You Lika The Juice? – Rockin’ Richie’s Tournament with Aggro Zur, Part 2

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Wednesday, July 9th – In Part 1 last week, I talked about settling on the deck I wanted to play for Richie Proffitt’s Memorial Tournament on June 29th, and I was incredibly happy with my choice both leading up to the tournament, during the tournament, and afterwards. My choice? Aggro Zur…

In Part 1 last week, I talked about settling on the deck I wanted to play for Richie Proffitt Memorial Tournament on June 29th, and I was incredibly happy with my choice both leading up to the tournament, during the tournament, and afterwards. For reference, here’s the decklist again:

I credited Patrick Portele with the decklist, since his Austrian Regionals winning decklist was where I saw it first, but turns out that our own Zur-master Kyle Sanchez developed the deck, as first seen in his June 15th premium article Reppin’ My Block. As he so aptly described it: “This is why you shouldn’t drink and drive. Doran, quite the speedster, was intoxicated one night, with Birds riding shotgun and Thoughtseize wrapped up in a Wall of Roots in the back, passed out. He didn’t even notice Reveillark’s headlights, accompanied by Mulldrifter and Rune Snag, when the head-on happened at 85 mph. Zur was flying by and saw the whole thing, and, luckily for Doran and Reveillark, he had his trusty enchantment package on him, or they’d all be goners. It all happened on Quick n’ Toast’s property, and since then the four decks have been inseparable.”

I had read this article, as I do most of Mr. Sanchez’s witty prose, but I think the sheer volume of decklists in that particular column had me in scan mode about halfway through so I must have passed right by his original decklist. Props for this wonderful creation should rightfully land square on his shoulders, though there are some cosmetic differences between his build and mine; for those interested in exploring the archetype, certainly go read his article and get the creator’s perspective.

I had a deck; now I just had to figure out a way down to the tournament. Ends up that many of my “regular” crew of Magic travelers went to Grand Prix: Indianapolis, and had pretty much blown their discretionary fun money… well, probably for a while. With the price of gas the way it is, traipsing three hours down the road and back isn’t exactly cheap. So I cast out emails to some of my other Magic-playing acquaintances in the area to see if I could catch a ride with anyone. Saturday morning, with nothing in my email inbox, I realized that I would probably need to drive myself. That meant driving my 1996 Dodge Caravan, a vehicle that’s not exactly terrible on gas mileage, but it is an aging piece of machinery I try to avoid taking on long trips. It was in desperate need of an oil change so I decided to take it to Jiffy Lube Saturday for their signature service. As always, they were very quick and pleasant getting me in and out late that afternoon.

Unfortunately, halfway to Charlottesville the Check Oil light came on. WTF? I pulled over, checked the oil, and the stick showed empty. I poked my head under the car and could see that oil was leaking slowly from the oil filter. Thankfully I was in the backwoods of Virginia so nobody but wildlife could hear the colorful yet harsh language that erupted. I couldn’t tighten the filter by hand, and I didn’t have an oil filter wrench with me. Luckily, I did happen to have two quarts of oil, so I dumped it in and at the next exit pulled off to look for the gas station the sign indicated would be there. And it was – three miles down the road (shouldn’t gas stations be closer to the off ramp?). I bought 5 quarts of oil and made my way back down the highway. About 30 minutes in I got the oil light again, so I put in 3 quarts, which lasted me nearly an hour, and then I put another 2 quarts in. About 20 minutes from Star City the oil light came on again, I got off at the exit and pulled in to the nearest Exxon, bought three more quarts, poured in two quarts (saving one) and pulled in to Star City at about 10 minutes prior to the start time. Star City is notorious for starting promptly, so I was really stressed out from the oil issue and worried about the time since I still needed to purchase 3 Zurs for my deck. Lucky for me, Star City was mobbed and didn’t start until quite a bit of time had passed, giving me plenty of opportunity to register, buy my cards, and figure out a plan of action for getting my car fixed.

I figured there had to be a Jiffy Lube here in Roanoke, and sure enough there was, about a 10-minute drive away (making it about 25 minutes round trip). I called over there and the manager was incredibly cool, saying that it sounded like the filter wasn’t secured tightly and if that was the case he’d be happy to put a new filter and top off with oil gratis.

I just had to figure out a way out there and back between rounds. Luckily, I ran across some good folks from Richmond Comix there, and Pete Hoefling said he’d help out however he could.

