Tag Archives: MtG

THE MANA DORK – Magic Announcement Week, Literally Everything Amazing Ever

by June 21, 2017

This last week was Magic Announcement Week, where Wizards of the Coast announced the next six months or so of products — including the initial celebrations for Magic’s 25th anniversary next year! And, holy crap, was there a lot of stuff announced!

Magic Announcement Week The Mana Dork

Magic Announcement Week also featured some news for how Magic releases will change starting in 2018, as well as a new Banned & Restricted announcement. So let’s have at ‘er!

Magic Announcement Week Pithing Needle
IT’S THE CORE NECESSITIES, THE SIMPLE CORE NECESSITIES

First things first: core sets are coming back!

In his column last week about the Magic Announcement Week, Magic head designer Mark Rosewater announced that core sets will be making a return, starting with what is currently called “Core 2019” next year. He explains that they serve a vital purpose in Magic — they’re a home for everything useful in Standard that’s difficult to reprint in Standard-series expansions, like generic answers, and creatures that can give decks new life. He also says they’ll be revamped significantly — although just what that means is up in the air.

He also explains that small sets, as well as the concept of blocks, will be going away — instead, Magic will simply do three large sets a year, plus Core sets. He says that small sets unnecessarily complicated draft environments, and that they were always less popular than drafting 3x of a large set.

Personally, I’m a fan of all of this. While I loved two-set blocks for how quickly they pushed us through environments, never feeling boring or dull, I think that going to a “Three-and-One” model will chew up design space less quickly, and give more of what more players want more of more often. It should be tremendous fun, and I can’t wait.

Magic Announcement Week Treasure Trove
UNTAP, UPKEEP, NEW UN-SET

Plus a whole slew of other new products were announced during Magic Announcement Week! You ready? Deep breath:

  • August 25, 2017: Commander 2017
  • September 29, 2017: Ixalan
  • November 10, 2017: Duel Deck: Merfolk v Goblins
  • November 17, 2017: Iconic Masters
  • November 24, 2017: Explorers of Ixalan, From the Vault: Transform
  • December 8, 2017: Unstable
  • January 19, 2018: Rivals of Ixalan
  • March 16, 2018: Masters 25
  • April 27, 2018: Dominaria
  • July 20, 2018: Core 2019

To explain some of these: Ixalan and Rivals of Ixalan are the two sets in Ixalan block, featuring pirates battling dinosaurs. (You heard me right.) Iconic Masters is a Masters set built around “iconic” things in Magic — speculation is rampant, but it’s quite likely we’ll see cool angels, sphinxes, demons, dragons, and hydra. Explorers of Ixalan is a new boardgame-like product featuring four pre-constructed decks (zero new cards) and game tiles of some kind; Unstable is a new Un-set (!!!), Masters 25 is an as-yet-unexplained Masters set that celebrates 25 years of Magic history, Dominaria is a new large set that sees the game return to its first and largest setting after more than a decade (!!!!!), and Core 2019 has been explained above.

To say I’m excited would be an understatement… but I think the absolute best coming out of Magic Announcement Week might be the new Un-set. For those who might be newer to the game, there were two previous Un-sets — Unglued and Unhinged — where Magic took itself less seriously and released entire sets full of comedy cards. Who could forget classics like Hurloon Wrangler, Jalum Grifter, My First Tome, Greater Morphling, and Un-all star Cheatyface? And now you’re telling me there’s going to be a new one? Holy! The hardest part is going to be avoiding spoilers!

Magic Announcement Week Aetherworks Marvel

A MARVEL-OUS DEVELOPMENT

Just a quick note on this one — for those of you who were wary of a Standard where the best card won you the game on a coin flip, Wizards has taken the still-unusual step of banning Aetherworks Marvel from the format. Temur Energy builds will still be a thing, doubtless, but they will no longer feature Marvel spins in an attempt to find Ulamog or an expensive Planeswalker.

… which of course means that the format is now wide open, and you should absolutely be bringing your brews to test at our Tuesday Standard nights!

Magic Announcement Week Dueling Grounds

AMONKHET SOME LEAGUE GAMES IN

Before I let you all go, I have to shout out Amonkhet League Part 2 at the store. Seriously, to whoever came up with the League format: thank you.

By now, you’re at least a little familiar with the way League works: buy 3 boosters, build a 30-card deck, add a booster every week and/or every 3rd loss, play whenever there are League folks around.

But what a simple description doesn’t capture is just how joyful it is to play with what you bought in boosters. It brings me back to childhood kitchen-table Magic, where you’re just trying to jam this cool rare you found and win some games with it. No watching the metagame, no buying expensive singles, no $15 or $30 outlay every week — just boosters and hanging out.

And speaking of which, the atmosphere for League at the store is fantastic. If you’ve always been intimidated by Draft or Sealed play, League is just right for you — everyone is relaxed and willing to help. Cannot recommend it enough.

