Category: mtg

  • MTGcom’s Daily Deck: ‘Nova Scotia Blue-White’

    MagicTheGathering.com today announced its daily deck, which happened to win Nova Scotia’s state championships.

    “I call it ‘Nova Scotia Blue-White,’” said the deck’s designer and Nova Scotian champion, Brett Ripley. “I told Wizards that they could alternately entitle it ‘Brett Ripley’s Blue-White Control.’”

    Two weeks ago, Mr. Ripley had noticed a U/W Reveillark deck on Star City Games Premium, designed by Benjamin Peebles-Mundy.

    “Sure I saw that Reveillark deck, but I assure you, Nova Scotia Blue-White is entirely different from that list in multiple different ways,” Mr. Ripley explained.

    “For one, it’s got Cryptic Commands. For another… well anyway, you get the idea.”

    “Nova Scotian pride,” concluded Mr. Ripley, thumping his chest before returning to the pages of Anne of Green Gables.




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  • How to Be an Awesome Magic the Gathering Player



    1. If you don’t have cards, find a way to get some. Unsuspecting players at Friday Night Magic events, for instance, might be too busy having fun with their friends between rounds to notice the dark stranger subtly slipping decks into a satchel by his side.

    2. Continually overvalue your cards and undervalue their cards when trading. They’ll eventually submit to a pity trade out of politeness. Profit.

    3. When you play in tournaments, wear an iPod. Obtain a girlfriend in order to bring her along to stand behind you and rub your shoulders.

    4. At high level tournaments, count to 60 in your head before making a decision on anything.

    5. Enjoy the degree to which your life improves as you continue to dump more and more time and money into Magic cards.



    1. If you make a mistake, intimidate the player into letting you take it back. If he does not, grumble at him under your breath for the rest of the match.

    2. Tap your lands and creatures at a slight 25 degree angle. This puts them into a “half-tapped” state that could go either way with the simple brush of a sleeve.

    3. Stack lands into perfect piles so that your opponent doesn’t know how many lands you have. If he complains, stare at him as you loudly read off slam each card in the pile onto the table. Then restack.

    4. Join MTGSalvation.com and visit the competitive subforums for sound advice from skilled players.

    5. While posting on MTGSalvation, change fonts in the middle of curse words to avoid the profanity filter. This tip also applies to the obscenity filter and vulgarity filter.



    1. Magic players are like that one girl you have a crush on: They only want to hang out with giant assholes. Becoming a giant asshole might make the friends you have that are worthless and pathetic like you less.

    2. Obtaining a girlfriend might hurt the amount of time you spend on MODO. Make sure to let her know early on that you do not intend to make her feel desired above computer games. Being out and open with your selfishness gives her no excuse to complain.



    1. Magic cards

    2. An iPod

    3. A girlfriend to exploit and ignore

    4. An internet connection (56k or higher recommended)

    5. A terrible attitude




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  • Shards Contest Endgame


    Everyone’s been talking about the most important election the world has ever known. And now it’s here. It is your duty as a Good Gamery member to vote for the best contributor to the Shards of Good Gamery Preview Month Contest! Here’s how it went down:

    llarack

    To Mulligan or Not to Mulligan

    GP Denver Report – Kithkin Yu

    Dr. Magic Cards

    Chandra Nalaar for Planeswalker

    Vandermonde

    It’s Been a Shard Day’s Night

    Jumping Through ‘Hoops’

    slugworm

    Wizards Cuts Numerous Magic: The Gathering Tournaments

    alfred

    Dog Eats Magic: The Gathering Deck, Dies

    xepel

    Rogue Band of Planeswalkers Destroys Plane for Fun and Profit

    ‘Chop: Hell’s Angel

    New Website Design a ‘Great Success’

    Pterrus

    ‘Chop: Sarah Palin

    slearch

    Boy’s Suicide Possibly Caused by Game; Manufacturer Denies Responsibility

    ‘Chop: Blarbed Blightning

    ein

    Mad Libs: Choosing a New Magic Set!

    Some of the contributors didn’t necessarily qualify but I said, “eh, mise.” The time has come for VOTE #1. Vote for the four people you think should be in the top 4. You must be a registered and non-bot member of the forum to vote.




