Monday, November 2nd, 2015
Fans of the game Magic: The Gathering received some exciting news this past weekend during the broadcast of Grand Prix Indy. That’s when Wizards of The Coast announced the spring set – Shadows Over Innistrad.
This makes sense since the company has made it clear they would like to keep revisiting previous planes. The most recent set, Battle For Zendikar, did the same thing.
For those of you who don’t remember, Innistrad was the home of werewolves, vampires, and other dark creatures. It was also home to some of the most powerful cards in the game today. Some of those included Snapcaster Mage, Liliana of the Veil, Delver of Secrets, and much more.
The rest of the block included Dark Ascension and Avacyn Restored. However, under the new formatting, there will only be one other set in the Shadows Over Innistrad block. Here is some additional information and dates regarding the set:
Number of Cards: 297
Prerelease Events: April 2, 2016
Release Date: April 8, 2016
Launch Weekend: April 8–10, 2016
Game Day: April 30–May 1, 2016
Magic Online Prerelease Events: April 15-18, 2016
Magic Online Release Date: April 18, 2016
Magic Online Release Events: April 18-May 4, 2016
Pro Tour Shadows over Innistrad: April 22-24, 2016
Pro Tour Shadows over Innistrad Location: Madrid, Spain
Finally, Mark Gottlieb will head the initial concept and game design team while Dave Humpherys will head the final concept and game design team.
Tags: Magic the Gathering, MTG, shadows over innistrad
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Friday, October 30th, 2015
Welcome to another edition of This week in Magic! It’s a new week, and we’re playing with a new format! No more huge essays. We’re going to save those for special ocassions. Instead, we’re going to highlight different things in the game. It could be a player, a piece of artwork, or a deck. This week, we’re going to take a look at the deck that took 1st place at the recent TCG Player State tournament. This was piloted by Brandon Harrison and he played a version of Bant Aggro. Here’s the list:
Brandon Harrison
TCG Player State Championship – 1st Place
MAIN DECK
4 Deathmist Raptor
4 Den Protector
4 Hangarback Walker
3 Nissa, Vastwood Seer
2 Stratus Dancer
4 Warden of the First Tree
3 Wingmate Roc
3 Gideon, Ally of Zendikar
1 Dispel
4 Dromoka’s Command
3 Silkwrap
2 Canopy Vista
4 Flooded Strand
5 Forest
2 Lumbering Falls
3 Plains
2 Prairie Stream
4 Windswept Heath
3 Wooded Foothills
Side Board
2 Avatar of the Resolute
2 Disdainful Stroke
2 Dispel
2 Evolutionary Leap
3 Lantern Scout
1 Mastery of the Unseen
1 Stratus Dancer
2 Valorous Stance
So as you can see, it’s basically a solid GW deck but makes a couple of splashes for a single copy of Dispel and a couple copies of Stratus Dancer. There is nothing wrong with having a couple of extra morph creatures when you’re playing a full package of Deathmist Raptors. They’re also a great decoy for you Den Protectors. And, finally, they’re morph ability is added protection against removal spells because those spells will ruin your deck since your so heavy in creatures.
Otherwise, playing the deck is simple. Play your extremely efficient creatures and beat your opponent down. Every single creature is something your opponent must deal with.
The side board is pretty resilliant against a lot of decks in the format. My only issue with the deck is probably the one Dispel in the main board. I’m not a fan of single spells in the main board. I would probably move that one Dispel to the side board and maybe replace it with the single Stratus Dancer. This makes the deck a little bit more aggressive. If you run into a strong control deck, you can always bring in the Dispels if needed. And if you don’t like the additional Dispel in the side board, then you can always add another Mastery of the Unseen.
Well that’s it for this week. Hope you all have a wonderful and safe Halloween! Hope to see you all next week for the Extra Life event on November 7th!
