THE MANA DORK — The Revolt Will Not Be Televised

by January 12, 2017

Hello everyone! I hope your winter breaks were wonderful and relaxing, and that the Aether Revolt spoilers were the nicest-ever nutmeg in your holiday ‘nog.
We’ve got the Pre-Releases happening this Saturday, and Sunday so here’s everything you need to know!
Whir of Invention
Aether Revolt tells us the story of the Renegades’ struggles against the Consulate in their attempts to free up the supply of aether for the people of Kaladesh. Both sides have to get clever, canny, and creative in order to outsmart their opponents — and what better way to do that than to have a mechanic all about being clever, canny, and creative with artifacts?
Improvise lets you tap your artifacts to help cast a spell with Improvise — each artifact can tap for a single generic mana in the Improvise spell’s generic mana cost.
Improvise shares a lot of similarities with a previous mechanic, convoke — but note that Improvise does not help reduce coloured mana costs! Only the generic mana cost of a spell can be reduced by Improvise. So you can’t tap that adorable little Servo or that Implement of Invention for blue, unfortunately, as much as you might want to.
That being said, anything that reduces the cost of a spell is still a strong mechanic worth paying attention to. On average, I’d rate Improvise cards as if they costed 0.5-1.5 mana less than the printed cost on the card — and even less if you’ve got eight or more artifacts in your deck!
(Also, don’t forget you can tap artifacts that don’t normally tap for Improvise — if I get a Panharmonicon or an equipment like Torch Gauntlet in my Sealed pool, you can bet I’ll be tapping it to help cast an Improvise spell!)
Fatal Push
The Renegades have all lost something at the hands of Tezzeret, Baral and the Consulate. And like every angry person who’s been backed into a corner, they fight back more viciously as a result. Cue the Revolt mechanic.
Cards with Revolt check to see if a permanent you control has left the battlefield this turn. Lose a creature in combat? Revolt triggers. Sacrifice a Servo so Yahenni survives a boardwipe? Revolt triggers. Flicker something with Felidar Guardian? Revolt triggers. Bounce your own things to hand with Baral’s Expertise and re-cast one of them so you can get the Revolt trigger on it? You guessed it — Revolt triggers.
(In older formats — crack a fetchland? Revolt triggers.)
Make sure to save Revolt cards for your second main phase each turn, if you can — combat is one of the easiest ways to make sure you lose a permanent. And I’d keep an eye out for things that sacrifice themselves in your Sealed pool — there are many more than average in Aether Revolt, and they will each do a good job of enabling the Revolt mechanic. If I’ve got a couple of Revolt cards that I really want to make sure paid off, I’d like to have at least 6 things that sacrifice themselves, just to make sure I have a certain amount of reliability.
Yahenni's Expertise
Aether Revolt features a cycle of very strong “Expertise” spells associated with legendary creatures in the set that each do a thing, and then let you cast something for free.
I’m seeing some confusion online about precisely how they work, so I figured I’d clear it up here.
Here’s what happens when you cast an Expertise spell:

 1. Cast the Expertise. The Expertise is on the stack.

 2. Choose the free spell you will cast. Determine all targets and parameters of the free spell (note that X costs will be 0).

 3. The Expertise resolves and goes to the graveyard. The free spell is now cast and at the top of the stack.

 4. The free spell resolves and goes to the graveyard.
Important ways in which this is relevant for your Sealed pool —

 A. The servos from Sram’s Expertise will be on the battlefield in time to pay any Improvise costs on the free spell, or to sacrifice for the free spell.

 B. The creatures and artifacts you bounce with Baral’s Expertise will not be on the field when the free spell resolves and therefore cannot be the targets of the free spell or help pay for it with Improvise. However, if one of them was yours and it fits the criteria, you may now cast it as the free spell you get from Baral’s Expertise.

 C. If you attempt to cast Yahenni for free off of Yahenni’s Expertise, Yahenni will not see the creatures die from the Expertise and will not be buffed accordingly.

 D. You can cast a card you drew from Rishkar’s Expertise for free with that same Rishkar’s Expertise.
Hope this helps! If you have any questions, be sure to ask the Judge at your Pre-Release flight — they’ll be happy to help you.
Sweatworks Brawler
For the first time, A Muse N Games is hosting a Sunday pre-release event! (Kermit arms flailing)
Here are the Facebook events for each pre-release flight:

Make sure you book your spot as soon as possible, as they fill up quickly! (note from Scotia – Prereg ends tonight at 10pm Wednesday Jan 11 in store and online)

– – –

That’s it for me — I’ll see you at the tables!

Jesse Mackenzie is a regular contributor for A Muse N Games. He is totally Revolt-ing. Tune in every two weeks for the Mana Dork, his column on all things Magic!


by December 6, 2016
The Mana Dork
Are you looking for a gift for that special geeky someone, or family, in your life? Look no further.

Hello, everyone! I hope your various holidays are going well for you, whichever you choose to celebrate. 😀
Usually, I write about Magic: the Gathering here on the site, but today, I figured I’d take a moment to help out anyone trying desperately to find a geeky gift within a particular price point. If you’re that person, welcome! I hope the following info is helpful.
We’re going to look at ten different gifts today — one for each price point from under $10 to above $100. Most of these are going to be board games, since they don’t need any extra accessories and they’re easy to wrap.
Ready? Let’s go!
* * *
Pictured above, these lovely dice ornaments are available from the store for $3 each. $1.50 from every ornament goes to help out Winnipeg Harvest, making them perfect for the socially-conscious gamer.
(Or, really, anybody who’s having some particularly bad rolls in their Dungeons & Dragons game and needs some new dice from off the tree!)
* * *
A Muse N Games always has art from local artists on display, but they’ve got several items in especially for the Christmas season. Make sure you stop by and check out the dice bags, cards, coasters, and much, much more!
* * *
Vlaada Chvátil is one of my favourite board game designers, and Codenames is perhaps his crowning achievement. I can’t recommend it enough.
In Codenames, you split into two teams, Red and Blue. There’s a grid of twenty-five different code words in front of you. Each team has to guess which code words belong to their team before the other team guesses all theirs. Each team has a Codemaster who can give clues — but the clues can only be a single word followed by a number. So if you’re on my team, and I need you to guess “Left”, “Neighbour”, and “Bible”, let’s say, I might give you the clue “Flanders 3” — and hope desperately that you’re a Simpsons fan!
I love Codenames because it can support groups of any size, the randomized code words make it infinitely replayable, and the clues often rely on shared experiences and references you might not remember, making every game different!
If you don’t have Codenames, you owe it to yourself to pick it up “for your significant other” (cough). If you or your giftee do have Codenames, you can pick up the recently-released Codenames Pictures, which replaces the code words with abstract images for an additional layer of difficulty!
* * *
4. FIASCO ($35)
Fiasco is a role-playing game from Jason Morningstar designed to be played in about three or four hours. Unlike most role-playing games, you don’t need a Game Master to play!