There’s just one week left for Amonkhet League Part 2, so if you’re going to jump in, do it this Sunday!

BEST CAMP EVER!

We’ve got a slew of things coming up at the store — regional championships for A Game of Thrones, Monthly Game Day, and Hour of Devastation pre-releases — but I have to, have to, have to plug the incredible Board Game Camps being offered this summer.

The camps will be on at the store July 17-21 and August 21-25, from 1 PM to 5 PM. For $125, your gamers-in-training will get five days of supervised board games, RPGs, arts and crafts, and a snack! (I’m jealous. Can you tell? I’m actually jealous I’m not a kid right now.)

There are 10 slots available per camp, so register now! If you register before June 30 for the July camp, or before July 15 for the August camp, you’ll get a $25 gift certificate for use in the store!

See you there!

Jesse Mackenzie is a regular contributor to A Muse N Games who was clearly born too early. Tune in every two weeks for The Mana Dork, his column on all things Magic!

THE MANA DORK—Tools of the Trade: EDHREC

by June 3, 2017

We’re in a bit of a lull here at the Mana Dork—we’re working on the Amonkhet Planeswalker Deck Challenge behind the scenes, and Amonkhet League 2 launches this weekend—so for today, I figured I’d take the time to walk you guys through one of the tools I use when building EDH decks!

Wizards maintains an official database for every Magic card ever printed, called Gatherer. But Gatherer has a few drawbacks. Among other things, you can’t find out what other people are using in their decks—you can’t build off of the collected wisdom of the online EDH community.

That’s what EDHREC is great at.

EDHREC analyzes decks that have been posted to TappedOut or DeckStats to find out which cards people are using with which commanders. It then aggregates all that data into a set of card suggestions for that commander.

In plain language, EDHREC tells you what the most popular cards are for any given commander or it can tell you which commanders work best with a certain card.

What this does is provide you with a ready-made list of suggestions for the latest legendary creature that has caught your eye, stretching all the way back to the beginning of the game!

To see how it works, let’s look Athreos, God of Passage, the commander for a deck I’ve spent a lot of time tuning lately, my Athreos Apostles combo list.

The first thing that comes up are “signature” cards for Athreos—cards that are used for Athreos more than any other BW commander.

These are useful for most builds of Athreos—you’ll probably be sacrificing or blocking often, since you’re likely to get your creatures back, so Harvester of Souls and Dictate of Erebos are fine choices for any build.

But we want to go deeper. Let’s filter Athreos lists by Shadowborn Apostle—this lets us only see suggestions from lists that feature everyone’s favourite token non-token creature:

Nice! This is handy!

But let’s go one step further. My Athreos Apostles list combos off with Thrumming Stone—what if we only look at lists that have both Apostles and Thrumming Stone?

Helloooo, what’s this?

We’ve found a card that I don’t currently have on my list. Secret Salvage. And it’s in 100% of the decks that have both Apostles and Stone? Surprising!

Secret Salvage came out in Aether Revolt, and I initially dismissed it. Because my deck relies on leaving as many Apostles in my library as possible when I combo off, I don’t really want more than one or two in my hand at any given time. And paying five mana to get a whole bunch in my hand seemed… steep.

But I missed a key turn of phrase: “any number of cards”.

I don’t have to fetch all 34 Apostles with Secret Salvage if I don’t want to (and by the way, you should play Magic with 34 copies of the same nonland permanent any chance you get, it’s amazing—I also recommend Relentless Rats!). I can fetch just enough to make sure my hand has some gas when I hit the combo turn.

Five mana is still steep, but if I’m sitting there with six lands and thumbs a-twiddle while everyone else is Doing Things™, it’ll seem a fine price to pay.

TRIBAL DECKS

But that’s not EDHREC’s only trick. It’s got a couple more up its sleeve.

If you love tribal decks—and who doesn’t?—EDHREC has a section that aggregates data for tribes instead of individual commanders.

This can be extremely handy if you’re actually me in real life and you’ve spent literal days hitting EDHREC’s “Random” button to find an interesting general. Who cares about the general? Build a tribe! I have elves on the docket, I think, and I’m definitely going to be visiting EDHREC’s Elves page for ideas while I build it!

CUSTOM SUGGESTIONS

Here’s EDHREC’s most impressive trick, though—suggestions customized specifically for your list.

What you see above are EDHREC’s suggestions for my Athreos Apostles list. As you can see, most of them are about improving the mana base—and rightly so, since I haven’t put a lot of the fancier lands in my deck. (If you’ll recall, I’m a big advocate of basic lands.) But if I want some consistency—which I do, because a combo deck requires consistency—I should definitely consider it.

Custom suggestions will only work once you’ve uploaded a decklist to TappedOut.net or DeckStats—I recommend the former—but once you’ve done so, it will be a tremendous help.