Tags: Magic the Gathering, MTG, tcg player states
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Friday, October 9th, 2015
It’s that time again. Time for another edition of This week in Magic. As you could tell, we took a little break last week because things were getting a little stale, but now that Standard tournaments have been reporting in with the latest rotation, we’ve finally got something to talk about. Last week, the SCG Open was in Indianapolis. If you were one of the many viewers tuning in, then you got to see some of the great new decks to hit the tournament scene. A quick look at the Top 8 shows that Abzan is still alive and kicking. At the same time, Jeskai and Esper managed to make the trip as well.
There were two decks, though, that really stood out among the crowd. Those two decks were a 5-color Bring to Light deck and an Atarka Red Aggro deck. Now the Atarka Red Aggro deck is something that many players saw coming. A Red based aggro deck is usually expected at the beginning of every new Standard rotation. Bring to Light was a card many were excited about, but it was unclear as to how this card would get played. Well, it seems that we finally have an answer. Let’s take a look at the list that made the Top 8.
5C Bring to Light
by Gerry Thompson – 5th place
4 Jace, Vryn’s Prodigy
4 Siege Rhino
2 Nissa, Vastwood Seer
1 Silumgar, the Drifting Death
1 Gilt-Leaf Winnower
1 Clever Impersonator
4 Bring to Light
4 Abzan Charm
2 Disdainful Stroke
2 Murderous Cut
2 Reave Soul
1 Crux of Fate
1 Ugin’s Insight
1 Languish
1 Ruinous Path
1 Utter End
1 Sultai Charm
4 Polluted Delta
4 Flooded Strand
3 Bloodstained Mire
2 Lumbering Falls
2 Windswept Heath
2 Forest
1 Wooded Foothills
1 Shambling Vent
1 Plain
1 Island
1 Swamp
1 Canopy Vista
1 Sunken Hollow
1 Cinder Glade
1 Prairie Stream
1 Smoldering Marsh
For now, we’re going to concentrate on just the core aspect of the deck. We’ll look at the sideboard another time. If you couldn’t tell by now, the key to the deck is Bring to Light. Don’t let the look of this sorcery fool you. It’s proven to be quite a powerful tutor. In a lot of the games captured on camera during the tournament, the best thing it could tutor for was Siege Rhino. It’s one thing for deck to naturally draw multiple Rhinos in a row, but playing Bring to Light essentially gives you Siege Rhinos number 5-8.
In addition to being able to stomp all over your opponent with Rhinos it has incredible reach. The deck has an unusual number of 1’s and 2’s in the deck list, but as long as you have the mana, Bring to Light can grab anyone of the limited spells in your deck. Also, thanks to Jace, you can use these spells more than once if needed.
So how do you play against a deck like this? Well, one thing is for sure, I don’t think this is an easy deck to play. This looks like one of those situations where if the person piloting the deck doesn’t know how to play it well, it could potentially implode on itself, but don’t always count on that. Bring to Light is one of the keys to the deck. If you take it out of the equation, you chances of winning increase. So, spells like Duress or anything that will disrupt your opponent’s hand may do the trick. There is also a lack of counters in the deck which means it could run into some serious trouble against heavy control decks.
Atarka Red is a deck that will probably stick around for a while. Mono Red was really hurt with the rotation of Theros and M15. So like any good deck, it adapted to the changes and has transformed itself from a burn deck to one of the most aggressive decks in the format. Let’s take a look at the list.
Atarka Deck Wins
by Brian Demars – 1st place
4 Zurgo Bellstriker
4 Abbot of Keral Keep
4 Monestary Swiftspear
2 Lightning Berserker
2 Chandra, Fire of Kaladesh
1 Makindi Sliderunner
4 Wild Slash
4 Atarka’s Command
4 Titan’s Strength
4 Dragon Fodder
3 Become Immense
3 Temur Battle Rage
8 Mountain
4 Bloodstained Mire
4 Wooded Foothills
2 Cinder Glade
2 Windswept Heath
1 Forest
As you can see, there is nothing special about this deck. It’s very straight forward – play a bunch of creatures and smash your opponent as fast as you can. Like a lot of aggro decks, there isn’t much of a late game. So, if your opponent begins to stabilize with fatter creatures, you could find yourself in some trouble. This shouldn’t be the case, though. You should be playing spells without much hesitation because you want to be able to fill your graveyard in order to make things easier when casting Become Immense. The green pump spell plus Temur Battle Rage should be more than enough to finish your opponent even if they have a blocker.
