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That’s Gush, Boys! Why Gush Needed To Be Restricted

In between the 2003 Bluegrass Battle and the Origins tourneys exists the unrestriction of Berserk, the explosion of Gro-A-Tog onto the Type One metagame, and the subsequent announcement restricting Gush. This article is going to look at the archetype as it evolved and existed in its variant forms interwoven through three Origins tournament reports. Additionally, for those who aren’t into tournament reports, in the concluding sections of this article, I have some important meanderings on the decision to restrict Gush.

Walk With Me: Drafting Goblins

Conventional wisdom says that while forcing a certain deck may work out some of the time, the numbers say that the important cards for the deck will not show up frequently enough to reliably force it. This is simply not so with Goblins in Onslaught draft because of the huge number of cards that the deck can key off of. Cards that aren’t even playable in other decks become powerhouses, simply because they belong to the Goblin tribe. So despite the protests of a couple close friends who have made a good bit of profit off of the Goblins draft strategy on Magic Online, I’m here to share it with you today.

Dear Diary: I Think I Might Be Bad At Signalling

Most people have some idea of what signalling is, but nearly everyone thinks they are bad at it. But on the plus side, it’s one of those areas that you can claim to be bad and still sound good. By acknowledging you are bad at signalling, you are basically saying,”Okay, I suck – but at least I suck at something very cool and mysterious, while the rest of you are busy sucking at ordinary things.” But how do we signal? I looked at four drafts I did, and asked people what colors they had actually wanted me to play, and what the people I had signalled actually did play, all in order to see how it’s done.

Mixed kNuts: Mental Block

Ted gives his usual dose of”strategic excuses to post pictures of scantily-clad women,” discussing Onslaught Block and the futility of his attempts to win at it, and dissecting a recent Roanoke PTQ to see what the field looks like these days.

Virginia Area Magic Players… Mark Your Calendars!

Due to circumstances beyond our control, Star City Events is unable to host a Mirrodin Prerelease in our usual city… Richmond, VA. But why let a little thing like that stop us? On September 20th, join Sheldon Menery and the rest of the Star City Events team… when, for the first time EVER, we proudly host the Mirrodin Prerelease in beautiful Virginia Beach, VA! Mark your calendars!

NEW! Full information on the Virginia Beach Mirrodin Prerelease is now posted!

B/W Control: Something’s Gotta Work

Our take on B/W Control has shown the most promise. I find it hard to believe it’s nowhere to be seen among the top-tier Onslaught Block decks. It has all the tools to handle the current Tier I decks – Zombie Bidding, Goblins, MWC, Slide – but I haven’t seen a build that can beat those decks. That doesn’t mean I don’t think such a build exists. In my opinion, the right mix of cards hasn’t been found yet – the archetype is solid. So let’s take a look!

The Real Story Behind Ice Age

The flavor texts of Ice Age are given new substance in the novel The Eternal Ice. However, unlike The Dark’s novelization, the flavor texts from Ice Age serve in a much more environmental capacity than in a storytelling one. For example, Disa, the Restless has a large role to play in the flavor texts of Ice Age, but no place in the novel – and no real impact on the goings-on of the time period. Alternately, Jaya Ballard has many enjoyable quotes from this set and plays a large role in the story, but the two facets of her existence are not interrelated. Therefore, as usual, The Real Story Behind Ice Age will give further insight into the storyline behind the flavor texts….

You CAN Play Type I #101: The More Impossible The Game, The Sweeter The Victory

Hey – what’s Oscar doing in the fun section? Well, after all the serious debate on the strategy behind the Vintage Championships, Oscar decides to show three improbable routes to victory… Including the famed Invincible Counter-Troll face-off!

A Magical Smorgasbord

Bennie clears house on his past articles, discussing why he really loves control (just not the hard counterspelly kind), goes back to see whether he’s been able to beat the notorious Chuck, and airs his views on Magic writing – and tells you why his viewpoint is valid even if he has no pro points, dangit!

Out Of The Ashes: Rebirth Of The Claw In Onslaught Block

The Claw, Darwin Kastle’s top 8 deck from Pro Tour: Venice, is dead… But this doesn’t mean you have to give your Kilnmouth Dragons away to the local kids! Although the modified Explosive Vegetation incarnation of the Claw is now obsolete, Dragons can live on as a version of a R/W Control deck. Basically, the Neo-Claw takes the powerful control elements of MWC, and adds board-controlling burn and important tools for control mirrors from Red to create a nice complement to the powerful flying finishers.

“Broken Or No?”: Ninth Place, GenCon 2003 Type I Championships

In Sweden, Type I is very popular (as is Magic overall). We have two sanctioned Type I events each week in the city I live in; last year’s biggest event had an attendance of about a hundred and thirty, and the largest this year was about a hundred players. Those were both our unofficial Nationals for Type I. So I was well-prepared for GenCon, even though it presented a whole new metagame…

The Way Of The Heiss

When people in the Magic community think of me, I can only wonder what they think, but I’m sure that in between thoughts of”That guy’s terrible!” and”What was he thinking!?” they wonder why I play the most ridiculous decks every time without fail. And trust me – I have good reasons for playing a Cleric deck at Nationals!

Double The Five: Ironman Format!

Some of you may be thinking of tearing up cards that go to the graveyard, but that’s not what I’m talking about – that’s a different”Ironman.” This was an equally crazed version of normal Magic: Five-hundred card decks of all five colors, ten card hands and a hundred life, played at a table with as many opponents as you could find. And one more thing: Every single card, basic lands excepted, was restricted.

When Goblins Attack!: A PTQ Winner’s Report

I’ve come to the conclusion that Goblins are terrible. They must be! Almost everyone I talk to plays a deck that crushes the Little Red Men. A deck that goes no worse than 70/30 against the marauding mono-coloured menace.
In a field in which Goblins are rightly feared, it seems everyone is gunning for them. Everyone has that special build, that ultra tech… Which ensures that a quick red rush has no chance of succeeding. Right?

Thoughts On MODO 2.0

When some alien race, say thirty or forty thousand years down the road, happens upon the charred cinder in space that used to be Earth – I think they might find an epitaph that tells a similar tale. A nearly blank tombstone standing in the middle of what used to be New York, or Mexico City, or Delhi. Just one line engraved in an otherwise featureless marble column.
“Just an upgrade.”