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AuthorOscar Tan

Winner of the 2002 Writer War, Oscar lives in the Phillipines and is an aspiring law student.

You CAN Play Type I #91: Sifting Through Scourge, Part III – Creatures

Yes, we saw a handful of Legions cards in noncompetitive play and especially in theme decks. However, Carl Devos, a.k.a. Professor X, the Belgium chapter of the Paragons, is the only Type I player on the planet happy with the set, having used a few Morph triggers in his Vengeur Masque. (Apparently, some people see the silver lining in anything.) Anyway, Scourge is probably a more exciting set as third sets are wont to be

You CAN Play Type I #90: The Control Player’s Bible, Part XXXV: Head to Head WIth Growing ‘Tog (The Roland Bode Tribute)

This article has been in the works with Stephen Menendian, a.k.a. Smmenen, the Paragons’ other law student, for several weeks now, but I wasn’t home mornings (evenings in the United States) because of my law internship. Then Gush got restricted – so hell, we did the games on the last day of my internship, at 2:30 a.m., and with me loaded with tequila from the mini-party with Joey, the other intern. Interesting? Definitely.

You CAN Play Type I #89: It’s Official – Roland Bode Broke The Metagame!

Certainly something was broken in Growing ‘Tog, and it cannot be denied that the sheer size of its men made so many decks unplayable. If restricting Gush is your solution, though, you have to justify it due to synergy with other cards since it just isn’t that powerful on its own. (The closest analogy is Frantic Search.) The problem, however, is that you have no other alternative except for Psychatog, unless you want to ban Fastbond, which is impossible because Tolarian Academy, Memory Jar and Yawgmoth’s Bargain would have to go first… And it may well be that restricting Gush still doesn’t stop the deck.

You CAN Play Type I #88: Sifting Through Scourge, Part II – The Storm Mechanic

Dream Halls single-handedly demonstrated how easily a”without paying its mana cost” ability can be abused, as Zvi demonstrated in the old Type II with his infamous monstrosity. Now fast forward to 2003. Dream Halls has long since been restricted, thanks to crazy Time Spirals and other brokenness. In Type I, what can you do with a Dream Halls-esque Storm card and every zero-cost mana artifact and one-mana blue manipulation spell ever printed? You can stand a damn good chance of breaking the format.

You CAN Play Type I #86: The Control Player’s Bible, Part XXXIV – Head to Head With Fish

Today, we explore the most basic of all blue-based aggro-control decks. It’s called Fish by default, but you also know it as Merfolk and Skies. Fish, as we noted last week, suffers from the classic weakness of having weenies that are pathetic in combat. If you’re playing control or combo, however, that doesn’t really help you, because you’re not going to do a lot of that. Examining a game against Fish will help you analyze the more complex aggro-control decks we’ll move on to later.

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You CAN Play Type I #85: The Control Player’s Bible XXXII – What IS Aggro-Control?

When a beginner sees creatures, especially weenies, he usually labels a deck”aggro.” When he sees control elements, especially counterspells, he usually labels it”control.” Aggro-control decks, however, have creatures and counterspells. The problem with misidentifying an archetype, as usual, is consequently not knowing how to play against it, much less sideboard.

Back to Basics #4: Recounting Card Advantage

I wrote last week’s Back to Basics column because I thought I had to clarify a concept discussed in the previous week’s column. Now, it turns out that I have to clarify the clarification, and people ribbed me that the beginner’s article still went over the beginner’s heads.

Back to Basics #3: Counting Card Advantage

Magic has a small number of fundamental rules: One land per turn, one attack phase per turn, a certain maximum power-to-mana ratio for creatures, and one card drawn per turn. Breaking this last rule – one card per turn – is one of the most basic yet most powerful strategies in the game.

You CAN Play Type I #84: Is Gush > Ancestral Recall?

Taking a page from other blue-based decks from High Tide to Forbiddian, Roland added red to his deck in anticipation of the mirror, and went 7-0 at the last Dülmen, beating two other Growing ‘Togs. To make room, he even removed Berserk, figuring he wouldn’t need to slip past as many blockers. This is the deck that many people are now claiming is almost unbeatable. It proves, they claim, that Gush is broken.

Back to Basics #2: A Mana Curve Can Be A Line Or A Blob

Some less experienced players drop”mana curve” like a buzzword, but fail to truly grasp it. Some, for example, just clipped an old Beth Moursund”Deck Deconstruction” column from The Duelist, and the accompanying table for spells for each mana slot. The result is posts on the Wizards boards telling Type I Sligh builders that they need three- and four-mana spells to complete their mana curves, which would only slow the decks. Let me explain it to you.

Back to Basics #1: Why Timmy And Brian Kibler Shouldn’t Play Type I

I envisioned the Control Player’s Bible as a detailed reference that beginners could look at without the sometimes-haughty intimidation they sometimes get in Type I websites. The problem is that as I covered the basic discussions and had to move on to more complicated details, I got feedback saying that some beginners who caught the Bible in the middle couldn’t keep up. Somewhere there, I got the idea of starting another sub-column strictly focused on beginners again.