Round 1 pairings finally go up, and I hope to pull a high table number since the tournament overflow gets to sit in the attached banquet hall, which is considerably cooler. I plan on winning a lot, so I figure this will be my only shot at hanging out in the cool zone.

Round 1 versus Eric with Treefolk Shaman (table 75)
Unfortunately, table 75 is dead smack in the middle of the main play area, so the heat is on. I keep a pretty good hand with turn 3 Zur, but my opponent leads with a Treefolk Harbinger for Bosk on turn 1, and Harbinger for Doran on turn 2. I have a Doran in my hand, so I instead play Doran so that he can’t drop his and attack with two 3/3s. For some reason he doesn’t play his Doran right away, I presume he’s looking for some removal, so I got on the offense, using Firespout to clear his guys and swing, and I have the Rune Snag for his Doran that comes down afterwards. Doran and Birds beat down. Game 2 I get turn 3 Zur and he doesn’t draw anything to stop it, and since he didn’t see Zur in the first game he may have not had anything. Steel of the Godhead and an avalanche of Oblivion Rings finishes things quickly.

I win the match, 2-0.

Round 2 versus George with Faeries (table 15)
Bam – table 15! I lose the roll and have to mulligan, so I’m a little slow going which is perfect for Faeries. I get a Doran out and attack with Birds but he Sowers Doran and I don’t get much going after that. Game 2 I start with Birds, Wall while he starts with Visions, Bitterblossom, I follow with turn 3 Zur with Rune Snag mana up. Zur slips on Steel of the Godhead and goes on the beatdown, and then fetches up Canopies one and two. Game 3 I try desperately to throw the game away by trying to O-ring his Bitterblossom with two Scion of Oonas on the table, end up O-ring on my Reveillark (getting back two dudes). I then try and O-ring another Faerie, and instead O-ring my first O-ring. I feel dumb and stupid, but somehow my deck carries me through and I win anyway. Sorry George.

I win the match, 2-1.

Round 3 versus Kory with Merfolk (table 33)
Wait – I win and move down 18 tables? When I realize he’s playing Merfolk I feel confident I can win this. Well, actually I feel overconfident, and I miscalculate and suddenly he’s tapping my blockers and rushing over with like 5 lords and deals 28 points of damage. Doh! Game 2 goes much better, I get an early Zur, who gets a Steel, and then drop a Doran so Zur is hitting for 7 points of lifelinking damage. Game 3 Kory mulligans to oblivion, I get a great draw and it’s just not even close.

I win the match 2-1.

Round 4 versus Kurt with Faeries (table 13)
Table 13, that’s more like it! Game 1 goes fast with an early Doran lying down the beats and he doesn’t see Zur at all. Game 2 he gets the killer turn 1 Visions, turn 2 Bitterblossom draw, but I’ve got turn 3 Zur which he is totally surprised by. He first bounces Zur then steals it, but I’ve drawn two more copies so I legends-rule it to death and then get the third copy in play. I’ve also again drawn some key enchantments and play Canopy (which gets countered), go fetch another one with Zur and play an Invocation (that sticks). He’s got a fistful of cards from two resolved Visions so I’m surprised I keep resolving spells. Meanwhile, Bitterblossom is chewing away at his life totals, he’s staring down an Invocation and I’m about to start Lava Axing him, he bounces the Canopy end of turn for an alpha strike, untaps bounces the Invocation, I respond by chucking a Wall of Roots to kill one of his larger Faeries (putting me out of alpha strike range). He goes for the draw off Cryptic hoping for a Vendilion Clique to get rid of the Invocation, but no go, so he attacks me down to 3, my turn I play Invocation and pitch two cards and his Bitterblossom kills him on his upkeep. Afterward he reveals a fistful of Terrors that had nothing on Zur.

I win the match 2-0.

