Author: paz

  • Lighthouse Scientists Prepare Large Hedron Collider

    TAZEEM, ZENDIKAR — The Large Hedron Collider was successfully loaded yesterday with a second White Mana Octahedron, say Lighthouse scientists.

    The Octahedron, a whopping 5 zendi-meters in length, was placed in the hammer of the device located on the foothills of East Ulzhet. Its twin, installed last zendi-January, rests upon the woodlands of Hul’Morag.

    The successful installation of the second hedron comes after the “Doom Quench” earlier this year, where a Black Mana Spheroid was loaded into the Collider with catastrophic results.

    “Rather than smashing open the target hedron, the spheroid just exploded with swamp goo,” said Mituantir the Knowledgeable, project coordinator at Lighthouse. The spheroid was, it turned out, an ancient prison for a dark vampire lord prophesied to unite the vampire tribes in an apocalyptic conquest of the whole of Zendikar.

    The stench of the goo lent weight the hypotheses of other merfolk scientists: that Black Mana Spheroids are the droppings of ancient, colossal zendi-bunnies.

    “We’re past that now,” said Mituantir. “We’ve cleaned up the goo, and we hear there’s a prophecy about a destined Promised One who’ll take care of the dark vampire lord we unleashed.”

    The goal of the Large Hedron Collider project is to smash open the target hedron and expose the contents within. Said Mituantir, “It’ll probably be the massive scalar elementary particle predicted to exist by the Zendard Model of particle physics: a Planeswalker spark.”

    “The idea is to force a severe landfall using what amounts to an oversized zendi-mouse-trap,” said the goblin artificer Dromms, head engineer, who has allied with the merfolk for the duration of the project. “Hopefully we’ll progress enough on this quest to enable some beneficial effects.”

    “Kicker,” he added.


    The Large Hedron Collider is set to activate on zendi-November 1st, the day after thousands of little Korlings dress up in costumes and quest for zendikandy.

  • Announcing: Magic: The Gathering: Dice Game

    WIZARDS OF THE COAST PRESS RELEASE

    October 24, 2009 -– Renton, Wash. — Wizards of the Coast today announced a new game product
    just in time for the holidays — Magic: The Gathering: Dice Game.

    “Wizards of the Coast is committed to supporting all sorts of gamers, not just those who play games with cards, or those who have friends with which to play,” said Scott Knoblich, VP of Sales for Wizards of the Coast. “The result of that commitment is this dice game.”

    “Like the Catan dice game, the Magic: The Gathering: Dice Game will capture every ounce of the flavor, nuance and strategy of the original, but deliver it in a compact, elegant form,” he continued.

    Players will be delighted to play Magic: The Gathering without the need for cards or even opponents! Game progress will be tracked on game sheets like the following, which is oddly included in this press release:



    Magic: The Gathering: Dice Game will be easy to learn but tough to master. Strangely, this press release contains a copy of the rules:

    1) YOUR MAGIC PERSONALITY

    First, roll the MAGIC PERSONALITY DIE to find out what kind of player you are: a “Timmy,” a “Johnny” or a “Spike.”


    2) BEST DECK

    Roll the COLOR DIE repeatedly until you get a MaRo symbol. If you rolled each color, start this section over. Otherwise, note each color you did NOT roll by circling those colors in the “BEST DECK” section.


    3) YOUR DECK

    Roll the COLOR DIE repeatedly until you get a MaRo symbol. Note each color you DID roll by circling those colors in the “YOUR DECK” section.

    • If you are a Timmy, you may stop rolling after any Red roll, because all that matters is having some dragons in there.
    • If you are a Johnny, you may stop rolling after any roll that does NOT match a BEST DECK color, because as long as you’re different, you’re satisfied.
    • If you are a Spike, you may stop rolling after any roll that matches a BEST DECK color, because duh.

    4) METASCORE

    Subtract the number of colors that do NOT match between YOUR DECK and the BEST DECK from the number of colors that DO match. Write this result or zero, whichever is greater, in the METASCORE box.

    5) PLAY!

