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  • Five for Fighting: “Generals” for M12 Intro Packs

    Five for Fighting: “Generals” for M12 Intro Packs

    M12 Preview Week: A Look at Intro Pack Foil Rares

    Intro packs have been a staple of Magic The Gathering since the Tempest block, and a feature of all Core Sets since 7th Edition. These decks are exactly what they claim to be: An excellent introduction to the mechanics and strategies of Magic. I highly recommend them for anyone who is new to the game.

    The great thing about the M12 Intro Packs in particular is that they look to be two-color decks centered on strategies that are typical of their component colors. Each core set is meant to return to the roots of the Magic “color pie” – the theory by which mechanics, abilities, and creature types are aligned with the five colors of mana. While the decklists for the M12 Intro Packs have yet to be released, we do have for you a quick rundown of the foil rares that will be the headliners of their respective decks.

    Let’s check them out:

    “On a Stick”

    Anyone who is new to Magic The Gathering has undoubtedly discovered that there is a plethora of “slang” that you have to get used to. One such bit of lingo that is important to today’s post is “on a stick”. When a card is referred to as being another card “on a stick”, it means that it is a creature, artifact, etc. that has an ability that is the same as a previously printed instant or sorcery.

    This term sprang from the ability of Isochron Scepter
    Isochron Scepter
    to repeatedly copy the instant that it had imprinted. Of course over the long history of Magic this has become a favorite source of inspiration for developers. Kamahl, Fist of Krosa
    Kamahl, Fist of Krosa
    is Overrun
    Overrun
    on a stick, Shriekmaw
    Shriekmaw
    is Terror
    Terror
    on a stick, and the Magus series were various lands, enchantments, and other spells on a stick.

    Why is it important to know this term for our discussion of the M12 Intro Packs? Because, if you look closely, each of these heavy-hitting creatures (almost) has an ability that repeats the effect of a previously printed spell.

    Let’s start by looking at Flameblast Dragon. He’s the only card in this series that is a reprint, and he very well might be the source of inspiration for the creation of the rest of these cards by R&D.  For a lot of reasons Red is going to be a really fun color to play in the coming Standard environment, and while Flameblast Dragon certainly isn’t an “auto-include”, he could be a lot of fun in casual play.

    Flameblast Dragon is a 5/5 flier for six, which isn’t bad, but his ability is what makes him shine. He’s Blaze
    Blaze
    “on a stick” every time he attacks. Because this optional cost occurs when Flameblast attacks, you can use his Blaze to get a flying creature out of his way before blockers are declared, or, if the skies are clear, nail your opponent for some additional burn damage. If you’ve got six lands or so in play, then Flameblast Dragon is a pretty effective clock. While many creatures have abilities that trigger once they have dealt combat damage, this dragon will be able to lay on the hurt even if there is a significant blocker in his way.

    Since Flameblast Dragon is one of only two creatures in this “on a stick” cycle that has a repeatable ability, I think we’ll find that he’s one of the most powerful.

    Guardian Angel

    Aegis Angel is also a 5/5 flier for six, and her comes into play ability makes another permanent indestructible as long as you control her. This makes her Indestructibility
    Indestructibility
    , last seen in M10, on a stick. Just as a side note, I have to say that Aegis Angel probably has my favorite art of any of this series. I really feel like the artists that Wizards uses pull out all the stops when it comes to angels and I’m glad to see that trend continue.

    It’s interesting that her text stipulates that her effect ends when you lose control of her and not when she “dies” (a new official term for M12). This means that Act of Aggression
    Act of Aggression
    , Act of Treason
    Act of Treason
    , and the entire “Political Puppets” control suite can remove the indestructibility she gives merely by bringing her over to their side of the board. Is this a significant drawback? Probably not, but it does provide casual players a fun way to manipulate their meta-game against their buddies who will love using her to secure elements of their favorite combo.

    Where there are angels…

    …there are demons. At least that seems to be the way of things from creative writing and fantasy from Milton forward. It is certainly true in the world of Magic, especially in the “Heavenly Inferno” commander deck, which we highly recommend.