Round 5 versus Shawn with R/G Mana Ramp (table 6)
Man, table 6! I’m excited since I can’t remember the last time I’ve started a tournament 4 and 0, and this deck feels amazing! I’m happy with my mana, I’m happy with my choice of Firespout over Thoughtseize. And I’m happy to be getting those looks from people across the table and to the side, wondering what the heck I’m playing. Shawn starts out with acceleration spells, I start out with Birds and Doran, we go back and forth some with me hitting with Doran, him hitting with Treetops. He then ambushes Doran with a Cloudthresher and attacks, bringing me quickly down from 16 in a hurry. Game 2 is picture perfect, turn 1 Bird, turn 2 Doran, turn 3 Zur; his life totals go 20, 15, 3, done. Game 3 I stall a bit, he’s got a Skred for my first Zur, the second Zur sticks briefly but he blows me out with Bogardan Hellkite followed up with Siege-Gang Commander and I go from 20 to zero over three turns. “I’ve yet to have a bad matchup today,” Shawn comments, which is a bit irritating since I’m fairly sure I made a couple mistakes that helped punt at least one of the losing games. Seems to me, in theory, a well played Aggro Zur deck should have the edge here.

I lose the match 1-2.

Round 6 versus Joe with Merfolk (table 10)
Game 1 nicks me down with little Merfolk while I try to do my thing, I finally get Zur out there and, after Doran takes him to 10, just fetch out an Invocation and start pitching Reveillarks and Mulldrifters at him. Game 2 Joe struggles after a mulligan and I get a good start, he plays his ass off to keep in the game, nailing Doran and Zur with Crib Swaps and countering a lot of other stuff, but unfortunately he’s got a Lord of Atlantis in play held off by my Wall of Roots, so I actually get a lot of damage in with islandwalking 2/2 changeling token beats. A few Mulldrifters later and I get a Zur to stick and it’s over.

I win the match 2-0.

Round 7 versus Doug with Kithkin (table 4)
I can see the promised land of the Top 8! My one loss Shawn is sitting at table 1 so my tiebreakers are good. I win the roll and lead with a Vivid land, Doug plays a Plains and passes, I drop a Reflecting Pool and play Wall of Roots – which gets countered by frickin’ Mana Tithe! His turn he plays a tapped land and passes, I play Doran – and it gets countered by Mana Tithe! His turn he plays a land and Wizened Cenn – ah Kithkin! My turn I draw a Zur and have a fourth land and the right colors to cast it. He’s got one White mana open. Does he have it? I have no other plays in hand other than Zur – do I let him Time Walk me to play around another Tithe? What are the odds? I decide the odds are probably pretty good in my favor and Zur just wins, so I play it and he of course has a third Mana Tithe! Now he starts to play out some dudes, I have a Firespout to clear them out, drop Mulldrifter, draw into another Zur and pull it out on the back of lifelinked Zur (at one point gaining a critical 7 life when I rip and play Doran).

Game 2 is a messy affair, with him getting a very aggressive draw along with the white hidden land (which has me concerned about Mirrorweave), he’s got Forge[/author]-Tender”]Burrenton [author name="Forge"]Forge[/author]-Tender so I gotta play around that if I want my Firespouts online, I hit his land with Primal Command, but he plays another one, I get O-ring out there to keep his attacker options limited, but he keeps herding goats and making dudes. I finally get Zur into action to go on offense and boost my life, he gets rid of the enchantment somehow but I drop a Doran and smack him for 4, bringing him down to 13 and within reach of Invocation. He attacks me and Mirrorweaves, which when it’s all said and done deals 10 points of unblocked damage. Thankfully I’m at 11, but he claims I’m at 7 life. We argue back and forth, but the game state is so complicated I have no idea how to walk it back and figure out who is right and who is wrong. I feel fairly confident in this matchup so I eventually scoop in the interest of time because I’m certain I can beat him pretty quickly. Turns out I should have called a judge since a buddy of mine was sitting nearby and watching the match and he knew exactly where the disconnect was – when I attacked with Zur for 4 Doug subtracted it from my life total instead of his! He didn’t say anything because he didn’t know he could speak up about it, but he would have told a judge had one come over. This was a critical error on my part, since Doug got the perfect “control” draw, tapping my dudes down and Mana Tithing a few key spells and we end up running out of time for the match without dealing a single point of damage to each other.