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  • To Mulligan or Not to Mulligan


    One topic that is not often covered in articles about constructed is how
    to properly mulligan with decks, and what factors to consider while
    mulliganing. However, I feel the best way to approach a discussion of this
    is through examples.

    Example 1: B/W Control, (just after Time Spiral was released for
    States ’06):

    Now, keep in mind, the major decks back then (or the well known ones) were Solar Flare, Solar Pox, Zoo, R/G aggro, Dragonstorm.

    You were favored vs most of those decks with tight play. (In fact, my only loss in States ’06 was to dragonstorm who drew 3 ignorant bliss and 1 remand in game 2, in running turns).

    However, one of the most important things to consider is how your path to victory looked vs those decks. The games vs control basically degenerated into attrition wars, so Wayfarer and Arena are the best cards, with Nightmare Void (a tutorable target) being a softlock with Arena. The only difference between the hands vs aggro and vs control is that Wayfarer is slightly worse vs them, because it tends to die very easily, and you lean much more heavily on your removal spells.

    Let us consider the following hands, that I randomly generated from this link:
    BW Control.

    Hand #1: Swamp, Caves of Koilos, Ghost Quarter, Weathered Wayfarer, Faith’s Fetters, Akroma, Angel of Wrath, Phyrexian Arena.

    This hand is basically the best opening hand you could draw. Since it has 2 sources of card advantage (wayfarer and arena), fetters to help you stabilize, and a lategame finisher that you can probably play on turn 8 or 9. In every matchup, I would keep this hand.

    Hand #2: Plains, Orzhov Basilica, Wrath of God, Condemn, Phyrexian Arena * 2, Mortify.

    This hand is also a keeper, even though it is slightly marginal, seeing as how you need a second black source for your Arenas, and the 2nd Arena is much worse than the first. Condemn, Mortify, and Wrath help you survive vs aggressive decks, and Arena is trump vs control.

    Hand #3: Plains, Swamp, Castigate, Weathered Wayfarer, Mortify*2, Faith’s Fetters.

    I guess the hand generator just likes me today, because this hand is very good as well, containing a source of card advantage, some disruption, and 3 removal spells.

    One point, in games 2 and 3 (where you know what your oppt is playing), you should try to mulligan into a hand with Castigate or Phyrexian Arena vs combo or control, and a hand with removal spells vs Aggro.

    Let me take another example (from Ravnica 2006, States Limited, top 8 Draft)

    U/R/W Ravnica Draft
    :

    Several things first: Yes, this deck is misbuilt, if you look at the
    sideboard. However, that does not mean we can’t learn things from looking at sample hands from this deck.

    Hand 1: Island, Island, Island, Barbarian Riftcutter, Hypervolt Grasp, Cackling Flames, Faith’s Fetters.

    Clearly a mulligan, with only 7 red sources, and 6 white sources in the deck (counting Azorius Signet).

    Hand 2: Island, Boros Garrison, Faith’s Fetters, Helium Squirter, Ogre Savant, Barbarian Riftcutter.

    I would probably keep this hand on the draw, and consider mulliganing it on the play.

    Hand 3: Island, Mountain, Mountain, Mountain, Plains, Three Dreams, Helium Squirter.

    If I had any sort of knowledge that my opponent was playing an aggressive deck, I would probably mulligan this hand on the draw. Otherwise, I would keep it.

    To quickly summarize, you have to keep suboptimal hands much more often in limited, simply because of the higher variance in hands because of the lack of focus of limited decks.

    Example 3: B/G Elves from Richmond 5k

    A few key things about this deck. The sideboard was built anticipating a lot of Faeries (like 40-50% of the metagame, which turned out to be nearly correct), a decent amount of Elves (in which case, you want the 4th Profane Command, 2x Primal Command, and 1 Shriekmaw), a smattering of Reveillark, and a bunch of other random decks which you don’t really care about.

    I wrote a round by round report about this deck at the following link Elves. But I did not really discuss how/why I would mulligan certain hands.

    Hand #1: Imperious Perfect * 2, Garruk Wildspeaker, Swamp, Treetop Village, Llanowar Elves, Mutvault.

    This hand is great in every matchup except vs Faeries. I would 100% mulligan vs Faeries on the play or draw, and keep everywhere else. This in particular emphasizes the point that in certain matchups with certain decks, you want to mulligan aggressively.

