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Attacking Skullclamp

So what you have with Skullclamp is a whole lot of people who know how good it is going to be and a smaller – but still substantial – number of people trying to figure out how to beat it. The thing is, you can’t necessarily go up against a Skullclamp and attack it directly. That’s like trying to play a G/W deck full of Uktabi Orangutans and Monk Realists in an attempt to beat Trix. Sure, you can technically destroy their relevant permanents, but you can’t do so in a timely enough manner for it to matter.

Got A Question? Ask Ken!

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 Gotta Have Blueberries!

So what does a kid with a 2019 Contructed rating who can’t PTQ do for fun? Well apparently he goes 17-1 last weekend, winning oodles of prizes with a beatdown deck running four Skullclamps. Then he riffs on how Limited is like Legos, gives you deck construction recipes to avoid, and tosses in a rogue Vedalken Archmage deck to boot.

Where Are All the White Cards At in Vintage?

Phil Stanton is the best Type One writer you haven’t read. He’s logical, insightful, and downright entertaining. He’s even achieved the coveted JP Meyer Stamp of Approval! So with those qualifications, how can you pass up taking a peek at what”Dr. SylvanBunns” has to say today, which just happens to investigate whether there really is a lack of White in the Vintage metagame and what Wizards should do about it?

Yawgmoth’s Whimsy #91: Stompy Stomp!

Way back when Mirrodin was still just Bacon, I was in rapture over Stompy Stomp. I had some good decks, and some laughs, but once the set actually came out, and the name changed to Tooth and Nail, I never got around to using it. It was always on my “decks to build” list, but nothing more. Then Kevin started beating on me with a Stompy Stomp deck last week, and I decided it was time to give it another try. In Type Two, no less.

The amazing thing is that the deck actually seems to work. Early Darksteel Colossus beatings are surprisingly effective…

Sarnia Affinity 2.0

I’m back with all the news that’s fit to print about Sarnia Affinity, the control Affinity deck that’s grown in popularity amongst Type Two players ever since it was first unveiled by J.M. Babin at Ontario Provincials. I’ve pretty much taken over”official” Sarnia Affinity deck development post-Provincials, first cleaning it up and putting together a decent sideboard for the first article and now, putting together, testing, and publishing the post-Darksteel edition.

Bringing Portal into your Casual Game, Part I

When I first joined our multiplayer and casual Magic circle, I probably owned all of five Portal cards. Why would I need Portal cards, after all? I had a highlander Five Color deck with over 300 cards, several decks for each major sanctioned type, a more competitive Five Color deck, and a variety of casual decks. And yet, no Portal cards. Recently, Wizards of the Coast released official Oracle rulings for all Portal and Starter cards. However, there are some issues that need to be addressed before your playgroup uses these fine cards. Let’s go over them:

From Right Field: Bring the Steel!

The first time I played against a Suicide Black deck, I figured the guy was an idiot. Sure, Carnophage was a 2/2 for one mana. If he wanted to attack with it, though, he’d have to lose a life every turn. Being new to the game, I figured I was golden. I dropped my Shadow creature on my second turn and passed. He paid his life, dropped Unholy Strength on the Carnophage, and put me at sixteen. Then, he dropped his second Carnophage. Gulp. When the game ended, he was at two life, and I was dead.
In the past few years, Suicide Black has fallen out of favor. Luckily, we got a few creatures in Darksteel that scream to be used in Suicide Black decks.

Inside the Metagame: Zombies!

Ladies and gentlemen, allow me to present you with a new breed of zombie deck. Yeah, that’s right, count ’em. Thirty. Thirty glorious, rotting fleshbags that want to eat brains and wander about with arms outstretched! That’s what I call tribal. But I digress. Let’s step away from this madness to take a closer look at this deck.

Yes, those are four Maggot Carriers…

From Scrub to Pro Tour: The Philosophy of Fun

Now you’re a seasoned veteran. You’ve witnessed the birth of ten new sets and watched the metagame evolve. Prerelease cards fill three whole pages in your binder and the Player Rewards program has made you a rich man. You’ve gone from a Timmy to a Johnny to Spike and back, and you attend PTQs regularly. You are the Stack Master, the Combat Damage King, the Timing … okay, you’re really good, and you’ve got your eye on the Pro Tour. Then you finally make it, and the dream is complete. Now the only thing left to do is win $30,000, and get your face on an invitational card. Is this the pinnacle of achievement? Or did you lose something along the way?

The Road to Regionals 2004: Adding Some Blood to White Weenie

Brian Kibler recently posited that with the release of Darksteel and the I-can’t-believe-it’s-a-three-dollar-uncommon Skullclamp, White Weenie, or, more accurately,”Equipped White” (somebody find a cool name for the deck!) is primed to take a run at Tier 1-dom. I agree… to a point.

Digging into Post-Darksteel Cemetery

The buzz is in the air, the slow building excitement of a new Type 2 ready to be explored and exploited in the months leading up to Regionals. How will Darksteel shake up the metagame? Will any of the anointed Tier 1 decks stumble and fall? Will any Tier 2 or completely new archetype rise up to take their place? Will there be any secret tech that flies under the radar long enough to surprise and conquer like Ralphie Treatment or Turbo-Haups in years past?

Tightening the Screws

What I am offering up is a list of points that you should think about if you ever want to improve your game. While I realize this type of thing has been done many times before, I think I have a number of things to hit on that many people haven’t covered, and that I find very important to anyone looking to get better at Magic, especially Limited. These are things that changed me from a mediocre player into a pro player years ago, and they are general enough that they can work for everyone.

What Geordies Do Best Part 2

More of the same, including epic battles against Tim Aten and the dinosaur… E.D.T.! Don’t miss it!

What Geordies Do Best

So, you’re sick of the theory articles. You want Geordie to go back to writing tournament reports and strategy. You want to hear about him getting stopped at the U.S. Border and slinging spells. You want him to riff on Tim Aten’s DC10 skills and complain about bathroom facilities, while throwing in some toilet humor, the usual grousing, and bite-size tidbits of Mirrodin-Darksteel Limited strategy. Well fine then, here ya go!

The question is, are you man enough to read both parts? Highly doubtful my friends, highly doubtful…