I draw this match, 1-1-0

Crap. I’m in the draw bracket now, which means…

Round 8 vs Mason with Reveillark (table 10)
It doesn’t take long before I realize he’s playing Reveillark. He suspends Gargadon and goes infinite life on me (well, technically he’s at 3 million life). I mentally go through my deck and I’m fairly sure decking is my only shot and… well, if I scoop I have a shot with a few sideboard cards. I get lucky this time because Mason has to double mulligan, and when he plays a turn 2 Mind Stone, I decide to go “LD” on him – I O-ring the Stone, and then when he stalls on two land for a turn I hit one of his land with Primal Command and shuffle it into his library. Oh yeah, and I also draw and play Wheel of Sun and Moon! Unfortunately Mason rips another land, plays it, and evokes two Wispmares out, getting rid of the Wheel and the O-Ring, and next turn he evokes Mulldrifter to draw his third land, evokes another Mulldrifter for his fourth land, and then drops Body Double to draw some more land. Meanwhile, I’ve got hardly anything going, I keep drawing lands and little action, and now I’m kicking myself for not getting Doran with that Primal Command. I rip a Zur but he’s got a Sower for it, I play a Doran and he’s Sowers that too. Ugh, it’s ugly.

I lose horribly, 0-2.

Round 9 vs Thomas with Merfolk (table?)
I’m booted off the first row of tables now and feel really discouraged now about throwing away the Kithkin draw. Thomas laments that he’s not played against a single interesting deck all day, and I perk up a bit, telling him “I guarantee you haven’t played against this deck today.” Of course I get the Doran draw, and he says “nope, I’ve played against Doran today,” and since he’s actually looking like he’s winning this game I keep quiet since I never actually draw Zur. Game 2 Zur comes to play on turn 3 and he revises his opinion. “Hmm, maybe I haven’t played against your deck today.” He puts up a fight with some bounce, Sowers and such but I manage to bury him in an avalanche of enchantments. The last game he gets the control draw, I try and get stuff going but he’s got the answers without applying much pressure, and we end up going to time with me at 19 and he at 20.

A draw, 1-1-0.

Heartbreaking! I’m at table 4 deep into the tournament, within spitting distance of Top 8, and then tumble to 5-2-2. And just look at what ended up at the top tables! Five faerie decks, three Merfolk decks, three Elves deck (which I’m pretty sure I do well against, confirmed by a couple Elves players), with only the three Reveillark decks being a tough matchup. Unless I’d gotten terribly unlucky I should have romped across that field.

I certainly learned a valuable lesson – always call a judge when there’s a dispute on the life totals.

So instead of Top 8 I tumble to 67th place. This earns me a foil Decree of Justice, which is a little disappointing because I don’t play with foils, but it makes a nice shiny memento of this awesome benefit tournament. What’s kinda fun is that the draw with Thomas leaves him in 50th place, which earned him my donated Gaea’s Cradle.

After the tournament Shaheen Soorani chased me down and wanted to play a few games with Aggro Zur. He’d seen some of my matches and really liked the deck. After playing it he said he’d recommend cutting Shield of the Oversoul as a “winning more” type of enchantment, and recommended adding two enchantments to the deck:

Pentarch Ward 2W
Enchantment – Aura

Enchant creature As Pentarch Ward comes into play, choose a color. When Pentarch Ward comes into play, draw a card. Enchanted creature has protection from the chosen color. This effect doesn’t remove Pentarch Ward.

The reasoning here was that Pentarch Ward does a good job of pretty much making Zur an unstoppable card-advantage machine. For instance, Zur is already immune to Terror and Nameless Inversion, so a Ward on Blue takes away all of Faeries’ outs. And it draws a card! Of course, Ward on Blue means you can’t use Steel of the Godhead but I think it’s a decent trade-off.

Daybreak Coronet WW
Enchantment – Aura
Enchant creature with another Aura attached to it. Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)

This rarely seen or talked about Future Sight Rare is certainly an intriguing choice, but Shaheen seemed very excited about it. As a second-fetched enchantment it certainly makes Zur into a machine of destruction, especially with a Doran on the board — that’s 7 points of lifegaining beats!

I thought this might be a good time to go over some other enchantments that Zur could pull out of your deck that could be interesting to think about moving forward with the deck. Zur will be leaving Standard in a few short months, but in the meantime there are plenty of FNMs and side events you can rock with Aggro Zur.

Bitterblossom 1B
Tribal Enchantment – Faerie
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Faerie Rogue creature token with flying into play.

Arguably one of the strongest cards in Standard right now also happens to be very fetchable with Zur. I don’t think you’d run this as a one-of, but I can see the possibility of running four Bitterblossoms and using Zur to both pour on the heat by fetching out multiple Blossoms and also offset the pain with lifegaining enchantments.

