Friday, August 14th, 2015
Welcome to another week of “This week in Magic.” Today we’re going to talk about a really surprising deck, UR Mill. Believe it or not, this deck actually won GP San Diego last week and there is a good chance a lot of people will be playing it at their FNMs. We’re going to break down the deck and see what made it so successful and what the possible downsides are.
First, let’s take a look at the decklist.
UR Mill by Michael Majors
1st place – GP San Diego
Maindeck
4 Treasure Cruise
4 Anger of the Gods
4 Tormenting Voice
4 Magmatic Insight
2 Whelming Wave
2 Send to Sleep
2 Roast
1 Dig Through Time
4 Jace, Vryn’s Prodigy
4 Sphinx’s Tutelage
1 Monastery Siege
1 Alhammerret’s Archive
5 Mountain
4 Shivan Reef
4 Swiftwater Cliffs
4 Radiant Fountain
4 Island
4 Temple of Epiphany
1 Flooded Strand
1 Bloodstained Mire
Sideboard
1 Whelming Wave
4 Negate
3 Annul
4 Firey Impulse
1 Disperse
1 Encase in Ice
1 Seismic Rupture
At first glance, one could ask themselves, “How does this thing win?” After watching it several times, this deck seem to just win out of no where. One of the key spells in this deck has to be the four copies of Anger of the Gods. Without this spell, the deck would never survive the early onslaught of decks like Mono Red, Elves, Abzan Aggro, and UR Thopters.
For those who are too big to be killed by Anger of the Gods, we have spells like Send to Sleep and Roast. Players just need to buy themselves enough time to set themselves up. Once the engine is up and running, it’s very hard to overcome it. Now what makes it so hard to overcome?
The reason why the deck is hard to beat when the engine is running is due to it’s cheap and very efficient draw spells. We’re talking cheap and efficient enough to be able to skip the fog portion of the deck. Although, some would argue that the Anger of the Gods are all the fog that the deck needs. Imagine this very realistic scenario: Turn one play a mountain and cast Magmatic Insight. You draw two cards for two cards. On Turn two, you play Tormenting Voice. That’s another two for two. On turn three, with one more draw spell, you can start delving with a Treasure Cruise. Its situations like this that makes getting to your one and only Alhammerret’s Archive all too easily. However, it’s not even necessary. During the finals of the GP, Michael Majors was able to mill his opponent out on turn five.
The question is, now, how do we beat this deck? I’m sure the last thing you want is to be beat by a mill deck. You’re friends would never let you hear the end of it. It’s almost like getting beat by one Royal Assassin. The weird thing about these kind of decks is that it’s worst problem is itself. If you saw Majors’ face at the end of the GP, he was as stunned as anyone else in that room. Even when Marshall Sutcliffe asked him if he would recommend the deck for others to play, Majors hesitated when answering. Of course he said yes. He did just win a GP with it.
Other than hoping the deck implodes upon itself, other ways to beat is it just pure aggression. Remember, the only real creature removal in the deck are the Anger of the Gods. Your opponent can still lose to good ol’ burn spells. Hand disruption is also killer. If you nit pick at his hand and take away those draw spells, he just ends up playing a really bad Blue and Red deck (although some would say it’s already bad because they fear losing to it).
In the post game interview, Majors said it himself that his only real win condition are the Sphinx’s Tutelage. Otherwise it becomes a terrible and slow grind.
Finally, and I’m sure you’ve been waiting for this. There is a little card in the deck known as Jace. When he was first spoiled, the first thing people did was compare him to his predecessor. That was the absolute wrong thing to do and always will be for future version of Jace. The Mindsculptor was a mistake, and one that Wizards has admitted. Thus far, this version of Jace has proven to be the real deal. Don’t be surprised if he starts showing up in modern soon enough.
Having spoken to several other players, Jace does not look powerful at all. However, he always seems to do exactly what you need at exactly the right time. In this UR Mill deck, his ability to flashback those very cheap and efficient draw spells in the later game is ridiculous. If you ever see Jace come out on turn two, my suggestion (no matter what deck your opponent is playing) is to remove it as fast as you can. It will only lead to future problems for yourself.
