Tag: ccg (page 4 of 7)

Why Izzet?

Courtesy Wizards of the Coast

Ravnica is one of my favorite blocks in Magic: the Gathering‘s history. It provided a flavorful plane with lots of versatile deck ideas and all sorts of interesting guilds based on pairings of colors. So when Return to Ravnica was announced at PAX East, I pretty much lost my face. With the spoilers we’ve been seeing of the expansion, which hits next month, my glee is pretty justified. But while the Azorius guild is in my primary colors of white and blue, and a good deal of my cards from the previous block set in that plane appear to be from the sadistic playground of Rakdos, I’ve always considered myself Izzet at heart. Why?

Izzet is the red and blue guild. Blue is a color of mind games and control, featuring counterspells, illusionary creatures, and using an opponent’s cards against them, while red’s fast-paced flavor leans towards direct damage, fast creatures, and big flashy finishes like dragons and laying an unstoppable smackdown with a single card. When combined in the Izzet guild, the result is the magical equivalent of super-science. Izzet mages experiment with electricity, flight, spell manipulation, and time shenanigans. Why? Because they can!

Ravnica features a great deal of inter-guild politics and scheming, from Dimir spies lurking in the shadows to Golgari agents stealing undesirables for use in their experiments. Izzet certainly has its share of secrets, and if any of the guilds were to be working on some sort of doomsday device, it’d probably be them. However, it’s hard to imagine them working from a truly malicious angle. Again, for Izzet, it’s all about pushing the boundaries of Magic, trying new things no matter how dangerous, and letting the mind dictate one’s limits.

I like this very much because I’ve never been one to straight up copy deck lists from other players. I may get ideas from other lists, and I of course am curious about things like Maverick or The Rock, but I won’t be throwing down cash to simply run a deck someone else is running, regardless of how much that deck wins. For me, a good portion of the fun in Magic is the theorycrafting. Rather than being confident that I’m going to win every match I play, I’ve gone into events wondering how well or how badly the deck will run in competition. As much as it sucks to lose, especially when most “top” players tend to run the same deck, i.e. whatever the best pro players are playing, the experimentation does have rewards in and of itself. You learn about your own playstyle, you figure out what works for you, and you decide what you don’t want to do.

I think that’s where Izzet’s appeal lies, for me. While no two-color combination necessarily locks a player into a particular style of deck, red and blue together can go heavily for control, lean entirely towards aggression, or rest anywhere in between. It lends itself towards the very experimentation that keeps me going back to my favorite local comic & gaming store every week.

And it’s run by a genius dragon. That’s pretty much the cherry on it.

If you play Magic, are you excited for Return to Ravnica? Have you chosen your guild? I’d love to hear about it!

Walking Synergy

Courtesy Wizards of the Coast

I need to stop taking such long pauses between Friday Night Magic bouts. I mean, I can’t help it with the family reunion coming up next week, but if I’m not careful, some of my best cards will rotate out with the advent of Return to Ravnica in October! And we certainly can’t have that.

On a related note, my favorite planeswalker has thus far been underused. This may be because he can have some difficulties defending himself, and he seems to walk a line between control and aggression that can make him hard to place. But two of the colors towards which I lean most strongly are represented in him, and considering the raw deal he got at the hands of that amateur novelist Robert Wintermute, I really want to get him out there before the Scars of Mirrodin block becomes a Modern relic.

I speak, of course, of [mtg_card]Venser, the Sojourner[/mtg_card].

Let’s ignore his ultimate ability for now (even if it is highly kickass). It was the -1 ability that caught my eye and got me thinking. You see, until recently, I was working on a deck that was mostly about building card advantage and used creatures that took advantage of that, such as [mtg_card]Sturmgeist[/mtg_card] and [mtg_card]Psychosis Crawler[/mtg_card]. It tested all right but I felt there was something missing. It took a little too long to get going without proper control or means to defend itself, and single beefy creatures are also big fat targets to matter how exalted they become (thanks for bringing that back, M13).