    Hand #2: Llanowar Wastes, Swamp, Wren’s Run Vanquisher, Imperious Perfect, Profane Command, 2 * Nameless Inversion.

    This hand is pretty good, even if you miss your first land drop (you just play Vanquisher on turn 2, and kill their first 2 guys, hopefully forcing through 9 points of damage.

    Hand #3: Treetop Village, Gilt-leaf Palace, Mutavault, Forest, Terror, Nameless Inversion, Llanowar Elves

    This hand is actually fairly good vs Faeries and Reveillark simply because there are 2 manlands in it, but kind of mediocre vs other decks. However, I probably would never mulligan this hand.

    My last example is probably one of the most degenerate decks ever (last season’s extended dredge), which can be found at the following link:
    Saito Dredge from GP Vienna

    Hand #1: Watery Grave, Careful Study, Tolarian Winds, Golgari Thug, Bridge from Below, Golgari-Grave Troll, Narcomoeba.

    I think you keep this hand, even though you are not happy about it, because bridge and narcomoeba are kind of dead, and your deck only has 14 other mana sources, so it is not that likely you will hit a land off careful study.

    Hand #2: Island, Cephalid Coliseum, Stinkweed Imp, Ichorid, Breakthrough, Breakthrough, Breakthrough.

    This hand is very good, and will most likely win on turn 3.

    Hand #3: Watery Grave, Watery Grave, Polluted Delta, Polluted Delta, Cabal Therapy, Golgari Grave-Troll, Breakthrough

    This hand is a tiny bit slow, and I might consider mulliganing it if you know your oppt is playing Doran (because of thoughtseize/duress) or vs a deck with counters that can stop your first Breakthrough. Otherwise, you just therapy yourself, breakthrough (hopefully hitting another dredge card).

    Hand #4: Careful Study, Flame-kin Zealot, Putrid Imp, Breakthrough, Cephalid Coliseum, Cephalid COliseum, Flooded Strand.

    Looking at this hand, it is relatively good, although slightly risky due to the lack of a dredge card (and there are only 11 in the deck). I would still keep it, simply because you will see about 9 cards over the next few turns from Careful Study into BT for 1, into Coliseum.

    Hand #5: Polluted Delta*2, Watery Grave, Cabal Therapy, Putrid Imp, Breakthrough, Bridge from Below.

    This hand is BARELY keepable, due to a lack of a dredge card, and holding Bridge from Below (which is basically a blank). If you are playing vs storm, or Zoo, I would consider mulliganing this hand, because there are certainly better 6 card hands with Dredge.

    To sum it all up, most limited decks should not mulligan as often as constructed decks, simply because of the lack of focus, and the higher variance inherent in the format. This is not quite as true if you know your opponent’s deck is very very good, because you will need a better hand in order to compete.

    In certain matchups, do not be afraid to aggressively mulligan, especially if it is a bad matchup for you. One example from this last extended season was Goblins vs Storm or Ideal. You could never keep a slow ringleader hand, simply because it did not put enough pressure on them to force them to waste resources and also because it let them draw 1-2 more cards to go off with. Another example was, Domain Zoo vs Storm or Ideal, in which case, you had to mulligan into a 1 drop/2 drop hand, or risk not having enough pressure to beat them.

    I welcome criticisms and/or PMs on this topic.

    –llarack

  • It’s Been A Shard Days Night









    [Editor’s note: This article is a bit long, so it was split into two parts. Unfortunately not even we can figure out the new site, so all we were able to get it to do was split it exactly in half by character count.]

    Hi, it’s time for another look behind the scenes at some of the design magic that helps make Magic so magical.


    Early in development, the 5 power matters theme was slightly under-performing, and Firestoker was seen as an ideal place to give it a little nudge. A lot of improvements were suggested – higher stats, making red mana, dealing more damage, and so on. Eventually though we decided on adding a second belt. We’re really happy with how the two-belt version plays.


    As you might have guessed, this was a top-down design. Its creation started with the flavor theme of, “Aggravating the Chinese censors as much as humanly possible” From there its concept, art, name, and functionality were a breeze to work out.


