Category Archives: On the Tabletop

Adventures from cards, miniatures, pencil and paper RPGs, and other old fashioned games from before the internet ruined everything.

Graveyard Shift

(Note: I am continuing the Entertainment Compendiums week-ish long Halloween celebration with a themed deck list. I’ve already posted my zombie deck, so here is my first attempt at graveyard/deck manipulation in the form of Sultai.)

Spells (16)

Bitter Revelation (2)
Diabolic Tutor (2)
Dutiful Return (2)
Reclaim (3)
Strength from the Fallen (2)
Taigam’s Scheming (3)
Wreath of Geists (2)

Creatures (26)

Abomination of Gudul (2)
Bant Sojurners (3)
Dreg Mangler (2)
Drudge Beetle (2)
Embodiement of Spring (3)
Kheru Dreadmaw (2)
Nemesis of Mortals (4)
Sanctum Plowbeast (2)
Shambling Attendants (2)
Sluiceway Scorpion (1)
Sultai Scavenger (2)
Thrashing Mossdog (1)

Land (23)

Dismal Backwater (4)
Evolving Wilds (4)
Forest (2)
Island (2)
Opulent Palace (2)
Plains (2)
Svogthos, the Restless Tomb (2)
Swamp (2)
Thornwood Falls (3)

The deck is a bit beefier than the standard 60 cards. That’s only because I didn’t want to cut it down to 60. Also, the Evolving Wilds are sort of like a bonus. They are there both as ghetto fetch lands and also as a way to power the “delve” cards without exiling creatures. I ultimately don’t care that much about creatures except for the Nemesis and tried to grab some with deathtouch so that their trades will clear minions from the board. Nemesis can be such a tough card to remove and there are four just in case it does eat some removal.

The Bant cards came as luck would have it from a flea market purchase and I thought to drop them in there as blockers and also to cycle the deck/hit the graveyard as Nemesis food. So far I have only goldfished with the deck, but it has played well in this latest iteration. Have fun working the graveyard shift!

Top 5 Khans of Tarkir Cards

Time flies doesn’t it? Seems like just yesterday we were all eagerly awaiting the next round of Khans spoilers. Now Khans of Tarkir has been on the table for a month and even though I initially doubted the quality of the set (I’m so negative), I have to admit that for the most part it has lived up to it’s hype. With that said, I wanted to share with you, our loyal readers, my top 5 favorite cards from Khans. Here we go:

 

srhino1. Siege Rhino: BAM! You see that?! No waiting ’til the end of the article to see what the number one card is! How could this guy not be number one? He ‘s a 4/5 trampler that smacks your opponent in the face for 3 and gives the 3 to you when it enters the battlefield. The kicker? Most burn spells won ‘t take him out and he only costs 4 mana.

 

 

mascendancy2. Mardu Ascendancy: I ‘m a huge fan of this card. Both of its abilities are powerful and can change the complexion of a game quickly. It ‘s designed to absolutely overrun your opponent with goblin weenies and from personal experience it does it ‘s job well. It ‘s 2nd ability of giving all of your creatures +0/+3 if you sacrifice it means that your little army of beasties can survive a well-timed Anger of the Gods.

 

mantisr3. Mantis Rider: It ‘s the cornerstone of most Jeskai decks for a reason. An aggro 3/3 flyer with haste and vigilance for 3 mana. If your opponent doesn ‘t have an answer for it right away then this little guy can cause some big trouble. I’ve won a game with just having 2 of these guys pumped up with the Spear of Heliod on the board. Sure, it crumbles to most burn spells, but more often than not you will do some damage before that happens. It also gets bonus points because I love the artwork.

 

butcher of the horde4. Butcher of the Horde: Out of all of the spoilers, this guy caught my eye first. He ‘s a 5/4 flyer for only 4 mana. As if that ‘s not a good enough deal, he also has the ability to gain lifelink, haste or vigilance until the end of the turn if you sacrifice another creature. Those little goblins your Mardu Ascendancy is cranking out? Sacrifice ?em and let the good times roll.

 

fetches5. Fetchlands: Yes, I know. Not one card. But these lands are the core of the block and deserve to be in everyone’s top 5 somewhere. I didn ‘t realize how important having the right type of mana at the right time was until Khans was released and I started constructing 3 color decks. These lands make sure that you have the mana necessary to ruin your opponent ‘s day.