    Rune-Scarred Demon is a serious late-game bomb. For an additional generic mana beyond the cost of Flameblast and Aegis, you’ll get a 6/6 flier that casts Demonic Tutor
    Demonic Tutor
    as he comes into play. Not only is Rune-Scarred Demon a serious aerial threat, but the ability to search your library for ANY card ensures that he will be a game ender.

    Tutor cards (cards that allow you to search your library) have always been considered extremely powerful (and are prone to banning), but attaching a tutor to a beatstick like the demon is a great innovation on the old formula. His tutoring will make is so you can find exactly the answer you need to whatever your opponent is up to, even if it is just the extra pump necessary to allow you to swing with the demon for lethal damage.

    While I think Flameblast Dragon probably will probably find a home in a lot of casual decks, I think Rune-Scarred Demon might win the prize for having the most powerful spell attached to him – a spell which we haven’t seen since the Divine vs. Demonic Duel Deck, and before that not since Revised.

    A Sticky Situation

    If Rune-Scarred Demon has the most powerful ability, then I would say that Arachnus Spinner has the most fun ability – depending on your perspective. If you’re the one slinging webs, then I think Arachnus Spinner will be a lot of fun, but if you’re experiencing the pain of having your creatures bogged down by Aragog’s big brother, then frustration will follow.

    Before I discuss Arachnus Spinner’s ability, let me just remark that it’s interesting that R&D chose “spider” as an emblematic creature type for Green, but I like the way this is going. We’ll see if spiders become a viable tribe in Innistrad or not.

    Arachnus Spinner is unique among the five cards we’re discussing today for a number of reasons.  First of all, he is not any specific spell “on a stick”, though he is reminiscent of both the Squadron Hawk-find your playset type of ability and the Spirit of the Night-minions bring out big-bad series. He searches your library and graveyard (awesome) for webs in which to capture your opponents most powerful or irritating creatures.

    Arachnus Web itself has an effect similar to many White Pascifism-esque spells, most notably Arrest
    Arrest
    . It has the limitation of only being able to restrain creatures with power less than four. This is a great choice flavor-wise, as it recognizes that a big enough creature would be able to rip through the webs without too much delay.

    The great thing about Arachnus Spinner is that he allows you to renew your webs every turn. Even if your opponent is able to disenchant the Web, as long as you have spiders to tap it will keep  returning from the graveyard ad infinitum. This will not only thin your library, but will provide you with card advantage.

    Because flavor is my most-beloved aspect of card design in Magic, I think that Arachnus Spinner may be my personal favorite among the five Intro Pack rares. He’s big, he’s tough, and he’s got a unique ability that shows an incredible amount of thoughtful designing on the part of Wizards.

    Finally, it’s interesting to note that while the other four cards we’re discussing here have flying, Arachnus Spinner has reach and a toughness of 7, making him the only one of the five able to survive combat with ANY of the others. Pretty snazzy.

    Decisions, Decisions…

    Last, but not least, we have the blue offering for the M12 Intro Packs, Spinx of Uthuun.

    Personally, I’ve really been pleased to see Sphinxes emerge as the newest Blue fatties, a category in which the color was distinctly lacking. Previously Blue struggled with larger creatures, relying on big clunky leviathans and sea serpents that typically were over-priced and had attacking restrictions.

    Sphinxes provide Blue with air support that can combat Red’s dragons, White’s angels, and Black’s demons, in addition to bolstering Blue’s arsenal of library and hand manipulation effects. The Sphinx of Uthuun brings back an old favorite: Fact or Fiction
    Fact or Fiction
    , a four-cost instant that allowed you to draw three or four cards, depending on how your opponent stacked the piles.

    Card advantage has been looked on for quite some time as a significant factoring in determining the outcome of games, and the Sphinx provides you not only with significant draw, but also with a flier that will demand an answer from your opponent. He’ll survive combat with both the Flameblast Dragon and the Aegis Angel, though he’ll meet his match in Rune-Scarred Demon and be frustrated by Aranchus Spinner.

    The thing I love most about Sphinx of Uthuun’s ability is that it puts my opponent’s fate into his own hands. I’ve never seen Fact or Fiction work out perfectly for the opposing player, and I’ve often seen that look of dismay which indicates a choice between “bad and worse”.

    The biggest decision though, is which Intro Pack are you going to pick? We’ll have the decklists up on our blog for you as soon as they are available, and if these foil rares are any indication of the contents of the decks, then I think we can expect big things from this round of preconstructed decks.

