Posts Tagged ‘Standard’

This week in Magic: Looking at the new Standard

BFZ Tumblr 1
 

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.

 

bringtolight
 

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 command
 

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.

 

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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This week in Magic: UR Mill

sphinxstutelage
 

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.

 

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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This week in Magic: a look back at Pro Tour Origins

hangarbackwalker
 

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.

 

chiefofthefoundry
 

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.

 

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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This week in Magic: A Pro Tour Origins Top 5 List

languish
 

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.

 

5. Languish

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.

 

4. Thopter Spy Network

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.

 

3. Hangarback Walker

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.

 

2. Liliana, Heretical Healer

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?

 

1. Jace, Vryn’s Prodigy

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!

 

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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This week in Magic: Brewing for a new Standard

exquisitefirecraft (1)

 

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…

 

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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THIS SUNDAY – Join us for Our Standard Pre-PTQ for Pro Tour Milwaukee!

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Battleground Games & Hobbies – Abington MA

Join us THIS SUNDAY for our second Pre-PTQ to qualify one lucky winner for the up-coming Regional PTQ for Pro Tour Milwaukee. This time, the format is Standard at our Abington location. We look forward to seeing you there!

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

Address:
1423 Bedford Street
Abington MA 02351
781.261.9669

Parking on site

Google Maps
Battleground’s Facebook Page

This event is being run as a Preliminary Pro Tour Qualifier for Milwaukee:
• Competitive REL
• Decklists required
• Cut to top 8

Prizes:
6 Booster Packs per person will be entered into the prize pool.  These packs will be awarded to the top 8 finishers.  Additional prizes may be awarded based on turnout.

 

 

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