Month: September 2016

Kaladesh Release Weekend

Kaladesh Releases tomorrow and we will be doing drafts at noon and 3:30pm. $20 gets you 3 packs and 1.5 packs per person into the prizing,  from which everyone gets a participation pack if they stay until the end of the event. We will be running Sealed at 6:30 using prerelease kits – $36 taxes in and you get a release weekend foil promo as well as a chance at FNM foils and your kit foil – its foil-a-palooza!! We will also be running our regular commander pods at 7:30 and 9:30 for $6 entry fee. Saturday at noon and 3:30 there will be more Kaladesh Drafts $20 per...

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THE MANA DORK-Highway To The Aether Zone

Normally, I kick off my columns about a new set with a series of puns related to upcoming card names or mechanics. However, this is Kaladesh, and it has already done a better job than I ever could:   It’s Kaladesh pre-release weekend at A Muse N Games, folks! Here’s what you need to know about the set. NEW MECHANICS: ENERGY, VEHICLES, AND FABRICATE Powered by the aether suffusing its atmosphere, Kaladesh is Magic’s most technologically-advanced plane yet. As a result, we’ve got three new mechanically-inclined mechanics on their way! Energy Energy is a new type of counter that’s placed on the players themselves, similar to poison counters and experience counters. Many cards in Kaladesh give you Energy, and Energy can be spent on anything that allows you to spend it. Note that, yes, every card that spends Energy has a way to give you Energy. There are some cards that give you Energy without having a way to spend it, but no Energy card in the set is dead on its own. When you’re playing Sealed at the pre-release, keep an eye out for the “Thriving” cycle of commons — Thriving Ibex, Thriving Turtle, Thriving Rats, Thriving Grubs, and Thriving Rhino. Each of these will give you two Energy when they enter the battlefield, and they’re solid creatures for their mana costs. If you’re building an Energy-based deck, having two or...

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THE MANA DORK—THE GAME THAT HAD NO GREEN OR BLUE

  I have to say, Conspiracy: Take the Crown did not disappoint! Not only have I built a new commander (I’ll be telling you about Grenzo, Havoc Raiser in a future article!), but drafting the set gave me a tale for the ages. Join me, my friends. Sit back, and listen as I tell you the story of the Game That Had No Green Or Blue. We begin, of course, with the draft that led to it. THE DRAFT Pack 1, pick 1—a foil Spy Kit. I regret nothing. Yes, there was a decent rare in the pack, and probably some better uncommons. I don’t care. Spy Kit is hilarious, and it works with all of the “Hidden Agenda” conspiracies that care about creatures. Win-win! After that, I tried to stay in White and Black for much of Pack 1 (with the exception of an early Messenger Jays—assuming my opponents all vote “feather”, the Jays are a 5/4 flier for 5 mana that lets me draw a card and discard a card, which is really good in draft). I knew I was heading into a multiplayer game after this, and people are generally reluctant to attack in multiplayer, which means a control strategy is good to have. And White and Black had the best control cards in the set. Unfortunately, I committed very publicly—about halfway through the pack, I...

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