HOLY CRAP I WANT TO SEE A MAGIC DECK WITH 34 OF SOMETHING, WHEN ARE YOU AT THE STORE

I’m glad you asked!

In the world of Magic, I’ll be there this Sunday for the kickoff of Amonkhet League Part 2. It’s all the fun of kitchen-table Magic with all the new friends you make from organized play! Buy in for $20 any time in the next few weeks, play League games with other League players any time you’re in the store, and earn special prizes!

If Magic’s not your agenda, make sure you swing by for the Netrunner Regional Championships on June 10th! AMNG has a great Netrunner community that provides some stiff competition when the cards are shuffled up, so it should be a great time!

And finally, AMNG is also running a special Father’s Day Ticket to Ride Tournament on Sunday June 18—and if you’re lucky, you may even be able to meet the illustrious Mana Dork the Elder while you’re there!

See you at the store!

Jesse Mackenzie is a regular contributor to A Muse N Games. He is probably going to get thoroughly crushed at Ticket to Ride. Tune in every two weeks for The Mana Dork, his column about all things Magic!

Hour of Devastation Release Weekend

by June 3, 2017

Hour of Devastation, the latest Magic the Gathering set, will be here on July 14th, 2017! Here is what we have scheduled for the release weekend:

Friday, July 14

Noon: Hour of Devastation Draft
Players receive 2-packs of Hour of Devastation & 1-Pack of Amonkhet, and draft the best 40 card deck they can.
Entry Fee $20
Prizing: 1.5 Packs per player into the prize pool.
Each player playing through all swiss rounds receives a booster pack from the prize pool!

3:30 pm: Hour of Devastation Draft
Players receive 2-packs of Hour of Devastation & 1-Pack of Amonkhet, and draft the best 40 card deck they can.
Entry Fee $20
Prizing: 1.5 Packs per player into the prize pool.
Each player playing through all swiss rounds receives a booster pack from the prize pool!

6:30 pm: Hour of Devastation Sealed
Players receive an Hour of Devastation Prerelease kit (while supplies list). These includes a Foil Promo, Spindown Counter, 4-Packs of Hour of Devastation and 2-Packs of Amonkhet.
Entry fee $36
Players will enjoy 4 rounds of swiss.
Prizing: 1.5 Packs per player into the prize pool.
Each player playing through all swiss rounds receives a booster pack from the prize pool!

7:30 pm: Commander
Both casual and Competitive pods as usual.
Entry fee $6
Prizing: Casual Players each receive a Booster Pack for participating.
Competitive Players – prizing to the winner, prize TBD based on players entering. (8 or more players and a revised Dual will be up for grabs.

9:30 pm: Archenemy / Planechase Commander
Entry fee $6
Prizing: 1.5 Packs per player into the prize pool.
Each player playing through all swiss rounds receives a booster pack from the prize pool!

Saturday, July 15

Noon: Hour of Devastation Draft
Players receive 2-packs of Hour of Devastation & 1-Pack of Amonkhet, and draft the best 40 card deck they can.
Entry Fee $20
Prizing: 1.5 Packs per player into the prize pool.
Each player playing through all swiss rounds receives a booster pack from the prize pool!

4:00 pm: Hour of Devastation Draft
Players receive 2-packs of Hour of Devastation & 1-Pack of Amonkhet, and draft the best 40 card deck they can.
Entry Fee $20
Prizing: 1.5 Packs per player into the prize pool.
Each player playing through all swiss rounds receives a booster pack from the prize pool!

Hour of Devastation Prerelease Weekend July 8-9

by June 3, 2017

Hour of Devastation Prerelease

A Muse N Games is hosting 4 Hour of Devastation Prerelease events for the newest Magic: the Gathering set! Midnight, Noon, and 5 pm on Saturday, July 8 and then 6pm on Sunday,July 9.

Hour of Devastation prerelease events will start promptly with deck construction at the listed start times. Early Bird registration $35 taxes in if you register before 10:00 pm Wednesday, July 5. Regular registration is $40 taxes in.

Each participating player will receive a special prerelease pack containing 4-packs of Hour of Devastation, 2-packs of Amonkhet, a spindown life counter, and promotional foil card! Two Hour of Devastation booster packs per player will be placed into the prize pool. Any player who plays through all four rounds of swiss receive at least one Hour of Devastation booster pack from the prize pool.

Further prizing information will be announced closer to the date of the Hour of Devastation prerelease. You can preregister now in store or online below.

