Wednesday, July 30th, 2014
Tags: Changes, Grand Prix, Magic the Gathering, MTG, Organized Play, Pro Tour, Pro Tour Qualifier, PTQ, Wizards of the Coast, WOTC
Posted in Blog, Card Games, Events, Featured Post, Magic: The Gathering, Popular Posts, Store Related | 1 Comment »
Tuesday, July 29th, 2014
My name is Derek and this year I’ll be going on 33 years old. It is safe to say I’ve played “Magic: The Gathering” on and off for the better half my life. Nowadays I find myself just into limited formats and if you’ve ever seen me at the Battlegrounds in Abington at the “Friday Night Magic” draft you know for sure I am un-apologetically a Brony. If you haven’t heard the term before it is basically a catch-all for any adult fan of the TV series “My Little Pony: Friendship is Magic.” Now I’m not writing this to try to convince you to watch the show or to explain to you why I am a fan. Instead I want to tell you about the “My Little Pony CCG” released late 2013 published and released by Enterplay. Please don’t let the pink and purple pastel equines on the cards fool you. There is a real game in there and even I am surprised to say that it’s pretty good.
Before I get started I do want to address my obvious bias. I’ll probably tell you my morning coffee tastes better when I drink it from my Rainbow Dash mug and that I draft better when I have my Pinkie Pie play mat. These facts no doubt call my objectivity into question. To be honest with you when I heard there was going to be a “My Little Pony” TCG tie-in August of 2013 one could say I was cautiously optimistic at best. I didn’t really know what to expect from a company that had never made a card series like this before.
Unlike many TCG’s the “MLP CCG” is not so much about two players squaring off in a battle to defeat their opponent. The My Little Pony CCG actually focuses around the two players working together to solve various problems and thus advancing the game. Players earn points by solving these problems and the first player to score fifteen points is the winner.
The game mechanics are not terribly complex as it does, after all, need to appeal to a young audience. In my own experience I learned how to play inside the first round of the prerelease tournament using just my pre-made starter deck, a rule book, and the players sitting around me. What I have found fascinating is that despite the simple design of the game it has become quite competitive.
Each player needs a draw deck, a problem deck, and one main character of their choice. To those “M:TG” followers your main character is similar to having a commander in EDH. A player’s deck can use any combination of the game’s six colors or “elements” and like “M:TG” each color has its own unique style, key effects, and synergies.
Main characters always begin in play and are the starting source of each player’s power or energy. Each main character is two-sided and has a unique flip condition. Once the condition is met the card becomes boosted and increases the main character’s power and typically grants new abilities. Main characters are always in play and can never be removed.
Problem decks must have exactly ten cards and are placed in the center of the play area with the top card face up. Each problem card displays its conditions for each player to solve.
The forty-five minimum card draw deck consists of your friends, resources, events, and troublemakers. These cards are used to solve problems or in some cases impair your opponents from solving them as well.
Similar to “M:TG,” each player’s turn is broken into phases. These phases are the ready phase, troublemaker phase, main phase, and score phase. Each player takes turns in an effort to solve the problem cards in order to achieve victory. Players earn action tokens each turn which can be spent or saved up to play cards.
Well I certainly have heard that argument once or twice. There is no question that the TV show on which this game is based has drawn a much unexpected audience. I would argue as a gamer that the creators of the “MLP CCG” prioritized the strategy and game play mechanics to appeal to gamers before adding in the ponies.
For the younger players the game’s mechanics allow for chance to be a large factor in deciding final outcomes. This allows casual players to have fun without having to rely heavily on the most powerful cards to win. For more serious competitors constructed decks are all about mitigating the game’s random effects, manipulating these effects, or outright overpowering them.
Like the TV show, the “MLP CCG” is also very meta with many pop culture references that would likely fly right over some of the little one’s heads. “M:TG” veterans like myself can and will find plenty of inside jokes referencing “M:TG” and other games that are hidden in the cards’ mechanics and flavor texts. In short the game is fun, family friendly, and suitable for ages ten and up.
I’m well aware a TCG or any game based on the “My Little Pony” franchise isn’t likely to have a broad spectrum appeal. I think it’s unfortunate that this well made, uniquely designed, and truly intuitive game might get looked over just because of the cutesy characters on the box. If you are however willing to check your hesitations at the door and give this game a try, you might be reminded that it isn’t the packaging or pictures in a game that make it great but the content of the game play that counts.
Derek is one of the Abington store’s consistent FNM players. In person, he looks intimidating and hardcore. However, he gives great hugs and is very kind at heart. Don’t let his looks deceive you. While he may, admittedly, be a Brony, he is one of the strongest “Magic: The Gathering” Limited format players at the store.
