Tag Archives: Magic the Gathering

Life-Gain Beatdown (Legacy)

 

dopI know what you are saying right now: “C’mon, a cheesy life-gain deck?!” Well don’t pass judgement..I haven’t steered you wrong yet have I? This isn’t just any life-gain deck my friends. No, this deck isn’t about building up a mountain of life points that you sit on and giggle as your opponent struggles to even put a scratch in it. The life points we get go towards a great cause: pumping up our Divinity of the Pride, Serra Avatar and we can also sacrifice that stockpile to feed some Moltensteel Dragons. In order to get life fast this deck contains one key card: Rhox Faithmender (well two copies actually). His ability to double the amount of life you gain allows you to pump up the creatures mentioned above at an insanely fast rate. Who doesn’t want to play an 8/8 flying Divinity of the Pride on Turn 5? Of course to keep that life total nice and high, you need to shut down your opponent’s offense. To do so, the deck contains Angel of Serenity, Pacifism, and a playset of Banisher Priest. This deck is pretty fun to play but your opponent probably won’t agree. Now on to the list:

The Deck(60 cards)

Creatures (25): Enchantments(7):

4x Banisher Priest 2x Ordeal of Heliod

2x Divinity of the Pride 2x Pacifism

4x Kemba’s Skyguard 2x Brave the Elements

1x Archon of Redemption 1x Divine Favor

2x Rhox Faithmender Artifacts(1):

1x Serra Avatar 1x Hall of Triumph

1x Augury Adept Instants(7):

1x Angelic Skirmisher 4x Rest for the Weary

1x Angel of Serenity 2x Riot Control

1x Watcher of the Roost 1x Phalanx Formation

2x Doomed Traveler Lands(18):

1x Seraph of the Sword 17x Plains

1x Seraph of Dawn 1x Nykthos, Shrine to Nyx

1x Suture Priest

2x Ajani’s Sunstriker

Artifact Creatures(2):

2x Moltensteel Dragon

 

Note: If you want to be a real dweeb and add in another possible win condition..grab a copy or two of Felidar Sovereign, which allows you to win the game if you have 40 or more life at your upkeep. I’m not into it, but hey whatever floats your boat.

Blond’s Top 5 Dragons of Tarkir Cards

dragons

It’s that time again folks, a new expansion is yet again on the radar. Which means another Top 5 list! I’ll be honest, Dragons of Tarkir has me more excited than any other set since I’ve started playing (that’s saying a lot because I absolutely loved Theros). It actually took me quite a long time to narrow down my favorite cards to only 5. Remember, this list is exactly that: MY top 5. I’m in no way saying these are the best cards in the set. These are simply the top 5 cards that I’m looking forward to playing and that I predict will see some action in Standard.

5. Savage Ventmaw

sventmaw

A 4/4 G/R flyer for 6 mana doesn’t sound like a good deal at all does it? What makes this fellow interesting is its ability to generate 6 mana (3 red, 3 green) every time it attacks. Look for this guy to make an appearance in Atarka ramp decks. Speaking of Atarka…

 

4. Dragonlord Atarka

dlord atarka

7 mana (5GR) for an 8/8 dragon with flying and trample is already pretty decent. But when you add in it’s ability to deal 5 damage divided anyway you choose between your opponent’s creatures and planeswalkers when it enters the battlefield makes this card a must have in my book.

 

3. Gleam of Authority

gauth

An Enchantment that gives the enchanted creature +1/+1 for each +1/+1 counter on your other creatures. It also grants the enchanted creature the ability of Bolster, which pumps your other creatures up, which then in turn pumps your enchanted creature up even more. I have a feeling that this card will see some action in Heroic decks.

 

2. Thunderbreak Regent

tbreak

Only 4 mana for a 4/4 flyer and when you opponent gets cheeky and decides to take it out, Thunderbreak does 3 damage to that player. I’m really pumped for this guy. I’m planning on running a playset in the new dragon deck that I’m currently brewing. (I’ll make sure I post the deck when I finish tweaking it).

 

Which brings us to ……………………………………………………….