Until next time.
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
Join the Battleground Games & Hobbies community forums!
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Tags: Magic the Gathering, MTG, Simeon Cortezano, Standard, ur mill
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Friday, August 7th, 2015
Welcome back to another “This week in Magic.” For this week’s topic, we’re going to cover what was played at Pro Tour Origins. Surprisingly, a many of the matches that were played out on camera were not the same deck over and over again. It was quite refreshing. In fact, if you were one of those lucky viewers you got to see Andrew Cuneo pilot a crazy UR Sphinx deck that definitely caught people by surprise. Sadly, though, he could only manage a 6-4 Standard record. Give him big props for maintaining a winning record at least. The deck of the weekend had to have been UR Thopters. Who saw this one coming? I’m not going to lie. Most of this deck comprises of glorified Limited cards. However, Standard seems to have slowed down just enough that it’s survivable to play these cards. Some would argue that the deck is, shockingly, just as fast as thanks to cards like Shrapnel Blast and Ensoul Artifact.
These cards have been around in Standard for quite some time, but, for some reason, only now has made a dent in the Standard format. Let’s break the deck down and find out why this deck was such a powerhouse at Pro Tour Origins.
UR Thopters by Mike Sigrist
Pro Tour Origins, 2nd place
Main Deck
4x Hangerback Walker
4x Ornithopter
4x Phyrexian Revoker
4x Chief of the Foundry
4x Whirler Rouge
3x Stubborn Denial
1x Collateral Damage
4x Ghostfire Blade
3x Springleaf Drum
4x Shrapnel Blast
4x Ensoul Artifact
4x Darksteel Citadel
4x Shivan Reef
4x Temple of Epiphany
1x Mana Confluence
1x Mountain
6x Island
1x Foundry of the Consuls
Sideboard
3x Disdainful Stroke
1x Rending Volley
4x Roast
3x Seismic Rupture
1x Negate
3x Thopter Spy Network
I think the biggest reason this deck was so successful was because of Hangerback Walker. This card is so powerful, I saw it in a lot of other decklists besides UR Thopters at the SCG Regional event (which took place the same weekend as Pro Tour Origins). Against early aggro decks, the big play was to play this guy on turn two making it a 1/1. For Mono Red players, they really had to think if they wanted to throw their creature into it, or use a burn spell on it. Either way, when it died, it left a 1/1 thopter in play to block the next guy.
You really have to deal with the walker right away or else it’s controller will start storing counters on it. If this begins to happen, then you’re really in trouble. Let’s talk about these other abilities. So, yes, the Walker costs XX to cast. Meaning that if you pay two mana, it will come into play with one +1/+1 counter on it. If you pay four mana, it will come into play with two counters on it, and so on. I initially thought this card would be a great late game play in slow control decks like UB Control. However, I failed to recognize it’s other abilities.
Even if you drop the Hangerback Walker onto the battlefield as early as turn two, it can still grow into a very large threat. Some of the best plays I watched being made with the artifact was blocking a creature, then activating it’s ability to add another counter. Now, the person facing the Walker had several options, either bite the dust and have their creature die, use a removal spell earlier than expected, or watch as the Walker died leaving a trail of Thopters behind.
In some cases it was necessary to destroy your own Walker. That’s where Shrapnel Blast came into play. Collateral Damage was more of a fifth copy of Shrapnel Blast, but since you can have only four, you can see the dilemma. One of the best plays of the entire Pro Tour utilized Shrapnel Blast and Hangerback Walker. At the end of another player’s turn, the controller of a Walker had blown it up thanks to a Shrapnel Blast dealing five damage to their opponent. This had also left them with three 1/1 flying Thopters. On their turn, they took their creatures and flew over their opponent’s dealing three more damage. To finish them off, they cast a game winning Wild Slash. That totaled 10 damage in a blink of an eye.
