Archive for the ‘Card Games’ Category

This week in Magic: Re-discovering GR Tron

karn liberated
 

Welcome to another edition of “This week in Magic.” This week we’re going to cover a deck that is not burn. However, depending on who you are, is probably on the same level as far as the totem pole is considered. This week we’re taking a look at one of my favorite decks, GR Tron. Now we may have talked about it in the past, but this time we’re going to go over some of the changes the deck has made since we last touched upon it.

 

I guess on one of the first things you’re asking yourself is why GR Tron? Why not Mono-U Tron? While part of me does enjoy the strong control aspect of Mono-U Tron, you are less likely to draw your combo pieces than you are when you play GR Tron. This is one of the great strengths of GR Tron. I mean, if you’re going to play a deck called Tron, you might as well play the Tron pieces.

 

I’m sure you’ve had enough of my blabbering. Here is a good look at what I’ve got.

 

GR Tron

Main board
4 Karn Liberated
4 Wurmcoil Engine
1 Emrakul, The Aeons Torn

4 Ancient Stirrings
4 Pyroclasm
4 Sylvan Scrying
4 Chromatic Star
4 Chromatic Sphere
4 Expedition Map
4 Oblivion Stone
3 Relic of Progenitus

4 Grove of the Burnwillows
4 Urza’s Tower
4 Urza’s Power Plant
4 Urza’s Mine
2 Forest
1 Eye of Ugin
1 Ghost Quarter

 

Side board
2 Spellskite
3 Rending Volley
4 Nature’s Claim
3 Boil
2 Vandalblast
1 Sundering Titan

 

Main board selections

Your main board is very self-explanatory. Our main objective here is to build up Tron as fast as we can. This is accomplished by digging through our deck as much as possible or being as direct as possible. Sylvan Scrying is our best direct approach at gathering Tron. Expedition Map is another great example of a direct approach to thing. The spell is a little bit slower, and if played improperly, can be destroyed or returned to your hand without ever being used.

 

Overall, the best spell in the deck has to be Ancient Stirrings. On turn two, it’s the best spell we can play. Imagine this scenario: Turn one, we play a tron land and cast one of our numerous one casting cost artifact cantrips that cans also generate a single color. In a deck where colored mana is so sparse, this added ability is very welcomed. This leads us to our second turn. On turn two, we draw our card for the turn, then we can activate and sacrifice the artifact to draw another card and generate us one Green mana. This mana is then used to cast Ancient Stirrings where we can look at another five cards deeper.

 

Straight to the point

There is no greater feeling than casting a turn three Karn Liberated. I’ve played plenty of matches where my opponent has scooped at the sight of Karn. Not only that, but Wurmcoil Engine can be just as devastating to many of your opponents, especially the ones who decided to play burn that day.

 

Then, of course, there is always the chance where you can windmill slam an Emrakul around turn five or six with the help of an Eye of Ugin. For you beginners out there who may feel a little intimidated by this deck, don’t be. On paper it may look difficult to play, but in reality, it isn’t. Just like everything else in Magic, it takes a little bit of practice, but once you get rolling, it shouldn’t be difficult to pilot.

 

Weakest links of the deck

The deck is nicknamed “Tron” for reason. That’s because to play the deck you need to be able to play all three Urzatron pieces. Again, having play the deck plenty of times, I can tell you that, despite all of the cantrips and tutors, assembling Tron can still be difficult.

Also, let’s not forget the people who have a side board plan against you. As a Tron player, your worst nightmares will be Fulminator Mage and Blood Moon. Going from producing seven mana on turn 3 to producing only 3 mana hurts a lot – on the inside and outside.

 

Wrap up

Well, that’s it for this week. As you can see, I’ve played other decks besides Mono-R Burn, and am not as one sided as I seem to be. My advice is to try it out and give it a shot. Slam those those Tron pieces onto the battlefield and get ready to see some sad faces.

 

About the author

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!

 

 

The Extra Life 2015 campaign is underway. Donate today!

 

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TODAY – Grand Prix Las Vegas Trial @ Plainville, MA

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Join us TODAY for our Grand Prix Trial for Grand Prix Las Vegas! Here’s your opportunity for a chance to earn a 2-round Bye at what is expected to be the largest North American Grand Prix -EVER!