 

Honorable Mentions: Mardu Charm, Clever Impersonator, Savage Knuckleblade, Mindswipe, Deflecting Palm, Jeskai Ascendancy, Sarkan the Dragonspeaker and Rattleclaw Mystic.

Noob’s Guide to Khans of Tarkir

(Note: I also want to make this into a Youtube series, but I wanted to test it out here first. Be on the lookout for that.)

What is Khans of Tarkir?

Khans of Tarkir (further referred to only as “Khans”) is the latest expansion set for the trading card game Magic: the Gathering. It was released to much fanfare on the weekend of September 26, 2014.

What is the big deal about Khans?

I will discuss three aspects of Khans, in the following order; Morph, fetch lands, and wedges.

“Morph” is a mechanic that allows you to cast a creature as a “morph” 2/2 creature for 3 colorless mana. Some morph creatures have an effect when they are turned face up. The colorless mana cost allows you to cast the creature even if you haven’t been able to draw the required mana combination. It also adds intrigue and strategy to the game as your opponent tries to determine the nature of the card while it is morphed. However, the creature, while morphed, is only a 2/2 and therefore very easy to remove.

The other two, fetch lands and wedges, are features that have been asked for by the Magic playing community. Players asked for fetches back because they are integral to certain strategies in the game. Wizards of the Coast reprinted them from the Alara block. This made the players understandably happy because another reason for the request of fetch lands was that the originals are very expensive for two reasons. First, they are rare. Second, the word is that foreign speculators and manipulators bought up many of the original fetch lands to inflate the price.

Wedges are a three color strategy to building decks. The Alara block also centered around three color decks. The difference between the themes of the two sets is that during Alara, the three colors were one main color and its two allied colors and during Khans, the three colors are two allied colors and their naturally opposed color. You can see my soon to be posted “Noob’s Guide to Magic: The Gathering Mana Wheel” and the gif below to get an idea of what I mean.

wedge

 

Story/Lore

The stories are one of my favorite developments of gaming. Instead of simply running from one end of the screen only to find that “your princess is another castle”, you are often now treated to a movie quality story. Magic has a one of those constantly evolving stories that continues into Khans. Tarkir is a plane that has seen all of the dragons hunted to extinction and 5 clans now war over territory and resources. These five clans are the story behind the wedges.

The Clans – These are summarized from the lore book in the Khans of Tarkir Fat Pack.

Abzan (Colors: White/Black/Green): They use the endurance of the dragon through their ability Outlast, which allows you to use mana and tapp the creature to add a +1/+1 counter on to that creature.

Jeskai (Colors: Blue/Red/White): The cunning of the dragon is evident in their ability Prowess, which allows a creature to gain +1/+1 until the end of the turn when a noncreature spell is cast.

Sultai (Colors: Black/Green/Blue): The Sultai are as ruthless as the dragon with their ability Delve, which trades cards in your graveyard as colorless mana to reduce the casting cost of powerful spells.

Mardu (Colors: Red/White/Black): The Mardu bring the speed of the dragon to the battlefield and use that speed to trigger their Raid ability. This ability allows different effects on the battlefield after having attacked.

Temur (Green/Blue/Red): The strength of the dragon is the the cornerstone of their ability Ferocious. Similar to the Mardu, Temur can trigger different abilities if they have a large creature on the field.

I hope you’ve enjoyed this Noob’s Guide to Khans of Tarkir. I will try to record and upload it to Youtube. Also, be ready for more Noob’s Guides coming soon!

W.O.W TCG Monster Mage Warrior Control

 

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Wait?! What?! A W.O.W deck?! Here at 2 Guys Gaming we refuse to let the World of Warcraft TCG die. Not only is it superior to Hearthstone (I hear the nerd rage already.), it’s now cheap as hell too! How cheap? Well, I picked up a booster box of the War of the Elements expansion for $20 a couple months ago. I actually made my money back just by selling one loot card that I pulled. Anyways, my point is that if you are not currently playing this game, or haven’t even tried it, do yourself a favor and buy a starter deck ($5) and give it a shot. (Kicks soapbox away) Ok, back to the deck list:

Overall Strategy

Pretty simple strategy really, just use Flash Freeze, Intercept, Behead, Menace and Terrifying Shout to keep your opponent’s side of the board locked down/clear, while your minions hit the opposing hero in the face.