    Roll the PSYCHE OUT DIE until you get “YOU WIN!” Every time you are affected by a PSYCHE OUT EVENT, cross out a PSYCHE OUT BOX on your current round. If the round becomes filled with PSYCHE OUTS, mark the FROWNY FACE box instead of the HAPPY FACE box and move on to the next round.

    Each round, you may reroll X times, where X is your METASCORE.


    • If you are a Timmy, you are not affected by HOT CHICK, because you have not reached adolescence, and not affected by ROGUE DECK, because your questionable deckmaking defies expectations.
    • If you are a Johnny, you are not affected by ROGUE DECK, because everyone knows that Johnnies share a bond of kinship with one another, and not affected by TOP TIER DECK, because you’re here to stick it to those conformist netdeckers!
    • If you are a Spike, you are not affected by TOP TIER DECK, because you’ve played against it like a billion times on MODO, and not affected by HOSTILE JERK, because everyone knows that jerkwads share a bond of kinship with one another.

    After playing all of the rounds, mark the appropriate EVENT RESULT. Your result is a victory if you have max 1 FROWNY FACE. If you won, move on to the next event!

    Magic: The Gathering: The Dice Game will be available at retailers November 20, 2009 for $19.99 (MSRP). The purchase includes a storage box and small piece of paper, on which will be written the URL of a page on MagictheGathering.com containing sheets and dice images to print out, and instructions for how to cut out, fold, and glue the dice images into usable dice.


  • New Set Continues Alarming Rare Trend

    Early reports from Zendikar PTQs confirm analysts’ worst fears that rares are now more important than ever for sealed deck play.

    Rares, or “sick variance” as they are sometimes called, appear less frequently in packs compared to other cards. Additionally, there are mythic rares that appear less frequently than other rares.

    “I mean, it’s just a bomb-heavy format,” local player Matt Kim said. Matt has been playing since Prophecy and has noticed a trend towards more powerful rares that have fewer effective counters.

    “They have this one card, it lets you set your life to 20. EVERY TURN. And it’s an artifact too, I can’t play a bunch of shatters maindeck.”

    Meanwhile, the spells to stop those threats have not scaled accordingly.

    “They started the burn out at three damage, and over 15 years later now they only do four damage, and for way too much mana.”

    Matt finished with a 4-3 record at his PTQ, in 35th in the standings. He attributed his losses to “too many bombs”.

    “I’m amazed I won even as much as I did,” Matt said. “It’s lucky I notice the synergy between Ob Nixilis, the Fallen and Emeria Angel.”

    Even players that had done well agreed with Matt’s sentiment. Derrick Scordia advanced to the top 8 playoffs before losing, but still griped about the epidemic.

    “With these rares, any old player can win. Before you needed skill, now they just pass out golden tickets in these packs,” said Derrick.

    “It’s like, no one plays this game to get randomly rewarded. If that’s what I wanted I’d just play poker.”

    Also like Matt, Derrick had a complaint about a particular card, in this case the green rare Predatory Urge.

    “Like this card. It’s soooo broken,” Derrick said as he held it up. “Before they would never have made a card this card.

    Asked if he was aware of Contested Cliffs, a functionally similar card from Onslaught, Derrick replied, “I don’t play EDH”.

    Developers from Wizards of the Coast were unavailable for comment, but did issue a terse prepared statement regarding the situation.

    “You people are vultures. If you must open your mouths, at least fill them with Jones Soda, now available in five Magical flavors.”

  • My Zendikar Midnight Draft of the Damned

    A strange thing happened at the Zendikar prerelease’s midnight draft.

    It wasn’t my winning streak that was strange. I had been passed bomb after bomb, loading my deck with Celestial Mantle, Eternity Vessel and Grappling Hook for good measure. The monstrosity I concocted was a mono-Kor deck that played Steppe Lynxes, Kor Duelists, Explorer’s Scopes and Adventuring Gears. I was unstoppable. And what’s more, my store was running a very special promotion: the winner of the midnight draft would receive a priceless treasure.