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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Tags: Magic the Gathering, MTG, Simeon Cortezano, Standard
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Friday, September 25th, 2015
It’s that time again. Time for another edition of This week in Magic. Well, if you couldn’t tell by all the hype in the air, the Battle For Zendikar prerelease is finally upon us. This is typically the time when players who have been away from the game or who are new come out and play with everyone else. So, if you’re one of those people then you’re in luck. This week’s article is dedicated to you. We’re going to go over things you should bring with you, items you may want to purchase when you get to the event, and the new mulligan rule that will go into affect this weekend for all formats.
Let me ask you a question. When was the last time you played a slightly competitive game of Magic: The Gathering? If you can’t remember or you’ve never played a competitive game, then this is the best section for you to start with. Otherwise, feel free to jump around.
One of the first things you may need is a bag. This seems obvious, but sometimes people don’t think of it because of how trivial it can be. However, you never really know what kinds of goodies you may pick up while you’re there. It’ll be nice to have everything all compartmentalized in one bag. Just remember to keep that bag close to you at all times. It’s an unfortunate piece of advice I have to give out, but one that seems to be necessary today.
Pen and paper is another great item to bring with you. Whether it be for notes, keeping your life score, or writing down someone’s phone number, having pen and paper has become essential. What about dice, you ask? Well, keeping your life total on dice is fine, but dice can be knocked over and easily turned. You’ll want to keep track of your life and your opponent’s. If you plan on becoming a more competitive player, then this will be excellent practice for future events. Get in the habit of writing things down. Even keeping notes of how damage was dealt can prove to be important.
Speaking of dice, bring some! There is nothing worse than someone going to a gaming store and not bringing dice. C’mon man! There is no excuse for this. Well, maybe, if you’re coming from somewhere and you didn’t have any on you to begin with. However, I carry dice on myself at all times just because. Also, you’re at a gaming store. If you don’t have any, then you could always buy some. That’s for another section, though. If you have dice, bring them.
Well, that’s it for this section. If you’ve been away from the game long enough, then you may not have the dice anymore, but pen, paper, and a bag you should have already.
Here’s a small list of items you may want to get while you’re at the store. The first thing on this list has to be sleeves. Now, some people don’t like playing with sleeves and some people play with “penny” sleeves. Thanks to the “expeditions” that have been randomly inserted into packs, there is the potential to open a very pricey card. Even if you don’t open one of these cards, you still may want to consider protecting you cards. Think of it more like an investment. You’re paying good money for these pieces of cardboard and the last thing you want is to ruin them because you didn’t want to spend the few extra dollars to protect them.
Another item you may want to get is a small box to keep your cards in. I would recommend an 800-count box. These are very cheap to buy and completely worth it. You’ll thank me especially if you play in more than one prerelease event in a day. Plus it makes for a great storage unit to keep everything separated from your different events.
Speaking of a small box, how about a deck box? I know the items are adding up, but these are only suggestions thus far. A deck box will run you about $4-$5. So that’s not bad. This way you can keep your deck apart from other cards you may have collected that day from either trading or playing in other prerelease events.
Other items to consider, but are not prioritized as high as the other items I previously mentioned are a playmat and some dice (if you don’t have any).
So, you may have been hearing about this new mulligan rule, but what exactly is it? Well here it is, straight from DailyMTG’s website.
“103.4. Each player draws a number of cards equal to his or her starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with his or her initial hand may take a mulligan. First, the starting player declares whether or not he or she will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. If a player kept his or her hand of cards, those cards become the player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a player’s hand size reaches zero cards, that player must keep that hand.) Then, beginning with the starting player and proceeding in turn order, any player whose opening hand has fewer cards than his or her starting hand size may scry 1.”