The Deck (60 cards)

The Hero: Augh (Monster Mage/Warrior)

The Minions

2x Neferset Champion

1x Lockmaw

2x Pythisss, Herald of Frost

2x Pygmy Firebreather

2x Neferset Runecaster

2x Dun’zarg

1x Neferset Shieldguard

1x Mok’drul

The Abilities

4x Flash Freeze

3x Polymorph Pig

4x Behead

4x Intercept

4x Menace

1x Spell Ricochet

2x Dauntless Defender

2x Ice Lance

4x Terrifying Shout

1x Burning Rage

1x Monstrous Heal

1x Merciless Strikes

The Quests

3x Traitors!

4x A Bird in Hand

3x Spirits of Auchindoun

2x The Last Barov

4x The Fall of Neferset City

Good Ol’ Gruul Bloodrush

 

gruul

Today, I present to you, our faithful readers, a Gruul (G/R) Bloodrush deck. I’ve had decent results with it (more wins than losses), but more importantly it’s fun to play. Which therefore means it’s good enough to share with you guys. None of these cards cost all that much either, so it should be relatively cheap for you to construct.

Strengths: It plays fast, and can be pretty aggro since your creatures pump each other up. If your opponent doesn’t have removal, things can get ugly fast. This deck has a solid mana base with some mana dorks (Burning Tree Emissary and Zhur-Taa Druid) sprinkled in to move things along.

Weaknesses: For once I’m going to have to say that it doesn’t have any specific weaknesses. That’s not my way of saying that it’s some world beating deck, it’s just competitive against all deck types.

The Deck (60)

Creatures (26) Spells (10)

4x Burning Tree Emissary 2x Ground Assault

4x Skinbrand Goblin 2x Magma Jet

2x Savageborn Hydra 2x Mugging

4x Zhur-Taa Druid 2x Titan’s Strength

2x RubbleHulk 2x Flame Slash

2x Fanatic of Xenagos Planeswalkers (1)

4x Ghor Clan Rampager 1x Chandra the Pyromaster

2x Zhur-Taa Swine

1x Ogre Battledriver

1x Ruric Thar, the Unbowed

Lands (23)

4x Rootbound Crag

4x Gruul Guildgate

8x Mountains

7x Forests

Why did it have to be Slivers?

The 2014 core set brought Slivers back in a big way. I noticed that as I opened my 2015 core set booster box they have continued that trend into this year. I haven’t worked any of those cards into this deck, but I might see what I can do with them. I know that the trend is to run slivers as an EDH deck, but I don’t have a playable version of any of the commanders yet, so I will keep it as a 60 card deck for now.

Creatures – 22

Bonescythe Sliver – 2
Sentinel Sliver – 2
Galerider Sliver – 1
Syphon Sliver – 2
Battle Sliver – 3
Blur Sliver – 2
Manaweft Sliver – 2
Predatory Sliver – 4
Sliver Construct – 4

Spells – 18

Hive Stirrings – 4
Verdant Haven – 4
Abundant Growth – 2
Trace of Abundance – 4
Profit/Loss – 2
Ready/Willing – 2

Artifacts – 2

Door of Destinies – 2

Land – 18

Plains – 2
Island – 2
Swamp – 2
Mountain – 2
Forest – 2
Shimmering Grotto – 2
Transguild Promenade – 4
Unknown Shores – 2

This is my first serious attempt at a 5 color deck. I chose Slivers because they naturally lend themselves to including all five colors. There is not removal in the deck. It is simply about building a board and overwhelming your opponent before they have had a chance to do anything to defend themselves. I recently learned that it is highly vulnerable to removal if you are too aggressive, though, so it is a bit of a tight rope walk of when to go “all in”. All of my decks come with the caveat, “They might not win you may games, but they are fun to play!”

If I had to choose a few cards to cut, I might go with the onstructs and maybe the Hive Stirrings to get more slivers in there that directly affect the board with buffs of their own. Also, I might try to put some more land in there and maybe since I’ve rediscovered it, I’d include some Evolving Wilds. As with the Slivers themselves, this deck has the potential to change at any minute. Stay tuned for my updates.