In Fiasco, you give each player a set number of six-sided dice — some dark, some light. The players pick what “playset” they’re playing — whether it’s a shady casino heist, a Bond-movie caper, or a Coen Brothers-style crime gone wrong in small-town America — and who everyone’s character is. Over the course of the game, they’ll act out the scenes in-character, and award each other dark or light dice based on how well their characters performed.

(To see Fiasco in action, here and here are videos of Wil Wheaton and friends playing through a session of Fiasco on Tabletop!)

Hanging out and making your own movie is a great way to spend an afternoon, and if your giftee is on the creative side, Fiasco will probably go over quite well! Highly recommended.
* * *
Have you ever wondered why you always have to be playing against each other in board games? Are you tired of Monopoly disputes lasting much, much longer than the actual game? Flash Point: Fire Rescue to the rescue! (Pun intended.)
Flash Point is a co-operative game, where everyone plays as firefighters working to put out the blaze in a family home. Every turn, you have a set number of action points you can spend to move through the house, put out fires, or pull victims to safety. If you help 7 of 10 victims make it to the ambulance, you win!
The game also has an “expert” variant with a more challenging map, different roles for the firefighters, and rules for combustible materials and randomized set-ups. It’s great for families — easy to grasp for the kids, but still challenging for the adults as well!
Flash Point: Fire Rescue is one of my favourite co-operative games on the market, and if you’re looking for something the whole family can play, look no further
* * *
6. SPLENDOR ($50)
Codenames might be the most talked-about game among my friends in 2016, but Splendor is a close, close second.
In Splendor, you play as Renaissance merchants, buying and selling gems to increase your wealth and impress the local nobility. Turns play quickly, with each player choosing to do one of three things: collect gems, build a card, or reserve a card to build in the future. As you play through the game, your gems and cards you’ve built help expand your economic power, allowing for bigger and bigger turns and more and more chances to get prestige points from visiting nobles. 15 prestige points wins the game.
Splendor is one of the best games I know of for teaching the concept of building an engine: developing a strategy that will help you win the game, and then carrying through with it. If this sounds like it’s up your giftee’s alley, Splendor is sure to please!
* * *
7. TAKENOKO ($60)
This is by far the most adorable board game I’ve ever played.
Takenoko revolves around the adventures of a ridiculously cute panda bear as it tries to eat all the bamboo in the Imperial Gardens, and an exasperated gardener who tries desperately to stop it from doing that. Your job is to manage the growth of the bamboo and the panda’s appetite, so that the bamboo patterns match special achievement cards in your hand. At the end of the game, the player with the most points from their achievement cards wins!

(The panda probably also wins, too — so much bamboo they get to eat!)

Takenoko is an accessible game that doesn’t overwhelm you with different mechanics and options. At the same time, the different choices you make throughout the game affect each other, and you have to do a good job of reading your opponents to make sure you complete your cards before they complete theirs.

If your giftee likes pandas, cuteness, and a surprising but not overwhelming amount of strategy, Takenoko is a fantastic choice! If your giftee doesn’t like pandas… I’m very, very sorry. I’m sure they’re nice people.

* * *
Alright, I’m cheating here by not actually giving you a $70 game, but Coup is so good! It’s up there with #10 on this list for one of my favourite games of all time.
In Coup, you’ve got two cards in front of you, face down. They represent important people you have influence over. You can claim to use the abilities of any card — but be careful! If people call you on it and you don’t have the card, you have to turn one of yours face-up and you’re halfway out of the game. But, if you do have the card, the person who called your bluff loses one and they’re halfway out! The last person standing wins.
Coup plays like poker with only fifteen cards and two-card hands. I love, love, love the interplay and bluffing and guessing in a game that has so few components. Best of all, the games are only about 15 minutes each, so you’re never out of the action for very long!

Buy Coup. Seriously. You won’t regret it.

* * *
9. FIVE TRIBES ($80)
The ancient game of mancala gets a number of surprising new twists!
In Five Tribes, the board consists of thirty small squares, each of which depicts an oasis, village, encampment, or desert, and each of which starts with a number of people on it. The people are Elders, Viziers, Builders, Merchants, and Assassins, and over the course of the game, you’ll be picking up and moving around these people to get different bonuses. Build towards purchasing the services of a powerful Djinn, or developing many of the squares, and you’ll be in a position to win!

Like Splendor, the gameplay of Five Tribes lends itself to building an engine: finding a strategy that isn’t immediately obvious, and taking advantage. The rules are quick and easy to grasp, but the complexity of the decisions you’ll have to make and the moves you can and can’t do help make Five Tribes a wonderful strategic brain-burner.

Five Tribes has taken mancala and made something fantastic and unique. If your giftee likes complex games that while away an afternoon, Five Tribes is going to go over very well.
* * *
10. SCYTHE ($110)
This is the big one. It’s also my favourite game of the year, and one of my favourites all-time.
Imagine it’s just after World War I or so, on an alternate Earth. The countries of Eastern Europe have developed steam-powered robots that help them farm, and fight. Now, you have to help a folk hero for your people claim territories and resources, and advance the cause of your nation, in the face of ever-increasing threats. This is the world of Scythe.
The designers at Stonemaier Games have created something that has the epic feel and scale of Risk, with wonderful art and storytelling, and layers upon layers of strategy and engine-building, in an extremely streamlined package. One of my favourite things about it is that you don’t have to get in fights to win — but you have to look like you can win them, which creates an amazing feeling of tension as you jockey for position on the board.
Scythe is not an easy game to grasp, but it is extremely rewarding. If your giftee is big into board games — the more strategic, the better — I can’t think of a better gift than Scythe.
* * *



I would be remiss if I didn’t mention that A Muse N Games has gift-wrapping available, for the price of a small donation to Winnipeg Harvest! All the easier to help make sure your gifts get home safely wrapped and covered, AND people in Winnipeg don’t go hungry over the holiday season.
As well, if you spend $200 or more at A Muse N Games, you’ll receive a FREE stocking-stuffer game to go along with all the wonderful gifts you’re already giving! Want to have a fun afternoon or evening playing all sorts of different games with friends and family? This is a great way to do it.

That’s it for me for now — hope I’ll see you at the store in the next few weeks!

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.

THE MANA DORK – Impressions from Commander 2016 and AMNG Leagues!

by December 2, 2016

The Mana Dork
I am beginning to think I have previously been a tad too cute with the titles. Also, given that we’re doing a bit of a round-up today, it seems appropriate to simply call out the round-up, eh?

