Welcome to another “This week in Magic.” This week we had a little bit of fun as I got to playtest the Mono Green deck list that Top 8’d SCG Portland a few weeks back. The deck is a lot of fun to play and break on the thinking part of the game. The idea of the deck is just to get cheap and powerful creatures onto the board and take down your opponent and his team as fast as you can. Thanks to the mono colored symbols, this deck has no real mana problems except for one that I’ll talk about later. Our configuration was 20 lans, 32 creatures and only eight spells. Barring any weird statistical anomalies, we should see some action every turn.
Okay, enough of my rambling. Here is the deck list I ran.
Main Board:
10 Forest
2 Plains
4 Windswept Heath
4 Temple of Plenty
4 Surrak, the Hunt Caller
4 Boon Satyr
4 Deathmist Raptor
4 Den Protector
4 Elvish Mystic
4 Avatar of the Resolute
4 Reverent Hunter
4 Fleecemane Lion
4 Aspect of Hydra
4 Collected Company
Side Board
4 Ranger’s Guile
4 Miscutter Hydra
2 Feed the Clan
3 Hornet’s Nest
2 Mastery of the Unseen
As you can tell, my list is a little different from what the Top 8 list ran. I am running a more consistant 4-of list. I wanted to get right to the point. Of course, running Green, I had to include the Raptor/Protector combo. Fortunately for us, it also works well with our Collected Company spell.
The Good
So what did I like best about this deck. For the most part, the deck is straightforward. Hope for your turn one Mystic Elf and start playing your creatures. These were my best games. Anytime I had him on turn one, we were off to the races. Boon Satyrs would soon be hitting the board and shortly were accompanied by a band of other 3cc heroes. Out of all the creatures in the deck, our MVP had to have been Surrak. I’ve had some mixed emotions about this guy for some reason. In the end, I came to my better instincts and realized how good he is. Considering our creature package, there is a small chance that he will come into play and not give himself haste due to this Formidable ability. If you’re able to follow up with a Reverent Hunter, then your opponent is in for a world full of hate.
The Bad
I was able to playtest this and run it through a small Wednesday night Standard Tournament where I did not ganar amazing results. For most of the night I ran into the statistical anomalies. I had to mulligan quite a few games due to lack of mana. I ran into many hands with one land. One the play, I’m very reluctant to keep obviously, but on the draw, I’m more inclined to keep. However, that was rarely the case.
So I’m starting to think these are not “anomalies.” Maybe I’m just not running enough land. Maybe it’s time we bumped it up to 22 lands one person suggested.
I also felt that the deck needed another 1cc mana dork. Sadly, none exist in Standard right now. However, there are quite a few 2cc mana producers. The question now is would it be worth it. I think so. Maybe not a full set, but two may do the trick. I felt like if you didn’t have a little bit of help, then you had a slow and clunky start. Now, this may also have to do with our rough mana starts, but I think this will boost our production rate quite a bit in the long run.
Against UB/Esper Control
You would think a “fast” and aggressive deck would be the solution to any control deck. However, this is a testament of how good the control decks are right now. This seemed like such a terrible matchup for me. I few counters here, a Foul-Tongue Invocation there, and the next thing I knew I saw so far behind I was grumbling at myself.
These were the matches where I felt if I didn’t have a mana dork out on turn one, I was almost guaranteed to lose the match. So, if you don’t have a Mystic Elf in hand turn one against Control, you should Mulligan until you do.
Against Abazan Aggro
This is almost a coin-flip. However, we have plenty of ours that can assure us a win. The keys to winning here are Aspect of the Hydra, Den Protector, and/or Avatar of the Resolute. The thing with Abzan Aggro is that they can put creatures down as fast as we can, but they have the added advantage of being able to remove our creatures if needed. Den Protector is a big player because of it’s ability to punch through their wall. A timely Aspect can pump our Den Protector big enough to get through their fences and land some damage.
However, if this is our game plan, we need to be very conscious of their ability to remove our creatures if needed. So keep an eye open on their available mana resources.