Saved from the Cutting Room Floor: Magic’s Economics

I missed my deadline for my article about Breaking Madden yesterday. I won’t be able to post it again until next week, so in its place, I’m giving you all an excerpt from the podcast that didn’t make it into the final cut. This will both offer a different perspective and a sneak peek at the same time. Enjoy and there’s more to come soon!

 

A Broken Economy?

(Note: You want how much for that?)

I find myself doing something now that I never even considered previously. I’m not proud of it because it contributes to the problem instead of attempting to be a solution. It takes away from my enjoyment of Magic as a game and a hobby and it adds to my frustration over treating everything in society only in terms of money and profit. I don’t think that I will ever take the next logical step, but the forces driving that decision are strong. As I opened my new booster boxes of M15 and Khans of Tarkir, I would periodically type “(card name) price” into Google to assess the “value” of each card.

I became more aware of this topic after my student that plays Magic toldme a story of how he pulled a Sarkhan planeswalker card from one of his prize booster packs and someone offered him 25 dollars on the spot for it. I wrote Chris about it because we had only days before discussed that his Khans decks aren’t quite what they could be because the tri-lands and other cards are prohibitively expensive. He replied that he has known about the state of high priced cards ever since Ice Age. That stayed with me because as I’ve mentioned, Ice Age was when I stopped collecting before starting again recently. Economics wasn’t my main reason for stopping at the time. In fact, I had no idea that it even existed as a strategy in the hobby. I assumed that all collectibles, save the very rare ones, like steroid fueled home run baseballs, tanked in price because of oversaturation. That’s what happened to me as a kid when I tried to sell baseball cards at the local flea market. “Nope,” Chris replied before giving a very specific example from that former set.

The topic continued to ferment in my brain, catalyzed by discussions in the Magic Facebook group that I recently joined. everyone posted about how they “made back part (or all) of their money” from their booster boxes. Wow, I thought, a hundred bucks. After checking the posts, they were only selling a small fraction of the cards and that made the feat even more impressive. Someone else posted bragging about how they got such a good deal for their Rabblemaster at $6 because, even though nobody believed them, it was now worth $20. Hmm, I thought, I have one of those from the fat pack that I bought. Half of the purchase price of that fat pack could be recovered through the quick sale of one card.

I don’t understand economics as a subject in general. I can’t for the life of me, figure out how we can’t agree on anything as humans, but we all agree that a dollar is worth a dollar. Even when it isn’t worth a dollar anymore–like when people say, “In my day, you could get a gallon of milk, a loaf of bread, and a stick of butter for a quarter and get change”–we still agree that it is a dollar. That makes no sense to me. It isn’t like money is a finite resource. The government seemingly prints new money daily. It is only finite for your individual circumstance due to your job, bills, and living situation.

I understand individual markets even less. Some make more sense than others. Mark McGwire only hit one #62 home run ball. I don’t understand paying millions of dollars for it, but if that’s your thing, then it is the only one out there. Like money, cards are not finite. Sure, some cards are more rare by design, but for $100 I can get 540 of those cards and so can pretty much everyone else. If they want, Wizards can fire up the printers and go to town on a whole new batch of them. Each pack contains 3 uncommons, and 1 rare or mythic rare card. Some packs have a foil. I don’t know the exact probabilities because I don’t have exact print numbers, but if the economics are to be believed, then I made back my money for my booster box with two cards, Sarkhan the Dragonspeaker and a foil Wooded Foothillls. That seems absolutely absurd.

I said that I would not ever take the next logical step, but that might be a lie. The foil card is sold out at Star City Games at a price of $60. That is about 2/3 of what I paid for a box that contains 540 cards in just one card. No matter what my individual thoughts might be on this subject, that is a tough deal to ignore. The problem as a collector, is that is the only copy of that card that I currently have. Therein lies the dilemma. While there may be many, many of those cards in existence, I only have one. Others may not have any because they didn’t open 36 packs of cards in the last week. The perceived value of the card is at least partially proportional to the perceived rarity of the card. I guess I do understand economics on some level.