Sidar Kondo of Jamuraa


Who has two thumbs and called it? This guy.
Here’s what I said back in October, before Commander 2016 released:
“But what if Wizards decided to go wayyyyy out there, and design two creatures that could co-exist in the command zone?
It doesn’t require much of an adjustment to the rules—just increment your commander tax for each card individually, define your deck’s colour identity using the colour identity of the two commanders combined, and come up with a new mechanic that allows your new commanders to co-exist. And it opens up some interesting gameplay decisions about when you cast your commanders, and how.”
The mechanic I predicted was worded thusly:
Alliance (You may begin the game with up to two creatures with alliance in the command zone.)
It differs from the actual Partner mechanic in that it defines the cards themselves as commanders—which, you know, probably should happen if we’re going to play a format called Commander. But other than that, I was almost word-for-word correct with my craziest prediction!

Okay, enough self-regard. You’re here for impressions.

The decks themselves are quite good. I’ve played one game with Kynaios and Tiro and several games with Saskia, and generally speaking, I have all four colours between turns 4-6 or so. I have yet to truly be mana-screwed.
Wizards has done an excellent job in constructing the decklists—they needed to make sure the decks had equal access to all of their colours with relative frequency, without reprinting expensive, in-demand cards like fetchlands that would have made it easy to do so. And they have succeeded.

Additionally, the decks contain many Commander staples—hello, Chromatic Lantern! Hello, Ghostly Prison!—making sure that they can hold their own against a variety of custom-brewed lists.

The Partners mechanic is extremely novel, and it’s going to take a while to figure out. I have a strong feeling that Partner commanders are going to be much better at the head of decks that don’t rely on the commander, than ones where the commander is central.

Shadowborn Apostle

To give you an example, here’s the latest iteration of my Shadowborn Apostle deck, now featuring Sidar Kondo of Jamuraa and Tymna the Weaver in front.
This is a combo-ish deck—get six Apostles on the field, sacrifice them, bring out Rune-Scarred Demon, bring out Thrumming Stone, get every Apostle on the field, do Fun Things™ with them. Previously, it has featured Athreos, Little Teysa, and Karador as commanders.
It had a problem, though—I never had enough draw, or enough to do in the middle of the game.
Sidar and Tymna help me solve that problem. They don’t need to be out for the deck to function, but having them both lets me poke people with Apostles and draw 3-4 extra cards a turn, which greatly helps with the velocity of the deck. See more cards, cast more Apostles, combo off more quickly.
This is where I think Partners will do best—as supports for their deck, rather than as keystones.

Glimmer of Genius

(This section is going to be much shorter—mostly because I don’t have neat predictions to preen over.)
I spent a bit of time in the Kaladesh Playtest League in recent weeks, and it was an absolute blast!
If you’re not familiar, here’s the deal with League play, in brief:
Start with three booster packs.
Build a 30-card deck using cards from those packs and land from the store.
Play with as many different people as you can over multiple weeks. Matches consist of a single game, with one free mulligan.
Each week, and after every third loss, you may buy an additional booster to add cards to your card pool and rebuild your deck.
Have fun!
In practice, it felt like “mini-Sealed”. I was stretching all those good Limited muscles, looking for synergies and assessing card playability—but there was much less pressure, because of the casual, fun-focused nature of the league.
And I have to say, it’s also pretty fun knowing that, with three rares and only room for 17 or so non-land cards in your pool, you’ve got a pretty high likelihood of drawing an awesome bomb in almost every game.
In short—built, played, had a blast. Cannot recommend enough.

Argothian Enchantress

And if you’re excited by the idea of League play—good news, everyone!
AMNG is doing an Eternal Masters League for three Sundays in December! At 2 PM on the 4th, 11th, and 18th, you can buy into the league for $40, netting you three Eternal Masters boosters and a chance at glory. EMA boosters will also be available at a special discounted rate of $15 per booster when bought for League play, so come on in!
Also, AMNG has announced that they’ve started doing… SUNDAY pre-releases. (Ooooooh)
Starting with Aether Revolt in January, the store will host a 6 PM Sunday pre-release, alongside the midnight Friday and noon and 5 PM Saturday pre-releases! MOAR MAGIC, amirite?
See you in the store!

Jesse Mackenzie is a regular contributor to A Muse N Games. Tune in every two weeks for The Mana Dork, his column about all things Magic!

THE MANA DORK – Quiet Speculation, Commander 2016 Edition

by October 20, 2016

The Mana Dork

First things first—this weekend is Kaladesh Game Day! Come by the store for tourneys at noon (Facebook event) and 5 PM (Facebook event), where a $6 entry fee gets you a shot at some pretty nice alt-art cards for top-8 and top-32 finishes, as well as a gorgeous mat if you win it all!

I don’t have much of a Standard brew going for this Game Day, but luckily, Commander 2016 is just around the corner—spoilers start next week on Monday October 24th, we’ll probably see the full decklists that Friday, October 28th, and the set of decks as a whole comes out Friday, November 11th.

So it’s definitely time for some rampant Quiet Speculation!

Mana Confluence


This is one of the easiest predictions to make, so let’s get it out of the way first.

Commander 2016 has been confirmed to feature Magic’s first four-colour legendary creatures. (Nephilim, we hardly knew ye.) In order for the decks to be playable out of the box, they’re going to need to include many colour-fixing cards—cards that will ensure you have access to multiple colours of mana very easily.

While I’ve seen some rampant quiet speculation that fetchlands like Flooded Strand will be included, I highly doubt this will be the case—they are quite expensive, and Wizards will not want to repeat the problem they had with Commander 2013, where heavily-invested players snatched up multiple copies of what was supposed to be an introductory product only to turn around and sell it.

Instead, here are a few reprints I think we’ll see that haven’t (all) been printed in Commander products:

What will be truly interesting to watch for are possible new lands that tap for four colours. We’ve had many iterations of dual-lands and tri-lands in the past, but never quad-lands—if there are quad-lands in this set and they don’t enter the battlefield tapped, they could have an impact on Legacy and Vintage, where cards from Commander set releases are also legal.

If I had to guess at what a quad-land’s design would be like, it would look something like this—

Mountain Valley Waterfall

Mountain Valley Waterfall enters the battlefield tapped unless you pay W, U, R, or G.

T: Add W, U, R, or G to your mana pool.

Now, that’s pretty strong, but judging from the designs of Transguild Promenade and Rupture Spire—which enter tapped and require you to pay 1 generic mana or sacrifice them—I think making the ETB effect cost coloured mana lets this remain within the realm of possibility.

Taigam's Scheming


We know Commander 2016 will feature four-colour legendary creatures for the first time, and from the schedule of the short stories that go up on Wizards’ website, there’s a window of five weeks that could be dedicated to Commander 2016-related stories.

With that, here’s my second piece of rampant quiet speculation: the face cards of Commander 2016 will feature villains from the game’s history.