Chief of the Foundry is another welcomed addition that makes this deck more viable than ever. Previously, Ensoul Artifact decks weren’t doing enough to keep themselves afloat. Due to creatures like Whirler Rogue and, in some lists, Thopter Engineer, combined with Chief of the Foundry, the deck now has the reach it didn’t have before. There is nothing worse than staring down a fleet of thopters, especially thopters that have grown and are now 2/2’s or even 3/3’s.
UR Thopters is a very synergistic deck that can kill fast. It’s only downfall, it seems, is that it has terrible mulligans. If you watched the Pro Tour then you’ll know that Sigrist had one of the worst cases of a deck failing on him during the finals. It’s something that, as Magic players, we’ve all been through and know all too well. Don’t let this deter you from playing the deck. It’s one that will give grief to many other while it still exists in Standard.
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
Join the Battleground Games & Hobbies community forums!
Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
Tags: Magic the Gathering, MTG, pro tour origins, Simeon Cortezano, Standard, ur thopters
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Friday, July 31st, 2015
Welcome back to another edition of “This week in Magic.” Did you miss me? It’s okay, I won’t tell everyone what you said. I missed you too! As I write this, Pro Tour Origins is currently underway. While the first part of the tournament is a Draft format, the real interesting part will be the Standard portions. With that in mind, I thought it would be fun to put together another Top 5 list. This time we’ll talk about the Top 5 cards from Origins that I think will make an impact on the Pro Tour. So, get your hands, and, maybe, your wallets ready for a fun ride.
This is a card that has gotten a lot of hype since it was spoiled. Much of that hype, though, has been that it wasn’t Damnation that was reprinted, but people will make do. The effects of the spell have not been ignored even though the people didn’t get what they wanted. Languish is one of the best spells right now for the early aggressive games that Abzan Aggro, Elves, and Mono Red can whip out.
The best spell we’ve had thus far had been Drown in Sorrow. However, for one more mana, we get double the power. As for the ability to scry, I’m sure many players will be happy to make that exchange. Languish also allows for many things to just make the cut such as Siege Rhino. This means that the control or midrange versions of Abzan will be able to benefit from a spell like this.
Now I’m sure you’re saying something like, “Why is this any good? I thought we had Crux?” Well we do, and, in some cases, some deck lists have included some kind of combination of both spells. Still, let me stress that in some instances, that one mana difference can mean a lot.
So keep an eye on this spells, as Abzan is a very popular choice.
It made it’s debut a couple of weeks back and has made a few appearances in several control lists. It may not be a four-of yet, but I’m sure it will soon enough. This card is destined for the long game.
So what makes this card so good? First of all, it provides steady supply of blockers if needed. It also does provide a steady supply of attackers, but I think it’s safe to say, in a control deck, it’ll most likely be providing the previous. As for the second ability on the card, with other spells creating possible thopters early on, this can provide for some much needed card drawing the turn you and it. Remember, it doesn’t have to be a thopter that the Sky Network makes to draw you a card, it could be one you’ve already had in play.
I think if Thopter Spy Network cost less or made an addition thopter this would be a spell you would definitely need four copies of. However, it only makes one and still costs four mana. I think, right not, two is a good number.
I’ve been seeing this card fly off the shelves since it was seen on camera in action. I initially didn’t think much of this card. However, I failed to realize that you can continue to put +1/+1 counters on it for only one mana. Therefore, the shenanigans can begin on turn two.
One of the best qualities about this card is that it is another cheap and efficient artifact creatures. So far, this set has opened the door for some powerful artifact focused decklists in the future.
Don’t forget that Magic 2015 is still a legal set in Standard until the fall. Therefore, spells like Ensoul Artifact and Shrapnel Blast can be used in conjunction with the Walker. One of the best combinations I’ve seen thus far from the Pro Tour has been an end of turn Shrapnel Blast, sacrificing the Walker, dealing five damage and leaving three tokens. On the following turn, swing with your three tokens. That’s essentially eight damage with barely lifting a finger.
