Category: Blog

  • Top Dorks – A Sacred Kingdom

    Top Dorks – A Sacred Kingdom


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  • Just for Fun – Storm Crow

    Just for Fun – Storm Crow

    Storm CrowOne of the things I love about Magic: The Gathering is the fact that the fan base is big enough to allow for not only a fully-developed subculture and a universal sense of camaraderie, but it’s also big enough to produce it’s own internet memes.

    If you haven’t already looked up Storm Crow on Gatherer, then you need to do so now.

    Here are some highlights from the discussion:

    “I know that there are a lot of haters out there who think, “This card sucks.” I have a question for you. Actually, three: Does Vengevine
    Vengevine
    have flying? Can you attack for one every turn with your Jace, the Mind Sculptor
    Jace, the Mind Sculptor
    ? Does Bloodbraid Elf
    Bloodbraid Elf
    cost two mana? It doesn’t. It’s fine by me if you all want to blow your money on forty-dollar Baneslayer Angels
    Baneslayer Angel
    (which, by the way, die to doom blade just the same). I’m sticking with this bad boy here.”

    mrd8888

    “So last night a friend and I were playing some hot, consensual Magic: The Gathering, and I had just laid down my second island. Of course, you all know what that means. I smiled maniacally and played a Storm Crow…My opponent then proceeded to die. Like, I’m not talking about life points, here. He actually physically died. He took one look at my Storm Crow and all of his skin melted off like that one scene from Indiana Jones. It was pretty awesome, except now my entire playset of Storm Crows is sitting in the county jail, awaiting a trial for first-degree murder. My lawyers are optimistic though that we can lower the penalty to manslaughter, since Storm Crow doesn’t mean to be the ridiculously broken card it is, it was just born that way when Jace, the Mind Sculptor
    Jace, the Mind Sculptor
    and Black Lotus
    Black Lotus
    had a power-baby in the center of the Blind Eternities. So technically, it’s not its fault.”

    DysprosiumJudas

    Credit for this creation goes to Thomas Lockwood

    Wow. No wonder this wasn’t reprinted in Tenth Edition, he’s so broken. Maybe now that we’ve got mythic rarity he’ll get printed in m12. One can only hope though.

    boldlygonowhere

    And if all that isn’t enough. Check out this sweet, post-NPH, Storm Crow update: Infected Storm Crow.

  • Mass Removal, M12 Spoilers, and more!

    Mass Removal, M12 Spoilers, and more!

    The Casual Planeswalker guys talk about their experiences and thoughts on mass removal, M12 Spoiler, and more!

    Show Notes:  check out one of our favorite card alterers!  Eric Klug at http://klugalters.blogspot.com/

  • Killer Combos – “Life and Death”

    Killer Combos – “Life and Death”

    Phyrexian Unlifeplus signDeath's Shadow

    When the Casual Planeswalker Crew went to the New Phyrexia Pre-Release, some of the cards we were most looking forward to snatching up were those employing the new Phyrexian mana symbols. Cards like Porcelain Legionnaire
    Porcelain Legionnaire
    and T-t-t-Thundering Tanadon
    Thundering Tanadon
    (inside joke, but I hope everyone else feels as silly as I do saying this card’s name – goofiest name since Wooly Whatsit, I mean, Woolly Thoctar) are still wreaking havoc in our playgroup as we experiment with decks restricted to the Scars block.

    In the sealed event I played in at the Pre-Release, my rare from NPH was Phyrexian Unlife, a card that isn’t great in a Limited setting, but has proved to be a lot of fun in Constructed. I first threw the enchantment into my “Life for Death” pre-con, then made some alterations, picked up a full playset of Unlifes and have been tearing things up with a Red/White Phyrexian suicide deck.

    So far I’ve had a lot of fun with Phyrexian Unlife, and I haven’t even started making decks with the broader range of cards. My first thought about Unlife in Standard is to combine it with Death’s Shadow.

    As early as the third turn (with a Dark Ritual
    Dark Ritual
    ) you can play your Unlife, attack with Immolating Souleater
    Immolating Souleater
    , pump him to reduce your life total to nothing (or next to it), and even if he doesn’t connect your opponent will waste a spell or blocker dealing with him.

    Nine times out of ten your opponent is going to Doomblade
    Doomblade
    /Lightning Bolt
    Lightning Bolt
    /Glissa’s Scorn
    Glissa’s Scorn
    your Souleater, which will make them even less prepared for the 11/11 Death’s Shadow you play in your second main phase.