Midnight

Noon

5:00 pm

Sunday

THE MANA DORK – Native Planeswalkers and Legendary Creatures

by May 17, 2017
Native Planeswalkers and Legendary Creatures

Well, that’s a wrap! Pro Tour Amonkhet is in the books, and surprising absolutely nobody, Mono-Black Zombies won the whole wait whaaaaaaaaaat

It’s true, though. Gerry Thompson, rocking his sweet Guardians of the Galaxy Vol. 2 sleeves and deckbox, piloted this list to his first-ever Pro Tour win. No Gideons, no planeswalkers at all in the mainboard — and speaking of which, his entire mainboard consisted of cards that were $6 or less per copy when Amonkhet released! He cruised through much more expensive decks, the sheer consistency of his zombs swarming over Temurworks Marvel and Mardu Vehicles lists with ease.

It was refreshing to see. Pricy, greedy combo decks have been running the tables in Standard play for the last few months (though thankfully we still saw a LOT of creative homebrews at the store!), so having a traditional, inexpensive aggro list take Pro Tour Amonkhet says a lot, I think, about the viability of new brews, and how you can win an event without reducing your wallet to weeping openly and listening to “Hide and Seek” on repeat.

I mean, like, it’s a great song. But I’ve definitely heard Imogen Heap singing in the back of my head when I looked at the price on some of those four-colour Saheeli combos and older Mardu Vehicles lists.
Mmm, what’d you say?
Mmm, that you only meant well
Well, of course you did
Mmm, what’d you say?
Mmm, that it’s all for the best…
Anyway.
– – –
So, I have a question. Why do so many players want to see “native planeswalkers” in each new Magic set?
 

It puzzles me. “Native planeswalker” is an oxymoron, a contradiction in terms. If you’re going to define a character by their ability to hop dimensions and bend the fabric of space-time, why stick them at home? We should see them when they’re out exploring the Multiverse. We should see weird characters we don’t understand yet, faces and abilities that are a gateway to more mystery.
But lately, what we’ve seen — and here’s the part that I don’t understand, what I see people asking for — are a series of homebodies.
Beginning from the Magic Origins reboot and ignoring planeswalkers who existed previously, we’ve met Arlinn Kord on Innistrad, and Saheeli Rai and Dovin Baan on Kaladesh. “Native planeswalkers”… who could have done their jobs just as well if they were legendary creatures.
(Notably, neither Arlinn nor Saheeli leave their planes at all during the course of their stories. They are “planeswalkers” who do not planeswalk even once! Heck, Rashmi did more planeswalking than Saheeli did, inside the Planar Bridge!)
Now, I love their design as characters. Arlinn is a powerful and bad-ass older woman, Saheeli is a charming and daring inventor, and my feelings about Dovin Baan have been mentioned previously. I am glad they are here, and I am happy to see what they have brought to Magic’s stories.
But to be honest, though, they could have been legendary creatures and done largely the same thing. And we could have had more space for weird and fascinating planeswalkers from other worlds, walking previews of Magic’s future with a face and name.
Like Ashiok.

Ashiok is a perfect example of what I’m talking about, perhaps the most recent perfect example. Ashiok doesn’t even have a face. It’s just smoke, and horns, and nightmares, and what happened to my library oh Ugin no no NONONO —

Ashiok is mystery. And terror, in this case. Ashiok saw play in many Standard lists of its era. Ashiok is a perfect hook for a future world (“What do we know about this place? … Ashiok is from here? Welp, I’m scared now…”). Ashiok simply existing is exciting, because it represents so much that we do not know about the wide, wide Multiverse.

Ashiok is exactly what I think a planeswalker should be.

I’m not just concerned about planeswalkers, though. I’m also concerned about what the desire for “native planeswalkers” has meant for legendary creatures.

Starting again from the Origins reboot and skipping the Eldrazi Titans for now, most of the legendary creatures we’ve seen have been side characters, also-rans, and supporting cast members. The “mentor” cycle in Origins, Zada and Jori En and Noyan Dar on Zendikar, Thalia and Odric and the twins on Innistrad, and so on. The only legendary creatures here who I think got an appropriate story treatment are Rashmi and Baral, both on Kaladesh.

It used to be that legendary creatures were the pushed, center-stage, face-on-the-poster chase cards everybody got excited about. The cards that changed the game. Back in the day, I saw people get hyped for Kamahl, and Phage, and Bladewing the Risen the way they now get hyped for non-Origins-5 planeswalkers.

(Quick note: “pushed” is slang for “a card Wizards has deliberately made very strong for its mana cost in order to help ensure it sees play in high-level tournaments”. Taken from “pushing the envelope”.)

These days, legendary creatures largely exist as nods to us Commander players, and hooks for the occasional short story. Rarely do they break into the Top 8 of Pro Tours.

Why has this changed? Why did it have to?

Look at Ulamog up there. Perfect example of what I think legendary creatures should be doing in Magic. Perhaps a divisive example, as not everybody is a fan of the Eldrazi Titans, but nevertheless perfect for this discussion.

