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Bringing Unglued Into Your Casual Game — Part I

Before I started playing multiplayer and casual Magic heavily over the last couple of years, I had purchased only two Unglued boosters. I liked the lands. I even skipped a local Unglued draft tournament, because I didn’t want to play with silly cards. I like my Magic serious. Today, I am a different person. I still like my Magic serious, but I also allow for a bit of frivolity. Sanctioned Magic has printed silly cards for ages. Why not allow in a few more from the Unglued sets?

Rebutting “What We Know About Wizards R&D”

The Jon Kaus article about what he learned about Wizards R&D was filled with sweeping generalities and impossible recommendations. It is clear to me that he doesn’t understand the phenomenon that is playtesting for a game on the scale of Magic: the Gathering. But rather than try to summarize it all at once, I want to address each of his points, and show the mistakes one at a time.

PT:SD 46th: Byeing Into The $!

Last time we published an article by Gadiel, our forums erupted like someone had lit them on fire (though it was mostly with hatemail.) Well, he’s back again to tell you how he finished in the money in San Diego. Yeah, it’s late, but we all know that you want to keep up with the continuing adventures of the most precocious (yes, there are other descriptions one could use) fifteen-year-old on the Pro Tour.

From Right Field: The Great Skullclamp Debate

I’m just going to jump in with both feet and get the ol’ fire stoked. Okay, that line is a horribly mixed metaphor because, barring some sort of Far Eastern mind trick, your feet would be burned in the most disgusting manner, leaving you with useless chunks of charred flesh and a sticky sweet stench that will haunt your nostrils forever. You should get my drift, though, because I contend that: The DCI did not need to ban Skullclamp.

Krark-Clan Ironworks: Broken Like My G.I. Joe

You are covered head-to-toe in welts and bruises, lice, and bodily wastes. Worse: you are bound hand and foot, your limbs are stretched to the four winds on the rack, and your captor stands above you mocking your every breath. You can’t move, you can hardly breath, and every time you try to sleep or escape into the recesses of your mind your captor turns the wheel yet another notch. There is absolutely nothing you can do but suffer… and, eventually, die. Welcome to the hell that is Krark-Clan Ironworks.

Teen Titans – A Look at Archmage Combo

Sometime before Regionals a friend of mine got very excited about a mono-Blue combo deck that worked post-Darksteel. He referred to as”Teen Titans.” I’m told the deck is well known, and was considered to be a pretty good deck locally, although I don’t know exactly who came up with it or where the deck’s exact origins are. I could probably say something like”The Japanese came up with it” and that would satisfy everyone. The better name for the deck is probably simply”Retract-storm combo.” Here’s how it works…

Running The Vintage Gauntlet: R-Z

In part one we looked at some of the combo decks of Vintage. In part two we looked at mostly Control and Aggro-Control decks. In this article, we look primarily at the various Mishra’s Workshop-based decks that Type One has spawned.

The “Issues” Issue

Knut: Mike, this article has no strategy. I can’t run you at the top of the page.
Flores: But I’m the greatest. You have to run me at the top of the page.
Knut: Okay, maybe you’re the greatest. And the article really is quite wonderful. But I’m sticking this in”Issues” where it belongs.
Flores: I will have my revenge!
Knut: Just Kidding.