    Leave us a comment and let us know which card you’re most looking forward to playing.

  • New M12 Planeswalkers

    New M12 Planeswalkers

    We finally have pictures of all three of the new Planeswalkers in M12. It’s been a long time coming and we’ve had a fair amount of speculation, especially following our spoiling of the new art for all three, but now we’ve got official confirmation from Wizards on the text for all three upgrades to our old favorites.

    First, we have the new Jace. This is Jace 3.0, or Jace, Memory Adept. We showed you this card last week, but for those of you who haven’t seen him yet, leave us a comment and let us know what you think.

    Next we have Chandra, The Firebrand, a fantastic new brew for Chandra, one of my favorite planeswalkers. DJ wrote a great article on her last Friday, be sure to check it out.

    And finally, the moment you’ve all been waiting for. We finally have Garruk 3.0. He’s bigger and badder than ever, still a beast-maker, but also a pretty beastly source of card advantage – something Green often struggles with.

    I know that this post is brief and to the point, but we want to know what YOU think. Comment to let us which planeswalker you’re looking forward to in M12 and why. Then, check out our podcast for our in-depth analysis of the planescape of M12.

  • Casual Friday – Feel the Heat

    Casual Friday – Feel the Heat

    ChandraPlaneswalkers are some of the coolest additions to Magic and each new set comes with a few of these game-changing cards. We have come a long way since they were first introduced in Lorwyn. While those first five planeswalkers were reused in multiple sets, it seems their time is over. The release of M12 is just weeks away and none of those old cards are in it. Ajani and Liliana will be replaced with Gideon Jura and Sorin Markov from the Zendikar block. The remaining planeswalkers, however, are getting brand new cards that show off more of their abilities. The latest planeswalker revealed for the new set looks to be one of my favorites for M12: Chandra, the Firebrand. M12 won’t be released for a while yet, but I’m not wasting any time thinking of awesome ways to make use of the new Chandra.

    The mana cost of Chandra, the Firebrand is one of the most awesome things about this card. It only costs 4 mana first of all, so she can get out on the field pretty quickly. She also only costs 1 red mana, so it is pretty easy to play around with colors in a deck that is built around Chandra. In other colors and even a little in red it is very easy to get Chandra out early. With a Dark Ritual she can be ready to ping opponents as early as turn two!

    The pinging is pretty great as a first ability. It’s much improved over the earlier Chandra, allowing you to deal damage to creatures as well. Llanowar Elves and Lotus Cobras are no match for red burn, but who wants to waste a burn spell on such creatures? Chandra easily takes them out one-by-one, slowly taking down a deck with a lot of creatures for mana ramp. Also like any proper planeswalker card in the core set, this abilities works well with any of her other themed cards. It can pump up Chandra’s Spitfire and bring back Chandra’s Phoenix. SpitfireEN MTGM12 Cards FINAL.indd

     

     

     

     

     

     

     

     

     

     

    Chandra’s second ability is definitely where casual players can get the most fun. 2 counters lets you copy the next instant or sorcery you cast. This ability can double any instant or sorcery, it doesn’t even have to be red! Although even in red there are a ton of awesome ways to make use of this ability. A simple Lightning Bolt becomes 6 damage, but if it were a volt charge that’s 6 damage plus 2 counters on Chandra as well as any other things worth proliferating. For even more damage you can add a Fire Servant. With that out, something as simple as a Goblin Grenade can end the game! Geosurge copied can give you 14 mana, plenty to cast some huge creature spells, perhaps Emrakul? In terms of outright removal, the most fun card for this has to be Chaos Warp. You can take out some threats on your opponent’s side of the board or hope to polymorph one of your own permanents into some kind of game-ending dragon. Chaos Warp

    It’s possible to play around with Chandra’s second ability forever, but when it comes time to end the game, her ultimate can get the job done in any format. For 6 counters you can deal 6 damage to 6 different players/creatures. The best part about this new ultimate is that it is more useful in multiplayer games. You aren’t just picking on one person, dealing 10 damage to everything they own. It’s less damage, sure, but it can reach everywhere. You can deal some damage to opponents directly, maybe taking some out of the game, while dealing some other threats. 6 damage should be able to take out all but the biggest creatures in green, and you would still have mana open for some extra burn.