In Ulamog we see a very pushed legendary creature present in many top-level lists as a game-ending all-star. The Temurworks Marvel lists from Pro Tour Amonkhet often used Ulamog to finish games. You are scared when Ulamog comes down, as so very little in Standard can answer it.

And critically, people opened Battle for Zendikar boosters looking for Ulamog. Others bought and will buy Ulamog as a single — which is much more profitable for the LGSes that keep the game alive. Ulamog drives sales and thus makes the game healthier as a whole. And it does so without having loyalty abilities.

Ulamog is exactly what I think a legendary creature should be — or, perhaps more clearly, Ulamog is performing the mechanical and marketing functions I think a legendary creature should perform. (Maybe we don’t need 10/10 indestructibles for 10 with two removal spells as a cast trigger all the time. But you get what I’m saying.)

This is getting lengthy, so I’ll cut to the chase cards.

I think those mystifying calls for “native” planeswalkers are the result of two things: Wizards putting an enormous spotlight on planeswalkers, and players subconsciously treating ‘walkers the same way they used to treat legends because of that spotlight.

I think this is compounded by the regular presence of pushed Gatewatch planeswalkers in Standard. People will naturally want to see characters from new planes mixing it up with Chandra, Jace, and the rest. As a result, we have players calling for “native planeswalkers” that could just as well be legendary creatures, simply because planeswalkers are the most pushed card type and people want new things.

I think this is why we’ve been seeing so many Standard environments where Gerry Thompson’s ‘walker-less maindeck is a notable aberration, rather than a regular sight.

I think the game would be improved if we used some mechanical strength and some marketing muscle on legends more often. Legends can serve as the face of a set just as well as planeswalkers, they can carry just as much of the story and key-art load on their shoulders, they have the same uniqueness drawback — and importantly, they can free up space for more interesting and creative planeswalker designs, since the ‘walkers no longer have to do as much work selling the set.

… and for the sake of maintaining my credibility throughout the above arguments, we shall ignore the amount of time I’ve spent in previous columns gushing about Commander, because I’m not biased at all. Never. Nope. Nuh-uh. Pure, unbiased journalism and punditry right here, folks. The Mana Dork — Your Trusted Source For Reasonable Magic Opinions.

Please?


OKAY FINE, MAYBE I AM BIASED, BUT AT LEAST YOU HAVE THE OPPORTUNITY TO HUMBLE ME FOR IT AT THE FOLLOWING STORE EVENTS

On the Magic side of things, Amonkhet Game Day is this weekend! We’ll have events on both Saturday and Sunday, with registration at 11 AM, gameplay at noon, and prizes for participation, Top 8, and winning the whole thing. Come on down!

As well, the GPT Farewell Tour is coming to a close, with just three events left — GPT Vegas Limited on Friday May 26, GPT Vegas Modern on Sunday May 28, and a final GPT Vegas Limited on Friday June 2. These will be your last chances to earn byes for GPT Vegas and win our sweet GPT Farewell Tour playmat, so make sure you sign up!

Outside of Magic, we’ve got the Netrunner Regional Championships on Saturday June 10, the Star Wars 40th Anniversary X-Wing Tournament on Sunday June 11, and a special Father’s Day Ticket to Ride Tournament on Sunday June 18!

There’s tons of stuff happening at the store — we’d love to see you there!

Jesse Mackenzie is a regular contributor to A Muse N Games. He’s actually super-biased, don’t believe what he wrote up there. Tune in every two weeks for The Mana Dork, his column about all things Magic!

Amonkhet Game Day

by May 14, 2017

Amonkhet Game Day is a standard format tournament with swiss rounds and a top cut.

Details

Date: May 20-21, 2017
Registration: 11:00 am
Start Time: 12:00 pm
Entry Fee: $6 (taxes included)

Prizing

amonkhet game day prizing

Promo cards—one for each event participant
8 rare, premium promo cards—one for each player in the Top 8
1 first-place playmat—for the winner of our Game Day event

THE MANA DORK — The Planeswalker Deck Challenge, Conclusion

by May 7, 2017

The Planeswalker Deck Challenge, Conclusion

“What possible circumstances could render these draconian measures necessary?”
— Dovin Baan

We took a bit of a break for Amonkhet’s release (and a couple of soapbox moments), but we’re back with the final installment of the Aether Revolt Planeswalker Deck Challenge.

Here’s the idea: I believe that the Planeswalker Decks, as currently constructed, are a solid product with which to introduce new players to Magic… but they could be so much better. They could be built with more competitive cards, greater synergy, and an eye towards a strategy that better fits one of Magic’s established deck archetypes, rather than simply featuring a mechanic from the newest set.

For my first step in testing this out, I competed with the Ajani Planeswalker Deck in Aether Revolt Game Day at A Muse N Games, using only the contents of the deck and included boosters. I posted a result of 1-3 — with my single round win coming as a result of facing off against a homebrewed combo deck that was intimidating in function, but failed to fire in the games we played. While the result looks good on paper, I felt incredibly outclassed on the battlefield, as my Silkweaver Elites regularly went up against Torrential Gearhulks and Winding Constrictors.

