Category: Blog

  • Casual Friday–The Grand Illusion

    Casual Friday–The Grand Illusion

    EN MTGM12 Cards FINAL.inddM12 is set for release next week with the usual pre-release tournaments coming up this Saturday and Sunday. I am already thinking of how to use the latest new cards in the set and many of them are very exciting from classic cards being reprinted to new twists on old cards to some brand new cards with totally new abilities. This week I would like to look at one of my new favorite blue cards that give us a new form of the classic card Clone.

    Clone has come in a variety of shapes and sizes over its many years in Magic. Even in the latest block, Scars of Mirrodin, there are a wide variety of creatures with the clone ability. From Scars of Mirrodin we have Quicksilver Gargantuan
    Quicksilver Gargantuan
    making huge 7/7 forms of creatures that can turn little utility creatures like a Royal Assassin
    Royal Assassin
    into a killing machine. Mirrodin Besieged gave us Cryptoplasm
    Cool Card
     which can copy a new creature each turn, adapting to the changing flow of battle. With New Phyrexia, the Phyrexian Metamorph
    Phyrexian Metamorph
    was a very exciting card, able to copy a creature or an artifact. With a cost of Phyrexian mana it was also usable by decks of any color for the payment of a little life.

    With M12 we will have yet another Clone card to work with and this one is yet again different from those that came before it. This Clone fits in with the Illusion tribal theme that is featured in blue along with Phantasmal Bear and Phantasmal Dragon. With this card you get a Clone at half-off, only 2 mana instead of 4, but the creature is also an Illusion and has the typical Illusion ability of being sacrificed once it is a target of something. This tribe looks to be really cool and Phantasmal Image is definitely a favorite.

    EN MTGM12 Cards FINAL.inddEN MTGM12 Cards FINAL.indd

    The best part about this guy is certainly his cost. At a cost of only 2 mana you have a lot left over for counters or other control spells popular in blue. The drawback of sacrificing it when it is merely targeted is a huge drawback that you need to work around but it is not always so bad. Against black, red, and white decks many of their cards that opponents want to use on Phantasmal Image are most likely kill spells anyway so either way it is probably gone. Against blue and green the Phantasmal Image may run into a little bit of trouble but hopefully they are forced to waste a Titanic Growth
    Titanic Growth
    or Turn to Frog
    Cool Card
    on it. The greatest threats to this guy will most likely be creatures with cheap, repeatable effects. Luckily none of the mage cycle will be able to target your creatures, but something like Gideon’s Lawkeeper
    Cool Card
    can really ruin the day of any illusion deck.

    EN MTGM12 Cards FINAL.inddM12 does include a great Illusion lord that will turn all your illusions into formidable creatures that are untouchable by your opponents. Lord of the Unreal will give all your illusions +1/+1 as well as hexproof. With Phantasmal Image, Lord of the Unreal becomes even better. If you copy him than he also becomes an Illusion, pumping himself and gaining hexproof! A deck can easily be run with 4 of all the illusion-based creatures of this set and it would probably be pretty fun to play.

    There are a few tricky rules things that can be used if you play an Illusion or are going up against one. The first thing to know is that like Clone, Phantasmal Image does not target anything. As long as the creature is out there you can copy it. You can copy a nasty Thrun
    Thrun, the Last Troll
    that is giving you trouble on the other side of the board to destroy him with the Legend rule. If you wanted more Phantasmal Dragons you could copy them and you wouldn’t have to sacrifice anything!

    What if you’re going up against Phantasmal Image and Lord of the Unreal? Hexproof is pretty tough to get around, but there is one new card that may help you: Redirect
    Redirect
    . If your opponent is running any spells that target creatures, perhaps by trying to Unsummon
    Unsummon
    your creatures, you can redirect that spell and target their creatures because they are still the controller of the spell even though you are changing the targets! This is a great tip for anyone playing an Illusion deck as well. A deck like this can be a lot of fun but you don’t want your cards to be used against you!

    What do you think of the new Illusion tribe? I think they’re going to be really cool and their challenge with becoming targets are really great to work around. Are there any other cool tricks you can do with Illusions?