    Red burn is going to have yet another great card to show opponents why it’s called Red Deck Wins. Chandra looks like she will be great for both standard competitive decks as well as some imaginative casual decks that want cool effects and big spells. She is certainly my favorite planeswalker of the new set. What do you think of the newest version of Chandra?

  • Top Dorks – You Should Hear the Lunchroom

    Top Dorks – You Should Hear the Lunchroom

    [button text=”Click the Comic to Enlarge” link=”https://casualplaneswalker-media.b-cdn.net/wp-content/uploads/2011/06/Top-Dorks-Comic-12.jpg”]

  • In Command – New 2-color Commanders

    In Command – New 2-color Commanders

    The New Commander decks have given us 51 new cards spread across five different Commander decks with 3 different 3-color commanders. These decks also had one new 2-color legendary creature each with some cool new abilities. These creatures also make great commanders, if you take the time to make a deck that only includes their two colors. Here are some suggestions on how to create a fun deck using some of these new commanders.

    SkullbriarSkullbriar, The Walking Grave – When I first saw this guy, I thought he would make a great commander. He is just going to keep getting stronger every time you play him because as long as you keep giving him those +1/+1 counters he is going to be crushing your opponent. He’s cheap and has haste so you can get him out on turn 2 and swing, immediately turning him into a 2/2. You’re opponent may not have any way to defend against Skullbriar for a few turns which just allows him to get bigger. Even if he does die at some point that’s no problem because he just keeps all those counters! Hopefully by the time he is destroyed then he will be worth the extra 2 mana needed to play him again.

    If you build a deck around Skullbriar, it is only natural that the goal should be to win by dealing 21 damage with him to your opponent. Within green and black, the only colors available to you, there are plenty of ways to boost his power or give him abilities to keep applying the hurt. Brawn
    Brawn
    , from his original Commander pre-con comes to mind as an easy way to give him trample along with Buried Alive
    Buried Alive
    to bring it straight to the graveyard. Power Matrix
    Power Matrix
    looks like a pretty neat card to add here, allowing you to give any creature +1/+1, trample, flying, and first strike.

    A great card to give trample would be Cytospawn Shambler
    Cytospawn Shambler
    . As a 6/6 he’s a pretty big creature and you can easily give Skullbriar trample with its ability. The coolest thing about this creature is that it has graft. If you’re ever playing Skullbriar again, you can move a counter from the shambler to him. Creatures with modular would also be a great addition to a deck with Skullbriar. You’re free to leave them as blockers or sacrifice them for other abilities then move their counters onto Skullbriar.

    With a focus on Skullbriar being the only creature attacking, there isn’t much use for any others. With something like Attrition
    Attrition
    , you can sacrifice your useless creatures to get rid of some on your opponent’s side of the field. It also makes mass removal less of a problem if you only have to worry about one creature. If you equip him with something like Darksteel Plate
    Darksteel Plate
    , all you have to worry about is getting him to hit your opponent’s life. An easy way to do that is to simply have artifacts like Whispersilk Cloak
    Whispersilk Cloak
    that make him unblockable. With just a couple cards out you can begin racking up commander damage very quickly.

    EdricEdric, Spymaster of Trest – I’m excited to have such a political creature as a commander. As long as he is out there then there is some major incentive for your opponents to attack each other rather than yourself. Why not continue that trend and try to get everyone at each other’s throats rather than against you. Heartwood Storyteller
    Heartwood Storyteller
    seems like another crazy card to use with Edric, giving your opponents more cards if they like when you play a spell and, of course, giving yourself cards when anyone else plays a spell. With so many cards being drawn by everyone, Multani, Maro-Sorcerer
    Multani, Maro-Sorcerer
    can get really powerful. Cultural Exchange
    Cool Card
    is also a great political card allowing you to exchange creatures between any players, or just take stuff for yourself. To add some control that would pit opponents against each other Zur’s Weirding
    Zur’s Weirding
    can allow any player force another not to draw.

