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Ask Ken, 03/03/2004

Second-guessing one of your draft picks? Heard a juicy rumor and want to know if it’s true? Need advice on your Regionals deck? Not sure if you made the right play at last weekend’s tournament?

Kartin’ Ken Krouner is here for you!

College Dropout: Slide in Darksteel Constructed

If the Regional championships were being held this weekend, do you know what deck you would be playing? Is it going to be something fun because you’re a casual player that likes to cast Eater of Days and Stifle the come into play ability? How about something aggressive so you can maximize the amount of relaxation you get in between rounds of the grueling all-day tournament? Whatever you choose to play at Regionals, you have to be well informed, and hopefully I can present to you a version of Astral Slide that has been devastating in my own testing.

All The Little People – Metagames for Small Vintage Tournaments

To most, Type One tournaments are twenty to forty people battling for a Mox at indeterminate intervals, or even smaller weekend gatherings. Not everyone has Power cards, proxy policies vary (most aren’t sanctioned events for this reason), and people will not be playing the absolute best decks (ah, Psychatog, how I hate thee so…). So today, I’ll explore some of the available data for small tournaments in January and February that were still big enough to get posted on www.morphling.de and try to find some insight into small metagames based on their differences with larger ones.

A Stifled Fart – 9 Changes in Card Value for Mirrodin-Darksteel Limited

I’ve always been afraid of change. It’s because of this irrational switch-o-phobia that the release of a new set is so consistently a trying time for me. I don’t deal with it well. I tremble, I break out in hives, I make irrational claims like”I invented the untap phase.” It helps me to cope – a little.

Eventually though, I do come to grips with the terrible truth – the fact that the Limited format that I’ve been enjoying for so many blissful months is now a faint memory, no more than an insufficiently stifled fart in the cosmic wind.

The Type I Metagame or Why I Learned to Stop Worrying and Love the Tog

The basic elements of the metagame at the moment, are first, blazingly fast Aggro in the form of Madness and Workshop-based decks such as TnT and Oshawa Stompy, as well as regular Madness; second, Workshop Prison decks; third, Aggro-Control decks that are usually Fish or Dryad based; fourth, Control decks like Tog, Keeper, URphid, and Landstill; and fifth, Combo decks like TPS, Twister.dec, Dragon, and Rector. This metagame, in other words, has five major points – and multiple axes.

As for why Tog is the best deck in the current metagame, you’ll just have to read it.

From Right Field: I Never Promised You a Darksteel Rose Garden

I’ve been toying with Centaur Glade ever since it popped up in Onslaught. Anyone who played against it or with it in Limited knows how good it can be. It never made a splash in Constructed, though. It was too slow. Boy, oh, boy, does it give control decks fits, though. If you can resolve one against a control deck, you can hold all of those spells in your hand and make them deal with uncounterable 3/3 Centaur tokens. That’s nothing to sneeze at. The question remained: How can I make this card work? The answer always eluded me… until now.

Inside the Metagame: Clamp-Affinity

Unless you have been hiding under a rock for about four months, you will know that the new and upcoming net-deck is Affinity. Those of you who kept track of Kobe progress will undoubtedly notice the high Affinity concentration, and more important, Skullclamp in Affinity. If you thought Skullclamp was good before, watch what happens when you throw it in a deck that casts half of its creatures for free.

Of course, that is Block Constructed, and this is Standard. While there are similarities, there is one card that makes a world of difference.

Ask Ken, 03/02/2004

Second-guessing one of your draft picks? Heard a juicy rumor and want to know if it’s true? Need advice on your Regionals deck? Not sure if you made the right play at last weekend’s tournament?

Kartin’ Ken Krouner is here for you!

Ask Ken, 3/01/2004

Second-guessing one of your draft picks? Heard a juicy rumor and want to know if it’s true? Need advice on your Regionals deck? Not sure if you made the right play at last weekend’s tournament?

Kartin’ Ken Krouner is here for you!

You CAN Play Type I #127: Deconstructing Darksteel, Part IV – Instants

Shunt

Okay, so Deflection and Misdirection should have been Red now? This pie business is sure confusing.


Anyway, Deflection was a chase card after Jester’s Cap back in Ice Age days, but it was just too tempo inefficient. Barring a Fireball for twenty, Deflection didn’t really do all that much for four mana, aside from having cute flavor text. Shunt, at three mana, isn’t all that different in Type I. Remember, this effect truly took off with Misdirection’s free cost.

Yawgmoth’s Whimsy #92: One Dozen Type Two Nonbos

Nonbos are combos that almost work, but are either too slow or too inconsistent to win anything – at least, not every match in a long tournament. So, you ask, why should I read an article about combos that don’t work? Two reasons. First, knowing this may help you understand what a Regionals opponent is trying to do to you – at least in rounds one and two. These combos are good enough that people will try them. Second, I have wrongly called combos nonbos in the past. That means that there is a chance that I have the core of a real deck, but it just needs a little tuning.

Red Fish, Blue Fish: How To T8 With Aggro-Control

Part of the success that players have comes not only from the cards in their decks, but how well they know the deck. This finally sunk into me two nights before the tournament, when I made the fateful decision to play my old standby, Ghey Red. The deck is built around mana denial. When your opponent cannot cast anything, feel free to win with Cloud of Faeries, otherwise known as the”Most Humiliating Death in Type One.” Supporting Blue’s counter power in Force of Will and Daze (a dark horse card if there ever was one) as well as Red’s artifact destruction and burn, the deck can buy a lot of time for beatdown. It packs one of the strongest sideboards in T1 and, despite everything it does to wreck, hardly anyone sideboards against it.

The Good Man of the Week Game: The Answers

As expected, I wasn’t able to finish a new article, and as promised, here are the answer to the puzzle at the end of my last article.

The Right Stuff

Sometimes the best advice you can give someone is the last thing you’d ever think of. I found this out pretty quick when I received an absolutely overwhelming response to my article last week on stepping up your game. Most of the things I addressed in that piece are things that are second nature to me, and what I consider to be the ground level attributes of any winning player. While they are very basic, they are also essential to winning play.

Anyway, since I only touched the tip of the iceberg last week and got a huge response from you guys, I figure it would only be fitting to go a little deeper into the topic this week.

Fluffy Little Death Clouds

People, I’ve got Death Cloud on my mind like Georgia. A lot of the decks I’ve been cooking up lately have been trained on finding the proper combination of Magical Cards that turn an otherwise symmetrical spell into a one-way trip down Broken Street. There are two particular builds that I’m working with right now — one mono-Black and one Black/Green.