Monthly Archives: July 2017

Jank Forge: Boros Minimum Security

by July 28, 2017

The Jank Forge: Boros Minimum Security

Boros Minimum Security tapping cardboard jank forge

Welcome to the Jank Forge, a place where budget, odd, and undiscovered decks are made! Today, we’re going to have a look at a Modern deck that just recently got a new card as well as a severe price reduction in one of its key cards: Boros Minimum Security.

Non-creatures:
2x Chained to the Rock
4x Lightning Bolt
4x Path to Exile
4x Mana Tithe

Creatures:
2x Thalia, Guardian of Thraben
2x Thalia, Heretic Cathar
4x Eidolon of Rhetoric
4x Leonin Arbiter
4x Ash Zealot
4x Harsh Mentor
4x Aven Mindcensor

Lands:
4x Sacred Foundry
2x Wooded Foothills
2x Windswept Heath
7x Mountain
7x Plains

The point of Boros Minimum Security is to slow down your opponent down and beat them down with your creatures. Now, with this mindset, there are a couple different uses for some of these cards that you might miss out on if you treat this like a traditional prison deck. It’s much more proactive than regular prison decks, so it’s more like a like a minimum security prison.

Boros Minimum Security thalia guardian thraben Boros Minimum Security thalia heretic cathar Boros Minimum Security ash zealot

The first change you’ll notice is that your creatures want to turn sideways every chance they can. Unlike other prison decks, this deck is meant to be very aggressive in its ground game. Cards like Thalia, Guardian of Thraben, Thalia, Heretic Cathar, Ash Zealot, and Aven Mindcensor are really great at combat and they can start hitting pretty hard if left unchecked. Eidolon of Rhetoric is also pretty great during the late game because it dodges a fair bit of removal like Lightning Bolt, Fatal Push (50% of the time) and Anger of the GodsSweltering Suns.

boros minimum security mana tithe

The other change you’ll notice is the rather slim pickings for non-creature spells on tap for this list. These spells are meant primarily for dealing with the creatures that aren’t dying in combat. Chained to the Rock may seem like an odd choice but it’s pretty great early game since you can tap out for a two-drop then get rid of your opponent’s two-or-three-drop on your turn. It is also an awesome top-deck later on since it won’t give your opponent a land which would help thin out their deck. Finally, Mana Tithe is an amazing trick that will throw your opponent off their game because they won’t be expecting it.

Now, let’s talk sideboard. As with any deck, the final sideboard is going to be highly dependent on what is present in your metagame, but I can provide some decent suggestions. For the token match-ups, you’ll probably want to swap the Chained to the Rocks with either Anger of the Gods or Sweltering Suns (I personally prefer the latter). Burn matches will probably make you want to make a similar choice, but swapping for Boros Reckoners instead. Dryad Militants can come in against Storm decks to back up your Eidolons and Zealots. Grafdigger’s Cage is a must against the dreaded Dredge match-ups, as can Watchers of the Dead if you want more creatures. Finally, Affinity already hates Mentors, but you can back that up with either By Force or Abrade (which doesn’t get as much love as it should).

Jay Edwards is an advocate for janky magic combos, and exploring fun and casual Magic ideas. When he’s not contributing columns to A Muse N Games.ca, he keeps himself busy as a Magic Judge. His new column, Tapping Cardboard, will appear here twice monthly so be sure to check it out!

THE MANA DORK SPECIAL EDITION – The Young Dork

by July 19, 2017

young dork

THE YOUNG DORK

I remember sitting at the kitchen table, staring down at the hexes in wonder.

young dork catan 1

Each hex was a colourful landscape — a mountain, a sea, a green field like the one outside my house, a yellow field like the ones outside the city.

My father was dropping little discs with numbers onto the hexes. 5, 3, 2, 9, even a 12.

“What do the dots underneath the numbers mean?”

“How likely those numbers will come up,” my dad replied. “How many ways are there to make 2 with two six-sided dice?”

I thought for a moment, “Just one, right? With 1 and 1.”

“Good job!” he said, punching me lightly in the shoulder. “Now how many ways are there to make 8 with two dice?”

This was harder. 4 and 4, 5 and 3, 6 and 2, 7 and… wait, there wasn’t a 7 on a six-sided die! And then you had to work it the other way around, for the other die. so 2 and 6, 3 and 5, 4 and 4…

“Six!” I cried.