I then brewed a Dovin Baan-themed deck, following all of the rules both formal and informal that Wizards follows with their Planeswalker Decks — with the exception that I would include many more complete playsets, and did not have access to the unique commons, uncommons, and rares that proper Planeswalker Decks come with.

Finally, I competed in a Tuesday Night Standard event at A Muse N Games with the Dovin Baan deck.

So, how did I do?

ROUND 1: TEMUR TOWER
My first match-up was against “the saviour of Standard”. Temur Tower decks were posting some good results in competitive events, breaking into the well-established two-deck metagame of Mardu Vehicles and Copy Cat combos. How was my pure control deck going to do against a more modern, midrange-y, value-based control deck?

It began in tension. We played land drops and Shielded Aether Thieves, and eyed the battlefield warily from behind our carefully-sculpted hands. I was digging hard for an Aetherstorm Roc or a Long-Finned Skywhale, something that would let me go over the top of their defenders. They were digging hard for a Dynavolt Tower so that their deck could come online.

I hit their first Dynavolt Tower with an Ice Over… and promptly realized the weakness of the card. Ice Over doesn’t actually tap down the permanent it enchants, nor does it prevent triggered abilities (or some activated abilities) from happening. Not only would my opponent get at least one use out of an Iced Over Dynavolt Tower that was untapped, it would continue to build energy for them.

After a long, hard battle, they eventually won off of activations from their second Dynavolt Tower. I had taken them nearly to time, however, with a bare handful of minutes left for Game 2… which they won quickly with a couple of early manlands.

Round Record: 0-1. Games Record: 0-2. (I’m a Hedron Crab!)

ROUND 2: GREEN-BLACK CHITTERING HOST

“Dude, what is this? You won a Standard event the other night with RW Dwarves! You broke the metagame! Why aren’t you playing that now?” — a passersby, to my opponent

“Man, I just wanted to play with Chittering Host. Chittering Host is cool.” — my opponent

My opponent was not wrong. Chittering Host is indeed cool. It is also… menacing… to face off against. There were some minor delirium synergies in the deck, but at its core, this was a classic “Rock”-style deck that swarmed the board with small creatures and sought to resolve a Chittering Host for an alpha strike.

Game 1 saw me hold off some of their beaters with a couple of early Shielded Aether Thieves (seriously, those guys are bros), until I eventually — finally! — resolved a Skywhale and protected it. I ground out the win by flying over the top with the Skywhale and clogging up the ground with Aether Thieves and various answers.

Unfortunately, I would make a critical mistake in Game 2. I was beating down again with a Skywhale and had a Baral’s Expertise in hand, while their board grew and grew and grew. Nervous, I cast the Expertise to bounce a couple of tokens and value creatures… and not the Westvale Abbey that had been sitting on my opponent’s side of the battlefield since Turn 3 or so. They recast some small creatures, sacrificed their board, and immediately began swinging with Ormendahl, Profane Prince for the game.

Game 3 ended with another critical mistake on my part — I kept a greedy hand instead of mulliganing it away. Chittering Host chittered all over my cold, dead bones in short order.

Round Record: 0-2. Games Record: 1-4. (I’m a Calcite Snapper!)
 

 

ROUND 3: RED-GREEN PUMMELER

Okay. Alright. I didn’t face off against Mardu Vehicles tonight — the matchup my deck had mostly been built for — but I’m about to shuffle up against RG Pummeler, another aggressive deck that relies heavily on artifacts. This is good. This is a good thing. I’m ready for this. I was made for this.

Game 1: I was not made for this.

Game 2: I have answers! That’s two Pummelers down! Thank you Fragmentize! Now I just need to hit a Long-Finned Skywh — oh, dear, that’s their third Pummeler… oh, dear, that was my face.

Round Record: 0-3. Games Record: 1-6. (I’m a Wandering Tombshell!)

CONCLUSION AND MOVING FORWARD

I should get better at playing Magic.

In all seriousness, though — this deck felt so, so much better than the Planeswalker Decks I tested. Pushing Temur Tower to time and almost winning a second game over a GB Rock variant may be Pyrrhic victories, but I will take them. I felt like I always had answers, and a line of play towards a solid win condition, instead of feeling completely outclassed by Turn 5 — like a Ford Pinto trying to race a Lamborghini.

I will admit to perhaps some bias — since I built the deck from scratch, I knew its lines of play and outs quite well, as opposed to having to learn the deck while I play it, as I did with the Planeswalker Decks. But I feel that this is minor in the grand scheme of things. I’m still inclined to wonder how much of the 0-3 round result is due to the power level of the various cards and how much is simply due to my play mistakes, as detailed above.