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1. Zurgo Bellstriker

zurgo

What the hell!? Zurgo Bellstriker?! Not Narset Transcendent?! Not Deathmist Raptor?! Yes, Zurgo ****ing Bellstriker. I’m expecting that this guy will be a staple in all RDW and/or aggro decks and not only that, will be popular in all formats, not just standard. A one drop 2/2 with a weak drawback is pretty rare, and his dash ability can make your opponent’s life miserable. Is he unstoppable? No. Realistically he only shines in an aggro deck as his weak drawback (he can’t block creatures with power 2 or greater ) can actually become a liability later in the game. If you draw him in your opening hand though…look out.

 

Honorable mentions:

Ire Shaman, Commune with Lava, Narset Transcendent, Anafenza, Kin-Tree Spirit, Atarka’s Command, Avatar of the Resolute, Inspiring Call, Shaman of the Forgotten Ways, Dragonlord Silumgar, Sarkhan Unbroken, Hidden Dragonslayer, Sunscorch Regent, Blood-Chin Rager

So about last night…(a.k.a Our First Journey into the World of Standard)

Last night was our monthly gaming night as well as our scheduled podcast-recording session (it was a great show, definitely check it out once it’s up). It was also the first time that I have ever played Standard. Note: Shawn has attended a prerelease event in the past but I’m not counting it as it was sealed. So exactly how did two legacy guys end playing Standard?

It started about a week and a half ago, we were chatting about how excited we were for Dragons and for some reason I started thinking of the ways it will shake up Standard. Would there suddenly be an influx of ramp decks? Warrior decks that utilize the powerful Dragon Hunter? At that point it hit me: it didn’t matter. We only played Legacy and Modern. Why was I so interested in what was going on with Standard? It certainly wasn’t going to affect us any..or would it? I sent Shawn a message suggesting that we jump onto the Standard boat for a trial run. He immediately liked the idea and suddenly the fire was lit.

I thought of brewing a Red Deck Wins and an Abzan Aggro. I already had both of those deck types built so I figured that besides replacing a few cards and doing some tweaking, they were all set for Standard action. Wrong. I essentially had to break both of those decks down to the point of scrapping them and completely rebuilding. After removing all of the non-Standard cards, I was left with approximately 27 cards in my Abzan and even less in my Red Deck Wins. I decided that the Red Deck Wins was a lost cause so that went straight into the Legacy part of the my collection (also Shawn was building one and sometimes aggro vs aggro can feel…less than mentally stimulating). Since this was a time of change and getting out of our comfort zone, I decided to look into a mechanic from the Theros block that originally didn’t impress me in the least bit; Constellation. I’m glad I changed my mind about it because I love the combo aspect of the game and this deck is all about combos. After playtesting the deck a few times I felt very foolish for ignoring the mechanic for over a year. The Abzan deck was slightly easier to tweak..throw a couple of Siege Rhinos in, sprinkle in some Fleecemane Lions and you have an aggro deck. OK, Ok, it was more complicated than that but I won’t bore you with the exact details of how I crafted that deck.

So how did it turn out? Well to be perfectly honest we played 3 games last night, 2 Standard and 1 Legacy..and the Standard games were far more intriguing and close. The first game was my Constellation deck vs his Temur. I roared out to an early lead, dropping a few 2 drop Enchantment creatures and kept gaining life while chipping away at his. But Shawn is a resilient player and didn’t go down easily. He battled back, removing creatures and sending my Master of the Feast back to my hand repeatedly. In the end I prevailed but that was only due to a Banishing Light that I was holding in my hand. The 2nd game was even better in my opinion..it was Abzan vs Abzan. In the end despite the fact that I kept fighting back by gaining life and pumping up my creatures, I was straight up outplayed and lost. I made some misplays that screwed me over..but even if I didn’t he had me dead to rights. The 3rd game we played was a Legacy and it wasn’t close. I walked away with the “W” but it wasn’t satisfactory. I rather win by a narrow margin then by a landslide any day. There is no excitement in a game like that. After that game, I kind of kicked myself for not building a 3rd Standard deck. It’s hard to go from 2 interesting games to a 3rd not-so-interesting game. So are we Standard guys now? To a certain extent I think we are. The deck building is more challenging but the back and forth nature of the games makes up for the limited pool of cards you can choose from. Now am I saying that we are done playing Legacy/done posting Legacy deck list/ done talking about Legacy? No, no way. Legacy is the format that our 2 man group started with. I can’t speak for my buddy but Legacy was feeling slightly stale to me over the last few months so it’s nice to flex that mental muscle and keep things fresh by going Standard.