Pooling Venom 1B
Enchantment – Aura
Enchant land. Whenever enchanted land becomes tapped, its controller loses 2 life. 3B: Destroy enchanted land

Knollspine Invocation is great with Zur because the turn you fetch it into play with Zur you typically have plenty of mana available to start slinging cards at creatures and players. I find this card interesting to ponder because this version of Zur accelerates pretty quickly, and if you can pair the acceleration with LD… well, let’s just say I got beat so bad by Reveillark I’m considering all sorts of answers, like Avalanche Riders and a couple copies of this card.

Fire Whip 1R
Enchantment – Aura
Enchant creature you control. Enchanted creature has “T This creature deals 1 damage to target creature or player.” Sacrifice Fire Whip: Fire Whip deals 1 damage to target creature or player.

Knollspine Invocation is great for throwing around a lot of damage, but it’s also pretty mana intensive too. Sometimes you need to kill off something small and you keep drawing Mulldrifters instead of Birds and Walls of Roots. A handy thing to slap on your Wall of Roots to gat down the pesky Forge[/author]-Tender”]Burrenton [author name="Forge"]Forge[/author]-Tender that’s kept your Firespouts at bay.

Aspect of Mongoose 1G
Enchantment – Aura
Enchant creature Enchanted creature has shroud. (It can’t be the target of spells or abilities.) When Aspect of Mongoose is put into a graveyard from play, return Aspect of Mongoose to its owner’s hand.

Pentarch Ward is cool and all, and I really like being able to shut down Sower of Temptation and Cryptic Command from messing with Zur, but I’m not completely sold on losing Steel of the Godhead (such a beating!). Provided I’m not completely missing the rules boat here, I think Aspect of Mongoose might be a nice compromise – I believe you can still fetch up Auras with Zur and enchant Zur even if he’s got an Aspect enchanting him. Rules gurus feel free to confirm (or heckle my ignorance) in the forums. What’s I’m going on is Rule 415.3 (Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability. An Aura permanent doesn’t target anything; only the spell is targeted).

Eyes of the Wisent 1G
Tribal Enchantment – Elemental
Whenever an opponent plays a blue spell during your turn, you may put a 4/4 green Elemental creature token into play.

I’m sold on the two copies of Raking Canopy in the sideboard for the Faerie matchup, but if you want to add another bullet I can see this as a good way to pile on.

Fertile Ground 1G
Enchantment – Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.

Zur as mana acceleration? There were times when mana constraints made Knollspine Invocation a little clunky, so having this as a one-of might be handy as a “fifth Wall of Roots” that is tutorable. Overgrowth is another thought, though it just gives you Green mana, it’s a big boost.

Lignify 1G
Tribal Enchantment – Treefolk Aura
Enchant creature Enchanted creature is a 0/4 Treefolk with no abilities.

In my quest for dealing with Reveillark, this certainly seems like something to strongly consider. The problem is obviously its sorcery speed against the versions that run Greater Gargadon.

Runed Halo WW
As Runed Halo comes into play, name a card. You have protection from the chosen name. (You can’t be targeted, dealt damage, or enchanted by anything with that name.)

I can’t think of a reason why you’d want this over some number of other enchantments, but man, it sure seems tailor made for Zur.

Griffin Guide 2W
Enchantment – Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. When enchanted creature is put into a graveyard, put a 2/2 white Griffin creature token with flying into play.

Zur already has flying, but sometimes you might want to boost your Wall of Roots or send Doran through the air. Griffin Guide (and Elephant Guide) have seen tournament play in the past, so it’s worth considering.

Prison Term 1WW
Enchantment – Aura
Enchant creature Enchanted creature can’t attack or block and its activated abilities can’t be played. Whenever a creature comes into play under an opponent’s control, you may attach Prison Term to that creature.

I kicked this around as a “fifth O-Ring” for a while, but finally concluded that I was often siding out an Oblivion Ring or two so I didn’t see too many times where I’d bring this in. Still, the card is very strong, and might be just the ticket for some circumstances.

What does Eventide bring? As I write this, MTG Salvation’s got a good portion of the spoilers on their site, so let’s take a look at new cheap enchantments for Zur to play with!

Edge of the Divinity – {bw}
Enchantment – Aura (Common)
Enchant Creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.

I was really hoping for something interesting for the black/white hybrid since it would be at maximum power on both Zur and Doran… sure, this is cute from a design-standpoint, being both a Holy Strength and Unholy Strength, but honestly this is only giving you an extra +1/+1 than the other divine common Auras.