    The treasure was hanging above the counter for all to see — it was the Candelabra of Tawnos that Monty, the store owner, had called me up in the middle of the night over. He had ripped it from a Zendikar booster long before the internet considered the Priceless Treasures scheme kosher, and gibbered excitedly that he would use it to lure the most ferocious drafters from around the world into his very own shop. That had to be good for business.

    So what had gone wrong? Somehow, all the good cards had fallen into my lap, and I had already ploughed through the likes of Budde, Maher, and Finkel (Could they really not afford their own Candelabras? Or was something more going on here?). The bell tower that Monty’s store was built under chimed six, and the huddled gamers turned in unison to see the sun begin to filter in through the windows.

    “We cannot linger here long,” Monty hissed, his prominent canines edging out over his lower lip as he spoke. “The time has come, brethren, for the final round. Only two warriors are so far undefeated in their quests. Before the sun is up, one of them will be crowned the Master of the Night!”

    The cheer that went up was shrill, and urgent, and somewhat unsettling. I caught the eye of my friend Jack and smiled nervously, but he only fixed me with an inhuman, steely stare and nodded slowly. I began the walk to the top table, alone.

    As I passed between groups of players speaking in hushed tones, I saw those gamers that had been left by the wayside during the tournament. One was nursing a chest wound, desperately attempting to stem the flow of blood with a Welkin Tern. Another appeared to be intently manipulating a deck, but as I grew closer I saw that he was playing with a pile of ashes that had presumably once been an ill-advised three-colour sealed construction. As I drew nearer to the final table, one gamer fell to his knees in front of me, clawing at the hem of my jeans. “Don’t go on,” he implored, and I could see the tears streaming from his eyes. I tried to smile nonchalantly as I brushed on past.

    I took a seat between the expectant onlookers, their bodies pressing in on mine with a tangible hunger. My opponent was late — “Perhaps a bye,” I joked quietly — so I took the opportunity to peek at the results slip and check his name. It read, however, only a string of X’s; the DCI number was given as three question marks. A glitch in printing the slip, I decided. Although no one had spoken, a bearded man across the table from me chuckled loudly.

    After thirty seconds of uncomfortable silence, the crowd began to part and my opponent drew into sight. His hair was white as snow, and he wore a flowing robe that looked far too elegant for an eBayed costume. His skin was deathly pale, but his eyes were hard and shining, and, if you looked at them too long, appeared to be ringed in red. Needless to say, I did not recognise him from the drafting table, but did not trust myself to speak up against him. He smiled broadly, relaxedly, as he sat down, but there was nothing inviting about the smile; it reminded me more of a predator’s smile, perhaps that of a Ravenous Baloth. He extended a hand to shake, and I took it gladly, but came away with tiny pinpricks of blood welling up on my palm where his nails had touched my skin. Wiping the hand on my hoodie, I began to shuffle.

    “This match will consist of one game.” Monty was behind me now, and he seemed to speak more to me than to the crowd. “There are no rules. Your goal is to survive. Good luck.”

    He gripped my shoulder, as a delinquent child might grip an unwitting pet before sending it on a dangerous voyage into a river. I turned around to thank him, but when I looked he had vanished behind the wall of the crowd. I turned back to my opponent to see that he had patiently placed his deck in front of me, in plain black sleeves that seemed to divert light from their surroundings. “Cut,” he said, in a thick accent that I did not recognise, but was clearly unaccustomed to pronouncing English syllables. I obliged.

    I remember the match clearly; I have played it over in my head dozens of times after the event. My opponent won the die roll with an oddly shaped, bone-textured die he himself supplied, and plaid a Magosi, the Waterveil (6CIH). This struck me as odd — my previous opponents would surely have played Islands over such jank — and it instilled me with some of the confidence of which my opponent’s dramatic entrance had robbed me. I played a Plains and an Adventuring Gear and passed the turn back. My opponent, his smile widening but his eyes still deathly focused, played a Forest and a Khalni Heart Expedition (5CIH) and passed.

