Showing posts with label magic the gathering. Show all posts
Showing posts with label magic the gathering. Show all posts

Wednesday, 5 October 2016

MTG: Kaladesh Nicknames and Knick-Knacks

While Kaladesh may not have inspired me to do as much deck-building as previous sets, it has inspired me in another way: Flavour.

NICKNAMES


Much like "Robopup", for Filigree Familiar, there are other cards that I will likely refer to by their new nicknames. Here are some that I've either come up with, or seen elsewhere (or both! great minds think alike).

AERIAL RESPONDER -> VAMPIRE WHITEHAWK


Aerial ResponderVampire Nighthawk

Makes sense...

VISIONARY AUGMENTER -> "GET AWAY FROM HER YOU BITCH!"


I'm sure this resemblance to Ripley fighting the Alien was no coincidence

Visionary Augmenter
Image result for Get away from her you bitch


CEREMONIOUS REJECTION -> "TALK TO THE HAND!"


Ceremonious Rejection

She is a rebel and a traitor! Take her away!


PRAKHATA CLUB SECURITY -> "YOU AREN'T ON THE LIST!"


Prakhata Club Security

I didn't want to go to your stupid club, anyway!


WILY BANDAR - THE GRINCH


Wily BandarImage result for jim carrey grinch

I guess it is hard to do a "Cat Monkey", but c'mon...


KAMBAL, CONSUL OF ALLOCATION -> SOUP NAZI



Image result for soup naziKambal, Consul of Allocation

"No non-creature spell for you!"


NARNAM COBRA -> NOMNOM COBRA


Narnam Cobra
Much easier to remember.

INVENTOR'S APPRENTICE -> NERD APE


Inventor's ApprenticeKird Ape

The newest 2/3 for one red mana.


DHUND OPERATIVE -> "DUN DUN DUN!!"


Dhund Operative






The card that comes with its own soundtrack!


PICTURE IMPERFECT


I don't usually like criticising art and artists, especially since it is a subjective medium.

Still, there are a few cards in Kaladesh where the art has me scratching my head...and it's not from my dog's fleas.


Curio Vendor

Not only is Curio Vendor a terrible card, but this might be the worst Magic card art in some time... the face just looks off.


Syndicate Trafficker


"They call 'em "fingers," but I never see 'em fing. Oh wait, there they go."



Quicksmith Genius

The "I did it!" expression looks a bit goofy, and how the hell is this guy a 3/2?

Do you even lift, bro? Of course not. This guy hasn't lifted anything heavier than a jar of peanut butter in his life.


Ghirapur Guide

Would you like some candy? Just come this way to my van!

Diabolic Tutor

Yes, this looks like Liliana telling Chandra, "It was me who farted!"



Dramatic Reversal

ASSEMBLE THE JACE-TICE LEAGUE! *Snore*


I hope you enjoyed this lighter look at Kaladesh. Maybe I'll make it a regular thing. Maybe I'll just be lazy and not.

Tuesday, 26 July 2016

MTG: 13 Intriguing Casual Cards from Eldritch Moon

"Not another bloody Eldrazi set!" I thought, when Emrakul was announced as the big baddie for Eldritch Moon.

Thankfully, the set seems far more interesting than Battle for Zendikar. I can appreciate the Lovecraftian Eldritch horror theme, and this set is far from another Allies vs. faceless menace we had in the last block. Rather than facing off against waves of drones, we see how Emrakul has twisted an already dark plane into further madness.

This set is also a home run in terms of intriguing cards for us filthy casuals. I had a hard time narrowing down the list.

13. SPLENDID RECLAMATION. 


This card is just asking to be abused.



What better way than to combo it with Devastating Summons. Float all of your mana, sacrifice all of your lands for a couple of large tokens, and then get all of the lands back. Easy peasy.

If you want to be a total jerk, you could also combo this with Armageddon or Jokulhaups. Who needs friends, anyway?

12. WRETCHED GRYFF


The Emerge mechanic is something I'd love to build around, and this common gryff is a decent flyer that replaces itself. This poor man's Mulldrifter is fairly easy to slot in any blue creature-based decks, and will also be a very popular draft/sealed card, as well as a possible pauper staple.