Here are my guesses, along with a possible colour-pie philosophy for each four-colour combination:

  • Sans-White (Blue/Black/Red/Green) — This is a perfect colour combination for a mad scientist. White’s sense of community ideals and public good are not present, making this colour combination ideal for depicting progress at any cost. I predict we’ll see Ludevic, Innistrad’s demented genius of grafting and biological invention, as our sans-white commander.
  • Sans-Blue (White/Black/Red/Green) — Blue is the colour of knowledge, willpower, and self-perfection, so what do you get when you take that away? A populist demagogue, a rabble-rousing public speaker and rebellion leader who relies on the wisdom of mobs to accomplish their goals. For this one, we’ll go way back to Magic’s earliest expansions—I predict that Tourach, founder of the Order of the Ebon Hand, will be the sans-blue commander.
  • Sans-Black (White/Blue/Red/Green) — This is a tough one. We so closely associate Black with villainy that it’s difficult to pick out a character who is A.) not selfish or power-hungry at all costs, defining characteristics of Black, and B.) has not yet received a card. In a surprising twist, I’ll predict that Feather, Ravnica’s last surviving Firemane Angel, has chosen some tragic and unsavoury strategies in a fight to regain control of the Boros guild from Aurelia.
  • Sans-Red (White/Blue/Black/Green) — Red is the colour of passion, energy, and heat. When extrapolated, it becomes the colour of desire, of giving yourself a reason to do things. When we take that away, we get the personality of a doomsday cult leader, an inevitable acceptance that everything is going to end. I predict Taigam, the dark-minded monk from Tarkir who betrayed the Jeskai Way and Narset to join the Sultai Brood, will be our sans-red commander.
  • Sans-Green (White/Blue/Black/Red) — Losing green’s sense of harmony, wholeness, and things-are-fine-as-they-are opens up this colour combination to depict any number of masterminds from the history of the game. While Urza is commonly believed to be a sans-green character, I highly doubt we will get an Urza card. Instead, I predict Eliza of the Keep, a necromancer from Grixis who sought to defend her home during the reunification of Alara, will be our sans-green commander.

Anax and Cymede

This one is completely crazy—and totally invalidates Prediction #2, which is much more likely—but hear me out, because it’s fun to talk about.

Designing cards with four colours in their colour identity is extremely difficult, and there are a few ways to build them so the casting costs aren’t very restrictive—

But what if Wizards decided to go wayyyyy out there, and design two creatures that could co-exist in the command zone?

It doesn’t require much of an adjustment to the rules—just increment your commander tax for each card individually, define your deck’s colour identity using the colour identity of the two commanders combined, and come up with a new mechanic that allows your new commanders to co-exist. And it opens up some interesting gameplay decisions about when you cast your commanders, and how.

Let’s say that Doran and Ashling, two characters from the world of Lorwyn, are teaming up to fight off Oona and preserve the balance of the Great Aurora.

To get a Sans-Blue deck (White/Black/Red/Green), you could do something like this:

Doran, Many-Ringed 1WBG
Legendary Creature—Treefolk Shaman

Alliance (You may begin the game with up to two creatures with alliance in the command zone.)

Whenever a creature you control receives damage, prevent an amount of that damage equal to its toughness.


Ashling, the Defiant 1R
Legendary Creature—Elemental Shaman

Alliance (You may begin the game with up to two creatures with alliance in the command zone.)

XXR: Deal X damage to each creature and each player.


Now, like I’ve said before, this is completely out-there and incredibly unlikely. But come on—we’ve all tried to come up with “tag-team” rules for Commander at least once, right?

That’s it for me! Have fun at Kaladesh Game Day this Saturday, and make sure to praise me for my clairvoyance—or have some good-natured fun at my expense for my foolishness—when we see what’s happening with Commander 2016 next week!

Jesse Mackenzie is a regular contributor to A Muse N Games. He has totally come up with tag-team rules for Commander, and will tell you about them if you ask. Tune in every two weeks for The Mana Dork, his column about all things Magic!

THE MANA DORK-Highway To The Aether Zone

by September 23, 2016

The Mana Dork

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:
Start Your Engines
It’s Kaladesh pre-release weekend at A Muse N Games, folks! Here’s what you need to know about the set.
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!
Voltaic Brawler
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 three of each of the Thriving creatures in your colours will be a great way to build up Energy and put some defenders on the board!
Skysovereign, Consul Flagship
Vehicles are completely new to Magic, and they function a little differently than what you might expect.
Each vehicle is an artifact that can sometimes become a creature, if you use its Crew ability. To crew a vehicle, you may tap any number of creatures with total power at least equal to the vehicle’s Crew number. So in the case of Skysovereign up there, you can tap three 1/1 Servo creature tokens, one Voltaic Brawler, or any combination of creatures whose total power is at least 3.
When you do this, the Vehicle becomes a creature until end of turn, and can attack or block as normal if it doesn’t have summoning sickness. At the end of the turn, everyone goes on furlough and the vehicle is parked, no longer a creature.
It’s important to remember: every permanent you summon gets summoning sickness, not just creatures. So if you drop a Vehicle onto the board, you cannot Crew it and attack with it right away unless it has haste.
Which brings us to Pilots.
Speedway Fanatic
If you’ve opened up a couple of sweet Vehicles and you’re looking to make a deck that goes vroom, keep an eye out for creatures with the Pilot type, like the Fanatic up there. They’ll give your Vehicles some very handy bonuses!
Magic tends to have a lot of different ways to give creatures +1/+1 counters, but I have to say, this is one of the most interesting ones I’ve ever seen.
Angel of Invention
The Angel here is a pretty complex creature when it comes to Fabricate, but I picked it because it’s a good example of how Fabricate can play out.
When you play a creature with Fabricate, you can choose to either put +1/+1 counters on it equal to its Fabricate number, or put a number of 1/1 Servo artifact creature tokens into play equal to its Fabricate number. You cannot mix and match — so for the Angel here, you either get two +1/+1 counters or two 1/1 Servos. You can never get one counter and one Servo.
This means that not only will there be a lot of creature tokens running around — making it easy to Crew some Vehicles — but also that anthem effects get a lot more powerful.

Look again at the Angel of Invention. If you choose the +1/+1 counters, you’ve spent 5 mana on a 4/3 creature with flying, vigilance, and lifelink — that’s quite a strong creature! It will do a lot to help stabilize your life total in the late game.

But! If you choose the Servo tokens, you’ve spent 5 mana to put 6 power on the board, since the Angel buffs its own Servo tokens! You can use the newly-2/2 Servos to block and clog up the board while you execute your gameplan, making it a good option in the mid-game when you need to hold off some creatures.