Did you get all that? So once both you and your opponent have finished taking your mulligans, starting with the first player, you can scry one card. If you have any questions regarding the new rule, there should be someone on hand to answer any concerns you may have.
Well, that’s it for this week. Hope you enjoyed this week’s article. If you think I missed something or have something to say, then sound off 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: Battle for Zendikar, Magic the Gathering, MTG, Prerelease
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Friday, September 18th, 2015
It’s that time again. Time for another edition of “This week in Magic.” If you hadn’t seen it already, the mother ship has spoiled the rest of the Battle for Zendikar set, and let’s just say that the future looks rather underwhelming. However, let’s not dwell on that. Instead, let’s try to make the best of things with another top 5 list. This week, we’re going to cover five cards with the most potential in Standard.
If you follow us on Facebook then you may have noticed that I shared an image of this card. Spells like Dissipate, Dissolve, and Cancel have showed us that three is the magic number for Standard counters. Now Spell Shrivel can join that club. However, there is something that I really like about this card. I think the fact that the cost for this spell is 2 colorless mana and one blue rather than the two blue mana and one colorless mana required for the others. While it may not be a hard counter, it’s a decent compromise for the easier casting cost.
One of the best parts of the spell is that fact that it exiles the spell rather than having it end up in the graveyard. Thanks to other spells like Jace, Vryn’s Prodigy and Deathmist Raptor, even the graveyard isn’t a safe place. Still, thanks to the new mechanics of BFZ, the exile area might not be a safe zone either.
The return of man-lands is finally upon us. The last time we saw them was in original Zendikar block. That’s when we had lands like Stirring Wildwood and Celestial Colonnade. Now we have Lumbering Falls and Shambling Vent. Out of the two, I think Shambling Vent may be the better. Although, it may still be too early to tell. Shambling Vent enters as the favorite mostly due to it’s color scheme.
Thanks to Shambling Vent, something like Esper Control can go completely creatureless and just rely on the vent to do the dirty work. Of course, that may have to wait until post rotation because how can you ignore the fact that you still have powerful dragons like Ojutai roaming the format.
This version of Omnath was one of the first cards spoiled in Battle for Zendikar. I was sitting in the Twitch chatroom when the announcement and I remember a lot of “ooh’s” and “ahh’s” scrolling on the screen. One of the first things that came to mind was that the big Red/Green machine isn’t dead yet. Thanks to this Omnath it will still be something to reckon with.
Sitting at 5/5 for six mana doesn’t look impressive, but the fact that this thing makes babies due to it’s landfall ability in a format where bringing land into play is easy as pie scares me a lot. Imagine this very real scenario, with an Omnath in play, you opponent plays one fetch lands and triggers Omnath’s landfall ability. Then they sac the land and bring another land into play. That triggers the landfall ability again. That’s two 5/5’s with one land. Eesh.
What list would be complete without an Ulamog? At some point or another, there will definitely be a debate or which version of Ulamog is better. For now, I like this one. You can probably call me a little bit biased, but this is another one of those cards that I can see fitting well in a control deck like Blue/Black. Remember how I said something like Esper Control can go creatureless? Well, maybe we can make an exception for this one creature.
Ulamog’s new ability to mill your opponent makes this creature a serious threat. There have even been talks about it being one of the best creatures in Limited. Keep in mind, though, we’re here to talk about Standard. One of the biggest strengths of this new Ulamog has to be that it only needs to attack to mill your opponent. That means they can chump block it all day long; the attack will still trigger Ulamog’s ability.
Coming in at number one is the newest version of Gideon. When Gideon first made his way into Magic, he was quite the planeswalker. This version may be his best face to date. In this game, one can usually expect some of these cards to have some kind of downside to them. However, with Gideon, there doesn’t seem to be one. As soon as he hits the battlefield, he has the ability to make a sudden impact by being able to make an emblem that will make all your creature stronger and tougher.
If need be, he can even create a defense by making a 2/2 ally. Even more so, because the the token is an ally, it can trigger the ability of all other allies you control on the battlefield. Finally, his final form as a 5/5 indestructible creature makes him, possibly, the best card in Battle for Zendikar.