11. PERMEATING MASS


This annoying plant spirit(?) is a nice rattlesnake creature that will cause all sorts of headaches in free-for-all games. In one pre-release game, we ended up with six copies of this bugger.

When your opponent plans on bringing in the massive beats, their big dude will turn into a copy of this little dork, causing them to think twice about their attacks. *sad trombone*

While this is no Deadly Recluse (aka The Green Doom Blade), it's a solid one-drop for those who want to be left alone in the corner.

10. CRYPTBREAKER


As far as discard outlets goes, this is one of the very best. Turning any card into a 2/2 zombie, and then allowing you to draw even more fuel, will break open many stalemates.

Of course, this is yet another card that combos so well with Gravecrawler.

"Discard me, please!"

9. SIGARDA'S AID


A rather unique card that allows you to flash in equipment and auras (both pumping and removal), and it only costs one mana!

The bigger text is the one that allows you to have equipment attached to a creature for free. Equipping a creature always sucks up a lot of mana and leaves you open to removal spells. Why not flash in a Loxodon Warhammer or an Argentum Armor?


Sigarda sends her regards.

8. DESPERATE SENTRY


Another great card for pauper decks, and for Emerge decks, the Sentry leaves behind a solid horror token upon its death, and can even be a powerful 4/2 if you pull off delirium.

There are a few Emerge enablers, but I like this for decks that want to sacrifice creatures for other benefits.

7. DARK SALVATION


We have the winner for the "Most misread card in the set", as the card is a little confusing, at first read.

To be clear, the creature being targeted does not need to be controlled by the player getting the zombie tokens.

I got pwned by this at the pre-release, and it is a great mana sink/removal spell for black decks. Heck, if you already have three zombies in play, and need to kill a 3/3, just cast it for one black mana and you have a cheap removal spell.

I love spells that scale, and this plays the role of 2-for-1 nicely. While it is definitely best in Zombie decks, it still works in any black deck that loves value.


6. STROMKIRK OCCULTIST



My black-red madness deck needs some oomph, and this card might be the one to finally do it. If you can get this out early, and then connect, you set yourself up nicely for some card advantage. Playing this off of a turn one discard outlet, such as Insolent Neonate, is the best case scenario.

I like how the Occultist has trample, so that even that sliver of one damage will allow you the benefit of Stromming into the red zone.

5. SPELL QUELLER



There is a reason why this card is already seeing Standard play and selling for about $15. The oblivion ring for spells is an efficient creature that can really quell your opponents' plans.

They want to play a big 4-mana creature? SUCK IT!

They have a removal spell for your key piece? STUFF IT!

They want to counter your spell? STICK IT!

Yes, the opponent can get the spell back, but they have to work for it. If you manage to quell a Counterspell, chances are it will be dead for them when they get it back.

4. EMRAKUL, THE PROMISED END




I promised my wife that I would play this against her first, if I ever get one :)

Although The Promised End is not nearly as busted as the original Emrakul, the fact that she is protected from many removal spells, and can wreck your opponents' plans, makes this a card truly worthy of the name.

Imagine casting this for just 8-9 mana?

3, 2, 1... BRISELA!!





Yes, I am cheating here a bit, but given my love for Angels, I want all three of these cards.

Despite the fact that BRISELA sounds like a lame celebrity couple name, this is one of the scariest mini-combos you could pull off. I love how Bruna resurrects her sister, and then they become ...


:O Wow, that is bloody scary, creepy, and a little sad. Imagine being melded to somebody like that? As much as I love my wife, I need my space.

Part of me wishes that the meld was a 'may' ability, because putting all of my eggs in one basket is a risk I'm somewhat loathe to take.

Still, Brisela is immune the many of the common removal spells, and will win you the game if not answered quickly.



While I try to avoid simply jumping on the mythic bandwagon, it's hard not to be totally gobsmacked by Brisela and Emrakul. There have simply never been cards like them.

What Eldritch Moon cards strike your fancy?