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Tags: brony, CCG, derek minasian, mlp, my little pony, TCG
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Tuesday, July 29th, 2014
Tags: Commander, Duel Decks Speed Vs Cunning, From the Vault Annihilation, Khans of Tarkir, Magic Panel, Magic the Gathering, MTG, San Diego Comic Con, SDCC, Wizards of the Coal
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Monday, July 28th, 2014
In case you missed it, GP Boston-Worcester came and went this past weekend. Several of our local players went on to make Day 2 of the event, including Nick Blake and myself. Carl is a local player who frequents the Abington store. He’s well know for his “unique and interesting” deck lists. So, it’s no surprise that people are wanting to know what he played this past weekend to a Top 32 finish at GP Boston-Worcester. It even peaked some interests when his deck got tweeted about. Here’s the list:
Creature:
3x Snapcaster Mage
2x Teferi, Mage of Zhalfir
1x Treasure Mage
1x Wurmcoil Engine
Sorcery:
3x Thoughtseize
2x Inquisition of Kozilek
1x Damnation
Instant:
1x Repeal
1x Smother
2x Disfigure
1x Hero’s Downfall
1x Darkblast
1x Mystical Teachings
2x Mana Leak
1x Consume the Meek
1x Slaughter Pact
1x Syncopate
2x Far//Away
3x Cryptic Command
2x Spell Snare
2x Think Twice
Artifact:
1x Knowledge Pool
Land:
1x Misty Rainforest
2x Scalding Tarn
3x Tectonic Edge
2x Dreadship Reef
2x Snow-Covered Swamp
4x Snow-Covered Island
4x Watery Grave
4x Creeping Tar Pit
2x Dark Slick Shores
1x Urborg, Tomb of Yawgmoth
Sideboard:
1x Devour Flesh
3x Pack Rat
1x Duress
1x Tectonic Edge
1x Thoughtseize
1x Mindbreak Trap
1x Grafdigger’s Cage
2x Shadow of Doubt
2x Threads of Disloyalty
1x Damping Matrix
1x Ashiok, Nightmare Weaver
That’s a lot of one-ofs and two-ofs, but it definitely looks like a “Carl” deck as we like to say. The most interesting part of the deck is Knowledge Pool, and, yes, you’re reading the deck list correctly. There is only one copy in the deck. Some of you who follow Jackie Lee on Twitter may have seen her post about how her “opponent casually” locked her out of the game with Knowledge Pool.
Opponent casually comboed me out with Teferi/Knowledge Pool. No big. 11-4 #GPBoston
— Jackie Lee (@JackieL33) July 27, 2014
The obvious question people had was, “What’s Knowledge Pool?” The next question was how Carl locked people out of the game with the card. The short version of the card is this: when the card is played, both players must exile the top three cards of their library. This is through the card’s “Imprint” mechanic. The card goes on to say that, now, whenever a player plays a spell, that spell is exiled. If the player exiles the card, they can cast any card that was originally exiled by Knowledge Pool and play it without paying it’s casting cost.
Sounds great, right? Well not if Teferi is in play. Confused? It’s okay. We all are. The lock is so obscure, I even had trouble forming words to explain it. Here is the best explanation thanks to the internet. “Knowledge Pool’s triggered ability is on the stack at the time they could cast an exiled spell from it, as the stack is not empty, that player could not cast a sorcery at this time. Thus they cannot cast any spells at this time due to Teferi’s effect, meaning knowledge pool exiles any spell not cast from hand without any return for opponents. So they only spells they cast not from hand (flashback for instance or via madness) can resolve and also land drops are unaffected.”
The strategy actually originates from EDH. This was one of the most interesting facts I found out while researching about the lock.
Well that’s it for now. I’ll be writing about my own experiences from this past weekend’s events, and, if you’re lucky, maybe we’ll even get Nick to talk about his time at the event as well.
Tags: carl godon, gp boston, Magic the Gathering, MTG, teachings, Wizards of the Coast, worcester
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Friday, July 25th, 2014
Hey everyone!
Grand Prix Boston (which is secretly Grand Prix Worcester, for those who haven’t been before) is coming up this weekend, and I’m very excited. Not only is this the same venue where I attended my first Grand Prix ever, but instead of the format being M13 Sealed like the last time I was able to attend, it’s Modern!
Modern is the format I most enjoy playing; I feel like the youth of the format combined with the enormous card pool lends itself to some really sweet game states, and it feels like there’s plenty of room for innovation.
Instead of talking about specific cards or decks today, I wanted to take some time to go over some of the more subtle challenges you’ll encounter as a player at a competitive tournament of any size (although this will be especially true at one as large as a Grand Prix). These are often challenges to your mindset, or obstacles that have little or nothing to do with your skill as a Magic player. Your ability to deal with them can sometimes be the difference between coming away from a tournament feeling like you had a great day and a positive experience, or wishing you had spent the time doing literally anything else.