But lots of creatures, suddenly unblockable? Now there’s a game-winning notion. But how to generate enough creatures to be a legitimate threat?

Oh, hello there, Vengeance at Dawn, I didn’t see you standing there.

Courtesy Wizards of the Coast

Seriously, the amount of synergy that exists between these three planeswalkers is astounding. Both Elspeth and Sorin create creatures, which Venser then makes unblockable. Ah, but how to make sure Venser does not get owned, outside of using the tokens the other two generate? Enter [mtg_card]Blade Splicer[/mtg_card]. She generates a token every time she enters the battlefield, and a pretty beefy one at that. Combined with [mtg_card]Intangible Virtue[/mtg_card] you’re talking some serious bodyguards. I played around with a couple configurations before reminding myself that you can’t just throw every card you like into a deck and see if it works.

Much like in writing, I had to kill my darlings. So out came [mtg_card]Consecrated Sphinx[/mtg_card] and [mtg_card]Captain of the Watch[/mtg_card]. Instead, [mtg_card]Champion of the Parish[/mtg_card] and [mtg_card]Silverblade Paladin[/mtg_card] provide some great power-for-cost ratios. There aren’t as many humans in the deck as there were when I ran [mtg_card]Gather the Townsfolk[/mtg_card] but both the Champions and my planeswalkers will benefit from [mtg_card]Tezzeret’s Gambit[/mtg_card]. The Paladins are also good blink targets for Venser, as I can always re-pair them if the non-Paladin of the pair is destroyed for some reason. The means to make creatures exalted and the pair of Swords I have round out this deck.

[mtg_deck title=”WUB Planeswalker Shenanigans”]
Creatures
4 Doomed Traveler
3 Blade Splicer
2 Champion of the Parish
2 Silverblade Paladin
1 Sublime Archangel

Spells
4 Lingering Souls
4 Intangible Virtue
3 Tezzeret’s Gambit
3 Oblivion Ring
1 Sword of Feast and Famine
1 Sword of War and Peace

Planeswalkers
2 Sorin, Lord of Innistrad
2 Elspeth Tirel
2 Venser, the Sojourner

Lands
6 Plains
4 Island
4 Glacial Fortress
4 Isolated Chapel
2 Vault of the Archangel
2 Moorland Haunt
2 Cathedral of War
2 Swamp

Sideboard
3 Revoke Existence
3 Celestial Purge
3 War Priest of Thune
2 Terminus
2 Grafdigger’s Cage
2 Devastation Tide
[/mtg_deck]

I know it’s technically an Esper deck with its color combinations, but the WUB joke was just too good to resist. Besides, it’s predominantly white and blue now outweighs black, so the order makes sense.

I’ve tested this deck so far with Deck Stats and opening hands are promising. I need to get my hands on the Blade Splicers to make it a reality, and I have time for that to happen before the October deadline.

Come on, guys. Let’s get some wins happening!

Unlikely Allies

Courtesy Wizards of the Coast

It was with a heavy heart that I decided to retire my House of Markov deck. It simply wasn’t performing up to my standards. There wasn’t much good news following the Avacyn Restored release events, either. My notion for a white-green Humans deck had little to distinguish it or make it truly competitive, and other than [mtg_card]Elspeth Tirel[/mtg_card] had few major threats to speak of. Things started to come together, though, when I paired Elspeth with [mtg_card]Sorin, Lord of Innistrad[/mtg_card].

At first glance, it may be difficult to understand why two such disparate personalities would work together. Elspeth is a driven and skilled warrior with righteousness in her heart and little tolerance for the corrupt, and Sorin is something of a hedonist who’s only concerned about Innistrad because it was his plane first, and the vampires he once fostered have gone a little bonkers in his absence. However, as fun as it would be to play out this dynamic, in terms of the card game they have an incredible amount of synergy.

