be a fun card in duels as his “random” drawback will be neither a drawback nor random.

    Old Favorites – “Political Puppets” has an interesting mix of creatures. Many have defender, or are designed to give you chump blockers (Rapacious One
    Rapacious One
    ) or provide you with time to sit back and wait for your opponents to play their major threats (Arbiter of Knollridge
    Arbiter of Knollridge
    ). Spurnmage Advocate
    Spurnmage Advocate
    , Azorius Guildmage
    Azorius Guildmage
    , and, if necessary, False Prophet
    False Prophet
    will also provide comparatively inexpensive answers to your opponents dragons, demons, and elementals.

    “Political Puppets”, in its endeavor to play nice (for at least a while), is a big fan of group-hug cards like Howling Mine
    Howling Mine
    . This is an oldie, but a goodie that allows each player to draw an additional card during their upkeep as long as Howling Mine is untapped. Skyscribing
    Skyscribing
    and Vision Skeins
    Vision Skeins
    are two more cards that will speed up your opponents draws, allowing them to fill up the board fast, and providing just enough in the way of bribery to keep them attacking each other instead of you.

    Reins of Power

    The two big game enders in “Political Puppets” are Reins of Power
    Reins of Power
    and Insurrection. The first is an Instant that exchanges all creatures you control for all creatures target opponent controls. In a multiplayer game this could mean that you don’t have to engage your own creatures in combat (and Zedruu can ensure that you don’t have any to trade in the first place), but more likely you’ll exchange with one player and use his creatures to attack a third. Insurrection is likely to be a game-ender every time it resolves. Because there are so many massive creatures in commander, odds are that if you suddenly control them all you’ll be able to spread around enough damage to at least mortally wound each of your opponents.

    New Hotness – What is much more impressive than the creatures of Political Puppets are its sorceries, instants, and enchantments. Crescendo of War
    Crescendo of War
    is a great group-hug enchantment that gives all attacking creatures +1/+0 for EVERY upkeep that its in play. This will quickly make your opponents creatures monstrous. Of course, no matter how big they are they will still be penalized for attacking you. The pilot of “Political Puppets” doesn’t fear Crescendo because its likely to increase chaos, it makes opponents creatures bigger and more worthwhile to steal, and it gives you a blocking bonus in addition to the universal attack bonus.

    Outside of exchanging control of creatures, “Political Puppets” also has a few spells that should make you stand up and take notice. Chaos Warp
    Chaos Warp
    is an instant that is likely to have a long-term impact on the way red decks work. For 2R it takes any permanent on the battlefield and forces its owner to shuffle it into his library. That permanent’s controller then reveals the top card of their library and if it is a permanent they put it into play without paying its casting cost.  This may not seem like a fantastic card to new players, but it gives red something that it seldom, if ever, has access to: the ability to eliminate ANY permanent. Red has historically been good at burning creatures and smashing artifacts, but this is an answer to any threat your opponent has on the board. I see this card being sold for major bucks in the next few weeks. Keep an eye out!

    Martyr’s Bond
    Martyr’s Bond
    is… whatever the opposite of a group hug is. This enchantment will level the playing field by forcing your opponents to sacrifice a creature, land, artifact, etc. for each card of that type that hits your graveyard. Keep in mind that Martyr’s Bond is triggered by “creatures you control”, which means that if you’ve stolen some creatures from an opponent and they end up dying in combat, every other player will have to thin their ranks as well.

    “Political Puppet”‘s two-color legend in Nin, the Pain Artist, who I suppose represents the dark side of politics. Beneath the charitable exterior of your empire is a 1984-esque torture department. I think you’re going to have to be careful about how you use Nin. Provided that you make her simply an answer to any attacks that come your way, I think she’ll serve to reinforce your early-game goal of watching and waiting, but if you get too aggressive with her, she’ll be shut down in a hurry. Perhaps, you could best employ her on your own creatures, hitting one of your walls for a few points to fill your hand every turn.