With Rally decks becoming popular and Mono Black tying to make a combat, I think it would be no surprise that Liliana would be on this list. While she may not look like an incredible creature on paper, she is just too good at the three-spot to ignore. I know some of you may have said getting a creature to die while she’s in play is hard, try telling that to a Rally player. Thanks to creatures like Nantuko Husk, even if you’re opponent won’t help you with a block, you can always sac a creature to the husk with Lilly in play.
What else can we say about her? She has two black mana symbols in her casting cost. For those of you striving for that Mono Black deck, this makes her just that much more important in your lists.
As for her planeswalker abilities, I think she has some of the most powerful right now in Standard. It’s one thing if I have no card, but I like it even more if my opponent has no cards. Just one activation of her first ability really opens the door for her second ability. With five loyalty, you have many choices of creatures to take. Which one will it be?
He is just a Merfolk Looter. Merfolk. Looter. However, he’s a Merolk Looter that can turn into a Planeswalker. I guess that’s biggest difference between him and a Merfolk Looter. The first thought, I’m sure, many people had was, “How the heck am I going to get five cards into my graveyard before he dies?” It was at that moment that people forgot that a card like Satyr Wayfinder existed even though it had been played in the top tier decks for many months at this point.
Up to now, Jace has made a serious impact on the format. He’s turned, what people though was a defunct deck, Jeskai Control into a deck again. His loot ability makes it that much easier to achieve delving with Treasure Cruise or Dig Though Time a little bit easier. One of the best plays I saw with Jace was blacking with him, activating his ability, and then flipping him into a Planeswalker. I can’t believe something that small was overlooked.
What about the other side of Jace; the Planeswalker side? On paper, his abilities are very lackluster. In fact, I know many people who thought he was not very good. Having now played him, players are coming saying that while he is not Jace, The Mindsculptor, he is a toolbox of tricks.
Well that’s it for now. Is there something you disagree with? Is there something I missed? Let me know! Sound off in the comment section below. See you all next week!
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
Join the Battleground Games & Hobbies community forums!
Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
Tags: Magic the Gathering, MTG, origins, pro tour origins, Simeon Cortezano, Standard
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Tuesday, July 28th, 2015
For all of you Magic: The Gathering enthusiasts out there, it was announced yesterday by Mark Rosewater and later confirmed by Aaron Forsythe that the Battle for Zendikar prerelease will do away with the previous prerelease color choice and seeded booster pack. Instead, they have reverted back to having six booster packs plus a “literal random promo” for the participants.
Confirmed by @maro254 today: Battle for Zendikar prerelease has no color choice/seed booster. Just 6 normal packs + a literal random promo.
— Aaron Forsythe (@mtgaaron) July 28, 2015
This should make things a little more interesting. It also says a lot about what to expect about the upcoming set. What do you all think? Send us your thoughts and comments and post them below! Are you excited?
Tags: Battle for Zendikar, Magic the Gathering, MTG, Prerelease
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Friday, July 17th, 2015
Welcome back for another “This week in Magic.” Origins has finally hit the shelves and people are probably scrambling to get their playsets so they can start playing the new Standard. Wait! What is the new Standard? Do you have any idea what to play yet? No one really knows. Right now, people are packing four copies of a card they thought looked cool during the previews, shrugging their shoulders and heading straight into battle. Do they have any idea if their plan will work? Probably not.
This week, we’re going to play it safe. We’re going to play a deck that will always work week one of a new set. Can you guess what deck that is? Of course! Mono Red! It’s almost as if this color was destined to be the week one color while everyone else tries to figure out what they’re going to do.
What is it about this deck that makes it a great choice for week one? Easy, this deck is simple. When I say “simple,” I’m referring to it’s construction. Mono Red always tends to be a straight-forward build. However, like many decks, it can prove to be a different scene when trying to play it. Over time, your opponents will figure it out the game plan. It’s your job, if you choose to continue playing the deck, to adapt to the changes.