Keep checking this site as there will be more Standard deck lists, and even videos of our games to check out. Also, I posted the Constellation deck mentioned above in our deck lists section.

B/W Constellation (Standard)

*Sigh* I know, I know…it’s been since October since we’ve posted a deck list. Well, I’m here to rectify that problem right now with my very first Standard deck: Black and White Constellation. Pause. Yes, I said my very first Standard deck. In the past, we have been exclusively Modern/Legacy players but have just discovered that Standard can be a far more intriguing form of the game. Now back to the deck. Just like any good Constellation deck it contains mostly Enchantments and Enchantment Creatures that interact with each other and trigger multiple effects when they hit the battlefield. I actually just played this one for the first time tonight against Shawn’s Temur. It more than held its own and was a blast to play.

The Deck (60 cards)

Enchantment Creatures: Enchantments:

4x Master of the Feast 2x Armament of Nyx

2x Doomwake Giant 2x Aspect of Gorgon

2x Underworld Coinsmith 4x Banishing Light

4x Grim Guardian 2x Oppressive Rays

2x Sightless Brawler 2x Ordeal of Heliod

1x Brain Maggot Artifacts:

1x Erebos, God of the Dead 1x Spear of Heliod

2x Herald of Torment Lands:

4x Spiteful Returned 6x Plains

3x Baleful Eidolon 8x Swamps

2x Nyx-Fleece Ram 4x Scoured Barrens

1x Gnarled Scarhide

Creatures:

1x Soldier of the Pantheon

 

Note: Once Theros rotates out, this deck can be a killer Legacy deck..throw some copies of Underworld Dreams into this deck and watch it combo with Master of the Feast. Death by drawing.

How to Play Your Dragons (of Tarkir)?

(Editor’s Note: Ultimately, I had to decide not to bring the boys to a prerelease because Liam isn’t feeling well, but I’m interested in in what everyone thinks about this.)

With the last set in the Tarkir block imminent and big changes on the horizon for the game, I wanted to do a preview article of some sort. Since so many others have already written articles that list the best cards for this format or that format, I don’t want to (nor do I feel comfortable) add to that. If you’re looking for those articles, I recommend LSV’s take on limited (The link takes you to his thoughts on gold, colorless, and lands. There are links to the other colors in the article) or Channel Fireball’s Magic TV video that discusses constructed Standard. The video is long but worth the watch. I still haven’t finished the whole thing. If Chris and I are going to seriously pursue constructed decks, though, I will have to watch the rest of it.

The 2 Guys Gaming pride ourselves in bringing a fresh voice in the gaming community. We may not have the most current or cutting edge content, but we try to make it fun, entertaining, and maybe even a little informative. I initially drew a blank on how to approach this article. I know that I want to focus on the prerelease. I’m positive that I want to include my sons in some way. I am struggling with the angle. Chris and I are going to talk about the set this weekend. That narrows the possibilities even more.

I want to write an article about this weekend’s prerelease and children. Okay, I got it! As usual, inspiration hit last night while in that weird place that your brain resides as you are on the verge of sleep. I will write an article about the prerelease and children. So obvious and simple, right? Why did it take me so long? Sometimes my muse takes time off. Maybe she extended her St. Paddy’s Day celebrations. She finally showed up just in time as she likes to do and I’m ready to write this article.

I’m a member in a Magic group on Facebook. It is an eclectic group and mostly friendly, so I fit right in. An offshoot group formed last year called MtG Secret Santa that encourages members to send cards other anonymous members. I am not a huge fan of Facebook, but every now and then, the stars align and it leads to something great. The reason that I bring up the group is that it contributed to inspiration for this article.