He nodded, smiling. He was separating out the components for each player now. It would be a while before we had plastic bags for each player’s starting components.

“But the 6s and 8s only have five dots underneath them. Shouldn’t they have six?”

He looked at the numbered discs with the universal expression of a parent who’s just been asked one of Those Questions. “I think it’s just a probability thing,” he said. “Like a ranking.”

“Oh. Okay!”

young dork catan 2

He placed a bunch of roads, houses, and cities in front of me. Small, brightly-painted wooden bits where, in my mind, hundreds of tiny people were playing out lives of commerce and exploration.

“Now, where should you put your settlements to start?”

“12!”

“Why is that?”

“It’s the highest number?”

I knew I was wrong when he shook his head. /p>

“Look at the board. You’ll get resources from the board when you roll the dice and the numbers come up. You can only get resources from hexes your settlements are next to.”

I looked at the board.

“Is that why the 6s and 8s are red and have the most dots? They’re the most important because they come up the most often?”

“Yup! Well, they don’t come up the most often. 7 comes up the most often.”

I started working that one out. 4 and 3, 3 and 4, 5 and 2, 2 and 5… and then I interrupted myself.

“But there’s no hex with a 7.”

“When you roll the 7, you move the Robber,” he said, placing a dark figure on a hex full of sand dunes. “The Robber shuts down a hex and you get to steal a resource from somebody else.”

“That seems mean.”

He nodded, with a slight shrug. “It’s just a way to represent bad luck. Bad luck happens to everyone. But you don’t have to put the Robber on a hex next to somebody. You can just put it somewhere else if you want.”

(Which I would do for years afterwards when I hadn’t previously been Robber’d, but that’s beside the point.)

“What is this?” I asked, holding up a cardboard card.

He looked over. “That shows you what you can build. And what you need to build it.”

I started reading. And calculating. Roads cost one brick and one lumber, so I needed to make sure I was near hills and forests, but cities gave more Victory Points, and they needed ore and grain (but why three grain? Were they building thatched roofs? Why are there more roofs than walls?), so I had to make sure I was near those, too, but the 6s aren’t near there, which meant probabilities were lower, so should I pick a corner with a 5 and 3 and the resources I want over a corner with a 6 and 2 with resources I could trade? And, and…

And then followed a lifetime of board gaming.

IF YOU’RE WONDERING WHY I SHARED THIS STORY…

A Muse N Games is running two boardgame camps this summer, for kids ages 9-12. The first one is running right now, but registration is still open for the second one, August 21-25. For $125, your kid gets five days of boardgames, RPGs, arts and crafts, snacks, and more, all supervised by experienced teachers.

It’s something I wish I had when I was younger. Boardgames, along with D&D and Magic, helped a lot with my reading and math skills. It meant I never really minded mental math problems or difficult chapters in my school work since I had already handled much tougher stuff trying to beat my dad in Catan or The Great Dalmuti or miniatures games or whatever else came our way. And they were just fun.

young dork kids

I can’t recommend or support it enough. If you’re interested, drop by the store or e-mail Scotia at scotia(at)amusengames.ca for more information!

Jesse Mackenzie is a regular contributor to A Muse N Games. Tune in every two weeks for The Mana Dork, his column on all things Magic (most of the time).

Judgement Day: Kamigawa Block

by July 15, 2017

kamigawa block tapping cardboard

Judgement Day – Kamigawa Block

Welcome to Judgement Day; a series of articles that looks at popular opinions within the Magic community and finds out if they are rooted in fact or simply mass hysteria. Today, we’re going to look at a fairly easy target: was Kamigawa block as terrible as everyone thinks it was?

kamigawa block champions kamigawa block betrayers kamigawa block saviors

For those who weren’t around then, Kamigawa block was a block set on the Japanese-inspired plane of the same name. Story-wise, it focused on the heroics of a band of characters trying to stop the end of the world at the hands of an angry spirit dragon who was trying to get his baby back from an old man’s mirror (it makes more sense if explained in more detail but that’s not what we’re here for).

