fbpx

Search Content

Who Needs the Clamp? A Mid-Atlantic Regionals Report

After many weeks of playtesting, I couldn’t find a rogue deck that pleased me. My G/R Urzatron Tooth and Nail deck promised to be the most fun. But an important part of fun for me is earning a winning record and coming as close to qualifying for Nationals as possible… so Tooth was a bad choice. I eventually settled on Paskins Red, and this is my tale.

Ask Ken, 05/18/2004

I’m playing in a sealed deck league. I have a Blue/Black evasion deck with two Nims and a (but no other affinity guys). I also have two bomb equipment in Sword of Fire and Ice and Specter’s Shroud. Should I play Welding Jar?

From Right Field: It’s Marryin’ Time!

As I type this sentence, I’m getting married in 104 hours. There are a ton (literally) of things to move and a ton (figuratively) of little things to do. So, I’ll have to give you a form that you can fill in to write your own column.

[Congratulations to Chris Romeo, who either got hitched this weekend or was shot and killed as he tried to escape the bonds of holy matrimony. StarCityGames.com would like to wish him our very best. – Knut]

The College Dropout: Ohio Valley Regionals 2004

Even with the hundreds of hours of play testing underneath my belt, I have yet to actually do particularly well at any Regionals, with this year’s 6-3 record being far from qualifying. What you came here for was a decklist, and a story explaining how after starting the day with five straight match wins, it all came crashing down around me, so let’s get started.

Why Dave Price Goes Second

Price will forever be remembered for liking to attack. Which begs the question… If Dave, like Brian Hacker, taught us to beat down, if Dave himself chose simple, focused, attack decks and eschewed complex strategies, Why In The World Would He Choose To Go Second?

The Ultimate Prize: Evaluating the Magic Invitationalists’ Card Submissions

As a long-time player of the game, I have to admit to being particularly intrigued by the prize given away each year to the winner of the Magic Invitational. The opportunity for a player to make his or her mark on the game with a card based on your own design, and sporting your likeness, is quite a gift back to the Magic community by Wizards of the Coast. I mean, what true fan of the game wouldn’t love this opportunity? Since I’m not very likely to get to make my own card, I thought it would be entertaining to look at this year’s proposed cards and separate the wheat from the chaff.

18,000 Words: R&D’s New Mistake

You’re going to hear a complaint aired here today that probably has never been aired before in Magic’s history. The upcoming discussion I’m foisting on you today is partly about the power level of a card. It’s partly about the mana cost of a card. It’s partly about the mechanic of a card. But mostly, it’s about You, the consumer.

What card am I talking about? Well, hold on just one second…

Running the Vintage Gauntlet: G through M (Part I)

In part one, I reviewed decks A-F on the SCG gauntlet – tracing through each deck’s game plan, identifying their strengths and weaknesses, and describing the relevant matchups. The purpose of this effort is to assist readers trying to figure out what they might want to play and how to shore up archetype weaknesses by describing the decks of Type One in a candid light – free (hopefully) from the distortions you might see from someone promoting their pet deck. In this article we look at decks that start with the letter G-M. We begin with what is undoubtedly one of the best decks in Type One and yet is the most confounding, irritating, and mystifying:

Weak Among the Strong: What Are You Passing?

Last week, we looked at a three-part rookie mistake I made during the final Swiss draft of Grand Prix: Oakland, where quite possibly my first pick (and its implications for the rest of my draft) cost me a return trip to the Pro Tour. This week, we’ll take a more in-depth look at Booster draft, focusing instead on signaling.

You CAN Play Type I #133: Are There Five Colors in Type I Again?

Since I publicly told Randy Buehler that Type I players still subscribe to the old joke about Green, designers have paid close attention to the color pie, and the popularity of each slice has changed quite a bit. Mono-Red, for example, has been reduced to the pseudo-combo Food Chain Goblins, with burn all but extinct (except Fire). Mono-Black has disappeared as well, with even its revitalized disruption unable to cope with real creatures, not to mention the hilarity of discard facing off against graveyard-intensive strategies. Somewhere in all this shifting lies the much-maligned Green…