One of the most common questions in the group is some variation of “What age is good to start my kids on Magic?” More often than not, one of the first answers is an attempt at humor, “As soon as possible because then they won’t have money for drugs.” I must admit that one always makes me chuckle. As generally happens online, after the trolls get it out of their system, people give genuine responses. Most give the advice that they would start as soon as possible because the came can teach math reading, critical thinking, and other valuable skills. While that might be true, that is not the reason that I taught my kids the game. Truth be told, they weren’t even considerations. I taught them the game for the same reason that I wanted to learn it myself and still play. It is a fun game. Plus, they had the added advantage of already having played Pokemon. Teaching them has the added benefit of being able to share with them something that I enjoy.

The reason that I bring all of this up is that there are always two sides to every one of these discussions. I always try to consider both sides before making a decision. The predicament, as you can no doubt guess, revolves around whether or not to take my sons to the prerelease. i took Liam to the Theros prerelease and he had fun. I took both of them to the Khans of Tarkir one and even though there was a monumental mix up, we ended up having an okay time. Before recently, I never even considered that either one of them at the events was a problem. I can honestly say that I don’t have a problem with them going. There have been other children at the other two prereleases. Admittedly, not many and they may have been older than my kids, but they were there.

So, what’s the problem? Well, I might not see a problem and you might not either. However, I recently learned that there might be a problem because others don’t like the idea. I can’t definitively say that their attitudes extend to the prerelease. The conversations always start with Friday Night Magic and end with several people gleefully telling stories of how they demoralized some kid who shouldn’t have even been there.

Forget, if you can, that they are most likely grown men who are bragging about beating a child. That might be difficult since I just made a point to remind you. Let’s put that to the side and stick to the main point. Clearly, there are those in the community that don’t want children at these events. I know that not everyone likes children. Hell, I don’t like some of the people that I meet at a Magic event. In the spirit of competition, we are encouraged to respect our opponents.

I agree and sympathize with the sentiment that young kids shouldn’t be at competitive events, even as spectators. I’m going to Star City Games in Providence and Worcester in April and May and I’m not taking either of the boys. They get bored easily, so there’s no way they would last all day at one of those. Friday Night Magic might be borderline. I have never been to one of those, so I don’t know how seriously or casual people take those games. I have been to two prereleases, as I said, and those are more suited for kids. I even saw that they have a new dice rolling game for Dragons of Tarkir, so Wizards seems to be skewing the demographic younger by themselves.

At 7, Aiden might be on the border of acceptable. He got bored and a little whiny towards the end of Khans of Tarkir and we had to leave early as a result. I will try again at the next one (not Dragons, more on that later) and if he can’t handle it, I will wait a couple of years until he is at least 10. That’s how old Liam is and both times he was well behaved and independent enough to build his own decks. He even won a match during Theros.

As it stands, this who decision is no longer relevant. I might be going but I won’t be taking the boys to the prerelease because Liam isn’t feeling well. Hey, kids are unpredictable! It’s why we love them. It’s why they drive us nuts. Still, the larger point remains valid. Magic is a game that appeals to a wide variety of people. You probably won’t get along with every person you meet at an event. You should still respect your opponents both during and after the game. Especially new players, since without them, the games that we love so much might cease to exist before long.

I don’t feel bad taking my kids to the prerelease. Should I? What do you think? I’d like to know if this is honestly a big problem for the community at large. It might be that the only people that I hear saying this are Twitch chat. We know how they can be about pretty much everything. Let me know in the comments or via email how you feel about this.

Overdose on Cardboard Crack

(Editor’s Note: I know that I’ve been heavy on the Magic articles lately, but this is an exciting time for the game right now. I will do something on Diablo III on Friday to prepare for the podcast next week.)

As most of you already know, Pax East was this past weekend in Boston. Since it is the most “local” of these conventions, I made a vow last year to go this year. Coincidentally, I made the same vow this year for next year. I broke that vow and the gaming gods punished me accordingly. Among the constant stream of Twitter and Facebook updates (that I checked in between rounds of the Star City Games GP in Miami), was news of a new Orcs Must Die game, a Hearthstone adventure mode with more cards, and many new spoilers from the latest Magic the Gathering expansion set. They’ve never done a dragon themed expansion before and we quickly learned that they weren’t lying when they said that “Here there be dragons (of Tarkir).”