This becomes particularly relevant when you get into the later rounds, where both you and your opponent have been playing Magic almost non-stop for the past five, six, seven or more hours. Abundant playtesting will be greatly rewarded here; the less you need to think about the fundamental lines of play and choices your deck will present you with, the more brainpower you will conserve in the long run to deal with those tough, win-or-lose situations.
The more familiar you are with the format and your deck, the better. Make no mistake, you will get tired, and the temptation will be there to just jam your cards in the most straightforward way possible. Try to slow down, catch yourself before doing this, and force yourself to think your options through. It will pay off. Nothing makes you walk away from a match feeling quite as miserable as losing to a mistake you would never have made in round one.
While playing your match, try to block out as much information as possible from coming in that isn’t relevant to the match. Don’t bother checking the text from your friend to see if they’ve won their match or not, don’t worry about what the players next to you are arguing with a judge about.
Don’t think of the match in front of your in terms of how much if left – if you let yourself worry about how many more matches you have to win, you will focus on results, stress yourself out, and risk losing the focus necessary to win the game at hand. Boil your concentration down to a single goal: there is a match of Magic in front of you, right now, and you’re here to win it. Do it.
Gerry Thompson wrote an article recently where he described all Magic played competitively or with “a mind to get better” as “one big session.” This has stuck with me over the past week or so; I really like the way this is phrased, and the mentality that this implies. Magic is an endlessly complex and difficult game, and to do well requires of us not only that we learn, but that we learn well.
We must put a conscious effort into our improvement as players, and a large part of this means maintaining an openness to being wrong, to making mistakes, and to stop doing something we are comfortable with in favor of doing something new. We must re-evaluate ourselves. Most importantly, it means failing, and failing even when we feel most sure that we can not or should not.
It’s great to win and winning feels great, but when we win, it is easy to gloss over mistakes we may have made on our way to victory, because we got the result we wanted. The real prize is always noticing something you could have done better, and realizing that you will make that decision better next time. When we lose, we are forced to do this — if not by our curiosity, then by our pride.
When playing at an event and you lose in frustrating fashion — that lucky topdeck the turn before they would have died, or your opponent drawing their one sideboard card against you and you not seeing a single one of seven you put in — it’s fine to feel angry, but keep it to yourself or your close friends, let it pass, and let learning from that loss take its place.
To wrap things up, let me give a sweet example:
At a PTQ I was playing a couple weekends ago, I was playing UB Faeries against Splinter Twin in Round Seven. This is an awesome matchup for me, and I know it — the only thing I know I need to watch out for is Blood Moon out of the sideboard, which can completely ruin me if he gets a chance to resolve it. Other than that, it’s very difficult for the Twin player to win, and one of the reasons to play Faeries in the first place.
Game One goes about as planned: I play a Bitterblossom, cast a couple discard and counter spells, and kill him before he can get even close to the combo. Game Two starts off much the same, and I feel very confident; I play turn one discard spell, turn two Bitterblossom, turn three Vendillion Clique, and pass turn four holding up my hand of one Smother, one Dismember. I know his hand is two Pestermites and a Splinter Twin. At my end step, he plays one of his Pestermites. I kill it using Dismember, paying four life despite having four lands available so I can bluff the maximum amount of other possible tricks. I know every card in his hand, and my last card deals with it nicely. He’s dead in two turns. What could go wrong?
Blood Moon. That’s what.
Suddenly, I am locked out of casting my Smother because my three basic Swamps in the deck had zero of them in play (which is of course, completely reasonable). My opponent breezily deploys his last Pestermite at the end of my next turn and casts Splinter Twin on it while at three life, with my Smother in hand and helpless to resist. Initially, I was frustrated. I had played as much disruption as it was possible to play against one of my best match-ups and still lost to what felt like dumb luck.
Blood Moon is a stupid card, I wanted to rant. Why is it legal in Modern? It never leads to fun games.
It took me about 10 minutes of being on 45-degree tilt before I realized how I could have won that game, Blood Moon be damned. If I had cast Smother instead of Dismember on his first Pestermite, using my black spell while I still had black mana, I would have still had Dismember in hand when my opponent plucked that Blood Moon off the top of his deck like a ripe fruit. Go ahead, cast your Splinter Twin. I’ll tap my newly minted Mountain and pay four life. Kill it. Kill you. No black mana required.
Instead, I let my confidence in the matchup and my exceptional series of draws cloud my judgment, and I allowed myself to stop thinking of what could make me lose this game. When I stopped thinking about how I could lose, I stopped playing around it. And I lost.
If that isn’t proof that Magic is a wonderful game, I don’t know what is.