Both planeswalkers produce tokens, provide intangible benefits (life and emblems), and have powerful ultimate abilities that can turn the tide of battle. Plus, their colors, white and black, also meet in one of the best token-generating spells in Standard: [mtg_card]Lingering Souls[/mtg_card]. Combined with enhancing cards like [mtg_card]Intangible Virtue[/mtg_card], removal such as [mtg_card]Go for the Throat[/mtg_card], and the deceptively powerful [mtg_card]Vault of the Archangel[/mtg_card], these two form the core of a very solid, very competitive, and very frightening weapon.

[mtg_deck title=”Vengeance at Dawn”]
Creatures
4 Doomed Traveler
3 Hero of Bladehold
2 Bloodline Keeper

Spells
4 Gather the Townsfolk
4 Lingering Souls
4 Intangible Virtue
3 Midnight Haunting
3 Go for the Throat
3 Oblivion Ring
2 Day of Judgment

Planeswalkers
2 Sorin, Lord of Innistrad
2 Elspeth Tirel

Lands
11 Plains
7 Swamp
4 Isolated Chapel
2 Vault of the Archangel

Sideboard
3 Revoke Existence
3 Celestial Purge
3 Doom Blade
2 Terminus
2 Grafdigger’s Cage
2 Banishing Stroke
[/mtg_deck]

The most important part is, of course, that I love playing this deck. It’s very rare for me to be in a position where I feel helpless. It has not won every match, but every loss was a close game that left both me and my opponent smiling. And that’s really what it’s all about, isn’t it?

As much as I like Vengeance at Dawn, I do have another idea for a deck that has nothing to do with tokens, plays to my colors of choice, includes perhaps my favorite planeswalker, and may give my opponents nightmares instead of smiles.

Restoring Avacyn

Courtesy Wizards of the Coast

When it comes to Magic: the Gathering, my primary hangouts in terms of color are blue and white. Blue, because the mind is a powerful tool in general and usually pretty flexible in the game & its planes in particular; and white, because I’m one of those incurable optimists who believes light can triumph over darkness. One of my favorite creatures back when I first played the game in the early 90s was the Serra Angel, one of the first examples of the Vigilance mechanic back before it had that name and a flying creature outshone (at the time) only by the Shivan Dragon.

The Innistrad block, for me, has been an interesting change of pace. I started out with a blue and red deck for Standard, but never quite found the right balance or tempo with it. For a while I kicked around an idea for a spirits deck, with my personal favorite planeswalker [mtg_card]Venser, the Sojourner[/mtg_card] at its heart, but most of the necessary rares elude me to this day. When Dark Ascension hit and I cracked open my box, the playset of [mtg_card]Markov Blademaster[/mtg_card] appealed to my inclination towards elegant yet vicious vampires, and before I knew it [mtg_card]Sorin, Lord of Innistrad[/mtg_card] and I were allies in battle. I continue to tweak that deck, and hopefully I can play it a bit before Friday’s Avacyn Restored pre-release event.

I sometimes forget just how powerful planeswalkers can be. The fact that Sorin created the archangel Avacyn is somewhat mind-boggling, and makes me intensely curious from a lore standpoint. How did he go about this process? Was she summoned from the aether, or was a worthy mortal imbued with divine power? Who is Avacyn, and who was she before? Does she know she serves a creature that drinks the blood of the living and has lived as a planeswalking vagabond for centuries? In addition to all of these questions, there was one other unrelated to lore that prodded my mind: How can I get this righteous minx into a deck?

Avacyn Restored is all about humans fighting back against the forces of darkness. Dawn is breaking all over Innistrad, and as much as my vampires will be pleased that their investments are receiving more protection, it is clear that the common man (and some uncommon men and women as well) are taking back what they’ve lost since [mtg_card]Liliana of the Veil[/mtg_card] and the other malevolent forces of the plane began pushing their boundaries. New champions are emerging, the angels are returning, and the townsfolk are bolder than ever.