    This card actually started its life while we were working on Planar Chaos, and it went something like this:

    Them: We’ve got slots for a few more plane-shifted cards
    Me: I’ve got it! We could plane-shift Braidwood Cup from colorless…to white!
    Them: You’re supposed to shift a card from one color to another, not from no colors to another.
    Me: That’s what makes it brilliant!
    Them: Ok, even so, we don’t print artifacts with colored mana in their costs.

    Me: We don’t yet, but we could pre-print a planeshifted card from the future when we will!
    Them: We’re not doing pre-prints in this set; that’s the next set.
    Me: But what if when we did the next set, we retroactively send this set a printing of the pre-print of the planeshifted Cup.
    Them: … you want us to add a card to this set when the next one comes out? There’s no way we’re doing that.

    But fast forward to Shards design, and suddenly I have the upper hand:
    Me: So, I can’t help but notice you have a slot open for a white artifact.
    Them: Yeah, do you have an idea?
    Me: Well I was just thinking, we could post-print the retroactive addition to Planar Chaos of the pre-printed planeshift of Braidwood Cup.
    Them: Or we could just print it.

    Me:Well sure, if you have no sense of wonder and are basically dead inside.
    Also Me: Don’t worry Mark, we’ll always remember the beautiful truth about this card, no matter what they say.


    Everyone in design loved the simple combination of staple effects and the fun, flavorful pun in the name. We loved it so much in fact that it quickly led to a super-cycle including Enblightenment, Twiblight’s Call, and Flightning of Fancy. Somewhere around Eightning and a Half Tails we realized we’d lost all perspective and that the set was currently over 80% red and agreed it would be best to cut everything but the original and start fresh.


    Often Magic art is about more than just aesthetics; it can also convey information about the function of the card. Nowhere is that more true than the art of Sedraxis Specter. The tiny nondescript humanoid being overshadowed by his mount lets you know this is a specter. Since Poultrygeist was a 1-power, 1-color flier, the three undead chicken heads imply a 3-power, 3-color flier. The animate skeleton ribcage hints at a graveyard ability, and the whip denotes conditionally available haste. The tethers between the heads represent how even our closest relationships to those we foolishly believe we love drain our humanity and vitality. Oh and the barrels are full of stuff that makes you discard.


    Originally this gained all abilities instead of just activated abilities. I thought there was some reason we didn’t generally print that sort of effect, but could not remember what it was until development had a 100-card highlander Future Future League tournament for fun. In the second round Gary played a Borrower revealing Volrath’s Shapeshifter with Yixlid Jailor on top of his graveyard. This quickly led to two changes. First, skill borrower was changed to its current wording, and second, the following addendum to the comprehensive rules about continuous ability layers was made:

    418.5L Gary is a complete douche; do not under any circumstances agree to play against him.


    Originally this guy was a larger vanilla creature, but we though that was a better fit for the Naya member of the cycle. Some power and toughness weren’t the only casualty of his gaining lifelink though. He also lost the bit of his flavor text explaining how he came to be a humanoid rhinoceros monk surrounded by enchanted golden frisbees. Here’s the uncut version:

    H [ed: continued next week]



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  • Rogue Band of Planeswalkers Destroys Plane for Fun and Profit

    A secretive group of planeswalkers known only by the name “Wizards of the Coast” has claimed responsibility for the sundering of the Alara plane into five separate shards. It has long been wondered what sort of evil force could rip a world apart into little pieces, each of which lacked the full range of mana types.

    The following is a message from these so-called “Wizards,” gloating over their nefarious deeds.


    Greetings puny subjects and enthralled consumers,

    We know you. We know everything about you. Why? Because we’re Wizards, and we’re awesome like that. We know you are addicted to conflict, addicted to ‘gold.’ You’ll give anything – cash preferred, firstborns accepted – for a taste of what we will give you. So we give you what you want – aggressive 5/4 creatures for 3 mana, artifact creatures that will make affinity insane – and you give us what we want. Who cares what happens to all those other helpless individuals?

    Yes, so we had to kill a few million humans ands other ‘lesser’ races. And sure, we had to completely destroy and mutilate the ecosystems to conform them to three-color shards. Hey, we even violated the bodies of many of the fallen to populate some of the places with undead. It’s not like you guys care about their pain and suffering. You revel in it!