The block started with a plane on which all of the dragons had been hunted to extinction. Having relatively recently lost big time to Chris’s dragon deck, I thought that this was a great idea. I love my dragons and all of their destructive power, but this loss was especially devastating for some reason. Usually, I take the losses in stride, but I immediately started to plan ways to exterminate that dragon deck. I still haven’t quite finished the planning stages of my “Dragons Be Gone” deck and I’m afraid that it might be too late now.

The second set, Fate Reforged, saw one of the characters travel back in time and reverse the events that led to the deaths of the dragons. It is this set that introduced the dragons, obviously, and started to turn the plane topsy turvy. Five powerful beasts rise from the fray to destroy the puny human clans and take their rightful places as the rulers of Tarkir. Several prominent characters saw their fates changed as a result of what happened. I suppose that’s where the name of the set came from. While somewhat underwhelming to me and Chris, Fate Reforged provided a perfect bridge between past present, and future or alternate past and present…or whatever actually happened.

Truth be told, I lost interest in Magic to such a degree that I had no idea the new set was imminent and that spoilers were about to happen. I remarked to Chris that it felt really early, but then they were happening. A couple of dragonlords, command cards (that let you choose two of four options), new mechanics (like Megamorph, which always makes me think of Power Rangers), and a set that looks to blow the roof off, as I thought it might. Both Chris and I found a renewed interest and excitement for the game as the days passed and new cards were added to the web pages.

Enter Pax East. By the end, we met all of the dragonlords. We witnessed the final destruction of the clans and a refocus on ally 2-color magic instead of the 3-color wedges of the clans. We saw Sarkhan changed by his successful alteration of the timeline, or creation of a new timeline….or whatever happened. Other than the lords, we got new dragons. Lots of dragons. Dragons that breathe fire and those that breathe acid. Dragons that morph, dragons that clear the board. Dragons that buff others, dragons that draw cards, dragons that alter the effects of spells, dragons that don’t really do much…okay, that one so far is a lie. Almost all of these dragons look impressive and no matter which ones I end up pulling from my fat pack and booster box, I will put them into at least one of my decks. I’ve already started. I have a dragon in my Mardu deck and I’m thinking of putting one in my new Abzan deck. As I said to Chris, it is at the point of “If you can’t beat ’em, join ’em.”

Crazy as it is, that wasn’t even the best Magic news to come out of Pax East this weekend. They also announced the theme of the last core set in the form of a double sided Liliana card. On one side is a legendary form and the other side is a planeswalker form. More information reveals that the set will focus on five different planeswalkers and tell the stories of how and when their sparks ignited. As somebody who simultaneously liked and hated the core sets, this is exciting and interesting news. I am a fan of the two sided cards even if I haven’t found a way to use them in my decks. The main thing that I don’t like about the core sets is the amount and quality of reprints. Since it is the last core set, they can go one of two ways. They can either go crazy with the reprints to give players one last chance to get some of the cards from the past that are very expensive on the secondary market or they can have one last core set where they showcase their imagination and originality.

Personally, I think that they will lean towards the latter. They might reprint some cards as they always do because they are also taking the occasion to relaunch their Duels of the Planeswalkers series with the same Origins branding. They are making the game free to play to draw in that audience. They also have brought back some of the more popular games modes that they removed in the last version of the game. Making new players feel like they have a chance is key to getting those players to enjoy playing your game, so giving those new players cards to play in a card game seems legitimate. Hearthstone does a terrible job of this, in my opinion, but they report huge numbers of players, so what do I know?

This article isn’t about Hearthstone. It is about Magic and there is still plenty to discuss. There may be reprints in Origins for the reasons outlined in the previous paragraph, but I don’t think that there will be a large number of reprints. My main reasoning is that Wizards also (I know, right?!) announced their new Modern Masters set. I remember the first Modern Masters as an overpriced set of reprints. This appears to be the same, but one of the cards spoiled has me excited beyond reason. Upon seeing the card, I wrote a message to Chris telling him that I was considering an order of a box of the set at $350+. Thankfully, he talked me off the ledge, but that card still speaks to me on a deep level and I’m not sure why. Modern Masters 2015 contains reprints of Tarmogoyf. Widely considered to be one of the best cards for many modern decks, fewer copies of the card exist than maybe should because at the time of printing, not many considered it to be that good of a card. While not on the price level of Alpha cards, it still costs quite a bit. None of that matters to me, though. I just think that it has the most fun name of any Magic card ever created. As I said in my recap of the Star City Games modern tournament, I defy you to find a card that is more fun to say than Tarmogoyf. $300 for a chance at bragging rights on a card that is fun to say? Shut up and take my money! Totally worth!