Into all of this I intend to introduce [mtg_card]Elspeth Tirel[/mtg_card], Venser’s erstwhile traveling companion and another planeswalker I really like. A warrior maiden of the highest order, she seems to draw inspiration from other ladies of war such as Eowyn of Lord of the Rings, Joan of Arc, and Brienne of Tarth. The deck I’m working on covers two of the three colors associated with her native plane shard of Bant, white and green. To be honest, green is probably the color I use the least, and facing it is always a challenge for me. A savvy green player can ramp up mana very quickly, making it difficult for players in other colors to keep up. This, combined with effects that dump commonplace humans onto the battlefield and emboldening or empowering them, should create the basis for a formidable army, one to which I will introduce one or more of the angels restored along with Avacyn, if not the Angel of Hope herself.

Provided, of course, I actually see her when I start opening packs.

Doing Bad Things at FNM

Courtesy Wizards of the Coast
Haters, etc.

I haven’t been playing a great deal of Magic lately, due to various reasons, but I recently returned to Friday Night Magic armed with a new deck. As much as my previous FNM decks seemed interesting to me, neither of them had a great deal of oomph. It was difficult for them to be consistent. And then, at the Dark Ascension release, I acquired a playset of not only the [mtg_card]Stromkirk Captain[/mtg_card], but also the lovely [mtg_card]Markov Blademaster[/mtg_card].

Not only is it decent art and a double-striking, self-pumping vampire for 3 mana, there is a way to get her on the field on turn 1. I’m not usually one for odd or janky combos, but I had to try this one out. And it worked, some of the time.

You see, I felt the biggest problem with Memento Mori was a lack of consistency. It also was limited in terms of how it could deal with certain threats. And my vampires faced the same problem. Individual threats I could deal with using [mtg_card]Tragic Slip[/mtg_card] or [mtg_card]Go For The Throat[/mtg_card], but quickly-appearing groups of tokens proved problematic. I knew I needed more consistent performance rather than flashy shenanigans, which meant turn 1 actions other than waiting for something to Slip or wondering where my combo was. I also needed more reliable vampires.

I needed [mtg_card]Stromkirk Nobles[/mtg_card].

Fortunately I made out well at the last FNM. Not in terms of playing, my nascent vampire deck went 1 and 3 in the brackets. I did, however, swing a pretty good trade. I parted with my pair of [mtg_card]Snapcaster Mage[/mtg_card]s for an entire playset of the swaggering nobles, a foil [mtg_card]Bloodlord of Vaasgoth[/mtg_card], the [mtg_card]Falkenrath Aristocrat[/mtg_card] that partially inspired this flash fiction piece…

…and my very first [mtg_card]Sorin, Lord of Innistrad[/mtg_card].

I know three colors is very difficult to curve properly, and I may be setting myself up for failure. But the notion of adding white to the red/black vampire deck means I can include something else I need: an answer to token swarms in the form of [mtg_card]Day of Judgment[/mtg_card]. I need two or so, another Sorin and some of the lands required to pull this all off. Once I get them, the deck should look something like this:

[mtg_deck title=”House of Markov”]
Creatures
4 Markov Blademaster
4 Stromkirk Captain
4 Stromkirk Noble
1 Bloodlord of Vaasgoth
1 Olivia Voldaren

Spells
4 Faithless Looting
4 Tragic Slip
3 Go for the Throat
1 Curse of Stalked Prey
2 Day of Judgment
1 Fireball
1 Diabolic Tutor
2 Trepanation Blade
2 Sorin, Lord of Innistrad

Land
4 Dragonskull Summit
4 Clifftop Retreat
10 Mountain
6 Swamp
2 Isolated Chapel

Sideboard
3 Doom Blade
3 Bump in the Night
2 Fires of Undeath
3 Ancient Grudge
1 Grafdigger’s Cage
1 Curse of Misfortunes
1 Curse of Bloodletting
1 Falkenrath Aristocrat
[/mtg_deck]

We’ll see how it does, if I can acquire the necessary cards, at my next FNM.

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