With themes of Spirits, Arcane spells, and tons of legendary creatures, Kamigawa came in during a very interesting time for Standard. It came in just after the notoriously degenerate Mirrodin and at a time when Magic was fast and heavy. It was then followed up by the Ravnica block, which focused heavily on multicolour play, something that the Kamigawa block lacked. In general, players didn’t like the higher cost and lower impact of the cards in Kamigawa block, but that’s not to say that the entire block was a write-off.

kamigawa block kabuto moth

First, we’ll look at Kamigawa block the way it was first introduced to most players: Limited. The Limited format for Kamigawa was kind of like a so-called “battleship Magic” meta, but without the battleships. Almost everything cost more than what most players are used to. Want a 1/2 flyer that can tap to give +1/+2 to a creature? That’ll be 3 mana for Kabuto Moth please. Want to destroy a land? You’ll need 5 mana for Feast of Worms. How about Unsummon? Consuming Vortex is just like that, except it costs twice as much (quadruple if you splice). Now, you may be thinking that this sounds like a bad time for everyone and, it kind of is if you have the wrong mindset. If you went into Kamigawa Limited expecting the same experience as Mirrodin Limited, you were going to be very disappointed and I think that that initial disappointment is part of the reason that Kamigawa gets such a bad rap for its Limited environment. It had a lot of solid, albeit insular, mechanics such as Arcane and Spirits and it is a generally fun time.

For Standard at the time, Kamigawa had some pretty solid additions as well. Katsuhiro Mori drove his Ghazi-Glare deck to win the 2005 World Championship and a good section of it was from Kamigawa. Another popular deck was UG Meloku control, which was mostly Kamigawa as well. Finally, there was the rise of Owling Mine near the end of the block’s time in Standard, which was also a popular deck that relied a fair bit on cards from the block. So, despite being so reviled, Kamigawa gave rise to a bunch of popular decks that some still have a fondness for even now.

kamigawa block ebony owl netsuke

Finally, let’s look at the lasting impact the Kamigawa block has had on the Eternal formats. There are so many cards that have become staples in one way or another that it wouldn’t be possible to make them all into one list without going on for too long and making my editor hate me. To start, we have a card that’s so good it’s either been banned or there are calls for it to be banned in every format: Sensei’s Diving Top. It made such an impact on Legacy that its recent banning killed one of the top tier decks when it left. Then there’s Kiki-Jiki, Mirror Breaker also has powerful decks built around him, as does Glimpse of Nature and Azusa, Lost but Seeking. Several popular hate cards were introduced in this block as well, with the likes of Pithing Needle, Kataki, War’s Wage, and Threads of Disloyalty first seeing print here. Finally, Commander got a bunch of staple cards from this block, just a few of them being: Azami, Lady of Scrolls, Ink-Eyes, Servant of Oni, Time of Need, Hero’s Demise, Minamo, School at Water’s Edge, and Mikokoro, Center of the Sea.

I feel like Kamigawa block has gotten a much worse reputation than it deserves. I think that if it had been released at a different time, it would have gotten much more love. It’s only crime is that it got stuck in the middle of two very powerful blocks and it was just “good”. It was the peanut butter in a ham sandwich; great somewhere else, but bad in the place it was put.

If you’re looking to try out any Kamigawa block cards you can do so on Mondays at 7:00 pm at the store or try out some Commander during our Friday Night Magic at 7:00 pm and 9:30 pm. Legacy might be your jam and we will be hosting a Magic Legacy Quarterly with 100% of the entries paid out in store credit.

Jay Edwards is an advocate for janky magic combos, and exploring fun and casual Magic ideas. When he’s not contributing columns to A Muse N Games.ca, he keeps himself busy as a Magic Judge. His new column, Tapping Cardboard, will appear here twice monthly so be sure to check it out!

Tapping Cardboard: Hour of Devastation Hidden Gems

by July 7, 2017

hour of devastation hidden gems tapping cardboard

Hour of Devastation Hidden Gems

Now that the Hour of Devastation is upon us, everyone is getting hyped about the obvious cards like The Locust God, Kefnet’s Last Word, and Liliana’s Defeat.

Hour of Devastation Hidden Gems Locust God Hour of Devastation Hidden Gems Kefnet's Last Word Hour of Devastation Hidden Gems Liliana's Defeat

While those cards are getting all the hype, a bunch of cool cards are getting thrown by the wayside. Let’s have an Hour of Revelation *wink* and look at some underappreciated cards that might prove to be Hour of Devastation hidden gems.

