Tag: Magic (page 5 of 11)

Incoming Extra Life

Courtesy Extra Life

The time is quickly approaching. In less than a month, I will be stockpiling almonds, dried fruit, chocolate, tea, and a great deal of bottled water for a lengthy, arduous, and draining ordeal. It is my intention to stay in this very chair as much as possible, for at least 24 hours, all in the name of children’s health in the city of Philadelphia.

Thankfully, I’ll be playing video games the whole time.

Yes, Extra Life is coming soon! Last year I pulled it off successfully, playing Alpha Protocol and other games (if memory serves, things got weird after hour 16 or so) for 24 hours and raising $250 for the Children’s Hospital of Philadelphia. This year, I will be representing CHOP once again, and since I missed out on an opportunity to play Guild Wars 2 as part of a group, I’ll be doing my own thing for the second year in a row.

But which game to play? I’ve given serious consideration to a couple and narrowed my choices down somewhat. I’m not going to do any multiplayer games as waiting in queues is not playing. I also would like to have some sort of live, social component to the gameplay. At the very least liveblogging via Twitter, Facebook, and Tumblr, and possibly streaming with Twitch. But I can iron out those details in the weeks to come. First and foremost, here are my top picks for Extra Life 2012.

Wing Commander (and sequels?)

I have to wonder if this old favorite is as good as I remember it being. Space flight sims are few and far between these days, and Wing Commander still boasts a dynamic, branching storyline, interesting and well-rounded characters, and evolving combat that simulate experiences like those from Battlestar Galactica. I want to see if the game (and, time permitting, at least its first sequel) stand the test of time.

LA Noire

This has been on my “to-play” list for a very long time. I’m torn between it and the Assassin’s Creed games I haven’t played yet (Brotherhood & Revelations) but I think LA Noire wins due to the style of the period and the prospect of thinking my way through interrogation scenes. Not to mention the fun of people yelling at me when I let a suspect go or start smacking a witness around. It would tie in nicely to those detective novellas I’m writing. Sadly, LA Noire has no vampires in it. That I’m aware of, at least.

Magic the Gathering: Duels of the Planeswalkers 2013

I already started up the campaign for this game, but I do have the expansion, the rest of the main story, both revenge campaigns, Challenges, Planechase, and general deck management dickery to do. Of course if I run out of all of that stuff I can break my “no live games” rule and just play Magic Online to fill out the time.

Painkiller HD

If anything is liable to keep me awake for 24 hours straight, it’s blasting legions of the damned with a gun that shoots shurikens and lightning.

FTL

If you’re not aware of this little indy gem, you should check out these video looks at the game. It’s a Rogue-like game, hardcore in its approach, with permadeath, random events, surprisingly intense combat, and interesting decision-making. Plus I may let people name the characters on new ships! Then cackle when fan favorites bite the dust. Remember, it’s for the kids.

XCOM Enemy Unknown

I talked about this yesterday and I couldn’t be more excited to play the full game. However, I’d hold off on touching it at all if this is the way I decide to go. Oh, I’ll pre-order it regardless, but I won’t play it until the event begins.

So. Want to help me out?

The poll you’re seeing to your right includes the above games. If you like, you can pick one for me to play on October 20th! I’ll make my decision and lay out a plan of attack next week, in addition to updating my Extra Life profile and giving you all the information you need to donate, tune in, and watch me slowly destroy myself in the name of video games and charity. It should be loads of fun!

FNM: One More Time

Courtesy Wizards of the Coast

Return to Ravnica is right around the corner. And when it comes, I will be wearing the blue and red of Izzet with pride. I have at least one Standard deck planned, and the guild is looking strong in Limited formats as well. On top of that, I’m planning on dipping my toe into Legacy soon, and the deck I’m considering is entirely red. But that’s a post for another time. Today we’re talking about Friday Night Magic.

I love FNM as a concept. Having a steady night for competition at a low cost provided you can assemble a deck is very appealing. And the Internet has made deck assembly even easier. Any deck being played by the pros can be found with a quick Google search or two, and if you have the disposable income, even the rarest of cards can be found for sale somewhere.

Now, I will admit to a bit of emotional and cultural bias when it comes to this. It’s one of those moments where I shake my walking stick at the young whipper-snappers taking up table space in my hobby. You see, I first played Magic back before there was an Internet, and all you really had to go on was sheer deckbuilding instinct, hard-won experience, and the occasional article in Scrye magazine. Does anybody else remember Scrye? Anyway, there really isn’t anything wrong with copying a deck from an online pro-winning deck list, I just get a little peeved when I keep losing to the same online pro-winning deck list because everybody and their kid seems to be playing it.

Like I said, nothing wrong with this. Play what works for you. I just prefer building my own decks.

Of course, there’s no way to test my deck ideas other than playing them. While I recently got back into Magic Online for the first time since some point during the Renaissance, I don’t have anywhere near enough cards from the Innistrad block to replicate my deck. Speaking of which…

It will still be a couple weeks before my full Izzet plan comes to fruition. I do have a somewhat viable deck I’ve been monkeying around with, and I think I need to revisit its most successful iteration. At the same time, there are some concepts from the latest version of it that I really like, but the way it was set up was simply too reactionary. Still, having responses planned is good, and going fully aggro didn’t really work for me, either. The result is what the pros like to call “midrange.”

[mtg_deck title=”WB Token Midrange”]
// Creatures
4 Doomed Traveler
3 Hero of Bladehold
3 Stonehorn Dignitary
3 Blade Splicer
2 Bloodline Keeper
2 Captain of the Watch

// Spells
4 Lingering Souls
3 Honor of the Pure
3 Go for the Throat
3 Oblivion Ring
1 Intangible Virtue

// 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 War Priest of Thune
2 Day of Judgment
2 Grafdigger’s Cage
2 Doom Blade
[/mtg_deck]

Cutting [mtg_card]Venser, the Sojourner[/mtg_card] hurts, but vigilant soldiers that slow down aggressive enemies while quick token generation holds off opposing creatures and makes it difficult for control decks to keep up may be a more viable path to victory.

I really can’t wait for Return to Ravnica. This deck need some time off, probably until Gatecrash shows up. Or I pull enough good cards to make a Junk Tokens deck…

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.

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