We look forward to seeing you at our Plainville, MA location on May 2nd!

Format: Modern
Date: May 2nd, 2015 a Saturday
Time: Doors at 10:00 am, Round 1 pairings at 12:00 pm
Entrance Fee: $25.00 per person

Address:
25 Taunton Street
Plainville MA 02762

Parking on site

This event is being run as a Grand Prix Trial for Las Vegas:
• Deck lists required
• Cut to top 8

Prizes:
Prizes will be paid to the top finishers in Store Credit usable in store or online!

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This week in Magic: Side boarding with Naya Burn

GPT Vegas Plainville
 

Welcome back to another edition of “This week in Magic.” Last week we talked about the basics of Naya Burn and some expectations as I took it to a local GPT for Las Vegas. Sadly, I finished the day with a 3-2 record and just missed Top 8 by .5% point. I can’t be too upset considering how badly I felt I played all day. I felt that I played a little too loose and know I could have done better.

 

A prime example comes from my first match where I kept a hand of four lands and three spells. I was on the play, so I was already short action spells. My opponent was playing Esper and a turn one Kozilek and I was pretty much out of spells to cast by turn two. My best hands are anything with two lands and five spells or three lands and four spells. When I get the loose hands of four lands and three spells, I tend to mulligan them because there is not enough going on there. However, that first match had me keeping that exact hand. I knew I needed to play tighter if I wanted to have a chance.

 

My plays throughout the day is something we can save for another time. This week, I promised to tackle the options we have for side boarding. Once again, here is a quick rundown of my Naya Burn list.

 

Main board

4x Goblin Guide

4x Monastery Swiftspear

4x Eidolon of the Great Revel

2x Grim Lavamancer

4x Lightning Bolt

4x Lava Spike

3x Rift Bolt

2x Skullcrack

4x Boros Charm

4x Atarka’s Command

2x Lightning Helix

2x Shard Volley

2x Searing Blaze

 

3x Mountain

4x Scalding Tarn

4x Wooded Foothill

4x Bloodstained Mire

1x Stomping Ground

3x Sacred Foundry

 

Side board:

3x Destructive Revelry

1x Lightning Helix

2x Path to Exile

2x Deflecting Palm

2x Skull Crack

3x Molten Rain

2x Kor Firewalker

 

Versus Twin

-2 Searing Blaze, -2 Lightning Helix, -1 Shard Volley; +2 Path to Exile, +3 Destructive Revelry.

 

I’ve played against many twin matchups and I think this is a bit of a coin toss. Obviously during our first game, there is very little we can really do if our opponent has a Twin turn four. We either have enough burn in our hand to remove their Exarch or Mite, or we don’t. It’s as simple as that. Once we’ve boarded, the match stays a coin flip still. They tend to bring in a Spellskite or Batterskull, but the popular choice is to bring in more cheap counterspells such as Dispell or Spell Pierce.

 

In these situations, I like to bring in Destructive Revelry and Path to Exile. Destructive Revelry is our best defense against Batterskill and can conveniently destroy Spellskites. The one important thing they can destroy, though, are Splintertwins! There is almost no reason for a Twin player not to play Twin on turn four if they have the combo. It’s on us, the burn player to do something or lose.

 

Path to Exile is another great one-mana removal spell for us. More specifically, it’s there to remove the Exarch from play. One may think I’m over boarding a bit here because Destructive Revelry is good enough, but I like to have more options here. Path can also remove the insect token that Batterskull makes.

 

Versus Affinity

-2 Lightning Helix, -1 Shard Volley; +3 Destructive Revelry

 

Before I converted to Naya, this matchup was always in favor of Affinity. Some would argue it was more of a coin flip, but I tend to disagree. Since converting to Naya, we’ve gained more options and a bit more of a reach when it comes to fighting against the robot army.

 

One thing I’ve learned is that our creature package plays a big part in our match. Previous Mono Red builds relied more on their burn spells than anything else to do the damage. With no creatures in play, we allowed Affinity to run rampant all over us. However with almost a third of the deck being creatures, we have more defend ourselves with.

