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  • Heavy Metal(craft)

    Heavy Metal(craft)

    Metalcraft is a new ability used by the Mirrans in order to unite against Phyrexia. It gives extra abilities or other bonuses if you control three or more artifacts which can include power and toughness increases, new abilities, or extra effects from spells. The nice thing about Metalcraft is that it always requires 3 artifacts so it is easy to take a quick look at the field and see if they are activated or not. The bonuses are also pretty nice, always being something that you would have to otherwise pay a bit more to use.

    Probably the coolest use of Metalcraft is to surprise your opponents with powerful spells when you don’t have a lot of mana open. While counterspells usually cost 3 mana these days you can be ready for anything your opponent casts for 2 mana if you have three artifacts on the field and Stoic Rebuttal. I really like galvanic blast, which can deal an extra damage for the price of a lightning bolt. A lot of creatures are built around the 3 damage that lightning bolt can deal and an extra point can make a difference of life or death.

    There are a few powerful spells with Metalcraft and their upgraded effects can really change the game but there are ways around it. Spells and triggered abilities with Metalcraft only occur if that player has three artifacts as they resolve. If you are facing someone that uses one of these abilities, try to melt away some of their artifacts. If you can get them down to two or less, you may have saved yourself and wasted some of your opponent’s cards!

    If you are using an artifact deck with Metalcraft then you certainly don’t want this to happen to you. Once you’re at three artifacts it’s important to keep playing more, ensuring that Metalcraft triggers aren’t in jeopardy. This is important in decks with creatures like carapace forger that can become real threats around a lot of artifacts. Some good artifacts for this are those made of darksteel that are always indestructible. Other artifacts with Metalcraft are good additions to a deck, counting themselves when looking for artifacts. If you only have 2 artifacts on the field then a cool trick is to cast darksteel sentinel or another artifact with flash to activate Metalcraft and give a big boost to your creatures that will quickly give you the upper hand in many situations.

    The Mirrans with Metalcraft, although it is their only ability in this set, are more than a match for any opponent. With the help of only 3 artifacts, many cheap creatures and spells become much more potent. But having just 3 artifacts will just leave your position vulnerable to the shatters and naturalizes of an opponent. Continue building a strong force of both artifacts and Metalcraft abilities to make a powerful united force that can stand up to anything!

    

  • 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!

     

     

  • The Misadventures of TCP at the Eldrazi Prerelease

    The Misadventures of TCP at the Eldrazi Prerelease

    We came, we saw, we…got shafted?

    Find out why we were disappointed, but still managed to have a blast and win some packs at the Rise of the Eldrazi Prerelease events!

  • Eldrazi Pre-Release Anticipation

    Eldrazi Pre-Release Anticipation

    We’re stoked about the Rise of the Eldrazi Prerelease event. Listen up as we tell you why!

     

     

     

     

     

     

     

     

     

  • Our Salute to Fatties!

    Our Salute to Fatties!

    This week we’re going to talk about how Fatties – our favorite huge creatures are going to be influencing the game over the next cycle and some of our favorite old school fatties as well.

    Like these guys:

    Hellcarver DemonKhalni Hydra

    So crank up your flux capacitor, get up to 88mph, and join us for the ride!

  • Your Journey Begins… Here

    Your Journey Begins… Here

    Welcome to the first of many posts on Magic: The Gathering with your new source for what’s hot, Josh. Together we will uncover the hot, the not-so-hot, and the downright newsworthy things happening in the Multiverse. I imagine that most people here have found this site thanks to a deep appreciation of Magic and its ability to offer hours of endless fun and enjoyment with like-minded individuals. That is, like minded assuming that you aren’t the only Timmy playing in a group of Spikes. In that case I weep for you and my soul reaches out to you. My advice? Find some new friends (just kidding… sort of).

    I have been mulling back and forth between topics to enter the blogging community (it’s no easy task deciding how to enter a new world), and I found inspiration from Mark Rosewater’s two part series, Fun-Off part 1 and part 2 from a few weeks ago. The theme of those articles reminded me of the ideals on which The Casual Planesalker was founded. Good times with good friends (and of course some caffeinated beverages and pizza). This blog will be focusing on things that we at The Casual Planeswalker find fun and interesting for not only you and your playgroup but us as well. I sincerely hope that you enjoy making the journey with us. We are growing fast so be sure to check back soon for all sorts of fun new things from your new source for casual Magic: The Gathering pleasure!

  • Podcast – Leveling Up, The Maddest Planeswalker in Town, and The Absurdity of Eldrazi

    This week we’re looking at more of the flavor of the upcoming “Rise of the Eldrazi” set.

    We’ve got new mechanics, new creatures and *gasp* a new Planeswalker!

    At a glance,

    Lighthouse ChronologistEmrakul, the Aeons Torn

    Just heaps of awesome in store, so hold on to your hats!

    Here it is:

  • Podcast Episode 2: Phyrexia Vs. Coalition, Eldrazi Spoilers, And Pauper Magic

    Here’s the newest installment of TCP’s weekly podcast!

    We talk about the new Phyrexia Vs. Coalition Duel Deck, cover some more Eldrazi spoilers, and talk about an interesting way to play Magic..the Pauper format!

    -Enjoy 🙂

  • The Casual Planeswalker Podcast – First Episode

    March 2, 2010

    Needing a little something more for your magic game?  The Casual Planeswalker unveils the podcast that will amp up your meta with a fun and interesting weekly chat with Nick, Brad and Josh.  Jump onto iTunes and subscribe to our podcast or click below to listen to it now.