Are you all newsed out after announcements of Dragons, two sided planeswalkers, a relaunched digital game, and reprinted tree zombies? Well, prepare to be severely disappointed because there’s more. After learning of the origins of five of the planeswalkers, Magic is bringing us back to Zendikar. They haven’t announced any more than the name of the first set, but just that one word was enough to send players into either a near orgasmic state of joy (me, for one) or spastic fits of rage (many of the standard players) in a fight that some are calling the “Battle over the Battle for Zendikar”. Not really. I’m almost sure that I just made that up.

So, what (aside from nearly everything) could divide the player base into warring camps? We don’t know how the events on Tarkir have affected other planes, but when we last left Zendikar Eldrazi were devouring it. If you think that a set full of dragons is going to make for powerful decks, wait until the mana consuming Eldrazi make their comeback. Sure, they have huge casting costs, but (and they have big butts, too) the costs are always colorless, they swing (usually at your face) for massive amounts of damage, and they have annihilator to destroy any board that you might have built to try to counter them. I’m not a competitive player and only got to play the Eldrazi in an old version of Duels of the Planeswalkers, so I’m excited for the possibilities of being able to annihilate (haha, get it?) my opponents. Oh, and from a purely Magic nerd point of view, Zendikar was the set of full of art lands. So, that possibility exists. If you give me a chance at full art lands again, I welcome our new Eldrazi overlords.

Wizards of the Coast absolutely crushed it with these announcements. I don’t know if anybody else had the same reaction as Chris and I did. We both considered finding another hobby because we were both so unimpressed by the set. Fickle? Perhaps, but Magic can be an expensive hobby and if it isn’t returning that expense in terms of enjoyment, I can think of many other ways to spend that money. I, for one, am interested in Magic again in a big way. Well played, Wizards. I might not be your white whale, but you will continue to get my hard earned money for at least the next year.

Majorly Modern Magic

(Editor’s Note: I challenge you to find a Magic card that is more fun to say out loud than “Tarmogoyf”.)

StarCityGames.com held their first Modern Open Tournament this past weekend in Baltimore. I watched nearly every (maybe every) featured match on their Twitch stream. I kept chat open. For the most part, I’m glad that I did. The Magic audience seems to be closer to my demographic than the normal Twitch chat.

That’s not to say that chat was a completely positive experience. This is still Twitch, after all. Some players generated intense hate from viewers because of slights (perceived or real), board states (angled graveyards and land in the front as illustrated in the comic), and seemingly no reason once or twice. That has to be the single thing about competitive gaming that bothers me most. It is the same thing about other sports that I don’t like.

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Instead of just being able to enjoy the games, there is so much baggage. We attach all of these perceived offenses to “our” team perpetrated by the “other” team. Very seldom are fans able to congratulate that “other” team on a well fought victory. Adding to their ability to suck any and all fun from the games, every minor detail of the game gets analyze, overanalyzed, and then criticized. Due to the mostly younger demographic, the video games community skips right to the criticism. There is no resolution or nuance in the conversations. Just a constant drone back and forth. What ever happened to simply watching and enjoying the games.

Okay, rant over, now to the event itself. Part of the reason for the outrage in chat is that like many competitive card game tournaments, players brought decks that were a variation on a theme. Maybe part of the reason that it didn’t bother me as much is because I don’t play modern, so I wasn’t as familiar wit the decks and haven’t experienced the frustration of playing against them. Still, I came into this event with no baggage or expectations.

I learned quickly about the intense hatred for the so called “Twins” decks and the card Blood Moon. Many are calling for it to be banned while others defend it to their last breath. It’s the typical conversation that surrounds controversial cards or combos. I made my usual joke on the topic.

x needs to be banned.” –Every player who ever lost a single game to x.

x is fine.” –Every payer who has ever abused x‘s broken mechanic to their benefit.