There are going to be a lot of interesting choices around Fabricate, and I have to say, I’m looking forward to making them.
Mox Opal
Remember the Zendikar Expeditions from Battle for Zendikar and Oath of the Gatewatch? From here on out, each Standard-legal block is going to have its own set of extra-valuable reprint cards!
They’re called the Masterpiece Series, and on average, you’ll see 1 out of every 144 packs. They’ll feature a custom border and a third, new foiling treatment — different from both normal pack foils and the From the Vault foils.
For Kaladesh, we’ll be seeing Masterpiece Series: Kaladesh Inventions, featuring 54 artifacts across both Kaladesh and Aether Revolt, including such expensive reprints as Mana Crypt, Mox Opal, and Crucible of WorldsKaladesh Inventions cards, like the Expeditions before them, are legal for use in Limited formats when you open them, and for the formats in which they are currently legal. So, yes, you can use that Mox Opal at the Pre-Release if you open it, but you won’t be able to include in a Standard deck at the Kaladesh Game Day on October 22.
With the Masterpiece Series cards, Wizards is hoping to do two things: put more copies of these valuable cards into circulation, and drive down the price of other cards in the block. They’re not going to bring down the price of the existing printings all that much — you don’t make Lamborghinis cheaper by selling a gold-plated Lamborghini! — but Wizards hopes that everyone digging through Kaladesh packs for Masterpiece Series cards means the supply of other Kaladesh cards increases, making them less expensive as a result.
If you open a Kaladesh Inventions card at the Pre-Release, congratulations! You can use it in your Sealed deck!
Contraband Kingpin
Despite only having three new mechanics, Kaladesh is a pretty difficult set to evaluate — each of the three mechanics strongly encourage you to go all-in on building them, and with the exception of Fabricate, they’re each very different from anything Magic has seen before.
That being said, there are a couple of things that have stood out for me.
First and foremost — remember that Vehicles are not creature spells on their own. Without other creatures around to Crew them, they’re just going to stay parked on the board, doing nothing. So I’d be careful about using too many Vehicles and not enough creatures. When I’m deckbuilding, I’d count the Vehicles as non-creature spells, because they’re essentially just added bonuses when I have creatures around.
(Note that it is legal to crew a Vehicle with another Vehicle, and then crew a bigger Vehicle with that vehicle, and on and on and on, but that’s generally reserved for the most desperate of situations!)
That being said, they are a great way to add late-game punch. If you’ve got a Servo token or two that you’ve been saving to chump-block, you can drop down an Ovalchase Dragster and punch some much-needed damage through instead of holding up the Servo every turn.
Also, while I haven’t looked at each colour in depth yet, I will say that some of the cards in Blue add some very subtle, but powerful effects that shouldn’t be overlooked. Glint-Nest Crane looks like a very good way to find artifacts and hold off some Servo tokens, while the repeatable scry from Aether Theorist should do a lot to smooth your draws for a few turns, and more if you can get a good source of Energy.
Finally, make sure you get some water and good snacks. Don’t be like me, folks. Never be like me.
Commencement of Festivities
As usual, Open Dueling will be available with the new Planeswalker Decks. Pay $25 to enter, and get a Planeswalker Deck and the chance at an even bigger prize!
Spots are still available for each of the three Pre-Release flights, but they’re going quickly! You can reserve your spot in-store for $40, or buy tickets to the Midnight flight, the Noon flight, and the 5 PM flight on Eventbrite.

See you at the Inventors` Fair!

Jesse Mackenzie is a regular contributor to A Muse N Games. He is definitely going to try and assemble the Animation / Decoction / Fabrication Module contraption at the Pre-Release. Tune in every two weeks for The Mana Dork, his column about all things Magic! 


by September 8, 2016

The Mana Dork


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.

Spy Kit


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 had a Smuggler Captain and a Noble Banneret face-up in front of me, so my opponents knew I was in those colours. The Black and White cards dried up very quickly, and I was forced to pivot into other colours to get playable cards.

Which led me to Red. Hello, aggression, my old friend. I’ve come to draft your cards again.

I was able to pick up a Garbage Fire at 5, which was surprising—5 damage is very high for 3 mana. The second pack added a lot of White cards to the pool, which let me get multiple Custodi Peacekeepers, each of which could tap down creatures with as much as 7 power. I named the Peacekeepers with my Noble Banneret and Smuggler Captain, and turned them face-down.

Kami of the Crescent Moon

The third pack gave me a very tough choice, but not for the reasons you might think—I opened Kami of the Crescent Moon and Spectral Grasp in the same pack.

Now, if you’ve played Commander with me at the store, you know how much I looooooove drawing all of my opponents cards. It was really tempting to pick Kami of the Crescent Moon and either stuff it into my Gwafa deck, or just grab more blue cards and hope to have something playable. Or both.

Spectral Grasp, meanwhile, is a great way of dealing with an opponent’s big beater. Unlike normal Pacifism effects, Spectral Grasp only stops a creature from affecting you, specifically. It’s a lot more political, which helps you stay under the radar. And it’s just a better card for my existing gameplan.

And I’m here to have the best Conspiracy game I can, and to try and win.

Spectral Grasp it is.

The rest of the third pack was unremarkable, except for a Garbage Fire I was able to pick up at 9. I ended up very solidly Red and White, with a splash of Black if I wanted it. Little did I know how prophetic that would be.


For the curious, here is the decklist I ended up running. My gameplan was to hang back and protect myself with Custodi Peacekeepers while my opponents fought it out, then use Garbage Fires to take out threats and pump up Kiln Fiends to swing for the win.


And it is here that we come to the focus of our tale. The Game With No Green Or Blue.

Image result for mtg conspiracy 2 monarch token image

The players were as follows:

–          Mono-Black Monarch

–          Mardu Sinuous Vermin (“Mardu” is a slang term for the colour combination of White-Black-Red)

–          Mardu Daretti

–          … and myself, Red-White Control Featuring Foil Spy Kit.

Before we shuffled up, I had run around the store gathering up just enough Goblin tokens for the Hold the Perimeter I had drafted… only to see that the Mardu Sinuous Vermin player had drafted it as well! So two of us start with two 1/1 Goblin tokens that can’t block, and two of us start with a 1/1 Goblin token that can’t block and a 1/2 Soldier token that can’t attack. Hilarity!

The early turns involved a lot of drawing cards and staring at each other warily. Mardu Sinuous Vermin and Mardu Daretti played their namesake cards; Mono-Black Monarch ran out a couple of creatures to protect herself, and got the monarchy well into the midgame. Meanwhile, I had dropped my non-foil Spy Kit and a Goblin Racketeer, which promptly walked into a Death Wind. With no green player to ramp out of control, or blue player to counter all of our things, we were in a deadlock.

Turns 7-10 were where things got interesting.

Garbage Fire

I cast Besmirch to steal a Stromkirk Patrol from the Monarch player, in order to steal the monarchy from her with her own creature. The next turn, the Sinuous Vermin player asked me if I’d let him hit me with a Goblin token in order to take the monarchy, so he could draw into a burn spell to help deal with the Daretti across the table. So we cut a deal: in exchange for him revealing two cards in his hand to me (perfectly legal under tournament rules!), I’d let him hit me. He showed me a Murder and a Kill Shot—both perfectly good removal spells, neither of which could hit Daretti. I nodded, he swung, he Took the Crown.