    If your opponents start to get the idea that you aren’t their best friend, there should be plenty of control to make sure they regret going against you. Propaganda
    Propaganda
    from the Political Puppets deck will ensure that your opponents have to pay to attack you. From that deck there are also great blockers including Guard Gomazoa
    Guard Gomazoa
    and Fog Bank
    Fog Bank
    . There are also a number of spells like Snakeform
    Snakeform
    and Pongify
    Pongify
    to take care of any threats your opponents control by turning them into harmless little snakes or monkeys.

    Those creatures should be no problem for the big green guys that you should include in the deck. There are plenty of creatures in blue and green that have power and toughness equal to the number of cards in your hand and hopefully you will have plenty. Overbeing of Myth
    Overbeing of Myth
    and Aeon Chronicler
    Aeon Chronicler
    are also able to get you even more cards every turn! If you can get rid of your maximum hand size of 7, or perhaps use Praetor’s Counsel
    Praetor’s Counsel
    , these guys can be huge.

    So here are a few suggestions for two of the little new commanders. Next week I’ll have some ideas for the other 3. What do you think of the 2-color legendary guys? Are they good enough to have a deck built around them?

  • Killer Combo – “Join Them, Beat Them”

    Killer Combo – “Join Them, Beat Them”

    Throughout this week we’ve been giving you Killer Combos that directly involve the primary commanders of the five new pre-constructed decks which debuted last weekend. We’re continuing that trend today with Zedruu the Greathearted, commander of the “Political Puppets” deck. We’ll finish up tomorrow with “Devour for Power”‘s The Mimeoplasm.

    If you haven’t already, check out our review of “Political Puppets”, then you’ll see exactly what Zedruu is up to and why.

    Zedruu the Greatheartedplus signBazaar Trader

    “Political Puppets”, as we mentioned in our podcast this week, lived up to its name at the Commander Event. The goal of this deck is to lull your opponents into a false sense of security while you secure yourself a superior board position, ensure that you are gaining life and drawing cards at an absurd rate, and draw one of your game-ending cards, like Insurrection
    Insurrection
    Dominus of Fealty

    While Zedruu is a great way to accomplish this goal, Bazaar Trader is going to get you there even faster. While the goblin appears to do almost precisely the same thing as Zedruu (though Zedruu can hand off ALL permanents and do so multiple times per turn) there is one key difference between the two. Bazaar Trader’s ability reads “target player”, while Zedruu’s specifies “target opponent”.

    This means that if you’ve taken control of a creature via Dominus of Fealty (or for any other reason), Bazaar Trader gives you the option of “regifting it” to yourself. For example, if you’ve grabbed someone’s Avatar of Woe
    Avatar of Woe
    with the Dominus, Bazaar Trader’s can target YOU as the player and the Avatar of Woe as the creature and give you the avatar permanently (or at least indefinitely).

    So, not only does Bazaar Trader speed up what Zedruu already does, but he’ll give you a way to make creatures you’ve borrowed for a turn into creatures you control for the duration of the game.

     

  • M12 Planeswalkers – Jace Has Been Spoiled!

    M12 Planeswalkers – Jace Has Been Spoiled!

    Last week we brought you what we think/hope will be the new Garruk.

    Along with that mock-up, we showed you the “confirmed” artwork for the new Jace and Chandra incarnations.

    Now, we have absolute assurance that the art we showed you was indeed a spoiler of what you’ll get in M12, but we also have confirmation of Jace 3.0, or as you’ll call him henceforth, Jace, Memory Adept.

    Here is the picture that we have, along with a text rendering of his abilities:

    Jace, Memory Adept – 3UU
    Planeswalker – Jace (Mythic Rare)
    +1 Loyalty – Draw a card. Target player puts the top card of his or her library into his or her graveyard.
    0 Loyalty – Target player puts the top ten cards of his or her library into his or her graveyard.
    -7 Loyalty – Any number of target players each draw twenty cards.

    Loyalty 4

    There he is! What do you think? Is this a more fair replacement for Jace, The Mind Sculptor? Does it seem strange to print a third Jace when Wizards just banned the second? Leave us a comment and let us know your reaction to this announcement.

  • Top Dorks – In With The New

    Top Dorks – In With The New

    [button text=”Click the Comic to Enlarge” link=”https://casualplaneswalker-media.b-cdn.net/wp-content/uploads/2011/06/Top-Dorks-Comic-11.jpg”]