Well, that’s it for this week. I know I’m not perfect, and this list isn’t perfect. If you think I’ve left something off of the list or have something in the wrong spot, let me know. I’d love to hear what you have to say. 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: Battle for Zendikar, BFZ, Magic the Gathering, MTG
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Friday, September 4th, 2015
Welcome back to another “This week in Magic.” A couple of weeks ago we sparked some controversy with our Jace vs. Jace list. I’m not saying you have to agree with me. In fact, I’m glad those of you who didn’t agree told me. More than anything, I want people to engage in conversation here. With that being said, I’m not writing things for the sake of arguing. The Jace vs. Jace list was something that I truly believe in.
For this week’s topic we’re going to go over Pro Tour tournament results vs. SCG Open Series results.
As someone who plays Magic at a competitive level, I like to see what other people are playing nowadays. Some of the best resources around the net to find this kind of information are MTGTop8.com, TCGPlayer, StarCityGames, or directly from DailyMTG.com. Usually a couple of days after the tournament, these sites will post the Top 8 results. On StarCity’s site, they typically have it the same day since they’re the one’s hosting some of the events.
Personally, I like to look at the results of events like the StarCity Open Series more than the Pro Tour. Sometimes I like looking up the results of local tournaments such as 1Ks or 5Ks. These events tend to draw up to several hundred people, and, in some occasions, high level players and even pros show up if it’s close enough to them.
So I’m sure you’re wondering right now why I prefer these “local” tournaments over the Pro Tour. The biggest reason why is that the Pro Tour is sometimes made up of different formats. For example, Pro Tour Origins was both Standard and Origins Limited. So while someone like Shahar Shenhar may win the Pro Tour, he may have done so by having an amazing Limited record while limping with a sub-par Standard record.
At an event like a TCG5K, players have to go through upwards of nine rounds of Standard Swiss (or whatever format is defined for the tournament) and then a Top 8. That’s clearly more than the three or four rounds that pro players endure at a Pro Tour. So what an event like a TCG5K shows is how much a deck can endure.
Admittedly, a pro player is still a pro player. They are a pro for a reason, and that reason is because they’re good, they know how to win, and did I mention that they’re good? At an SCG event, any Joe Schmoe can win that event. No offense to anyone named Joe or with the last name Schmoe, but I’m mainly referring to someone like me; of my caliber. Keep in mind, you have to earn your way onto a Pro Tour. You can’t just show up, pay the $50 at the door (ugh) and play. Players on the Pro Tour have earned their way by either having been there already, or qualifying.
To qualify for a Pro Tour today seems a lot more tedious than it has in the past. With PPTQs, local stores can rejoice and be happy that they get to host such prestigious events, but it just means more work for the local player. In the past, you would show up to a single qualifier. At that point, you either win it or you don’t. Those events could, sometimes, yield upwards to a hundred players. A local PPTQ can actually come close, but averages somewhere between 30-50 players.
If there were ever an argument to change my mind it would have to be that a pro player is playing a certain deck at the pro tour because of reasons that I am not experienced enough to initially see. I guess you could say that this all goes back to how “a pro is still a pro.”
I think it’s safe to say that all Magic players want to win. They don’t want to just scrape by enough to make it, they want it all. So, to say that a pro player would ever be satisfied with “just making it” at a pro tour with a sub-par performance is like an insult to them. If they could, they’d like to replicated something similar to Seth Mansfield’s run at World’s last week. He would end up being crowned champion with an amazing 13-1 record overall.
To do this at the game’s highest stage is one of the best things you could do in this game. For Seth, it was clear how much it meant to win. I was telling others that if I had won, I would have had the worst case of “ugly face” due to all the crying I would have done.
I’d really like to know your thoughts on this matter. This is especially for those of you who have taken up the oath to never “netdeck” a list. How do you, as a player, conduct your research to prepare for the current meta, whether it’s an FNM or a major local event? Let us 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 the Gathering, MTG, Simeon Cortezano
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