The turn order passes to the Monarch player, who casts Marchesa’s Decree—should’ve known she’d have a way to steal the crown, no matter what!—and sits there quietly, holding back blockers.

It’s the Daretti player’s turn. He untaps with Grenzo’s Ruffians and equips them with a Hedron Matrix before attacking. They’re set to deal 9 damage to each of us if they connect.

It’s a good thing I had a… Garbage Fire of a draft, amirite?

While I could let the Sinuous Vermin player spend one of his removal spells, I felt like being the hero of the table for a little while. I cast Garbage Fire, dealing 9 damage to the Ruffians, and celebrations were had. This was, though, the first step of my undoing.

The turn comes to me. My second Besmirch steals a Pyretic Hunter, and I swing at the Daretti player with the Hound, a Kiln Fiend, and a Goblin token equipped with the Spy Kit. I’m expecting blockers, and I’m planning to reveal the Adriana’s Valor to save a creature or the Incendiary Dissent to push through lethal… but Daretti concedes, allowing my creatures to kill him.

And if you’re a seasoned drafter or Conspiracy player, you know what happened next—I had left myself open to attack, and the Sinuous Vermin player took advantage, using a removal spell I hadn’t seen on my Soldier token and swinging in for lethal damage. If I had let the Vermin player use his removal spells on the Ruffians, I could have used my Garbage Fire to take out one of the attacking creatures and saved myself.

Marchesa's Decree

But our tale is not over yet, oh no.

We’re down to the Sinuous Vermin player and the Monarch player. The Monarch player now has two Marchesa’s Decrees and the monarchy; the Vermin player has his Sinuous Vermin and one or two other creatures. Both players are at just 1 life.

The Vermin player can’t attack – he’ll lose to the Decrees. The Monarch player has nothing to attack with. There’s very little in either of these colours that can remove enchantments. It’s going to come down to who can draw a solution off of the top of their deck.

And after a few turns of tense draws, the Sinuous Vermin player casts Gang of Devilsand hits it with his own Murder, dealing 3 damage to the Monarch player and winning the game.

In true Conspiracy fashion, an epic game ended with an epic betrayal, and it was fantastic.



This Saturday, A Muse N Games is having a sidewalk sale as part of the St. James Village Biz Yam Fest! Come by for a games day all day, and bring a donation to Winnipeg Harvest. And if you want some deals, make sure you’re around between 11 AM and 4 PM, when the store will have a sidewalk sale with 20-40% off selected products! (FYI: the sidewalk sale is cash or credit only, and all sales will be final.)

As well, you’ll be able to meet Ben, who created the character Keet for the latest expansion of Red Dragon Inn! And of course, the Lures will be out, for all of your Pokémon needs.

Finally, make sure you tune in to this space in a couple of weeks—I’ll be talking about some of the new commanders that have come out recently, and getting excited for Kaladesh!

Jesse Mackenzie is a regular contributor to A Muse N Games. Tune in every two weeks for The Mana Dork, his column on Magic!

THE MANA DORK — The Best-Laid Plans by Jesse Mackenzie

by August 25, 2016
The Mana Dork
So there I am, having just drafted the original Conspiracy set for the first time, and I’m definitely about to die.
I’ve got a Woodvine Elemental and an Altar of Dementia on the board, a Realm Seekers in my hand, and a single-digit life total. I’m piloting a deck of green-white goodstuff — actually, “goodstuff” is too strong of a word. Let’s call it GW Maybe-Stuff — against an intimidating trio of expert players across the table.
They’ve got good creatures on the board. They’ve got good cards in hand. I… have neither of these things.
I need to do something.
The turn passes to me. Untap. Upkeep. Draw. Float six mana. Cast Realm Seekers.
No responses.
Realm Seekers comes out as a 26/26. People stare at it with apprehension.‎ These elves could take out Emrakul. All I have to do is give them trample and I can one-shot someone. And I’m in green, where trample is king.
My plan is not nearly that predictable.
I immediately sacrifice the Realm Seekers ‎to the Altar of Dementia, targeting the pilot of the red-white aggro deck next to me. She’s got the greatest number of creatures on the board, and if she swings at me next turn, I’m dead.
She had precisely twenty-six cards in her library. The Altar of Dementia mills every single one. She’s out. I live for another turn.
The turns go around the table and come back to me. I’m still alive. Untap. Upkeep. Draw — another Realm Seekers.
Float six mana. Cast Realm Seekers. It comes out as a 20/20.
No responses.
I try sacrificing it to the Altar, targeting the control player across from me. He’s been casting draw spells all game, he’s got maybe fifteen cards left. A guaranteed takeout.
The control player — who I thought was tapped out — reveals the Double Stroke and Secrets of Paradise conspiracies, both naming Brimstone Volley. Brimstone Volley’s Morbid trigger is active, since I’ve sacrificed a number of Realm Seekerses this turn. He taps his creatures to cast the burn spell, and copies it. I’m dead. His library does not get milled out. He lives another turn…
… but not two, as he doesn’t draw into the right cards and dies to the player on his right, who had sat there patiently, waiting for the right time to dump a whole bunch of mana into a multi-kicked Skitter of Lizards. The Lizards skitter over, and it’s game.
As always in Magic, patience is king.
Sovereign's Realm
With moments like that happening in every Conspiracy draft, you can understand how excited I am that Conspiracy: Take the Crown is launching this weekend, with three drafts at A Muse N Games!
Conspiracy and Conspiracy: Take the Crown, for those unfamiliar, are multiplayer draft sets. So you grab three booster packs, draft them, and build a 40-card deck as normal — and then you sit down in a three-to-five player game, instead of just 1 vs. 1, and vie for glory, honour, and prize packs.
Knights of the Black Rose
Or, in this case, the monarchy. “Becoming the monarch” is a new mechanic in Conspiracy: Take the Crown, one with some sweet, sweet benefits if you play your cards right. Cast something like the newly-minted Queen Marchesa or her Knights of the Black Rose, and you’ll become the monarch. While you’re the monarch, you draw a card at the end of your turn as well as the start. But beware! Your opponents can take the monarchy from you by dealing combat damage to you, playing a card that makes them the monarch, or by taking you out of the game on their turn. You’ll have to pay close attention to their creatures, and play politics to make sure you’re not the one they swing at — or goad at, more on that in a second.

(A quick technical note: I’m seeing some confusion about The Monarch online, so I thought I’d clear it up here. “Being the monarch” is not an emblem like you can get from planeswalkers, it’s simply a status that a player can have — something entirely new in Magic. Once someone becomes the monarch in a game, there will always be a monarch in the game until the game ends. And monarch cards are legal in Commander, Legacy, and Vintage, so feel free to brew a Queen Marchesa deck for Commander that centres around taking, and keeping, the crown!)