    There’s a lot of fun to be had with Phyrexian Unlife. Please comment and let us know how you plan to exploit this card, or add to this combo. Melira, Sylvok Outcast, Near-Death Experience, Fling…

  • Mass Removal by Colors

    Mass Removal by Colors

    Wrath of God
    is a very intimidating card. Its text box contains few words but it is one of the strongest effects in Magic: “destroy all creatures”. They can’t even be regenerated! The effect is quite appropriate for white, clearing the battlefield and starting fresh. But there is more than one way to end the world and the concept of clearing the board has been altered by many cards in white as well as all other colors.

    WhitePhyrexian Rebirth

    White usually wants to balance the odds with its mass removal. Cards like Day of Judgment
    Day of Judgment
    , or even Final Judgment
    Final Judgment
    , are similar to Wrath of God in that they destroy all creatures indiscriminately. There are no special rules in place that protect your creatures, they all suffer equally. The newest white piece of mass removal, Phyrexian Rebirth, seems a little unfair for your opponents. It may look odd, but I think it fits the Phyrexian ideology in white perfectly. The idea behind this bit of flavor is that it has not only a “Wrath” effect, but it takes the corpses of your opponents creatures for your own monstrosity, re-purposing them into a more perfect being. In this case it is equally destroying all creatures yours being, in the Phyrexian orthodoxy, also unfit to live. White allows you to totally clear the board and sometimes, if you’ve got the extra mana for it, get yourself a pretty big creature as well.

    Blue

    EvacuationBlue is very different from many of the other colors with regard to mass removal. It isn’t a color that will destroy much of anything but instead uses trickery and deceit to outwit and outmaneuver threats. Frequently Blue uses spells which clear the way by returing creatures to their owners’ hands, the simplest example being Evacuation. Sure, opponents can try to recast those spells, but that’s no problem for blue. With Evacuation at instant speed, it can be played at the end of their turn when your opponent is tapped out and has turned play over to you, leaving them no chance to play anything new. Then you have the chance to recharge your mana for some handy counterspells against the most dangerous creatures you know are hiding in your opponents newly full hand – unless he has discarded them. You could have some of your own creatures reappear with handy abilities that trigger upon entering the battlefield like Mnemonic Wall
    Mnemonic Wall
    which, incidentally, can bring back Evacuation to your hand, if you’d like. While blue doesn’t outright kill everything on the board, it makes your opponent re-cast spells, giving blue mages a chance to do what they do best – employ counter-magic.

    BlackLife's Finale

    Black was the lucky recipient of a planeshifted Wrath of God, Damnation
    Damnation
    . Black is the other color (along with white) that has a plethora of removal hardware, sporting a wide array of cards able to destroy, or at least permanently cripple, everything on the board. The thing is, however, black doesn’t like making the board equal again. It’s best when the mass removal ends up in the black mage’s favor. They are willing to pay a lot for this effect whether it is extra mana to destroy everybody else’s creatures with a Plague Wind
    Plague Wind
    or extra life to destroy all the creatures one opponent controls through a Rain of Daggers
    Rain of Daggers
    . The latest in these kinds of cards is Life’s Finale, which unfortunately destroys all creatures. However, this card isn’t content with leveling the playing field as white spells often do, it takes things a step further by ripping out the best cards your opponent was hoping to play from their library, perhaps the next victim of some of black’s many cards that tamper with the graveyard.

    Red

    JokulhaupsRed is probably the first place many would look if they want a quick, cheap way to clear the board. It seems the perfect color to go on a rampage, destroying everything in it’s path – and, at times,  it certainly can do that. The best way to destroy creatures with red is through damage. There are cards starting from Pyroclasm
    Pyroclasm
    that can deal damage to each creature on the board. If you were looking to destroy more than creatures, red is definitely the best color for targeting lands, and one of the best for dealing with artifacts. If a red card says it destroys creatures outright, it probably also does the same for artifacts and creatures, like in Jokulhaups. Red, being unpredictable and impulsive in flavor, also has a number of mass removal spells that just ruin everyone’s plans without any clear advantage for the caster. Warp World
    Warp World
    is a favorite of mine because after the mass removal it completely randomizes the board. It usually doesn’t end in my favor, but the shortsighted and random nature of cards like this make red’s mass removal a whole lot of fun.