Honestly, though, as a completely neutral party, I didn’t see a problem with Blood Moon. Sure, it can be frustrating to encounter, but it also seems easy to deal with. By my understanding, the decks that run it do so because of an abundance of nonbasic lands being played in Modern. Seems to me that modern players just need to adjust. I don’t know much about the competitive Magic scene as a participant, but isn’t that a part o it? Players adjust to one another, decks, cards, and combos. While one of the blood moon decks was in the final round, they didn’t dominate to a point where it felt unfair. Let’s take a look at the standings to see if this is on the level of Treasure Cruise or Pod.

Two of the top four decks of the open used Blood Moon either in their main deck or sideboard. Four of the top 8 represented a “Twin” deck, the archetype mentioned that led to this discussion of Blood Moon. Only three of them ran the card, but people were calling for the heads of these players all the same. Those calling for a ban are just full of sound and fury, signifying nothing. While the decks might be mostly unoriginal and a pain to face, that is just the nature of competitive card games from what I can tell. All of the tournaments that I watch feature the same decks. If you want innovation, then you need to innovate.

Witness the the other decks played at the tournament. Twenty seven different archetypes were identified in day two of play from Abzan to good old zoo. Even if we look only at the four other top eight decks, we get a Jund with Chandra and Liliana, White/Black tokens with Soren and Liliana, and four color control built around Snapcaster Mage as the only creature. I have simulated a few games with each of these decks and they are fun to play for a player like me who enjoys the control aspect of Magic. So far, I have watched Vintage and Modern and both formats heavily favor control, making me wonder why I haven’t followed these formats more closely before. My main reason, as is usually the case in these types of situations, was ignorance. I heard, and believed without evidence, that the games were dominated by the same decks and boring to watch. While that might be true in Standard, which is a format limited to the last few sets for its card pool, both Modern and Vintage have proven to be interesting and fun to watch.

Though certain decks are favored, as I discussed, the formats are not stagnant. Different types of the same deck play differently. With 60 cards, instead of 30 like Hearthstone, to use to build decks, even the same deck will look different from game to game. The same cannot be said for Hearthstone. Most games can be predicted by even the most novice viewer after only a few games. I admit that I was wrong. Competitive Magic is great to watch and I’m going to follow more closely.

You may have noticed that I’ve only focused on 7 of the top 8 decks at the event. The reason for this is that the deck that took the top spot in Baltimore deserves more than a mere mention. During the event, I jokingly called the deck “Sultai cards that I found in my couch cushions” since SCG only could only identify it as “Sultai”. The decks creator, Gerard Fabiano, ensured that they would not be able to be more specific in their classification. The story behind the deck is that he held an internet pull to choose his deck and “Sultai cards I own” won. I immediately fell in love with the idea, watched all of his matches closely, coined my own pet name for the deck, and kept writing Chris with updates that I’m sure he didn’t care all that much about.

The deck (found here and an absolute blast to play and watch) inspired me to make plans to go to Star City Games events in Providence and Worcester, so look for my in person reports from them in April and May. It has also helped to contribute (along with my discovery of Vintage Super League) to my renewed interest in Magic. I felt underwhelmed by Fate Reforged, but I’m back in and looking forward to Dragons. I might even sign up for a prerelease again.

You may sat that is quite a lot to attribute to one deck. I tend to agree and it might not be completely because of the deck, but have you seen that deck? I’ll give you time to click the link. Back? Not only does it have many Modern staples, but it has cards like Feed the Clan, too. It has everything; counter spells, creature removal, forced discard, peeks at the opponents hand, graveyard manipulation, life gain, the ability to steal creatures that you don’t remove/have already removed, and Tarmogoyf. The entire deck list is like something snatched right out of my fevered Magic dreams after passing out from too many whiskey shots. It is an absolute work of art from top to bottom and Mr. Fabiano has a new fan boy for life.

If you haven’t had a chance to watch the finals match of him playing the deck, you can find it here. It is a thing of beauty. You can actually watch all of the matches on the playlist there, but the finals match was some of the most fun I’ve had with Magic. Hell, I even found myself searching prices for Tarmogoyf and coming away disappointed that I will never own one. Nevertheless, this event looking forward to checking out the events in person in April and May.

Episode 1 – Khans!