Going forward, I’ll change up a couple of things — I will keep the $11 limit for the 59 non-planeswalker cards in the deck, but I will likely change the distribution of rares, uncommons, and commons, and I will buy two booster packs to add to the deck, just like the regular Planeswalker Decks.

We will see how it works. I’ll be continuing the experiment for future Magic sets — albeit in fewer columns, since I don’t want this space to become the Planeswalker Deck Dork! — until I feel like the Planeswalker Decks are at a good place in their construction.

Until then — onward, to glory! And by glory, I mean getting viciously beaten in Standard games, all in service to my audience.

 

DO YOU DARE TO COMPLETE THE TRIALS OF AMONKHET? AND ALSO POSSIBLY A GALAXY FAR, FAR AWAY?
 

The Trials of Amonkhet are underway at the store — complete various Magic challenges with various friends in various formats to earn shiny lazotep d20s and d4s! Make sure to ask at the store for details.

And in July, the Fantasy Flight Store Championships are happening! Compete in official Fantasy Flight Organized Play events for Star Wars Armada, Star Wars Imperial Assault, Star Wars X-Wing Miniatures, and Star Wars Destiny for sweet prizes and the respect of your peers!

See you at the store!

Jesse Mackenzie is a regular contributor to A Muse N Games. Do not ask him what was in the hand he kept. Tune in every two weeks for The Mana Dork, his column on all things Magic!

Amonkhet Standard Showdown

by May 7, 2017

Amonkhet Standard Showdown starts May 6th at A Muse N Games!

Amonkhet Standard Showdown

Entry Fee $6. 3 rounds of standard action with Amonkhet Standard Showdown booster packs from Wizards of the Coast up for grabs. Events start every Saturday (with the exception of May 20th for Amonkhet Game Day) at 3:00 pm.

Amonkhet Standard Showdown booster packs consist of 2 rares or mythic rares, 1 Amonkhet full-art, and 1 premium card from a currently legal Standard set (it can be any rarity, and it can be a full-art land). It is worth noting Masterpiece Series: Amonkhet Invocations will not appear in these booster packs. Prizing distribution will be determined based on the number of entrants.

The Amonkhet Standard Showdown events are a great way to show off your latest deck builds using the new Amonkhet set and/or any standard legal cards. Along with our Tuesday night Standard days, these events give you weekly opportunities to play in a fun and competitive atmosphere.

Amonkhet League

by May 10, 2017

League starts May 7 at 2pm with the finale on May 28!

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

  • Players will open three booster packs and use those boosters to build a 30-card deck
  • The 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 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 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 league

THE MANA DORK – The Second Sun Approaches!

by May 11, 2017

Amonkhet Prerelease –  The Second Sun Approaches!

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Hail Nicol Bolas, the God-Pharoah! May his return come early, and may we be found worthy!

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The store’s Amonkhet prerelease is only hours away, and Magic’s newest set has a ton of fun toys for Limited and Constructed play. Cycling looks like it will be making some noise with the new cycling dual lands and a number of fun payoffs like Drake Haven and Archfiend of Ifnir. The new exert and embalm mechanics are going to make for some very interesting choices during games, the Aftermath cards will have players agog (atog?), and the prevalence of -1/-1 counters will have implications for removal spells and build-arounds in every colour.

Here’s everything you need to know to do probably-better-than-last-time-maybe-or-at-least-walk-in-with-more-confidence-because-confidence-is-good-right-yes-excellent-good-show!

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EMBALMS AWAY

Embalm is pretty straightforward: it’s like Flashback, but for creatures. Once the Embalm creature is in your yard, you can pay the Embalm cost and exile the creature to create a token that’s an exact copy of it, except it’s also White and a Zombie. (Which raises the question: most Zombies are Human, but Humans are also Human. Does that mean an Embalmed Anointer Priest is a White Zombie that’s more Human than Human? These are the things I think about.)

 First things first: yes, the Embalmed token itself also has Embalm, but it doesn’t matter, because tokens can’t exist in the graveyard. (Or in your hand, library, or exile.) Whenever a token would change zones — by dying and going to the graveyard, for example — it vanishes from existence as a state-based action, before players receive priority. Which is a fancy way of saying that before you could activate the token’s Embalm ability, the game has already ushered it along into the next life.

That being said, Embalm is still powerful and something you should think about when building your deck for the Amonkhet prerelease. You’re getting two creatures off of one card, on a bit of a layaway plan. Don’t count them as two creatures when you’re building with them, of course, but do remember that you’ll be able to clog up the board state a little longer, and that you’ll be facing down extra blockers and board stalls some percentage of the time. I’d definitely consider looking at exile spells like Cast Out and Final Reward for the creatures, and bounce spells like Winds of Rebuke to deal with the tokens. (Remember what I said about how tokens can’t exist in players’ hands? Turns out, if you bounce a token… )

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I HAVE BEEN EXERTING MY BRAIN BUT CANNOT COME UP WITH AN EXERT PUN

Once more unto the breach, my friends, once more, or close up the Hekma with our Naktamun dead! Exert lets a creature give 110% when it swings to convey some additional benefit, at the cost of not untapping the following turn.