Back in M14, there was an uncommon that was alright in draft and completely ignored outside of that. If only we could have glimpsed this set back then and seen that there was going to eventually be a better version. First up on the list, we have Strategic Planning!

Hour of Devastation Hidden Gems Strategic Planning

To start, I’m going to state that this card is no replacement for Anticipate, but it doesn’t need to be nor was it built with that in mind. Anticipate goes in the control-type shells, the ones that need to respond to threats at instant speed. Strategic Planning goes into graveyard-based decks that were missing a way to put things in their graveyard without sacrificing an important card that they needed in hand. With Embalm and Eternalize being decent mechanics and some reanimation shenanigans existing in Standard and Limited, this card will probably find some sort of home in both formats. The one downside, for now, is that Contingency Plan does the job better, but it’s cool to know that a decent replacement will cover that spot after rotation.

Before the Hour of Glory, the lessons of the trials were sometimes painful. Afterwards, they became much dourer. Next on the list of Hour of Devastation hidden gems: Tragic Lesson.

Hour of Devastation Hidden Gems Tragic Lesson

The obvious comparisons in Standard right now is with Pull From Tomorrow, although this is more like Pull From Later Today since it doesn’t scale, and Catalog, which just isn’t very good. That being said, however, this can be hit by Torrential Gearhulk, which is something that some players may seriously take into consideration when updating their decks. This also doesn’t force a discard if you don’t want to or have a land with an ETB trigger (like Sunscorched Desert or Sandstone Bridge). Will this change the format? No, but it’s a good option for a few decks that like a couple extra cards in hand but don’t want to spend a lot to do that.

Everyone now knows about the three new gods of the plane, but there is a hidden fourth god. One that unseats a legend of the game and has so far flown under the radar. Hour of Devastation hidden gems number three: River Hoopoe, Usurper of Storm Crow.

Hour of Devastation Hidden Gems River Hoopoe

Outside of being an upgrade to the iconic Storm Crow, this little bird is just great on its own. Early game, it’s an annoying flyer that can sneak in some damage or chump some smaller creatures. Late game, it provides a great mana sink that can easily help turn a game around. This little card will make a bigger impact on Standard than I think many people are giving it credit. I wouldn’t be surprised to see this card around a few FNM tables in the coming weeks.

Casting a good creature is a sure-fire way to win a game of Magic. If that’s the case, casting the same creature card multiple times must win you the game faster, right? That must have been the logic behind giving us this next card, again. Our fourth on the list Hour of Devastation hidden gems: Unsummon.

Hour of Devastation Hidden Gems Unsummon

For those of you how never played when Unsummon was in Standard prior to this, it’s kind of annoying. It’s a single mana to throw off your entire tempo game plan if it is dropped early enough. Trust me, dropping a one-drop just to have it bounced back to your hand immediately is not fun at all. On the other side of the spell, it’s a great way to instantly restrict an opponent and force them to play the game at your pace. I can hear a lot of people saying “but Select for Inspection and Clutch of Currents exist and they don’t see play!”. Well, this hits any creature at any time, which is a marked upgrade from both of those cards. If you’re lacking some cheap removal, this is a great option.

There now exists a card no one asked for and nobody seems to want. A non-lord lord for a tribe that barely exists that has the whole community mocking it. Finally on our list of Hour of Devastation hidden gems: Crested Sunmare.

Hour of Devastation Hidden Gems Crested Sunmare

Ignore the fact that it says “Horse” anywhere on this card for a second as well as the entire first line. What we’re left with is a 5/5 for 5 that makes 5/5s if you gain life and that’s pretty dang good on its own. Just throw this in with any lifelinking creatures (looking at you Sacred Cat) and you’ve got yourself a pretty neat little engine. If only there is a creature that could make this even better… oh wait! Kambal! That’s a thing, right? And there’s Authority of the Consuls too! Hmm… This sounds like a deck in the making…

Orzhov Horse-Based Lifegain

Sorceries/Instants:
4 Authority of the Consuls
3 Blessed Alliance
3 Fumigate
4 Never / Return

Creatures:
3 Ayli, Eternal Pilgrim
4 Crested Sunmare
4 Gifted Aetherborn
3 Kambal, Consul of Allocation
4 Lone Rider
4 Sacred Cat

Lands:
2 Blighted Steppe
2 Concealed Courtyard
2 Shambling Vent
12 Plains
6 Swamp

Sideboard:
2 Drana’s Emissary
2 Fatal Push
2 Felidar Sovereign
1 Fumigate
2 Grind / Dust
3 Harsh Scrutiny
3 Scarab Feast

And those are some of the hidden gems within the Hour of Devastation! If you have any comments or suggestions for future articles, or if you want some help with a deck idea, feel free to email me at deckdesignsbyjay(at)shaw.ca!