    Finally, the last new card I’d like to mention is Champion’s Helm
    Champion’s Helm
    , a piece of equipment that buffs a creature slightly in addition to making them legendary and hexproof. This is a great way to protect your general, and, if people start to suspect that Zedruu isn’t as Great Hearted as you’re making him out to be, then he’ll need his own Pope-mobile to stay on the board.

    Suggested Alterations – As much as I like “Political Puppets”‘ strategy as it is, I think that in order to commit to creature manipulation as your win condition, you might have to include the full line-up of Corrupted Conscience
    Corrupted Conscience
    , Act of Treason
    Act of Treason
    , Act of Aggression
    Act of Aggression
    , etc. While these single-steals don’t have the surprise factor or early-game political value that would be congruent with “Puppets’” current strategy, I think this deck is too powerful for your opponents not to catch on to your tricks pretty quickly.

    Once you take this deck home and begin to play with your friends in a more casual setting, I guarantee that they will alter their decks to take the wind out of your sails. To play “Puppets” long term you’re going to have to be innovative and flexible, because no one likes being beaten in the face with their own creatures.

    Verdict – Almost everything that “Political Puppets” does is designed to make it undesirable for your opponents to focus their firepower on you. If they do decide to send creatures your way they’ll have to pay to do so, or they’ll be met with nigh impenetrable defenses. Because the creatures in this deck tend toward the small side your opponents will be unlikely to waste a Terminate
    Terminate
    or Soul Snare
    Soul Snare
    on them. When you do finally commit to a substantial attack, it will likely be using creatures borrowed from your opponents and they’ll be forced to decimate their own forces if they wish to live through the assault.

    It seems to me that your job in playing “Political Puppets” is to hunker down behind your defenses, allow your opponents to fight it out for awhile, then spring forth at the opportune moment to deal the lethal blow with creatures you’ve gotten on loan. You’ll have to be judicious about when to use Oblation
    Oblation
    and Austere Command
    Austere Command
    because if there are no creatures on the board, spells like Reins of Power and Insurrection become useless.

    The first time you play “Political Puppets” you might have a big, surprise win, but don’t expect that to be the norm. Once your opponents have seen this deck win a few times, they won’t be nearly so generous about leaving you alone while they deal with “bigger threats”.

     

    That’s it! That’s the last of our Commander deck reviews. I hope you’ve enjoyed this series and I look forward to hearing how these decks work out for you!

  • M12 Booster Packaging Spoiler

    M12 Booster Packaging Spoiler

    As we all head off to the Commander Event this weekend and get to play with the decks we’ve been reviewing and looking forward to for so long, already we start to turn our eyes toward the future of Magic.

    Summer, with its unusually high frequency of releases, is an exciting time, and the next biggie is M12. We’ve been constantly updating our new text/visual spoiler, and we’re always on the lookout for the newest bits and pieces of information regarding this latest core set.

    So, having said all that, here it is: The next big release of information on M12. This time it has come in the form of our being able to check out the packaging for M12 Boosters. First we’ll show you the box and then we’ll look at the artwork on each individual pack.

    Next we have the individual boosters to show you. There is one booster picture for each of the five colors depicting a creature or planeswalker that is emblematic of that color.

    We don’t yet know precisely which cards the art on these boosters have been taken from. We know from our spoilers that each planeswalker has a series of spells associated with them, but none of these are yet complete.

    Each of the five selections is appropriate for its color, which is pretty typical for a Core Set. It’s a little strange that two planeswalkers were used for booster covers and not all or none. So, Garruk is here representing green, Chandra is in for red. In blue we have a sphinx, in white a soldier, or perhaps a giant. Finally, a demon in black.

    I love the artwork on these boosters, and its exciting to start to see what the M12 product is going to look like. Stay tuned to the Casual Planeswalker blog for all your updates on the upcoming sets for this summer, and beyond.