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Egg Beaters and the New Face of Reanimation
So everyone is trying desperately to break Krark-Clan Ironworks, but nothing truly amazing has come about yet. Zvi’s version, although swift and consistent, is easily disrupted by a number of tournament staple maindeck and sideboard cards. It’s my sense that the best applications of Ironworks won’t be found for a while, still. I too, like the rest of the world, am working on a broken KCI backbone deck, but I’m also messing with the sickness which I am about to unveil: Egg Beaters.
Extreme Magic: A Casual Format Where Broken Things Happen
It seems in just about every single Oscar Tan article – and quite frequently in other Type 1 articles – the phrase”This is Type I, broken things happen” plays like a theme song you cringe to after hearing a gazillion times. About two to three months ago, after reading the latest iteration of this phrase and grinding my teeth in irritation, it occurred to me: why should Type 1 have the monopoly on that phrase?
Forward, Down, Diagonal, Fierce Punch – Combos! of MD5 Limited
Combo #2: Voltaic Construct + Viridian Longbow
*pop pop pop pop pop*!
Just get the Construct in play and equip the Longbow to any artifact creature. If you get this up and running, it’s like having a Vanguard card in play with a big middle finger on it.
From Right Field: The Official Bad Player’s Fifth Dawn Review
You could get a fast, cheap column out of doing nothing but cataloging the bad predictions from previous set review. I was even going to do that, but Ted said”No way, Josephine.” Because of the time off for my wedding and honeymoon, he wanted me to do some”real writing” not just”copying and pasting” and”quoting other writers” like”you’re doing right now.” So, I promised I’d do something. Without further ado, then, I present… something.
Poker, Pros, Problems? Insight from Type One
Ferrett’s recent article about Poker’s effect on the Pro Tour, and its likely future effects, immediately inspired me to think about what insights might be gleaned from the way the Type One community works. The reason I thought of Type One is that it’s a format which is growing, but without pros, without much in the way of DCI support, and in fact without very many large tournaments in general.
Magic Puzzles in Play
Editor’s Note: More and more people have been sending”puzzle columns” to my Inbox lately. Since I think logically working through some actual play situations can be an effective teaching tool as well as being fun or entertaining, I decided to run Jeff’s column here. The question is whether you, the reader, are interested in more of these sorts of articles. Please read through the article and then make your opinions known in the forums, and I’ll go about determining if we will be running more of these.
Ask Ken, 06/08/2004
How do you handle a Sealed deck splash when you have no Myr, Talismans, or color helpers to simplify the problem?
Blog Elemental – An Unlikely Tribe
Today Jay chats about golem.dec for Standard and Online Extended.
Pick a Peck of Mirrodin White and Blue
Since card valuations change as new sets are released, I am going to offer a pick order for every color in every set of Mirrodin Block. I’ll start by analyzing how Mirrodin cards have changed since the set was initially released, and I will make my way through both Darksteel and Fifth Dawn until I give you a complete set of pick orders for the entire block.
Updating the Metagame for Fifth Dawn: Tooth and Nail Matchups
My first installment took a look at Tooth And Nail and Elf And Nail and looked at some cards that could be added to these decks from Fifth Dawn. I also discussed a bit about what benefits Affinity would gain from Fifth Dawn and how they might impact the matchups for the tooth decks. This round, I would like to talk about the three other important matchups for the Tooth decks – Goblins/Bidding, Mono-White Control, and Ponza.
Blood and Iron: Breaking Krark-Clan Ironworks in Type 1
Welcome to the Type 1 portion of combo week! My disclaimer for this article is that not only is building new decks in Type 1 freaking hard, but building combo decks are even harder because the benchmark is ridiculously high. You’ve got Draw-7 and Belcher, which both have a fair number of potential turn 1 kills if you want to go for speed, and if you want to go with more mid-game power, you have Dragon and its ability to draw three extra cards per turn. That said, I’m treating this more like an experiment and I’m giving it my best shot.