And… that’s it?! Ah well.

Okay, so now that I’ve run this thing through a long-ass tournament, would I change anything? You betcha! I’m pretty happy with the maindeck, but the sideboard needs a major overhaul.

I think Aspect of Mongoose is a good addition to the maindeck, doing a nice job of making Zur immune to any targeted removal, while leaving intact the ability to add Steel of the Godhead later. Lignify replaces the fourth O-ring as a good grab against Reveillark. I also decided to try Mystic Snake instead of Primal Command, figuring that adding a few more counterspells might again help against Reveillark and still be decent against the field (especially given my mana acceleration). Yeah, Cryptic Command is the four-mana counter of choice, but even as greedy as this manabase is, I think trying to gun for three blue mana is a bit too greedy.

For the sideboard, nothing stops Reveillark madness as well as Faerie Macabre, so I’m packing a full four copies. Also, I figure adding a few more Mystic Snakes, and going up to 4 copies of Doran helps increase my deck’s aggressive power while retaining some measure of control. You gotta feel at least somewhat good against Reveillark playing turn 2 Doran while holding a Rune Snag, Mystic Snake and Macabre in your hand.

For Faeries the plan is double Raking Canopy and Fire Whip to mop up little one-toughness punks. Here I think Aspect of Mongoose in the maindeck will shine. Fire Whip, a fourth Firespout, and Slaughter Pact come in against small creature decks like Kithkin and Merfolk, and if they’re packing Forge[/author]-Tender”]Burrenton [author name="Forge"]Forge[/author]-Tender I might even bring in Pariah (slap it with a Pariah, then tap a painland for colored mana).

And of course the Slaughter Pacts and Firespouts give you seven outs from Magus of the Moon after board.

Sharp-eyed readers (and forum posters from my column last week) may have noticed that a “Doran/Zur” deck made it to the Feature Match area round 2 of Grand Prix: Buenos Aires. Gustavo Fischer’s version apparently ran Cryptic Command, Pact of Negation, and Damnation in the main deck, which certainly adds a much higher degree of control. Main deck Oona, Queen of the Fae paid homage to Quick ‘n’ Toast. In the second game he played Bitterblossom, unknown whether that was maindeck or in the side, but obviously this mana base allows for a wide range of custom builds with Zur and Doran as backbone.

I’d like to wrap up with an email I got that warms my heart, and makes me glad we have Magic and people like Pete Hoefling and Evan Erwin that truly help make us a community to be proud to be a part of.

“Hey Bennie, I was the person in 23rd place who won your Berserk. As fate would have it, I was sitting to the left of you during your last round match against Merfolk (playing elves). I can certainly relate about the long drive home, as I came down from DC. Driving home that late was NOT a good idea – I was clearly extremely tired and probably should not have been driving. So it goes. I can’t say I knew Richie, but the very existence of the event swayed me to come. It re-affirmed what the game was truly about for someone who played from 94-99 and then took seven years off, only to come back and go ‘ah! that’s why I loved this game in the first place.'”

Welcome back, man – and I hope you have some good fun games with that Berserk!

Alright, so that’s my story to the best of my recollection. I got my car re-oiled free of charge, and Jiffy Lube customer service ended up sending me a $40 coupon for my troubles. I hope you all enjoyed the trip with me, and I’d love to hear from any of you who’ve given Aggro Zur a try and your thoughts on the archetype.

‘Til next week!


starcitygeezer AT gmail DOT com

… What? Oh, the American Idol card game I mentioned last week? Almost forgot! Anyway, about halfway through the day, someone came up to me and said that he had something for me, and before giving it to me warned me it had a story behind it. He then handed me the American Idol card game.


After some amused looks amongst people in the know, I was told the backstory. Apparently there is a man and wife who both love Magic, and for Christmas recently hubby’s mom decided to get some gaming stuff for her son and daughter-in-law. Son got a bunch of cool Magic stuff. Daughter-in-law got… the American Idol card game. Daughter-in-law’s reaction was “what the f*** did I do to you?” but being a good daughter-in-law she didn’t exactly say that. Apparently the card game has become the ultimate in revenge/re-gifting amongst their gaming friends, and now it’s been handed off to me. So look out! If you play me, one day, I may regift it to you.