But — hey, wait a second! I’ve got more of a right to the crown than you! Right? Yeah! Hey, you, goblin, over there. Take out the monarch!
Jeering Homunculus
Goading a creature is a new keyword in Conspiracy: Take the Crown. When you goad a creature, it must attack each turn if able, and it must attack a player other than you if able. It’s a great way to both take the monarchy away from someone who has it, and to protect yourself by making sure Captain Green Mana over there isn’t swinging at you with his enormous Domesticated Hydra.
Grenzo's Ruffians
And you know what works great with goad? Attacking a bunch of players at once! Enter Melee, another keyword, as epitomized by Grenzo’s Ruffians. Melee gives a creature a bonus for each player you attack in combat this turn. So if you swing with the Ruffians at Astrid, and with some 1/1 Goblins at Ben and Christine, the Ruffians will get +3/+3 — dealing 5 damage to Astrid, and 5 more to both Ben and Christine, thanks to their own ability!

(One more technical thing to be careful of, though — Melee will only grant its bonus if you attack a player directly. So if Astrid controls a Kaya, Ghost Assassin in the example above and you attack Kaya instead of Astrid, they’ll get +2/+2 instead of +3/+3, since you only attacked two opponents — Ben and Christine. And the Ruffians won’t deal their extra damage to Ben and Christine, since you attacked a planeswalker instead of an opponent.)

Voting returns in Conspiracy: Take the Crown with the new Council’s Dilemma keyword ability, and there’s a new twist on the draft-matters cards — some of them are creatures or other spells! Some of them even let you access cards you drafted, but didn’t put in your deck! — but I’ll let you discover those on your own.
A Muse N Games is running Conspiracy: Take the Crown drafts this Friday at 6:30 PM, and on Saturday at noon and again at 3:30 PM. Entry is $20 and fun is guaranteed, so come on down and Take the Crown!
Jesse Mackenzie is a regular contributor to A Muse N Games. He is definitely building a Commander deck around the new Grenzo card. Tune in every two weeks for The Mana Dork, his column about all things Magic!

THE MANA DORK — Please Rabid Bite Responsibly by Jesse Mackenzie

by August 12, 2016
The Mana Dork

Tormenting Voice

“So, I see you actually drank some water this time,” the little voice in my head began.


“Didn’t get to sleep like you wanted to, though. And you’re still full of sugar and caffeine.”

We all make mistakes sometimes. But I’m good! I’m ready.

“Right. And your 4th-place position at the Shadows over Innistrad pre-release, that was…”

Pure skill.

“And not because you played it at a reasonable hour and got some sleep and ate good food.”
Well, I mean, that helped, but…

“Uh-huh. Let’s see how you do.”

Wharf Infiltrator
My pre-release promo was Wharf Infiltrator. I was hoping for Docent of Perfection, but I guess I can’t be too disappointed with another sweet mid-game blue creature that does serious work in Limited.

The pool I got, though, was challenging at best.

There was very little in blue to support the Wharf Infiltrator, and almost nothing worthwhile in white or black outside of a single copy of Murder and a completed Chittering Host pairing. My big, quality bombs were Soul Swallower and Impetuous Devils, with a smattering of serious work-putter-inners like Furyblade Vampire and Brazen Wolves.

Red-green Eldraziwolves it is!

I wasn’t directly trying to copy my Shadows over Innistrad success, but it was certainly a factor. In Sealed, like in Draft, you will live or die based on the quality of the creatures you get onto the battlefield. My best creatures were in red and green — including an interesting pair of Its of the Horrid Swarm I’ll get to later — so that was my best choice for a solid performance.

So, how did I do?

Thalia, Heretic Cathar
Round 1 — Red-White Aggro
My opponent has built a classic red-white aggro deck, which Eldritch Moon supports well. We trade blows, but the combat math works out in their favour, and I lose the first game.
The second game, I learned my first lesson of the night: don’t waste removal early.
I’ve got a Bold Impaler out, they’ve got a Steadfast Cathar out. I need to make sure my aggro creatures get through, so I make the clear choice and cast Rabid Bite to take out the Cathar before it becomes a 2/3.
It would be the only removal spell I drew that game — and boy, I could have used it against the Thalia, Heretic Cathar that kept emerging her sword from my face in a series of first strikes!

0-2 in games, 0-1 on the night.

It of the Horrid Swarm
Round 2 — Red-White-Black Control
It’s game 2. My opponent has taken the first game, and they’ve got a decent number of creatures again. I have… not that. Significantly less than that, actually. But what I do have is two Its of the Horrid Swarm in my hand, and a need to go a little bit wider than I currently can.
I swing with my Backwoods Survivalists and Falkenrath Reaver. Seeing that I’ve tapped all my creatures, my opponent chooses not to block, hoping to have a clear path next turn.
Instead, I hatch the first It out of the Falkenrath Reaver. Six power across three bodies for five mana — not bad. And they’re untapped, so they can block. My opponent, dismayed by the sudden appearance of blockers, hangs back.

The next turn, I swing with the team — It, Insect 1, Insect 2, and the Reaver. My opponent blocks the Reaver and the It, taking two damage. I lose the Reaver. That’s fine. In the second main phase, I emerge my second It of the Horrid Swarm off of the first one…

… netting me two additional power across two additional bodies, as well as almost-kinda-maybe vigilance on the 4/4, for a single green mana.

Not the greatest play in the world, but it stabilized the board in my favour and they didn’t have an answer. Second lesson of the night: chaining Emerge creatures can get disgustingly efficient. (And also probably just disgusting, when you think about it.)

2-3 in games, 1-1 on the night.

Identity Thief
Round 3 — Blue-Red Prowess Control
So here was my dumbest mistake, and my third lesson.
I’m playing an aggro deck against a control deck. Already, I’m on the back foot. I need to make sure I get my damage in before my opponent Just the Winds or Unsubstantiates my Eldraziwolves.

I’ve got a Kessig Prowler on the board, they’ve got an Identity Thief. I need to kill that Identity Thief, so my best course of action is clearly to cast Waxing Moon on my Prowler to flip it early and force them to either block it with the Thief or take a lot of damage, right?

My opponent chooses not to block, and indeed takes a lot of damage. They then swing with the Identity Thief, exiling the Prowler.

Now, if you exile a transformed card and it returns to the battlefield, it will come back with its normal face up. So I wasted mana and a card to get ahead on some damage, when I should have saved it to flip a blocking Eldraziwolf mid-combat.
Third lesson of the night: read the fricken’-frackin’ cards.
2-5 in games, 1-2 on the night.

Round 4 — Green-White Human Tokens

The first game goes in my favour — the Eldraziwolves went all slither-bow-slather-wow on their various cathars and tokens.
Before the second game, my opponent chooses to go on the draw, rather than on the play.
This is atypical. Going “on the draw” means you’re choosing to play second (and thus draw an extra card before you start), rather than play first (and thus be the first to start dealing damage). Generally speaking, you want to be on the play, as dealing damage is very important.
Following the round, I asked my opponent why they chose to go on the draw in Game 2.
I get a smile in response. “I was hoping to draw a land!”

