Thursday, September 26, 2019
Yearn to Burn
I'm sure the Timmies out there are wringing their hands with the thoughts of getting to replay Time Stretch and Searing Wind from the graveyard three times each, but that's not the type of situation that's going to regularly come up in competitive play. So if cost is an issue, what happens when you only pay 1 for X?
Mono-red burn decks have been around since day one and still have a showing in even Type 1 play. These decks are often built around many cheap spells that do as much damage as possible, aiming to maximize that magic formula of three-damage-for-one-mana. So for a measly three mana, Finale of Promise could recycle a Lightning Bolt and Chain Lightning from your graveyard for six damage! Not a bad addition of firepower to these strategies, seeing as their cards in the graveyard are generally fodder for Grim Lavamancer at best.
Consider playing Monastery Swiftspear on turn one, Lightning Bolt and Lava Spike on turn two, then Finale of Promise on turn three: since you do indeed cast the cards from your graveyard with the Finale (as well as the Finale itself!), each instance triggers Prowess for the Swiftspear. This means you can do those 20 necessary points of damage in three turns and with only four cards. That got you burn players salivating, didn't it?
I'm not saying that this is necessarily the ultra secret tech that all burn decks were waiting for and it will become a new staple of all legacy burn decks because... well, it won't. But it's certainly a powerful option if you can get the right setup with enough Lightning Bolt variants. Nevermind that the three cast triggers means the Finale can immediately bring back Arclight Phoenix with essentially one card, meaning this could even have potential in Standard. Even the casual format would appreciate six damage off of Guttersnipe in addition to whatever spells you cast from the graveyard. Of course, if you really want to capitalize on working smarter rather than harder, you could Finale for 0 to cast Ancestral Visions and Evermind out of your graveyard. Two red for four cards isn't so bad, now is it?
Thursday, March 15, 2018
Card in Review - Overlaid Terrain
By gum, one gets tired of optimized play after a while. I want to see some rubbish!
In today's episode of Card in Review, we're also dipping our toes into the well of Bad Card Made Good - a feature that hasn't been given a nod in a long time but which is often one of the most fun exercises in deckbuilding. So who's the lucky loser for today's feature?
Wednesday, January 10, 2018
Card in Review - Tamanoa
Why only have one way of doing things, though? By gum, if No-mar decks can make do without Dromar and Necro decks can exist without Necropotence, then there must be a way to do Burn without a self-destructive bent.
Friday, October 6, 2017
Card in Review - Haakon, Stromgald Scourge
Sounds a little lofty, doesn't it? We can't all be Nether Spirit. Well, so long as you don't mind cavalry charges, you can play all of your creatures from your graveyard just as easily as from your hand - while your crucial card is in play, that is. If you're picturing some mana-hungry behemoth like Debtors' Knell or Sheoldred, worry not. All you need is 3 paltry mana and a little creative deckbuilding, and the Dead Men of Dunharrow will be yours to command!
Monday, September 18, 2017
Ability Salad
Protest all you want, but we all shared in that special joy when Akroma, Angel of Wrath was first printed. It was really a precedent set by Spirit of the Night, and other creatures such as Sphinx of the Steel Wind followed in their footsteps - simpletons that we are, we love creatures that are a big stack of abilities.
Of course, having a creature that fearsome in combat and that hard to kill necessitates something of an exorbitant mana cost, and it's unlikely to see play outside of reanimation effects - in which case you might be better off with something truly oppressive, like Iona. So how do we accomplish something similar?
Well, there are a number of "Akroma lite" creatures, with a decent handful of abilities on a smaller body for a commensurately smaller cost. Kjeldoran Skyknight, Vampire Nighthawk, and the more recent Aerial Responder all have three helpful combat abilities but won't set you back more than three mana for your trouble. Pumping one of said creatures up will leave you with a fearsome combatant, but is three abilities really enough? That's only a starting point, if you ask me!
Thankfully, throughout Magic's history there have been a number of cards that allow you to pile abilities from multiple sources onto a single creature, letting several Akroma lite-types Voltron together into a truly fearsome foe - or better yet, all share in the glory of each other's tasty keywords. With the reveal of the most recent member of this exclusive club, the Majestic Myriarch, here then is a chart detailing the various cards that let you combine abilities as well as which ones they have access to.
Saturday, August 12, 2017
Card in Review - Spy Kit
Saturday, March 25, 2017
Card in Review - Necrotic Ooze
Tuesday, November 1, 2016
Card in Review - Nacatl War-Pride
Wednesday, October 5, 2016
Card in Review - Sun Titan
1. If they were killed immediately, you weren't left with nothing for your six mana.
2. You never had to choose between attacking with your fatty or using its ability.
Wizards accomplished this by giving them a solid ability that activated when they showed up as well as every time they attacked, in addition to being a 6/6 with a nice evergreen ability for safe measure. This was ultimately successful - possibly even too successful. The problem with the titans is that they overshadowed most every other 5+ drop that was available. Why bother with Vorinclex when you could have already played a Primeval Titan and pulled out six lands? Sure Balefire Dragon wipes your opponent's entire board if he connects, but by the time you play him, Inferno Titan has dealt at least 12 damage.