    He had still given me no reason to be afraid. I played another land, and a Kor Duelist hit the table before being suited up. My opponent’s next turn consisted of playing another Forest and a Greenweaver Druid (4CIH); evidently he was playing some kind of ramp deck. I pondered on how he could have got this far undefeated. Fearing a Harrow into Terra Stomper or similar, I played a land and a Kor Hookmaster to tap down the Druid, then attacked for 6. The game appeared to be in the books. My opponent, utterly unfazed, played a foil Lotus Cobra (without even pausing to comment on the fact that he had opened the set’s most expensive card), then played a fourth land (3CIH) and used the Cobra mana to put an eon counter on his Waterveil. I marvelled; how could anyone offer their opponent a Time Walk when they were so far behind on board position? The turn was passed with nothing more cast, so I gladly untapped and attacked — I made some offhand comment about missing my land drop, but he only continued to stare at me with the same single-mindedness that Jack had earlier. I brought his life down to 10, then played Bold Defense the next turn to deal another 7 damage. Maybe I didn’t need that land drop after all. I passed the turn to my opponent, who was on 3 life; even if he could ramp into double Terra Stomper with his turns, I had Nimbus Wings waiting. He untapped.

    “A fine display of dust, if such were your intention.”

    My opponent delivered the line with almost scripted calm, and I flinched visibly at the rebuttal. There was something absurd about it, but I intuited that my situation was far from comical. I looked around myself, appealing to the onlookers for some recognition of my success, but all eyes were on my opponent. Grimly, I turned to face him.

    A Scalding Tarn entered and left the battlefield (2M, 3CIH), bringing my opponent down to 2 life. He tapped his four non-Waterveil lands and broke open the Expedition to find two more forests (8M, 3CIH). This was followed by — as I’d dreaded — a Harrow, trading an Island for two more Forests (9M, 2CIH). What came next, however, I could never had predicted: the revitalized Druid was tapped and my opponent announced a Sphinx of Lost Truths with kicker (4M, 4CIH). The crowd applauded, but I found I could not appreciate the play with them; I was gripped by an inexplicable fear for my very life. My opponent played a Khalni Gem and tapped it to pay for a Pyromancer Ascension (2,2CIH). Then, finally, terribly, he activated Magosi (3,2CIH) and began again.

    For his next turn my opponent did not waste any time. He tapped his five Forests and played another Harrow for two more (6M, 3,2CIH). Then, incredibly, he cast a third harrow for a final pair of forests (7M, 3,1CIH) and tapped his Druid to play – brace yourself, reader – a Rite of Replication with kicker (3,0CIH). It slowly dawned on me that by playing three Harrow my opponent had activated his Pyromancer Ascension, and so had two copies of the Rite to play with. Some of the onlookers jumped out of their seats at this, yowling their delight, but not one of them seemed in the least surprised; nor did anyone congratulate my opponent personally.

    The sun was nearly up, and if at this point I had wanted to concede I would have been unable to leave the table due to the throng of gamers pressing in on me, desperate to see their champion complete his game. The targets were Sphinx of Lost Truths and Greenweaver Druid. My opponent drew 15 cards – all but the last card of his library, I noted ominously – and then discarded 15, and to my shock I saw that in addition to the three lands that had been in his hand there were 12 copies of Mindless Null in the graveyard (3CIH). The cheers of the crowd grew in pitch and fervor, almost a song, a base, tribal chant. Khalni Gem was tapped and a Goblin Bushwhacker with kicker entered the battlefield, giving haste to the five Greenweaver Druids, every one of which was tapped (10M, 2CIH). My opponent revealed that one of the cards in his hands was a Primal Bellow, which targeted the Cobra and Goblin, giving each one +7/+7; the other, awfully, was Gigantiform. (0M, 0CIH). It came down enchanting the Cobra, and my opponent gleefully flipped over the last card of his library as a second copy to enchant the Goblin. He cracked his knuckles before announcing his attack with six different 4/5 flying Sphinxes and two 16/15 tramplers (curse you, power-toughness sublayers!).