There is still time to register for our Hour of Devastation prerelease at Midnight, Noon, or 5:00 pm on Saturday, July 8 or 6:00 pm on Sunday, July 9. You can do so online or in-store!

Jay Edwards is an advocate for janky magic combos, and exploring fun and casual Magic ideas. When he’s not contributing columns to A Muse N Games.ca, he keeps himself busy as a Magic Judge. His new column, Tapping Cardboard, will appear here twice monthly so be sure to check it out!

Hour of Devastation Game Day

by July 6, 2017

Hour of Devastation Game Day
Hour of Devastation Game Day is a Standard format tournament with swiss rounds and a top cut.

Details

Date: August 5, 2017
Start Times: 12:00 pm & 5:00 pm
Entry Fee: $6 (taxes included)

Prizing

Hour of Devastation Game Day Promos

Abrade Game Day Promo Card — One for each Hour of Devastation Game Day participant (while supplies last)
Adorned Pouncer Premium Game Day Promo Card — One for each player in the Top 8 of an Hour of Devastation Game Day event
Mastermind Playmat — One for the winner each Hour of Devastation Game Day Event

Hour of Devastation Game Day Abrade Hour of Devastation Game Day Adorned Pouncer

Hour of Devastation Game Day at A Muse N Games will feature two Standard events at 12:00 pm and 5:00 pm on August 5th giving you two chances to win some great promotional cards or even prove you are the “Mastermind” with the official Hour of Devastation Game Day playmat from Wizards of the Coast. The events will feature swiss rounds and a top cut for the best of the best to compete in. While it is a competitive event, we welcome newer players to come try out their hand in some organised play with a great atmosphere at A Muse N Games. Be sure to bring out your friends who may not have tried in-store play before and introduce them to organised play! Let people know on Facebook your coming on our event pages for our noon event or our 5:00 pm event. Be sure to come by our store to ask any questions about the Hour of Devastation Game Day or any of our other events

Leading up to the event you can try out your new Hour of Devastation cards in your Standard decks on Tuesdays at 7:00 pm at the store to make sure you’re ready for the competition. If you are looking for a more casual event check out our Hour of Devastation League designed to introduce new players as well as experienced players to have fun in a more light-hearted atmosphere.

Magic Hour of Devastation League

by August 6, 2017

Hour of Devastation League

Hour of Devastation League Kickoff is on Saturday, July 22 at 2:00 pm. Regular League meetups will be on Sundays starting July 30 at 2:00 pm and run until the finale on August 13.

To enter the league, a player gets 3 packs of Hour of Devastation for $20.

  • Players will open three booster packs and use those boosters to build a 30-card deck
  • The Hour of Devastation League will last three weeks. (Players may enter the league at any point during the league)
  • After every 3 losses, or once each week, players can add an additional pack of Amonkhet or Hour of Devastation to their card pool for $6 (taxes included)
  • Matches consist of a single game. Each player gets one free mulligan at the start of the game
  • Players can bring their Hour of Devastation League decks and play games throughout the week in addition to getting together on Sunday afternoons for league day!
  • Prizing will include various promos, foils, and other goodies, depending on total players involved in the Hour of Devastation League

Hour of Devastation League is a great way to get started into playing Magic the Gathering if you’re a first time player or a great way to introduce your favourite game to a friend who has never played or is just learning. We provide a great atmosphere for new players as the staff as well as other players will be around to assist with deckbuilding and helping teach the game. Everyone has the same deckbuilding restrictions so you do not have to worry about being blown out by players with $200+ decks that are tuned perfectly for the meta. Every deck has a lot of flavour and exciting new strategies can be found playing in the Hour of Devastation League. Feel free to come by the store to ask any questions about the league or Magic the Gathering in general!