    Episode 01

     

     

     

     

    Meet Brad,  Josh and Nick as your hosts of The Casual Planeswalker Podcast. Listen as we discuss our thoughts on some card mechanics and creature types introduced in the latest block of Magic: The Gathering. Hear the discussion of how Kozilek, Butcher of Truth and Eye of Ugin will soon be teaming up to offer a new and exciting combo to Timmy’s arsenal – and even catch a handy tip on maintaining your magic collection.

  • Ten Reasons to be Excited about Zendikar Part 2

    Ten Reasons to be Excited about Zendikar Part 2

    So lets continue the countdown with another power player that many people are happy about…

    6. Harrow

    Harrow

    This one card alone deserves its own recognition. Harrow has been around the block before but this is the first time that I can think of where it can be used not only as accel but as a trick too. The landfall mechanic only cares that you play lands, not where you played them from, which makes the dudes who get bigger with lands happy when you have Harrow mana open. Oh, did I forget to mention it’s an Instant, meaning you don’t have to cast it on your turn alone? That makes a huge difference when you consider how much land means in Zendikar. Not only that but the lands come in untapped so you could potentially chain more spells, maybe even another Harrow. The amount of acceleration this card provides is just nuts. Be sure to keep an eye out for this in standard, I’m sure it will make an impact.

    7. The Explorers Cards

    Let’s play Simon Says. Simon Says have some creatures die. Done? Here’s a big dude for you. That’s pretty much what happens when you play Quest for the Gravelord, one of the cards from the five color cycles of Explorer cards. Each Explorer Card, from the common Expeditions, the uncommon Quests and the rare Ascensions has a specific trigger to gain counters.

    Quest for the Gravelord

    Some are easy to attain like playing lands, some are not so easy like not losing life. Once these cards are online however they delivery some serious power, except for maybe the blue Explorer cards, which are seriously lacking when compared to the other colors. The flavor that they each represent is also phenomenal, so let’s pack up the gear and get to exploring!

     

    8. The Uber Spells

    Conqueror's PledgeRite of ReplicationSadistic Sacrament

    Elemental AppealGigantiform

    This cycle of cards is rightly called Uber because of the effects they attain when they reach the kickers they have. Each color’s Uber spell is just right for those colors. Conqueror’s Pledge is great white token making, and game breaking if kicked. Rite of Replication is essentially a Clone until kicked where it becomes 5, all at the low mana cost of 9. Sadistic Sacrament is just that, sadistic. Lobotomy Effects can hurt a strategy but if you hit kicker on this one you can rip every possible threat the opponent has left. Elemental Appeal is typical red, creating a Ball Lightning with an extra boost in power but gives it a HUGE leap if kicked. Gigantiform is probably the only one of the spells that doesn’t have to be kicked to be hurtful, turning a lowly dork into an 8/8 trampling nightmare, and if kicked allows you to share the love with another dork. All of the Ubers are good but each are brutal when you hit them late game.

    9. The Mythics

    Now when Mythics were introduced many people started nay saying them, making the argument that they would eventually print utility cards at mythic thus driving up prices for single cards. While I do think it’s still possible for them to do this, so far Wizards have kept their word. That’s not to say that the cards they have printed aren’t incredibly strong, some bordering on utility but they still require some kind of dedication to the card itself.

    Iona, Shield of EmeriaLorthos, the TidemakerKalitas, Bloodchief of Ghet

    Ob Nixilis, the Fallen

     

    The legendary creatures are huge, from Iona who says NO to a specified color, Lorthos who can tap down so many things its nearly impossible to block him or Kalitas who as a vampire lord can kill other creatures and make you vampires to serve you.   The baddest legend though is definitly Ob Nixilis, who not only sucks life from your opponents when a land comes into play but also gets bigger by doing it.

    Sorin MarkovChandra AblazeNissa Revane

    The three planeswalkers we’ve received this time around each embody its colors perfectly. Sorin is a vampire so he sucks away life and manipulates the mind so he can control you, just a black mage’s cup of tea. Chandra on a bad day will do everything she can to blow you away, just what any angry red mage would do. Nissa is about the Elves, so it’s only fitting that she benefits from them, gaining you life or searching down her brethren to serve your cause.

    Felidar SovereignObsidian FireheartEldrazi Monument

    White got an interesting alternate win condition attached to a very nasty body with Felidar Sovereign. There’s also the flavorful Obsidian Fireheart, who makes lands themselves burn their controller. Eldrazi Monument is another mythic which just overflows with flavor and power, making your creatures into Supermen just by martyring another one each turn.

    Rampaging BalothsLotus Cobra

    Lastly there’s green, with Rampaging Baloths and Lotus Cobra, who have landfalls triggers that are so amazing it’s possible for green to be the best color in standard. Cracking open one of these cards is not only a good thing for your collection but possibly even for your own deck.

     

    10. Full Frame Lands

    PlainsMountainSwampIsland

    The last thing I want to talk about is the full frame basic land cards that every single booster pack and Fat Pack provide. Those familiar with the joke sets Unglued and Unhinged know how beautiful having no text box is, and these ones are no exception. The lands are stunning, from the floating geode bowls of an Island or the levitating trees of a Forest. I personally would draft the land before one of the set’s filler cards. If you get the chance to acquire these lands do so, it will be worth your time.

     

    Well that’s it, my ten reasons to be excited about Zendikar. I’m sure each of you has your own reasons to purchase this wonderful set, whether it’s to get those powerhouse cards or just to admire the sheer loveliness of the art. One thing is for sure; Zendikar is here, so buckle up, it’s gonna be a bumpy ride.