We laugh and shake hands. I’ve been there, I know how it feels.

Final score: 4-6 in games. 2-2 on the night. I place riiiiiiiight in the middle of the pack.
Trail of Evidence
“You did better than I thought you would.”

Thanks, Disembodied Pre-Release Voice In My Head!

“… but still not as good as the Saturday SOI pre-release with all the rest and good food.”

… Thanks, Disembodied Pre-Release Voice In My Head.
“Hey, it’s not my fault you hold yourself to such high standards! Rest is important. Good food is important.” 
Fair enough.
“Literally, you’re better at Magic when you have those.”


“And now we have empirical evidence.”
That’ll do, voice. That’ll do.

“I’m just saying.”


did pull a copy of Murder.
Jesse Mackenzie is a regular contributor to A Muse N Games. Tormenting Voice is basically his life story. Tune in every two weeks for The Mana Dork, his column about all things Magic!

Stellar Evolution Designs – Now at A Muse N Games!

by July 21, 2016

Brenda Slayer
My name is Brenda and I am the Creative Mastermind behind Stellar Evolution Designs!
My strange and geeky business was born out of a love of crafting, science fiction and horror as well as a need to find a career that would be flexible enough to accommodate living with the symptoms of Multiple Sclerosis.

In My Blood

I decided with my knitting experience, and so much Mennonite quilting and sewing blood pumping through my veins, to start on a journey of using those traditional textile art skills to create unusual geeky and gory coin purses, bags, purses, scarves, hats, plush weaponry, oven mitts, tea towels, mens and womens clothing and many other practical goods so fans can flaunt their favourite fandoms, animals, or patterns everyday!

Being able to design fabrics and have them printed it makes it so much fun to customize orders as well!

I can now almost make anything from fabric, yarn or even 3D printed!

Win Win for All!

I do have a passion to advocate for those with MS (like me) live better lives so I choose to donate $1 from every purchase to the MS Society of Canada. Donations are pooled into my MS Walk Team, Scrambled Legs, fundraising efforts each year!

So come on down to A Muse N Games to sneak a peek at my handmade geekery and gore, add it to your gift registry or come out and say hi at the next event-I would LOVE to geek out with you!

Spike 4

Find more of my creations available for purchase here:

Watch what I’m creating, or create along with me here:







THE MANA DORK—The Thrill of Competition by Jesse Mackenzie

by June 29, 2016

The Mana Dork

It’s been about a year since A Muse N Games introduced the Competitive Commander events during Friday Night Magic, and about six months since I decided I’d try to build a deck and win a flight of Competitive Commander.

So let’s talk about Competitive Commander, the differences between it and regular Commander, and maybe we can get you down to the store to try it out this weekend!
*or maybe next weekend as this week is July 1st and the store is Closed 😉



Commander its, at its core, a social format, and often—but not entirely—a casual one. Some groups like to play as cutthroat as they can, building the best decks and using the most powerful cards to consistently win as early and often as they can. These groups are playing Competitive Commander.

Importantly, Competitive Commander groups have established in their Social Contract—a concept I’ve written about before—that they expect to play extremely competitive games with extremely powerful decks. Very little feels worse in Commander than games where the decks’ power levels do not match, so as always, establish the power level of the game you want to play before you shuffle up. Talk to your playgroup about the cards and strategies you’re using—“I’m playing Karador and I have a bunch of un-fun denial cards like Gaddock Teeg in my deck, is that okay?”—before you begin the game.

Bitter Feud


Because your decisions are always interesting.

Competitive Commander is often called “Legacy lite,” or “100-card singleton Legacy,” and I can see where those comparisons come from. Competitive Commander decks sometimes share cards with Legacy decks, and the tense, tense decision trees that sprout when you get one of your combo pieces and need to make sure it isn’t removed are similar to Legacy.

But I feel that those comparisons are unfair in their own way.

As in most things, restrictions breed creativity. This is why Commander as a whole can never be truly “solved” as a format—the colour-identity and singleton restrictions force players to find new and creative ways to stay ahead in mana production and card draw, in which tools to use when and why.

Competitive Commander players want the Legacy-style thrill of that razor’s-edge walk, making sure they never make the wrong decision, but they want to walk that edge creatively, under Commander’s restrictions and Commander’s trademark variability. And that is something I can respect.

It is extremely fun holding both a Cryptic Command and a Jace’s Archivist, looking at the combo player across the table, and trying to decide if you can safely play the Archivist or hold back mana for the Command, in case the combo player tries something. And it is so satisfying knowing that whether you make the right play or the wrong one, you will have become better at Magic in the process.

(Pro tip that doesn’t come from my experience at all: the combo player is always going to try something… )

Teferi, Temporal Archmage


Contrary to what you might think, Competitive Commander is not a place where you only see combo decks that refuse to interact.

When deckbuilding for Competitive Commander, it’s important to know that the traditional rock-paper-scissors cycle of aggro, midrange, and control decks (explained very well here—an article I highly recommend reading!) is replaced by combo, stax, and control.

In Competitive Commander, combo decks take the role of aggro decks, attempting to race to a win before anyone can stop them. Control decks remain the same, stalling and waiting until they can go for the win. And stax decks (a slang term for decks whose primary strategy is resource denial—preventing you from getting mana, cards, or casting spells) functionally replace midrange decks, putting painful effects on the field and then breaking out of them in one-sided ways.

To give you an example, here is the Teferi, Temporal Archmage deck I’m currently sitting down with at the competitive tables.

This is a stax deck—once I’ve cast Teferi, I play cards like Winter Orb, Imi Statue, and the unforgivably-brutal Stasis to lock everyone out of the game. Then, I use Teferi’s -1 ability to generate tons of mana for myself, until I eventually (hopefully) (occasionally) win, using The Chain Veil with Teferi to generate infinite mana and casting either Blue Sun’s Zenith to mill out my opponents or Laboratory Maniac to win by drawing my library. The rest of the time, I’m playing a typical mono-blue control game, making sure nothing hurts me while I execute my gameplan.

I’ve been slowly upgrading it over time—it started at about $200 US. But it has threatened to win at every table I’ve sat down at. And that has certainly been satisfying.

Yisan, the Wanderer Bard

Well, that’s it for my thoughts on Competitive Commander for now. If you’re interested in exploring further and looking for a budget introduction, Yisan the Wanderer Bard is a good choice, as he can very consistently tutor anything he needs out of his deck. Here’s an excellent online primer for building Yisan on a budget.

See you Friday!

Jesse Mackenzie is a regular contributor to A Muse N Games. He totally cast the Jace’s Archivist in that example. Tune in every two weeks for The Mana Dork, his column on Magic!