 

For our side board options we have the same choices we had with Twin. I like to bring in all of our copies of Destructive Revelry. If you read what the card does, then there is little explanation needed here, and we can get in two points of damage.

 

I also think Molten Rain is good option to run here as well. Their man-lands can do some serious damage to us if left unattended. Don’t forget, though, that Molten Rain can only hit their lands. As burn players we really need to be careful not to over board in these situations. If you feel Molten Rain is important, then go ahead and run them. Otherwise, you are still fine just running the Destructive Revelry.

 

Versus Naya Burn

-2 Shard Volley, -2 Lightning Helix; +2 Kor Firewalker, +2 Path to Exile

 

Kor Firewalker has become one of the most solid answers to anything Burn. So I like to assume that my opponent is going to be smart and bring in their copies of Kor Firewalkers. It’s because of this thinking process I like to bring in Path to Exile. The most important reason for this is because it’s our only way of dealing with the Pro Red creature.

 

So why did we take out the cards we took out? Out of the entire deck, I feel that Shard Volley is the weakest link. You can also see this because I’ve taken it out of every match, post-side board. As for the Lightning Helix. It’s actually one of the more “clunkier” spells in the deck. First of all, it’s one of only spells in the deck that requires us to pay two different colors in mana. Second of all, a lot of people get distracted by it’s life gaining abilities. I feel that this can cause people to be less aggressive with the spell. Playing a burn deck, you want to burn out your opponent before they can do it to you. Kor Firewalker on your side more than makes up for the fact you’re losing some life gaining abilities, but, in the end, are gaining stronger ones.

 

Well that’s it for now. Yes, your eyes are correct. We only covered three major opponents in this week’s article. However, if you have any questions regarding any other matchups, then feel free to leave a comment in the section below. Until next week…

 

About the author

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!

 

 

The Extra Life 2015 campaign is underway. Donate today!

 

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Join the Battleground Games & Hobbies community forums!

Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!

 

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May 2nd Grand Prix Las Vegas Trial – Just ONE Week Away!

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Just ONE WEEK to go for up-coming Grand Prix Trial for Grand Prix Las Vegas! Here’s your opportunity for a chance to earn a 2-round Bye at what is expected to be the largest North American Grand Prix -EVER!

We look forward to seeing you at our Plainville, MA location on May 2nd!

Format: Modern
Date: May 2nd, 2015 a Saturday
Time: Doors at 10:00 am, Round 1 pairings at 12:00 pm
Entrance Fee: $25.00 per person

Address:
25 Taunton Street
Plainville MA 02762

Parking on site

This event is being run as a Grand Prix Trial for Las Vegas:
• Deck lists required
• Cut to top 8

Prizes:
Prizes will be paid to the top finishers in Store Credit usable in store or online!

 

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TODAY – ‘MTG’ Grand Prix Las Vegas Trial @ Abington, MA

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Join us TODAY at Battleground Games & Hobbies in Abington, MA for your chance to earn a 2-round Bye to Grand Prix Las Vegas!

 

Format: Modern
Date: April 25th, 2015 a Saturday
Time: Doors at 10:00am, Round 1 pairings at 12:00pm
Entrance Fee: $25.00 per person

Address:
1423 Bedford Street
Abington MA 02351

This event is being run as a Grand Prix Trial for Las Vegas:
• Decklists required
• Cut to top 8

Prizes:
Prizes will be paid to the top finishers in Store Credit usable in store or online!

 

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Wizards of the Coast Announces May thru July FNM Promo Cards

Wizards of the Coast announced yesterday, the promotional cards for the Friday Night Magic program for May, June and July; and they do not disappoint! Please make sure you join us at your local Battleground Games & Hobbies each and every Friday for a chance to earn one of these great promotional cards in addition to other great prizes.

 

May

 

 

 

 

June

 

 

 

July

 

 

 

What is Friday Night Magic?

Friday Night Magic is the heart and soul of the local Magic community. Open to all and running in all Battleground Games & Hobbies stores each Friday Night, “FNM” is a chance to catch up with your friends, make new ones and of course, play some Magic! We offer participants a variety of ways to enjoy Magic, including booster drafts, Standard-constructed, Modern-constructed and so much more. Please see our event calender for more details.

 

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