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Choose Your Own Adventure: The Beginning

Lots of matches are decided by a single turn – or even a single play! Most of the time, we are too lazy to look back and see where we could have played differently to achieve a better result. Things that seem so irrelevant in the progression of a duel could actually be the most important aspect in determining its eventual winner. Casting the wrong creature on a given turn can lead to a loss in a game that was otherwise impossible to lose. So what happens if we start analyzing the plays as closely as possible?

Back to Basics #6: Counting Tempo, Part II

One of your first steps out of scrubdom was the realization that Gray Ogre is mediocre even in Limited, Ironclaw Orcs is a placeholder in red decks when cheaper or better creatures aren’t in the format, and Jackal Pup is still red’s most important front-liner to date… Even though they all deal the same two damage. The simple explanation is that drawbacks don’t matter; the original Sligh decks with Ironclaw Orcs didn’t plan on blocking much, anyway. But this isn’t the complete picture – and to understand tempo, you must understand why the Pups are dangerous.

Punishment: Ich Bin Ein Berliner (Worlds Report)

I did more playtesting and MODOing during this summer than in the previous two years combined. I really wanted to see if we could take the title, and felt that there was more than money on the line. This practice actually scared me a bit, since I had been mising nice prizes with little work for quite some time now. What would happen when I actually worked at it?

How To Get Ripped Off On Magic Online: A Few Case Studies

Thieves have always been the scum of the earth, but with online gaming they’ve really hit the jackpot – and a new low. Never before has it been possible for some toenail clipping of a human being to take away so much from another human being, with so little effort. Thousands of hours. Thousands of dollars. Thousands of precious little things taken and laundered, scattered across the internet and into the eager hands of unknowing buyers, never to be seen again. And if you want to avoid that fate, gentle reader, perhaps you best click on the link above.

StarCityGames.com – A Brief Update

As you may or may not have heard, we had a server crash over the weekend. Everything on that server has since been restored… except for the e-mail addresses… which still aren’t working, but should be later on today. In the meantime…

Click here to contact the editor/webmaster
Click here to contact sales/purchasing

… and if anyone would like to order a few cards to help us make up for over four days of lost sales… well, you won’t hear me complaining. 🙂

Be sure to visit StarCityGames.com this weekend for
LIVE, on-site coverage of Grand Prix Atlanta!

Mixed kNuts: Kai And The Two Sticks? I Think Not! An Interview With Dirk Baberowski

What do you know about Dirk Baberowski? Uh, he’s German, right? And… Um, he’s friends with Kai – and um, uh…
Well, if you want his Magic resume, he’s the 2003 German National Champion, he has three Pro Tour titles under his belt (two team titles with Kai Budde and Marco Blume, and a solo Pro Tour title from Chicago ’98), a second-place finish at Euros ’99, and an additional Pro Tour Top 8 at Chicago ’99.
But what do you know about Dirk, the man? He has more Pro Tour wins than Finkel, is part of the best three-man Magic team of all time, and yet nobody on this side of the Atlantic knows a damned thing about him. Hopefully we’ll change that today, and show you how a master of Rochester prepares for Team Drafting.

How Should We Restrict Cards In Vintage? An Analysis And A Suggestion

If Wizards doesn’t restrict Academy Rector, it will be adhering to the stricter rule that a card must first demonstrably distort the metagame to warrant banning. But perhaps Wizards just doesn’t want that kind of combo, or dislikes that players can fetch Bargain with such ease. That could stem from a distaste for combo. To be perfectly honest, I wouldn’t be sad to see Rector go – but my point is, does it need to be done? And if it doesn’t need to be done, but it is too objectively broken, what are the consequences of restricting it anyway? With that in mind, I suggest four ways that Wizards could weight cards to see when a card needs restricting.

The Art Of The Mulligan: Eight Case Studies

Ken looks at eight archetypical hands from StarCityGames readers, and decides what’s mulligan-worthy and what’s not? When should you roll with what you got and when should you send it packing? Ken shows you how, and why!

Mining the Crystal Quarry: The Top 101 Cards For Multiplayer?

Okay, I’m sure that Brandon Moore means well – and that I’m sure that in his mind, he really thinks that his 101 Top Multiplayer cards work well. And you know what? They do! But to call these the best of the best is very misleading – and so let me go through his choices, card-by-card, to show you what I think are the best of the best for multiplayer…

Making Practice Perfect

Practice makes perfect, so they say. But how to practice… There’s the rub. Is it enough to simply play and play, and play? Or is there more to it, a Holy Grail of knowledge from which we need to drink to truly maximize our potential growth? Is there a measurable gain to be made from plowing through twenty-five games pre-board, twenty-five games post?”Well, I’ve played fifty games, and my Magic Skill-o-meter has notched up another 1.21 gigawatts of talent!” Craig asks what the perfect practice sessions are like, and begs for your vote in the Invitational!

Mining the Crystal Quarry: The Top 101 Cards For Multiplayer, Part II – Twenty-Five To One

An article so big, it broke the database! John continues his tirade with the final (and top) twenty-five.

How Many People Get It? The Over/Under Is Five.

Becker goes off on his usual mixture of strategy, issues, and flat-out tirades, discussing Wolfgang Eder’s mistakes at Worlds, why good decks don’t have two-ofs in them, the ethics of concessions, a surprise discussion of Mike Flores’ hidden talents – and, of course, the mandatory Jay-bashing!

Yawgmoth’s Whimsy #74: Going Rogue

This article has three parts: It begins with a discussion of the reason some players find playing rogue decks a moral imperative. The second part looks at the advantages and disadvantages of playing a rogue deck, while the third section looks at the steps necessary to build and tune a rogue deck.

Double Or Nothing: The Whitest Of Weenies

When a card like Savannah Lions – an icon from times past! – is bought back from the wilderness, I always wonder: Is it any good these days? If Mogg Fanatic came back, would we play it (of course – it’s a goblin)? If Serra Angel came back, would we play her? Oh, hang on. She is back… And she doesn’t see much airtime. So is White Weenie any good right now? I took my new White Weenie deck through three iterations, constantly trying to find a way to beat Wake…

Back To Basics #5: Counting Tempo, Part I

My card advantage articles had to assume that only card advantage was important, so you could do the bean counting without getting too confused. However, it’s painfully obvious that card advantage isn’t always the most important thing:
For example, Force of Will trades two cards for an opponent’s spell, yet it’s one of the best blue cards ever printed. So why is Force of Will good? The answer lies in the frequently-misunderstood concept of Tempo.