Wednesday, 13 April 2016

MTG: 13 Intriguing Casual Cards from Shadows over Innistrad

Hallelujah! We are free from the Eldrazi and Ally menace bore, and are returning to the popular plane of Innistrad.

During the first go around, we were immersed in a well-designed horror world, and Wizards of the Coast, rightly decided that a return to Innistrad was in the cards.

Looking over the card list, and reading the stories, it looks like the return to Innistrad is a successful one. I haven't been this excited for a new set in a long time, and I am enjoying all of the flavour and aroma that permeates the set, such as the short stories, flavour texts, and artwork.

As is usual, there are a large pile of cards that I am intrigued by, either for building a deck around, or just adding to an existing deck.

PAUPER POSSIBILITIES

I have been building plenty of punchy pauper (all-commons) decks in recent weeks, so I have an eye out for common cards that pack plenty of power.


Angelic Purge is an amazingly powerful removal spell that permanently gets rid of a lot of problems. Sacrificing a token creature, or excess land, is not even much of a cost to exile a dirty bomb.

Vessel of Nascency is a powerful one-time dig spell, for green(!), that can also help fuel your graveyard. The fact that you can get so many different card types helps you search for a more specific weapon, especially compared to previous Green tutors, which usually find just creatures.

Murderous Compulsion is a strictly better Assassinate, and allows you to pull the old Royal Assassin trick of killing an attacking creature at instant speed! Two mana to remove any (tapped) creature is great value for a common card. Yes, we aren't getting Terror or Doom Blade back at common, but this is close.

Pyre Hound is a good candidate for Izzet (blue-red) blitz-type decks. Four mana is usually a bit high for that deck, but the fact the pump is permanent, and the fact it has trample, makes this a real possibility for pauper decks that already use Delver of Secrets.


With that out of the way, here are the bigger bombs that intrigue me.

13. UNDER THE FLOORBOARDS



Here, we see the return of the MADNESS mechanic. If you discard the card for any reason, you can play the card as an instant, and at an alternate cost. Of course, you will need to find good outlets to be able to discard your own cards.


As a five-mana sorcery, getting 6/6 of power, and 3 life, is certainly playable. Late in the game, when you can pump 6-7 mana into this, and get a lethal army online, is really what you want to be doing. I'm not sure why you gain life for letting zombies crawl out of the floor, but I won't complain :) (Are they bringing you food from the pantry?)

12. CALL THE BLOODLINE



Speaking of such discard outlets, we have a cheap one that allows you to grow an army of lifesucking vampire tokens. The only downside is that you can do it only once a turn, but the upside is the cheap cost of a single mana. In multiplayer, you can activate it on each of their turns, giving you a lovely army by the time it is your turn again.


For a mini-combo you might get in Shadows over Innistrad, pair the enchantment with Groundskeeper. Basically, it reads "2G: Discard a basic land, get a 1/1 lifelink vampire token into play, and return that land to your hand" Not the most powerful interaction, but you can grind somebody out this way.


11. TIRELESS TRACKER


I played against this at the pre-release, and it was an annoying grind. I was slipping further into the abyss as my opponent draw an extra card every turn. Here, you see the new INVESTIGATE ability in action.


For the simple cost of playing a land (you were doing that, anyway), you get a free clue token. On top of the card advantage engine, the tracker get really hold its own in combat once you crack enough of these clues. You don't need to put this in a dedicated clue deck, as it will just do work by itself in any grindy green/EDH deck.

10. WESTVALE ABBEY



Almost every casual player has some sort of mass tokens deck. Why not sacrifice some of the chum and summon ORMENDAHL!

Left unchecked, ORMENDAHL! is pretty much going to win you the game. Lifelink and indestructible? Yes, I'd love to gain 9 life a turn!

The land, itself, is also a passable mana sink. Creating a token, when you have nothing else to do, is useful.

Now, if Downton Abbey was this interesting, I might actually watch it.


9. SKIN INVASION



One of the strangest cards printed (And creepiest!), we take a pretty uninspiring enchantment, and turn it into a one-mana 3/4?

