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3 Months In The Life Of A Poor Magic Pro

I’ve decided to write an article about the last three months in my life, as I spent them all in America and underwent quite a few changes, some for better, some for worse, depending mainly on if you are one of my parents or not. If you are looking for an article on the latest Type Two deck or what you should be drafting this week on MODO, then this is probably not for you, but if you want to know what it is like to be at rock bottom and still make the best of what you have, then settle down make yourself a cup of tea. You’re in for a nice ride and I hope you will enjoy it.

SCG Daily – How to Test for Vintage

There are numerous elements involved in proper Vintage tournament preparation. This article is going to concisely focus on just one: testing.

Rule of Law 8 — O, Saviors of Kamigawa

Dominick gives you the rundown of the odd and the confusing from Saviors of Kamigawa – perhaps one of the more oddball rules sets in recent memory.

Those Silly Invitational Decks

In a typically scene-setting fashion, the players who participated in the Invitational were recently allowed to give their ever-valued opinion on Standard by playing it for three rounds, conveniently giving us all a taste of what to expect at Regionals, short of whatever we get from Saviors of Kamigawa.
‘Cept they was just having fun, yo.

Fifty Multiplayer Combos From Saviors

It’s Abe Sargent’s hundredth article, and he wants you to join the fun! He’s created fifty Saviors-based combos (which, by a lovely coincidence, is this week’s $20 Casual Challenge) to encourage and inspire deckbuilders everywhere… and his most-used card is blue, it’s a common, and it’s not Ideas Unbound.

SCG Daily – What Vintage Does and Does Not Need

Welcome to the first Vintage daily series! This week I have been given a platform to rant. I will delve into five topics that I would not normally write about because they aren’t worthy of a full-length article. To begin the week, here is a list of ten things Vintage could really use more of and things that Vintage really does not need (even though we might think we do).

Set Free: Saviors in Vintage

So here we are boys and girls, we’ve finally reached the end of this block. We all know what that means… more annoying and completely wrong guesses at what will be good. I feel it’s my duty to try anything like this once though, so I’ll give it a shot and will surely look like an idiot in a few months. Because this is a Vintage review only though, it’d be stupid to cover every card. I’m only reviewing cards that I think may have a place in some decks, a few mockable ones and ones the pique my interest.

Emperor Multiplayer Week: The Winner, And Next Week’s Contest!

Pity Edd Black. He’s written some very funny articles, and has been in second place every week he’s written…. but somehow he always gets edged out. In this case, he had a darned fine Star Wars-related article on Emperor Multiplayer that was a lock… right up until he got knocked out at the last minute by the “How-did-he-think-of-that” hysteria of using Topsy Turvy to reverse the turn sequence and go infinite in Emperor. Workable? Maybe. Funny enough to be worth $20? Yes.

Don’t worry, Edd. Your day is coming.

Though the entries were few and far between this week, next week oughtta get your blood boiling:

The Most Creative Saviors Of Kamigawa Combo.



That’s right; develop a deck (and an article explaining the deck, of course) based around at least one Saviors of Kamigawa card. It doesn’t have to be an infinite combo – just some weird combination of cards that wins games with style. The more unique the win, the better the prize, as long as it’s within reasonable limits. So send your article into Mail us at https://sales.starcitygames.com/contactus/contactform.php?emailid=2 and you could win $20!

Easy Being Green, Part II

Given the results of French Regionals and the Last-Chance Philadelphia qualifiers, it’s probably safe to say mostly-Green (it’s not mono-Green, so stop calling it that) is, if not Tier 1, knocking at the door. I’ve been testing the hell out of Green Party, the deck from my last article, and I’ve made the some discoveries and learned some lessons about the strengths and weaknesses of the deck.

The Complete Guide to Mono-Green #5: Analysis and Conclusion

As a quick review of this series’ previous articles, let’s list all of the cards worthy of consideration in the final build of a Mono-Green deck. Beside each of these cards’ names will be notations, each of which will have playability rankings. If a particular build of Mono-Green isn’t mentioned, it’s because the card in question is unsuitable there; for example, although Rhox might have a place in Big Green, it’s definitely not going into Green Weenie. For the purposes of this article, I’ll assume that Elf-based Green Weenie and Medium or Big Green with equipment are bad ideas. This latter point is highly controversial, and you’re free to play whatever form of Mono-Green you like, but it’s key to my understanding of the deck.

SCG Daily #5: Week in Reweave … um, Review

To wrap up his week of un-Reweaveable content, Mark would like to address some suggestions that appeared in the forums this week, most of them focusing on Saviors cards.

From Right Field: “Genju Come Out and Play?”

The vacationing Romeo delivers not just one, but two possible decks for players on a budget. The Genju Control deck is simply an improved version of a deck he’s worked on before, but what is this “Fork You” deck he speaks of?

Pressure Isrand Big Battel: Grand Prix: Matsuyama Report Plus

Errant coverage writer and dethroned former “King of Gaijin” Eli Kaplan recalls his laptopless birthday weekend on the wacky vacation isle of Shikoku.

The Complete Guide to Mono-Green #4: Splash Cards

It took four days, but today Grydehoj finally shows his true, traitorous colors. After giving you three full articles full of awesome green spells and creatures, today the yellow-bellied Dane betrays all you Green fans by proposing other colors to sully the beautiful color of nature.

SCG Daily #4: True Reweaver

Unlike previous entries in the Grand Reweave Experiment, I love this deck. It possesses a ton of what Mike Flores has called Velocity; although you are not gaining card advantage per se, every card in your deck accomplishes more and more, until late in the game it seems like each draw step just breaks the opponent. It’s not uncommon for a Reweave that you draw in the opening hand to still be working your opponent over well into the late game, transforming Meloku tokens into Yosei over and over until you end the game with The Unspeakable.