Let’s take a look at a sample deck list:
Mono Red Origins
4x Foundry Street Denizen
4x Goblin Piledriver
4x Goblin Rabblemaster
4x Wild Slash
4x Lightning Strike
4x Exquisite Firecraft
4x Stoke the Flames
4x Hordeling Outburst
4x Dragon Fodder
4x Call of the Full Moon
20x Mountain
Look at this terrible pile. I cannot wait to see the look on my opponent’s face when I beat them with a deck like this. Of course, I know I have to get there first. When I do, I’ll make sure to take a photo when it happens. Let me explain what we’re trying to accomplish here.
Foundry Street Denizen is a really silly creature. Combine it with a spell like Hordeling Outburst, and things get out of hand really fast. It has amazing synergy as well with Goblin Piledriver and Goblin Rabblemaster. Speaking of which, these two go hand-in-hand as well. All three pretty much form the Holy Trinity for you religious folk out there; for everyone else, think of it as the “Flying ‘V’” from “The Mighty Ducks.” As long as this pack lives, you’ve got a real good shot of making your opponent cry.
With our spells, we’re trying to be blunt. We curve out at one, two, three, and four mana burn spells; two of which can deal four damage each. Exquisite Firecraft is the newest addition here, and it’s a welcomed sight. I feel with the current setup, achieving Spell Mastery should not be a problem, thus meaning that Exquisite Firecraft should be an uncounterable spell a majority of the time you’re casting it.
Okay, I’m sure you’ve been wondering about the next card I’m going to talk about. In the past couple of years, there have been a number of Red enchantments that, when enchanting a creature, sends a punch to your opponent’s gut. I feel this is one of those spells. Just like Volcanic Strength, Goblin War Paint, and Hammerhand, Call of the Full Moon is going to end games really fast, especially if you attach it to any of the non-token goblins that we’re playing with in the deck. This card allows the creatures we have to do the one thing they will have trouble with – getting through those darn chump blockers.
Let’s face it, there is no point to having a really big creature if a little 1/1 can block it all day. That’s where Call of the Full Moon comes into play. First of all, it’s a cheap spell. Assuming you’ve played a turn one Denizen, on turn two, you’ll be swinging with a 4/3 trampler who can get as big as a 7/3 with trample if you’re able to cast a Hordeling Outburst the following turn. Call of the Full Moon also really shines during the later parts of the match, but hopefully you’ll have won by then.
Unlike the previous enchantments that I mentioned, there is a downside to Call of the Full Moon. During each upkeep, it checks to see if any player cast more than two spells in one turn. If they did, you’re forced to sacrifice it. There are a few scenarios where I can see this happening, and in all of them you’ve already swung with your creature.
Now I’m sure by now you may have noticed that I’ve left a few creatures off of the list. I felt that this was a good start for now, and that we could collectively build further down the line. Honorable mentions go out to Monastery Swiftspear, Zurgo, and the newest version of Chandra. All three would do well in the deck, but may change the dynamics. You could also go creatureless and leave it up to the tokens to do your dirty work.
Well that’s it for this week. Let me know what you think of the deck, good or bad, in the comments below. Also, if you manage to give the deck a shot, I’d love to know what you thought. What changes would you make? Until next week…
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
Join the Battleground Games & Hobbies community forums!
Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
Tags: magic origins, Magic the Gathering, mono red, MTG, Simeon Cortezano, Standard
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Thursday, July 9th, 2015
Welcome to another “This week in Magic.” I hope you didn’t miss us too much. Sometimes, you just run out of things to say, and for me, it happened. However, thing are different this week because Magic Origins will be making it’s debut this weekend in pre-release form. How many of you will be in attendance? I hope you all raised your hands.