    GreenCreeping Corrosion

    Green is the color that can produce the biggest, baddest creatures in the game with huge mana ramp. It is appropriate that green doesn’t have very many mass removal spells for creatures. What it does very well though is destroy artifacts and enchantments. Green has these in their most basic forms in Tranquility
    Tranquility
    and Creeping Corrosion, which simply destroys all enchantments or artifacts. While green excels in its ability to fill the board with hulking creatures, subtlety isn’t its strong suit, so artifacts and enchantments draw a lot of hate from this color. Green also has some trouble with flying creatures. While green is usually rich in creatures with reach, there are times when they can’t possibly block an attack by an entire swarm of birds or angels. To handle situations such as these there are cards like Whirlwind
    Whirlwind
    or Corrosive GaleCorrosive Gale to destroy or deal damage to all flying creatures.

    Colorless

    Karn LiberatedColorless cards have come to fill a unique role in Magic, as they are able to be used in any deck. There are a few mass removal artifacts like Nevinyrral’s Disk
    Nevinyrral’s Disk
    that can be used in any deck, but recently colorless cards have emerged as a distinct category with a unique flavor and often the ability to do things no other color can. All is Dust
    All is Dust
    was given to us in the last block and forces players to sacrifice their colored permanents. This is a strong card that can be put in any deck but it really only shines in a deck that is mostly colorless. It also can shut down the battlefield of an opponent without having to worry about regeneration or indestructability. In the latest set we received Karn as a planeswalker who is more friendly to decks that use colors. His is a very different form of mass removal that even removes the game you’re playing! These are some especially cool effects given to cards that have transcended the 5 colors of mana.

  • Top Dorks – TSA Approved

    Top Dorks – TSA Approved

    Top Dorks Comic 3
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  • Replace or Double? – Considering Close Resemblances

    Replace or Double? – Considering Close Resemblances

    Soul Warden vs. Soul’s Attendant — Quick Summary

    Both cards are 1/1 white Human Cleric creatures that cost 1W and trigger whenever another creature enters the battlefield. They are functionally near-identical — with one critical difference:

    • Soul Warden: “Whenever another creature enters the battlefield, you gain 1 life.” — mandatory
    • Soul’s Attendant: “Whenever another creature enters the battlefield, you may gain 1 life.” — optional

    Why it matters: Against cards like Transcendence (you lose if you have 20 or more life) or in life-total-sensitive scenarios, Soul’s Attendant lets you choose not to gain life. Soul Warden forces you to gain it. In most cases they are interchangeable, and decks that want the effect run all four of each.

    There are many cards in Magic: The Gathering that are equivalents of cards that were printed in earlier sets or editions. These are typically called “functional reprints”, but I think that term falls short on account of the small (but significant) differences between the variations. There is also a long list of cards that are frequently updated/parodied/powered down to assure that as cards leave Standard there remains balance in your local Multiverse.

    With the announcement today that Giant Spider beat out Giant Growth for the sole “Giant” spot in M12, I started thinking about how decks would change without GG and two other prominent, long-lasting spells in the Alpha “pay 1 for 3 _________” series: Dark Ritual and Lightning Bolt. As far as my decks are concerned, I think I could find a suitable substitute in Standard for Giant Growth, but what about Lightning Bolt? Surely we’re not going back to the days of Shock?

    Take a look at the four cards below and let’s talk this out. Perhaps with some examples we can define our terms a little more exactly, and, if you’re willing to do some lateral thinking here, I’m sure that you can find some easy ways to improve your decks!

    Soul Warden

    Essence Warden

    Now, let’s concentrate on Soul Warden and Soul’s Attendant first. Same exact card, right? Both are 1/1 creatures for one white mana, both are human clerics, both gain you one life every time a creature comes into play. Basically the same two cards, right? Wrong. There is one key difference between the two and it is the word “may”.

    Soul Warden vs. Soul’s Attendant

    “May” is something that is going to trip a lot of casual players up and it is something your play group should strive to call each other on if you really desire to improve as players. “May” means that this gaining of life is voluntary. It is something choose or choose not to do in response to a creature entering play. This means that if you forget to add the life when the creature pops and remember at the end of your turn, your opponent can point to that seemingly meaningless little word on Soul’s Attendant and say “sorry Charlie, I assumed you had a reason for choosing not to gain life”. Whereas, with Soul Warden the choice isn’t even there, it happens automatically.

    So, Soul’s Attendant and Soul Warden are NEARLY equivalent, but to the forgetful player, or the person with a Transcendence
    Transcendence
    in play that tiny, insignificant word could make a different. In the pure life-gain deck do you do a 2SA/2SW mix or go all out with four of each? The great thing about Magic is that there are circumstance in which every permutation would be the right thing to do, but the player who knows all their options will be able to build the better deck.

    Soul Warden vs. Essence Warden

    DamnationLike many other cards from the Planar Chaos expansion, Essence Warden is a word-for-word reprint of and earlier card, but transposed into a different color. Probably the coolest instance of such a reprinting was the black Wrath of God, Damnation.