Well that’s it for this week. Play around with the list. This is a deck that I think will continue to pop up every now and then at FNMs and even major tournaments. It’s still an affordable deck to put together, but if you can’t get your hands on Deathmist Raptors it’s not the end of the world. There are plenty of other Green creatures you can run in it’s place. A card I’d like to see some people play with that I didn’t mention was Dramoka’s Command. If we’re splashin White for Fleecemane, then why not also make room for one of the best commands in the format right now. Good luck!
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!
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In case you may have missed it, the fine folks over at Vice.com have put out a sweet documentary about everyone’s favorite card game, “Magic: The Gathering.” The documentary follows one of the game’s youngest professional players, Jacob Wilson and peers into what life is like for such a young player currently in the mix of things. The documentary also follows the Forino brothers out of New York. Having played the game for 22 years, the Forino brothers are known as some of the early staples of the game, especially for the Vintage scene.
New or old, players will all different sets of skills should enjoy this short film. So sit back, relax, and check out Vice’s, “The Mystical Universe of Magic: The Gathering.”
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!
Join the Battleground Games & Hobbies community forums!
Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
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
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!
Join the Battleground Games & Hobbies community forums!
Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!
Fantasy Flight Games will release three new Ally and Villain Packs for its popular Star Wars: Imperial Assault miniatures and adventure board game in Q3: Wookiee Warriors, Hired Guns and Stormtroopers, according to hobby industry news website ICv2.com
The Wookie Warriors Ally Pack adds two plastic Wookiee miniatures with new command cards as well as a new skirmish map. MSRP is $12.95.
The Stormtrooper Villain Pack reinforces the legions of Stormtrooper armies with three new stormtrooper figures with an alternate sculpt. The pack also includes the new Vader’s Fist Agenda set, which allows the player to goad the Rebels into an attempt to sabotage a 501st Legion training facility. The skirmish upgrade offers two new abilities to any stormtrooper squad, representing the training of the 501st Legion. MSRP is $14.95.
The Hired Guns Villain Pack introduces mercenaries which will fight for either side, whomever the highest bidder may be. There are two Rodian miniatures to represent the mercenaries. The pack adds a three-card Agenda set that includes a new side mission campaign, as well as adding muscle to skirmish armies. There is a new skirmish map that includes two new missions in the sewers of Nar Shaddaa, and four new Command cards. MSRP is $12.95.
UK-based miniature manufacturer Spartan Games, makers of Dystopian Wars, has announced a new license to produce a miniatures combat game based on the military sci-fi video game franchise Halo. Halo: Fleet Battles, The Fall of Reach will release in Q3, according to hobby industry news website ICv2.com.
Halo: Fleet Battles, The Fall of Reach is a two-player tactical battle game that recreates pivotal space battles between the United Nations Space Command and the Covenant armada. Players will command massive fleets of warships which clash over the human colony of Reach. The game is being produced with Halo video game developer company 343 Industries.
The box will contain: a full color, 100 page rulebook; a Fall of Reach campaign guide; 49 highly-detailed plastic ship models; 25 custom dice; Fleet Commander Data Sheets, Flight Stands and Overlay Cards; Punch-out Scenery and Token sheets; and a quick guide reference sheet. MSRP is $140.00.
Asmodee has announced a new release for its Days of Wonder game studio, the first expansion for Bruno Cathala’s Five Tribes, according to hobby industry news website ICv2.com. The Artisans of Naqala will release at Gen Con this August.
The expansion for Bruno Cathala’s “worker displacement” game introduces a new tribe to the game, the Artisans from the mountains of the Sultanate of Naqala. The Artisans are represented by purple Meeples, and their presence adds a new layer of strategy to the game. They can craft magic or precious items: some worth Victory Points, some which unlock special powers. They also bring new tiles (workshops, specialized markets, impassible chasm) and new Djinns to the game.
The box contains: 15 Wooden Tribe Meeples, 6 new Tiles (Workshops, Specialized Markets, and Chasm), 4 Tents, 4 Djinn cards (2 new & 2 revised), 6 Mountains, 18 Item Markers, 1 New Scoring Pad, 4 Summary Sheets and a rule booklet. As an expansion, it requires the base game to play. The game is for 2-4 players, ages 13 and up, and plays in 40-80 minutes. MSRP is $25.00.
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