    Exhausted, I extended my hand to my opponent, and finally, his grin drew back, and he lunged at my exposed arm and sunk his teeth into my wrist. The crowd rose to a fever pitch, but my hearing began to fade as my opponent drank his fill. The last thing I heard was Monty’s dim shout that the sun had risen; after that I knew only darkness.

    I awoke as a Child of the Night, petty trifles such as Candelabras of Tawnos no longer my concerns. I am no longer the hunted, but a hunter, fast and strong. And now, at last, I understand the glory of the man who defeated me, the Slaver, the Myth. Every night I sing his praises to the moon in the hope that one day he will return to bless me with his blood.

    Maybe then, I can challenge him to a rematch.

    In case you were wondering, the deck was:



    40 cards – almost a believable deck. Try it out!

  • Nations Agree to Mill the World’s Bombs

    In an act that has excited citizens and civil authorities around the world, the G-20 and the United Nations have simultaneously voted on a mutually binding resolution to mill the world’s bombs. These bombs, rather than being dropped or mailed or windmill slammed, will be ground into a fine powder that will be used in high-school science labs, novelty moustache-drawing devices and nutritional supplements for impoverished, iron-deficient children in the developing world.

    “This is a proud moment for all us,” said U.N. Secretary General That Korean Guy Whose Name Nobody Knows. “To see these bombs put in a place where they can’t hurt anyone anymore – you have to admit; that’s a pretty great feeling.”

    The milling condition goes into effect in 2015, and, at the behest of the permanent members of the security council, does not effect bombs that have already been produced, bombs currently in production, or any bombs designed and manufactured before the ban takes effect.

    “This is an empty piece of self-congratulation that doesn’t affect the board,” said Netherlands U.N. delegate Franz Blarsten. “Unless it is changed to mill all the weapons in the world – starting immediately, and completing within the year – it will not affect the ability of the nations of the world to make war, either against each other or against their own citizens.” During Blarsten’s remarks, the lights were turned out, and all the other delegates went for sandwiches.

    Libyan Leader Mu’ammar Al-Qadhafi was slated to speak in the opposition, but he instead launched into a 94-minute rant about the shuffler.

  • Good Gamery Zendikar Release Contest

    lol


    Deadly perils, priceless treasures, floating coconuts!

    The new Magic: The Gathering set, Zendikar, is pouring one out for its homies . . . and for High Adventure!!

    lol


    Contest

    To start an adventure of our own, we are holding a contest. Every Officially Acknowledged Content you create and submit between now and the end of OCTOBER is automatically entered, and every participant is eligible to receive prizes. At the end of OCTOBER, everyone on the GoodGamery.com forums will vote for their four favorite contributors, whether they contributed fake cards, funny articles, or even set reviews and tournament reports. Once a top four is decided, there will be a runoff to determine which of the four top contributors gets the top prizes.

    Prizes

    • 1st place: 18 Zendikar boosters
    • 2nd place: 9 Zendikar boosters
    • 3rd place: 6 Zendikar boosters
    • 4th place: 3 Zendikar boosters

    Priceless Prizes for Participation (P3)

    In addition to this, every participant who creates at least one piece of Officially Acknowledged Content will receive Legendary, Priceless Hidden Treasures! These may or may not be 2 packs of random sets from Magic’s mysterious history, and they may or may not be available while supplies last. The Peril!

    How do I submit an entry?

    Please take a look at these instructions.

    Tips

    Here is a link to the Zendikar Visual Spoiler, which will aid you in your quest to create Officially Acknowledged Content. It has all the Equipment you’ll need to complete your quest (plus Lands, Creatures, Enchantments, Instants, Sorceries, etc. etc.).

    Your adventure begins now! The Zendikards await!

  • NJ’s Zendikar Capsule Review

    NicotineJones applies his prophetic foresight to all sorts of Zendikards! Heed his words, or as Wisdom herself would say: “Because you have ignored all my counsel and would have none of my reproof, I also will laugh at your calamity; I will mock when terror strikes you, when terror strikes you like a storm and your calamity comes like a whirlwind.”



    NJ’s Capsule Review of Zendikar is located here.