For this week’s topic we’re going to go cover a Top 5 list of commons and uncommons you want to see in your sealed pool. First let’s go over what exactly you’ll be getting at the pre-release. Each pre-release box will contain six normal Magic Origins booster packs and a seventh pack with the colors of the planeswalker you chose before the event. Also in that box will be a special spindown life counter, and a story booklet. Yes, this is different compared to previous pre-releases. In past events you got five boosters and a seeded booster. Here you are getting one more booster to up the count to six total and a seeded booster. Oh, and don’t forget the promo card in the seeded pack.
Okay, I’m sure by now you’ve grown tired of my blabbering. Without further ado, here are the Top 5 commons and uncommons you want to see in your pool.
Whether it’s Sealed or you’re Drafting, I think GB Elves will be a thing; granted you have the cards needed to build the deck. This card will should be one of those bombs the deck plays. Of course, barring any kind of set backs, even casting this card may make your opponent cringe in pain.
It’s casting cost is not unreasonable sitting at 1GB, the only thing I wish it had was an extra point in toughness, but I guess we can’t have everything. If your game plan is going well, shouldn’t matter that it only has a two for a butt.
Here is a name that should make player’s a little giddy, “Zendikar.” The last time players visited this plane, all kinds of hell broke loose. We had Eldrazi running around and a man named Jace made a name for himself and got himself banned from a couple of establishments including the Modern format.
It may be a bit costly, but if you’re playing a card like this, the idea would be that you’ve already got access of plenty of lands. Toss in a few of those ramp spells plus Nissa and you have a deadly combination at your disposal.
Hmm, I can only help but wonder what matches would be like if you had a couple of these bad boys active. Imagine the look on your opponent’s face?
From my initial standpoint, this card looks like it could have been a rare. Luckily for us, it’s not. By itself, Ravaging Blaze is a solid removal spell for red. While, I’m not a fan of the double red, I am a fan of the potential this card has if you’re able to satisfy Spell Mastery. Late game, this could be the one card that wins it all for you. Not only could you remove a potential blocker, but you’re also dealing your opponent damage.
This makes me think. I wonder if future builds of Mono Red in Standard would play a couple copies of this spell. Combined with a creature like Monastery Swiftspear, and you could be swinging for the fences within a couple of turns.
Oh, there I go again, talking about red, red, red…
“Old school” players will remember this lovely thing back when Shards of Alara first came out. Back then it was a solid draft pick, and most likely it will be the same this time around. Don’t be fooled by the one toughness. Based off of my own experience, this guy will hit the battlefield with both players already having at least one creature. In that instance, you can either sac the Marauder or sac the creature you already have in play. If you’re lucky enough, your opponent won’t have a follow up and your Fleshbag will get in for three.
In my experience, most edict spells tend to come at a timely manner – most of the time when you’re facing down a really big creature you have nothing left to deal with it. Call it luck, or whatever you want, but this card has just proven to be a solid play over and over again.
By far, this is probably the best card in the set Limited wise. Let’s break it down. First of all, it’s a “Fish Lizard.” It’s part Fish. It’s part Lizard. What more needs to be said about that?
You’ll never get many complaints about a 3/3 for three mana. You’re getting what you paid for. However, in this instance, you’re getting more. Not to mention that the color combination of 1UG is not difficult to put together.
So how much more are you getting? For starters, it has flash. Does your opponent want to swing with their 1/1 or 2/2? No problem. Too bad I just flashed my 3/3 into play. So, not only do I get to block and kill your creature, but on the next turn I get to swing for three (if they end their turn afterwards).
What makes this creature really special is it’s ability to tap or untap a targeted creature at instant speed. This could be one of your own creatures or your opponent’s. I feel that this little guy is going to determine a lot of games. So, break out that salt because you’re going to need plenty of it.
Well that’s it for this week. I hope you enjoyed my list and hope you don’t think it was too off. However, I would love to hear what your Top 5 commons and uncommons would be in a sealed event. Do you think I’m completely bonkers or do I bring up some good points? Let me know in the comment section below!
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
Join the Battleground Games & Hobbies community forums!
Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
Tags: magic origins, Magic the Gathering, MTG, Pre-release, Simeon Cortezano, Top 5
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