    We forced some creatures into weird tri-color combinations that don’t make a whole lot of sense, but their loss is your – and our – gain. Gold is good, even if there isn’t any real logic behind it! Fills our pockets with cash, and that’s what matters.

    So don’t blame us for the devastation of Alara. It’s your fault, we just gave you what you want.

    Oh, and don’t worry – there’s going to be lots of pain and suffering in the future for those inhabitants of Alara. Just imagine the devastation when those shards crash back into one another! Oh, the profits will be glorious.

    Thanks again for the cash, we always have your best addictions at heart.

    MaRo

    Lead Destroyer of Worlds for the Wizards of the Coast





    From left to right, DeLo, BiRO, MaGo, and MaRo, destroying yet another plane of existence
    to profit off the addiction of consumers.



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  • New Website Design a ‘Great Success’

    The Customer Satisfaction Division of the Web Development group at Wizards of the Coast has released their latest poll on the reactions to the new website design. A whopping 100% of all visitors to the site concluded that it was easily navigable and not confusing at all.



    Development Team Leader Samantha Higgens was interviewed on the thought processes that went into creating such a well-crafted website. “We first concerned ourselves with the front page. Marketing tells us that first impressions are extremely important, so we wanted to make sure people’s first thought upon encountering Magic™ was something on the order of ‘Those are some pretty amazing balls it has there.’” Spinning colored balls really represent what Magic™ is all about. We had some conflicts in-group about the download time of the opening page – it takes about three hours for people on dialup just to hear the low moaning in the background! Jeff wisely pointed out that if you could afford Magic™, you could afford some broadband, so we threw as much pointless but pretty Flash there as possible.”

    “From there on, we had to work on how people would then get to the relevant pages on our website. Research tells us that a lot of Magic™ players like puzzles, so we tried to make things as tricky as possible. You can’t even get to the ‘real’ main page until you find out where the small, out-of-sight button is! From there, we ambush you with about twenty different categories, many of which are fairly ambiguous and possibly overlapping. Any important content, such as finding recent banned and restricted lists, are at least ten clicks in. All this is carefully crafted to give the visitor a feeling of adventure as they journey through the many lands of Magic™.”

    “We are also very interested in ‘acquisition’ – that’s getting new players/cash sources to those who don’t know Marketing-speak – so we made sure to put the information on the basics of the game behind a few levels of menus, as opposed to on the front page where it might make sense.”

    “As some of these decisions are somewhat counterintuitive, we commissioned a poll to see if the site was easily navigable. We put the poll on display in what you might call the cellar of the site, on the bottom of an encrypted page stuck behind a link saying “Beware of the Leopard.” If people could figure that out, they could figure out anything!”

    Ms. Higgens then fainted with joy over the success of her product.

    Long-time Magic the Gathering™ fan and general computer nerd Eugene Mills added his view on the new site. “I can’t even get past the balls. What the hell is this anyway, a videogame?”

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  • Boy’s Suicide Possibly Caused by Game; Manufacturer Denies Responsibility

    The tragic death of James Goodman this past weekend has many searching for answers and many, including the boy’s parents, believe that a trading card game is to blame.

    James was an avid player of the card game “Magic: the Gathering”, a game in which players do something with cards.

    “We found chat transcripts and internet logs about James wanting to use this card,” Mrs Goodman said, holding up a “Lich’s Mirror” game card that investigators say was on his person when his body was found. “He and his friends kept saying he had to find better ways to … ‘kill himself’ so that the card would be more powerful” she continued, having to pause to dab away the tears.

    “Does that sound right to you? It’s just sick. Someone should be held responsible.”

    That someone, she claims, is Wizards of the Coast, the company that produces Magic: the Gathering. According to company representative Mark Rosewater, that simply isn’t the case.

    “I just want to be clear, all of us here at Wizards of the Coast are deeply saddened by the loss of Timmy or Johnny or whatever,” said Rosewater. “At the same time, we can’t control how everyone who plays our game will play. We did our due dilligence.”

    “Early in the life of the card, it had much of the same functionality but our legal department was leery.” When asked to elaborate he showed us an early version of the card:




    “To my understanding, the current wording frees us of any responsibility in cases such as this.”