I still think that it is absurd that somebody would consider paying $60 for a piece of cardboard just like I found it silly that someone paid $3 million for a baseball. Sixty dollars is hard to ignore, though. Back and forth. Sell or don’t. Ultimately, I don’t think that I will sell for two reasons. One, I don’t value money as much as I value the unique. If somewhere later, I can get someone to say, “Wow, you still have one of those?” that’s priceless. Second, the foil version of this card from an older set is currently worth $150. If I can get someone to both say, “Wow, you have one of those” and follow it up with, “I’ll give you $150 for it” then that is an unquestionable win for me.

Care to explain the changing/constant worth of a dollar paradox to me? Want to commiserate over coffee about the ridiculous pricing of certain cards as we play with paper and pen proxies because the hobby is too damn expensive? Looking to buy a foil Wooded Foothills for 60 bucks? In any case, let me know in the comments, by email, or on Facebook/Twitter. As always, thanks for reading and I will be back on Thursday with a new discovery (for me), Breaking Madden.

Calling All Collectors!

Hey you! We want to see your collection of nerdy stuff, including, but not limited to: MTG cards (or any gaming cards in general), video games, ‘ movies, or comics (or any combination of the above). Each month we will pick the best collection and run a spotlight article on the winner. Please send pictures, a description of what you collect (quantities and/or highlights) and your answers to the questions below to: noobandblond@gmail.com

 

  1. Where are you from? (Just town/ city and state..no street addresses..cana”t be too safe, there are some godamn nutties on the interwebz)
  2. When/Why did you start collecting?
  3. Whata”s your favorite/most unique item in your collection?
  4. Any collectingtips or anything else you would like to say to all of the other collector”s out there?

Good luck!

Zombies Ate Your Library

(Note: I consider playing this deck so cheap that I have only played it once, but it remains one of my favorite decks 2 years later.)

I returned to Magic a few years ago after a long absence. My return was marked by a purchase of a deck builder tool kit for the 2013 core set. As I opened the set and marveled at the treasures inside, I noticed that they included a helpful deck building guide with some tips. One of those tips that stays with me to this day is, “Build your deck with a theme and try to stick to that theme. Tell a story with the cards.” Being a natural storyteller, I took that advice to such a level that I searched for lands that matched the overall theme of the deck. The cards in the kit seemed to be pushing me to build a blue/white spirit deck, so I tried to find islands and plains cards that looked spooky or darker, like places where spirits might reside.

While I am not quite at that level of lore in my decks anymore, I still like to have an overarching theme to the decks. Most times, that theme isn’t necessarily even a strategy to playing the deck. Rather, I prefer to have tribal decks and there’s a potential story behind every card. This particular deck was built as a response to a life gain deck that Chris built. I actually read up on the various strategies behind various decks and learned aboutmill decks. I figured that would work nicely since I didn’t think that I would ever be able to put together enough damage to overcome his constant gain. Unsure if I would be able to win with a creatureless deck, I thought about it for some time before the obvious answer hit me.

Your library in the game is a metaphor forbrains and knowledge. Zombies like to eat brains. The deck came together as a match made in heaven. I can’t promise you that the deck will win very often and it definitely will not win friends, but it is fun to play and watch the opponent’s cards disappear into the graveyard.

Land – 20

Island – 4
Swamp – 4
Dimir Aqueduct – 4
Dimir Guildgate – 4
Dreadship Reef – 2
Nephalia Drownyard – 2
Haunted Fengraf – 2

Spells – 28

Crypt Incursion – 2
Curse of the Bloody Tome – 2
Dream Twist – 2
Essence Scatter – 2
Ghoulcaller’s Chant – 2
Jace’s Erasure – 2
Mind Sculpt – 4
Murder – 2
Paranoid Delusions -2
Pilfered Plans – 2
Thought Scour – 2
Unsummon – 2
Vile Rebirth – 2

Creatures – 12

Butcher Ghoul – 2
Crypt Keeper – 2
Diregraf Captain – 1
Ghoulraiser – 2
Hunted Ghoul – 2
Rotcrown Ghoul – 1
Walking Corpse – 2

The mana situation is tenuous and the deck might be made better by going completely creatureless and either splashing in some red burn or white control or even some more blue/black control spells, but it doesn’t quite match the overall story of the deck and that’s ultimately what I want to accomplish here. Still, I encourage you to give the deck a try. Maybe don’t try it against your friends unless you have a strong friendship that can withstand the trauma of watching a library consumed by the zombie horde.