  • In Command–More New Commanders

    In Command–More New 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 can 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.

    BasandraBasandra, Battle Seraph – White and red, order and chaos, always make some really neat combos. Basandra is the latest card to show just how cool these colors can be when you put them together. As soon as you play Basandra she starts to lay down the law. There won’t be any tricks in battle to worry about as long as you have Basandra out, and as a commander, you can rely on having that ability as well as her ability that forces creatures to attack. If you can make creatures attack then a proper Basandra deck should punish those creatures that are attacking.

    A great card that has the potential to wipe the board of your opponent’s creatures is Lightmine Field or even Powerstone Minefield.. They won’t want to attack with a lot of creatures but with Basandra and a bit of mana they won’t have a choice! I’ve used this card myself with Gideon Jura forcing all of the opponent’s creatures to attack at once. As an added bonus you can add Mark of Asylum, making it safe for your creatures to attack.

    This deck can be all about punishing opponents that attack, with cards like Wing Shards and Soul Parry which, as an enchantment, can be used during combat with Basandra out. Some cards that seem like good ideas would be cards like Norn’s Annex, that add costs to opponents that attack you. This, however, would very often defeat the purpose of the deck. Basandra forces creatures only if they are able to do so. With Norn’s Annex out your opponent now have to choose whether to pay the costs for their creatures to attack. If they do not pay then the creatures are unable to attack and forcing them to do so would have been wasted. Soul Snare

    With that in mind, it is also important to be able to deal damage rather than sit behind your walls and mines laughing at your opponent’s feeble attempts to attack you. The most fun creature for a deck like this would probably be Avatar of Slaughter. He is yet another creature that forces attacks, this time for everyone, with double strike! As an 8/8 he is already pretty huge, but the addition of other classic W/R commanders such as Agrus Kos and Jor Kadeen can make him as well as all your other creatures even bigger. Figure of Destiny and Nobilis of War are some great W/R cards that can find a place in any Boros deck. With just a few of the largest dragons or angels on the field you can easily finish a battle with Master Warcraft, allowing you to control the combat for the turn. If Basandra is on the field then your opponents will be forced to use any tricks they have before you make your combat decisions.

    Vish KalVish Kal, Blood Arbiter – While Vish Kal’s commander deck can’t decide whether it wants cards in the graveyard or exiled, he knows that creatures just need to hit the field for a tasty meal, then they can just go wherever. With Vish Kal’s ability that gives him counters, he would be a great commander to beat your opponent with 21 points of commander damage. For a deck like this, you are going to want plenty of creatures that would make good sacrifices for Vish Kal.

    Cards that can Reanimate creatures would be a good choice to bring creatures back as sacrifices or simply to use against your opponent. Creatures with Unearth can be used another time for an attack then sacrificed to Vish Kal for some extra pain. With Vish Kal, Reassembling Skeleton can be used as a quick way to add some counters for only 2 mana. Bloodghast is normally a bit small for a commander deck even if it does come back every turn but Vish Kal can use it for some more counters at least once every turn if you have the land for it. To get the most out of your creatures you can use Dawn of the Dead to get a creature back every turn. As long as you sacrifice your new creature before the end of the turn they will be put back in the graveyard for you to reanimate again rather than exiledDawn of the Dead. The loss of life from this card is certainly no problem for Vish Kal with lifelink and a bunch of counters from sacrificed creatures.

    Vish Kal would also feel right at home with some vampire cards in the deck. Many of the classic vampires such as Sengir Vampire will get counters themselves for killing other creatures. Perhaps the most appropriate for this deck is Repentant Vampire which turns white once you have 7 or more cards in your graveyard and also gains a cool ability that destroys black creatures. If you have some non-vampire creatures you can add Mephidross Vampire to give all of them the benefits of being a vampire. Then these creatures can be used with Captivating Vampire to turn some of your opponent’s creatures too! He will provide bonuses to all your vampires as well as provide some nice sacrifices for Vish Kal. If Vish Kal can’t get the job done alone, an army of pumped up vampires can easily take down any opponent.