    I love the slight flavor-variation involved in porting a spell from one color to another. Wrath of God destroyed all creatures on account of righteous indignation – a characteristically white idea – while Damnation did the same thing, but to bring darkness rather than expunge it.

    The slight difference between “soul” and “essence” indicates the similar, but not identical philosophies of green and white mages. “Soul” is a dogmatic, assertive statement about the metaphysical, whereas “Essence” is a more abstract, organic variation of the term. The righteous white mage rejoices in the addition of new persons to the world, while the mystic green mage sees their coming as the organic growth of the whole of nature.

    Of course, this clever twisting of Soul Warden’s flavor isn’t what makes Essence Warden great – it’s the ability for her to do for your Saproling deck, what SW did for your Soldier deck. Also, she’s an Elf Shaman, rather than a Human Cleric, which should also provide some additional synergy in tribal decks.

    Suture Priest vs. EVERYONE

    With the introduction of Suture Priest in New Phyrexia the decision about which life-gaining woman-of-the-cloth to include in your latest Weenie deck becomes MUCH more complicated – as things tend to do when Phyrexians show up.

    Suture Priest, though still a cleric, is no longer a human and has an additional cost of one generic mana. She also will only gain you life for creatures entering the battlefield under YOUR control. However, she has the additional ability to damage your opponent every time a creature pops on his side of the board. (NOTE: Here’s that pesky word “May” again. Know that your opponent certainly won’t be reminding you to chose whether or not he loses life.)

    The Phyrexian’s nearly “compleat” domination of Mirrodin has had some interesting results, not the least of which is the twisting of Soul Warden’s classic ability.

    For an extra mana, Suture Priest gives you some variety, but is a less reliable source of life and a totally unpredictable source of damage. Is she the right addition to your deck? Perhaps a worthy sideboard card? That’s what we’ll leave you to decide.

    Meanwhile, I’ll be dreading the loss of Giant Growth and plotting what to do if (God forbid) Lightning Bolt leaves Standard…

    Lightning Bolt

    Shock

    Galvanic Blast

     

    This could go on for quite some time. Oh, and don’t even get me started on Counterspell(s)…

     

  • Just for Fun – 2Legit2Quit

    Just for Fun – 2Legit2Quit

    Umezawa's Jitte

    Scooping has become a recent and disappointing trend in competitive Magic.

    For those of you who have been watching coverage of PTQ events, know how disappointing it is to sit down excited to watch a Pro do what they do best, only to have them scoop the moment Jace TMS hits the board.

    Despite my aversion to scooping – there’s always something to be learned from a match – there are a couple situations in which I will just roll over and play dead.

    One such situation involves Umezawa’s Jitte, a famously insane card from the Kamigawa block (the only block my play group despised more than the original Mirrodin).

     

    My scoop-rule is simple and easy to remember: 2 Lé Jitte 2 Quit.

    Dauthi Slayer

    In other words, if one of my opponents has a Jitte in play and equiped, I’m done with that game and happy to move on to the next. Especially when that Jitte is attached to TCP co-owner Brad’s Dauthi Slayer.

     

    So, the question remains: Do YOU have any quirky scoop-conditions or play group rules?

    Let us know in the comments!

  • Top Dorks – Followed Footsteps

    Top Dorks – Followed Footsteps


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  • Killer Combos – Das Ubermyr

    Killer Combos – Das Ubermyr

    Myr Superion Semblance Anvil

    When I first looked at Myr Superion, I thought: “OMG! It’s Juzam Djinn!” (Did anyone else think for the longest time that Juzam Djinn was awesome and legendary because he cost BB and not 2BB? The “2” is so faded that I looked at my Magic: The Gathering Encyclopedia for years thinking it was an impossibly good creature.  I hope I’m not the only n00b that thought so…)

    Anyway, Myr Superion is a big, bad vanilla for two mana, and it appeared to me initially that I’d need a Priest of Urabrask/Gix or an elf-deck to play him (the idea of having two smaller Myr in play beforehand doesn’t seem all that viable to me).

    Juzám Djinn
    Fear no more! Throw that bad-boy in an artifact-creature deck with a Semblance Anvil and go to town! I was already experimenting quite a bit with the Semblance Anvil I pulled at the NPH Pre-Release and found that there very few non-artifact situations in which it was helpful. However, if I’ve got Myr Superion and any way at all to go looking for him or keep filling my hand, I can play my 5/6’s for FREE!

    H/T:

    http://twitter.com/#!/mtgrulestips