Dylan Klett is a local competitor who can usually be found at the Plainville store for Friday Night Magic. To request more articles by Dylan, let us know by emailing Sims@battlegroundgames.com
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Tags: Dylan Klett, Magic the Gathering, Modern, MTG
Posted in Blog, Card Games, Featured Author, Featured Post, Magic: The Gathering | 2 Comments »
Friday, July 25th, 2014
Greetings Magic the Gathering fans. This is my first actual article for Battlegroundgames.com and in it, I’m excited to be writing about the ever-evolving Modern format — a format I use to very much dislike. Thankfully, I found an archetype I can get behind and now fully support this really interesting format. Can you guess what it is?
Yup, that’s the one – Splinter Twin; the Blue-Red Tempo version, to be exact. There’s nothing more exciting that creating four-billion 2/1 or 1/4 creatures! This will be my weapon of choice for Grand Prix Boston-Worcester 2014 tomorrow morning.
The deck plays essentially like a control deck with a combo finish, utilizing the Splinter Twin (or Kiki-Jiki) plus Deceiver Exarch or Pestermite combo in order to make an infinite amount of token creatures. Here is the final decklist and sideboard:
5 Island
1 Mountain
4 Scalding Tarn
4 Misty Rainforest
1 Desolate Lighthouse
1 Stomping Ground
4 Steam Vents
3 Sulfur Falls
4 Deceiver Exarch
2 Pestermite
1 Kiki-Jiki, Mirror Breaker
4 Snapcaster Mage
2 Vendilion Clique
1 Spellskite
4 Splinter Twin
2 Electrolyze
2 Flame Slash
4 Lightning Bolt
1 Dispel
2 Cryptic Command
4 Remand
4 Serum Visions
2 Anger of the Gods
2 Blood Moon
2 Ancient Grudge
2 Keranos, God of Storms
1 Counterflux
1 Negate
1 Echoing Truth
1 Dispel
1 Batterskull
1 Vedalken Shackles
1 Spellskite
Essentially, a fairly standard list, all things considered. When compared to most other versions out there, I have an extra Steam Vents (for the Vedalken Shackles in the sideboard); only one Spellskite; an additional Electrolyze; and no Peek/Gitaxian Probe. Spellskite seems to be increasingly mitigated of late as a lot of matchups are increasingly prepared for this card. However, having an 0/4 blocker can be useful and it’s redirect ability is still randomly useful and has a wide range of applications. Electrolyze has been amazing lately and I play the deck as a control deck that wins with a combo; Electrolyze helps with that goal. Finally, Peek/Probe felt far too low impact and often times, regardless of knowing my opponent’s hand, my lines of play were the same regardless.
This goes back to Grand Prix Richmond 2013. After the banning of Deathrite Shaman, I immediately gravitated toward the Blue-White-Red Control deck that Shaun McLaren won Pro Tour Born of the Gods with. I’m a control player at heart and this deck felt perfect to me. Despite this, I put up a very disappointing 2-1-2 record and dropped, disappointed. What happened? The metagame had shifted; Lightning Helix just wasn’t cutting it and the deck has an awful lot of trouble actually finishing a game (hence the draws). So, I went back to the drawing board.
Never underestimate this little guy.
I knew I wanted to play something powerful, especially given the amount of combo decks in the format. I owned all the cards for Splinter Twin and I played the deck when it was Standard-legal. With that, I didn’t see that I had any other choice; Splinter Twin it is.
Ultimately – aside from card availability and basic familiarity – I chose the deck because it’s inherently powerful, consistent, and has positive match ups against the other combo decks (though Scapeshift is a bit closer) and Affinity. Furthermore, the mana is solid and allows for the use of Blood Moon (a very powerful trump in a lot of matchups, especially the Jund/Junk/Rock decks). I briefly tried the Tarmo-Twin deck popularized by German professional Magic player Patrick Dickmann, but I hate losing to my mana base, despite gaining some powerful cards and – I think – a better sideboard. Overall, consistency goes a long way to generating wins, especially in long tournaments.
I’m excited to be doing battle with Splinter Twin and very much looking forward to the Grand Prix. I’ve put a lot of practice into the deck, so I feel confident for big things. Wish me luck and look forward to an after-action report following the Grand Prix! If you’re in attendance, please say hello!
Chris Alexander is the Online Store Manager for Battleground Games & Hobbies. He has a vast amount of experience in the industry having stints with other major internet companies. He is a lover of games and Islands. He dislikes Mountains and anything associated with them except for Splinter Twin. When he is not playing “Magic: The Gathering” or board games, he can be found with his two loving dogs; typically cleaning after them.
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Tags: Grand Prix Boston-Worcester 2014, Magic the Gathering, Modern, MTG, Splinter Twin, Tournament
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