This card produces a nice level of tension: Do you put it on your own creature, and kick it into the Spartan Pit, or do you force your opponents creature to walk into the pit? Either way, you end up with the creature, when all is said and done. Very efficient, and very intriguing.

8. EVER AFTER



Aww, isn't that a happy couple?

I'm tempted to Photoshop my wife and I onto this card :)  As it is, Ever After is a nice late-game reanimation spell that could replace some of my lesser versions in certain decks.

7. DUSKWATCH RECRUITER



Duskwatch Recruiter is another grindy green card that will slot well into a variety of decks as a value-added mana sink.

Being able to basically draw a free card per turn is really potent. I'd rather this creature not flip, to be honest, and would be happy having him just sitting there, recruiting other soldiers/werewolves for my army of darkness.

If he does flip, and your hand is full, then it's easy enough to flip him back over when you are dumping your hand.

6. RISE FROM THE TIDES



This uncommon sorcery is an interesting build-around-me card that could have a potentially large payoff, assuming your opponents aren't mean and play Bojuka Bog :(

If you have any spell-heavy control decks, why not put a copy of this into it and see how it works? I could easily see some of my control decks getting 5+ zombies out of this card. Just use your spells to remove their threats and keep the board clean, then create your own army! This would pair very well with Under the Floorboards.

Time to stock up on Zombie tokens.


5. GEISTBLAST




When there's something strange, in your neighbourhood.
Who you gonna call? GEISTBLASTERS!

I'm rather disappointed that this doesn't say 'destroy target spirit' :(


On the other hand, this is one of the top cards in the set for high-ceiling potential.

After you are done shocking something, you have the ability to copy one of your best spells. The mana cost isn't cheap, but I could see EDH/Commander decks abusing the hell out of this card.


4. DIREGRAF COLOSSUS



Welcome back to Jes's Combo Corner!

Combine the Colossus with our old friend, Gravecrawler, and you can easily get a free zombie token and a recurring threat. A nice bit of synergy.


Want to make a large army of smelling, decomposing corpses? Why have one, when you can get the next 3,000,000 for free?


Sacrifice the Gravecrawler at the Altar of Phyrexia, and you can get any many Zombies as you want.


3. ARCHANGEL AVACYN




Whatever dark force has come to Innistrad, it has turned Avacyn into a raging, homicidal angel. This is another flavour home-run from a set filled with them.

A Serra Angel with Flash is strong, in and of itself, but being able to make your team indestructible for a turn? What better way to protect your weenies from that devastating Wrath of God.

If one of her flock should die, she'll invoke Hulk Mode and wipe out entire armies. There is a reason she is seeing Standard play, and is well over $30 :( Of course, I didn't crack one out of my box.

2. NAHIRI, THE HARBINGER




Nahiri seems to be the one behind all of this madness, and her first ability is a great Madness enabler.

Most Red-White decks want to be aggressive, but Nahiri seems more like a mid-range control card. You definitely can build around her with the red Madness cards, but simply the fact she is a four-mana 'Walker who can start with six loyalty makes her an easy inclusion for decks with these colours.

Only two turns, and then you can pull out an Emrakul or Blightsteel Colossus and win the game on the spot.

1. SIN PRODDER



Like a little devil, I cackled when I first saw this card spoiled. Red gets card advantage? Yes, sign me up.

My wife and I both had this card at the pre-release, and we made opponents pay for their sins. If you don't kill this quickly, the damage he'll do is like a slow bit of torture. It might not hurt a LOT at first, but you will notice the bruising in about 10 minutes.

Either the opponent lets you draw an extra card for the turn, or they take some sort of damage. Normally, such "punisher" cards aren't good, as your opponent will always make the choice that hurts them the least.

At least the Sin Prodder will inflict physical pain if they choose to not let you draw the card, so this evasive creature will tack on some extra damage. OK, so you milled my bomb, but you still had to take 4-6 damage to do so.

Even if the top card revealed is a land, and they mill it, it's likely you really didn't want to draw that land, anyway. I wasn't too unhappy to have a land milled, and then draw a relevant spell.


What cards are you intrigued by? Any cool combos I might be missing out on?