Each one was a strategy in a box, providing both a creature big enough to win the game as well as support to protect it/yourself or ways to deal with your opponent's threats. Most worked on autopilot - there wasn't much strategy to go with Inferno Titan other than turning it sideways each turn - but a couple required you to build around. Sure Primeval Titan's power came from pulling out combinations of overpowered lands, but even if he's just vomiting basic lands onto the board he's helping you out. The most build-around titan was neither the strongest nor the weakest, but the one I found the most interesting.
Friday, August 26, 2016
Card in Review - Sunforger
Now then, how would you like your spell-slinging to not originate from some wimpy book, but rather a molten, glowing, skull-fracturing Mjolnir?
Wednesday, August 3, 2016
Moonmist
Tuesday, March 8, 2016
Card in Review - Liquimetal Coating
Saturday, March 5, 2016
Time Vault
Viashino Sandswimmer is a card that I've never used and don't own. I don't know anyone who has used or owned it. If I've physically seen the card, I can't recall having done so. I know what it does and would recognize it immediately, but in terms of it being a physical object, it might as well not exist to me.
But for someone out there, it was one of their precious few, 117-odd cards. It was perhaps one of three rares they owned. Maybe it was their first rare. Maybe it was their only rare. They played it in their red deck (which splashed green just because they didn't have enough red cards for a full deck) and it was one of their flagship creatures. Isn't that a weird and wonderful thought? For nearly any card that isn't named Wood Elemental, someone out there made it work for them.
Have you used Spined Fluke? You probably haven't, have you? Maybe you don't even own one. But it was the MVP of a messy-yet-effective four-colour deck I had once. Five power and cheap regeneration for three mana, what's not to like? It ate many a blocker, quickly making up for any card disadvantage you might foolishly assume it would have.
Everyone's Magic collection has a little story - no, is a little story - and there's nothing like a quaint little time capsule to remind one of that fact.
Monday, February 29, 2016
Card in Review - Assault Suit
That said, don't you sometimes just see a card that's so interesting that you want to build around it?
Welcome to Card in Review, a new feature here that, rather than looking at some aspect of the game as a whole, will pick one open-ended card and analyze all sorts of tricks that can be done with it, both general and specific.
What card are we selecting for this first foray into the world of tunnel vision?
Saturday, January 30, 2016
Customized Mages
In this variant for Magic, you get to add a little flavour to your own abilities. Instead of representing yourself with one mage, you can assemble your own spellcasting team from two to, well, however-many-you-want mages. Each one has his own strengths and weaknesses but, combined, you've got a powerful circle of wizards to represent you.
Monday, October 5, 2015
1001 Ways to Die: A Treatise on Removal
Generally people will decide what is the "best" removal and run a set or two of said cards to cover themselves. As Magic aggressively evolves and changes with each set, though, there is by now a vast multitude of threats to consider. Certainly, you can't answer all of them, but it's wise to be prepared for as wide a range as possible. I'll break removal into (broad, non-exhaustive) categories to give you an idea. Remember that this is all off the top of my head. No, I won't do any research for you animals.
Tuesday, June 10, 2014
Obscure Tricks with Abilities
Sunday, February 9, 2014
Dollar Menu Dynamite, Part 6
Another day, another dollar. Er, this is true if "day" is the shorthand way you refer to powerful and unusual cards that take your deck design to a whole new level. Wait, you don't? Huh. Regardless, I'm sure you know the drill by now - I've pulled together ten unusual, underplayed cards that have something to offer even a relatively competitive deck but cost one dollar at most. Think of your favourite builds, peruse the list as follows and keep an eye out for anything that might improve or at least spice up your games!
Sunday, November 24, 2013
Dollar Menu Dynamite, Part 5
Tired of playing the same old cards? It can be strategically beneficial to know your deck inside and out, but if you're just playing casual games with your friends, it can also get kind of boring. There's a real element of fun in your own deck surprising you now and then, and there's no better way to encourage the process than trying out a new card or two. Of course, you can't afford to swap out your power cards all the time - or can you? As part of the Dollar Menu Dynamite series, we have here a list of ten cards that can be picked up for a dollar or less yet can make a big impact on the board. Find one that piques your interest and try it on for size!
Sunday, September 22, 2013
Dollar Menu Dynamite, Part 4
There's nothing like the thrill of discovering a forgotten card that offers considerable power for cheap. After languishing forgotten, you're free to polish it off like any other gem and bring it to the table. Enter the Dollar Menu Dynamite series, which showcases a number of cards you may not be familiar with, each costing one dollar or less on the open market. Who says you have to break the bank to bring some serious power to the gaming table?