Here it is.  The debut of the 2 Guys Gaming podcast.  In the show, we talk about the release of Khans of Tarkir, relive our adventures in Gears of War and go retro with the Sony PSP.  Enjoy and be sure to leave lots of love and suggestions!

2 Guys Gaming
2 Guys Gaming
Episode 1 - Khans!
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Graveyard Dredge (Legacy)

dshaman

Here it is..our 2nd deck list for your viewing pleasure. As the title suggests this is a black and green graveyard deck, I’ve had pretty good results with it (9-2) but once again, we will post our disclaimer: we cana’t promise you that you will win tournaments, or in general, that you will win every game that you play. What we can promise you is that it’s a fun deck to pilot. Without further ado, we present The E.C’s Graveyard Dredge:

Strengths: Dominant mid-range deck, lots of removal, big creatures quick,

Weaknesses: Control decks can be an issue(when are they not?) , or any deck with a lot of removal.

The List: (60 cards)

Creatures (22)

 Spells (20)

2x Nyx Weaver

2x Strength From The Fallen

1x Jarad, Golgari Lich Lord

4x Putrefy

4x Nemesis of Mortals

4x Grisly Salvage

2x Nighthowler

2x Murder

1x Avatar of Woe

4x Commune With The Gods

2x Dreg Mangler

2x Treasured Find

1x Ghoultree

2x Drown in Filth

2x Sedge Scorpion

Lands (18)

2x Slaughterhorn

2x Overgrown Tomb

2x Deathrite Shaman

10x Forest

1x Lotleth Troll

8x Swamp

2x Deadly Recluse

The Strategy

Nyx Weaver, Commune with the Gods, Grisly Salvage and Drown in Filth are the backbone of this deck. Use them to self-mill into your graveyard. Once you’ve milled a few times, you should have enough creatures in your graveyard to pump up Jarad, Golgari Lich Lord and Nighthowler while also casting Ghoultree and Nemesis of Mortals for next to nothing. Don’t panic if your opponent gets the jump on you, save your removal spells for clearing a path for when you drop a big creature onto the board. Use Treasured Find to save anything you didn’t want to mill.

Magic-Stone: A New Format

Late last year, Shawn brought Blizzard’s new baby, Hearthstone, to my attention. After hearing him talk about it on several occasions, I was intrigued and figured I’d give it a shot. I’ll be honest. I wasn’t a huge fan. I’m still not. Sure it was fun every once in a while but it didn’t really do it for me. Don’t worry this article isn’t another review for the game, it’s about our creation of a new MTG format based on the only redeeming quality (in my humble opinion) of Hearthstone, the mana system.

Those of you who have played Hearthstone know exactly what I’m talking about. At the beginning of every turn you get 1 additional mana crystal which is used to cast minions and spells. You see, In Hearthstone, there is no such thing as mana screw, and anybody who plays MTG has surely felt the pain and frustration of drawing spell after spell while your opponent pounds the snot out of you without mercy with no relief in sight. To us, mana screw casts a shadow over the game..instead of seeing who has the better strategy/deck, it provides players with an inaccurate assessment of their decks. So after a few conversations and some play-testing we came up with a way to adapt the Hearthstone mana system to MTG. So without further ado we present Magic-stone..

  • Players have two decks; a 20 card deck that consists of nothing but land, and a 60 card deck that consists of everything else (the main deck).
  • At the start of a player’s turn, that person firsts draws a card from their land deck, puts it directly into play and then draws a card from their main deck.
  • Mill cards don’t affect the Land deck.
  • Cards that damage a player for drawing do not do damage when drawing from the Land deck.
  • “Discard” creatures (i.e Balustrade Spy) that force you to mill your deck until you draw a land, are banned.
  • Any card that prevents a player from playing land is still legal. Hey buddy, that’s called control not mana screw!

Simple enough, right? During our play-testing we found that this style of Magic made for more interesting and competitive games. Instead of one or both decks being slowed down by lack of mana, both decks are able to fully function. It really shows players the strengths and weaknesses of their decks while also speeding the game up. However with this format, some cards are essentially rendered useless (Into the Wilds and Borborygmos Enraged come to mind), but in my opinion the pros definitely outweigh the cons. So grab a buddy or buddies, try it out and let us know what you think.