    NinNin, The Pain Artist – Nin is a pretty particular commander to build around. She trades damage for cards, which means you don’t usually want to use it against opponent’s creatures. Her colors correspond to Izzet from Ravnica, but they are focused on copying spells and while they would be cool to add, very few would work well with Nin. Niv-Mizzet, the Firemind would certainly be a great addition though, being able to deal tons of damage with Nin drawing you tons of cards.

    There is one card that should be used in any deck with Nin: Stuffy Doll. It is a great indestructible creature so it is a useful blocker at the least. However the best part is that it makes a great doll for Nin to play with, drawing you cards while dealing damage to an opponent. While it isn’t as controlled as Niv-Mizzet, it is a great outlet for Nin’s ability. Really any indestructible creature would be pretty useful in a deck with Nin as the commander, and there are plenty of huge indestructible creatures you can draw to win you the game. Darksteel Colossus and Blightsteel Colossus are probably standard for many commander decks anyway. Ulamog, the Infinite Gyre can also add an eldrazi spin to your deck while also preventing you from milling yourself drawing so many cards!

    Stuffy DollCards like Darksteel Plate and Shield of Kaldra can also make any creature indestructible, and there are a few creatures with neat abilities when they are dealt damage. Mogg Maniac and Coalhauler Swine will be dealing damage to your opponents whenever they take damage and if they’re indestructible then you can just repeat that ability as much as you need. Deep-Slumber Titan is a pretty big creature for only 4 mana and with Nin out you can wake him up and draw some cards.

    For those that want to be more aggressive and use Nin against opponent’s creatures, there are a couple options. Repercussion will turn damage to opponent’s creatures into damage for them as well. If you really just want to get rid of creatures, there are plenty of options for that too. Dominus of Fealty or any cards like Act of Treason will allow you to take their creatures. Then you can safely use Nin’s ability to take them out and you get to draw the cards! Nin will make sure you always have card advantage against your opponent giving you more options to achieve victory.

  • Three’s Company: The “Other” M12 Mythic Rares

    Three’s Company: The “Other” M12 Mythic Rares

    M12 Preview Week continues with our discussion of the “other” mythic rares in the newest Core Set….

    We’ve known for quite awhile that M12 was slated to have 15 mythic rares. The first five (we assumed) were revealed when the M12 promo photos first appeared along with the promo video starring Gideon. The image of Gideon, Sorin, Garruk, Chandra, and Jace more or less confirmed that those five planeswalkers would be reprinted and that Liliana and Ajani were out. Rest assured they’ll be back, though – Ajani in a duel deck with Nicol Bolas, and Liliana (likely a new incarnation) in Innistrad.

    It wasn’t long until the second series of five mythics was spoiled by the appearance of the titans in Duels of the Planeswalkers 2012. This left only five mythic rare slots left and, as you likely know by now, the final one was spoiled today. Let’s take a look at them now…

    My Condolences…

    First of all, let me just say that I feel for those of you who were less than impressed with the arrival of the final mythic rare in blue this morning. When every other color got a new mythic, many assumed that the same would be true for blue even though the open slot suggested that, alphabetically, a card beginning in “time” was likely.

    While Time Reversal is a ton of fun, it isn’t as fun as a new card, and experienced blue mages who already have had their way with this card were probably hoping for a new toy. As we’ve said a couple times before on this blog, it’s very likely that Innistrad will focus on graveyard manipulation so a possible reason for the lack of innovation on the part of Wizards R&D could be the utility of this card in the blossoming Standard environment.

    I guess the last thing I’d like to say about this card is how much the flavor text offends me. “Pessimists see the world as it is”? Really? That’s not just a little biased? All that statement does is characterize the view of the speaker (and depress people who don’t realize this). Just turn that into a “fill in the blank” and you have a philosophical typing test: “Nihilists see the world….” “Heaven’s Gate cultists see the world…” etc.

    Anyone else ever compelled to dislike a card on account of its flavor (text, art, design)? Let me know if you’re picking up what I’m putting down here.

    Proof of Conspiracy…

    Bloodlord of Vaasgoth is just one more piece of evidence in an increasingly well-known conspiracy between Stephanie Meyers and the WoTC higher-ups (see Top Dorks if you don’t get the inside joke).