A reminder for using Exert — you must declare whether or not you’re Exerting a creature BEFORE blockers are declared. The option to Exert a creature triggers as the creature’s being declared as an attacker, so you have to decide before your opponent declares blockers.

This means you must Exert your creatures carefully if you want to successfully use them during the Amonkhet prerelease. There’s no use Exerting every time and skipping every second combat — AND giving your opponent a combat step where he knows you can’t block! I’d be careful to Exert only when you need it for your creature to get through or when you specifically need the creature’s Exert bonus. If you can read your opponent and anticipate what the boardstate will be in a turn or two and whether or not it’s safe, go ahead!

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IN THE AFTERMATH

Aftermath is pretty straightforward: it’s like Flashback, but for spells.

Wait, what? Don’t those already have Flashback?

Actually, Aftermath is a new take on split cards like Fire // Ice and Ready // Willing. Cards with Aftermath also function as two separate spells, but one of them can only be cast from the graveyard. Then, just like with Flashback and Embalm, the card gets exiled.

 Once again, we’re getting the value of two cards for the cost of one, on a bit of a layaway plan. This time, though, we’ll have to be more careful — many of the Aftermath spells have heavier mana costs than normal, and none of them have cycling, so they’re not going into your graveyard for free. I would look at the “normal” side of an Aftermath card when building your Amonkhet prerelease deck and judge whether or not I actually want it in my deck before including it.

 (Also, a side note for the more invested among us, and by “invested” I mean “people who like Isochron Scepter“: as of Amonkhet’s release, all split cards are treated as though their CMC is the combined CMC of both halves when in any zone other than the stack. This makes them much more difficult to use with Scepter and similar effects, but much easier to actually remember how they work without six minutes of Googling and a judge call. Overall, I’m a fan.)

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I LIKE TO RIDE MY CYCLING CARDS, CYCLING CARDS, CYCLING CARDS

An old friend slides back into Magic with Cycling’s appearance in Amonkhet!

Cycling is sometimes challenging to evaluate. Cycling cards are usually a little overcosted, but the benefit is that they’re not dead in your hand or deck — if you’re in a situation where you’re holding a Cycling card that does nothing for you, you can cash it in to draw a card instead, and have another chance at drawing that premium removal spell much-needed land drop. In general, you can safely include narrower effects and more toolbox-y cards in your deck when they have Cycling, because they don’t take up an entire card slot.

With Cycling, I’d be careful to manage the number of cycling cards versus the number of cycling-payoff cards in your deck. I’ll be looking for at least 8-9 cycling cards before I include my first Drake Haven or Horror of the Broken Lands.

amonkhet-prerelease-bounty-of-the-luxa

GENERAL NOTES

As always, drink water, eat healthy, get some rest, and don’t be afraid to call a Judge if you need to, they’re there to help everyone at the Amonkhet prerelease.

Also, remember BREAD — bombs, removal, evasive creatures, aggressive creatures, then duds. Live by the bread, die by the bread. Be the bread.

(… if you’re wondering why none of those phrases used “bread” originally, I recommend breadening your horizons. Eh? … Eh?)

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THE PLANESWALKER DECK CHALLENGE CONCLUDES IN OUR NEXT COLUMN — WHILE YOU’RE WAITING, COME HANG OUT AT THE STORE 

I have finally plunged the Dovin Baan Planeswalker Deck we’ve forged over the course of Aether Revolt (1, 2, 3) into the crucible of Standard combat at A Muse N Games, even as the fires of the Revolt began to smolder. Soon, my friends, I shall tell you tales of towers, rats, and energy. Soon.

In the interim, A Muse N Games is hosting Amonkhet prereleases events all weekend! Swing by at midnight, noon, 5 PM, and 6 PM Sunday for sweet, sweet Amonkhet Prerelease Sealed action — and a chance at sweet, sweet prizes!

On top of that, the GPT Farewell Tour continues with GPT Montreal Standard on Sunday April 30 and GPT Vegas Legacy on Sunday May 7, both at noon (11 AM registration)!

Finally, it is time for the human boardgames to be celebrated! International Tabletop Day is Saturday April 29, and A Muse N Games has a bunch of fun things planned and prizes waiting! Bring a game, bring a friend, bring both, bring neither, just come on down!

See you at the store!

Jesse Mackenzie is a regular contributor to A Muse N Games. He has spent the last week staring at As Foretold and dreaming of free counterspells on his opponents’ turns. Tune in every two weeks for The Mana Dork, his column on all things Magic!