    Seriously though, the Bloodlord is a fantastic late-game bomb (or turn 3 if you’ve got the ramp) for black, especially in what looks to be an increasingly vampire-heavy Standard. Bloodlord of Vaasgoth is important to M12 for a couple of reasons, the first being that he’s the foil promo that you’ll receive for playing in an M12 Pre-Release this weekend. His alternate art is pretty awesome too, if I do say so myself.

    The second reason that the Bloodlord is a great representative card for M12 is because he has, and gives to his fellow vamps, the returning mechanic “Bloodthirst”. This is a great mechanic for new players because it trains them to play creatures in the second main phase (after combat). Having bloodthirst 3 means that Bloodlord of Vaasgoth will likely be entering the battlefield as a 6/6 flier. If only it had lifelink…

    He’ll also make topdecking a game-ender much easier on account of his ability to give your 2-drop vampires (or any of them to be exact) a +3/+3 buff.

    Touched by an Angel

    Angelic Destiny is the new mythic, planeswalkers aside, which I am most excited about. I’ve mentioned before on Facebook that I thought the art was fantastic, but I really like the flavor of the card as well. Despite the fact that the idea that humans (or dog, or those little Precious Moments figurines) turn into angels when they die is theologically unsound, in the Magic multiverse angels are much more… corporeal beings and the idea of my favorite Kithkin or Rhino transmogrifying into an angel is pretty cool.

    Angelic Destiny is only the third enchantment to be made at the mythic rarity level, and it’s my favorite thus far. I’m not a big blue player, so Cast Through Time just really didn’t do it for me. I think this card is prime for a B/W deck bolstered by the heavy focus on sacrificing and graveyard manipulation that we’re likely to see in Innistrad.

    Attach this card to any creature with a significant “sac this creature, x” ability and you’ve got a recipe for greatness. I think that Angelic Destiny will be the most sought after card in this series, with the possible exception of Primordial Hydra, which I am saving for last.

    Hell Hath No Fury…

    …Like a big, crazy dragon. But you’ll have to ask yourself: How big is too big? If you can resolve Furyborn Hellkite after wounding your opponent earlier that turn you’ll have a creature with power and toughness that some Eldrazi will envy.

    I have all sorts of visions already of how to cheat this bad boy into play: Kaalia of the Vast, Zirilan of the Claw, Dragon Storm, and Sneak Attack all come to mind. The only problem is that he’s just one form of evasion short of being a game ender. You’re going to have to find a way to give Furyborn trample because I don’t think a Whispersilk Cloak will fit him. Of course, if all else fails, Fling is returning in M12…

    On account of his high casting cost and lack of evasion, Furyborn Hellkite will likely not be seeing much play in Standard. In Legacy he might be a serious bomb, and he’s a great addition to your Dragon-centered Commander decks. Despite the fact that blue was the only color to get a reprinted mythic rare in this series, I think red got the short end of the mythic stick. However, I got my Goblin Grenade back, so I’m not saying a word.

    The Bigger They Are…

    …The bigger they get. At least that’s the case with Primordial Hydra, the newest, fattest fatty in green.

    It seems as though Wizards R&D have been experimenting with hyrdras over the last couple years, but here they finally broke the mold. Feral Hydra was good, Khalni Hydra was better, and I thought Protean Hydra was as good as it could good, but once again Wizards has outdone themselves.

    Primordial Hydra doubles in size every turn, and after the release of the “Counterpunch” Commander deck there are now plenty of awesome ways to use his counters (or just give him many, many more). Also, unlike many of the earlier hydras, this one has trample, making him a nearly unanswerable threat if you can manage to make him hexproof.

     

    Well, that’s my 2 cents on the M12 non-planeswalker, non-titan, mythic rares. What do you think? Are you a die-hard fan of Time Reversal? Skeptical about Angelic Destiny? Let us know in the combox!

     




  • Top Dorks – Not as it Seems

    Top Dorks – Not as it Seems

    [button text=”Click the Comic to Enlarge” link=”https://casualplaneswalker-media.b-cdn.net/wp-content/uploads/2011/07/Top-Dorks-Comic-13.jpg”]

  • 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.