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StarCityGames.com Is Headin’ To Gen Con!

That’s right folks! In just a few short days, StarCityGames.com is headin’ to Indianapolis… for Gen Con 2003!

Looking to buy or sell some cards? Come visit us at booth # 2007!

Looking for LIVE Coverage of this Saturday’s Vintage World Championships? Come visit us right here… at StarCityGames.com!

Mixed kNuts: Pretty Little Hate Machine

There’s a lot of crap out there in Magic land, and there are a lot of things that I’m not fully satisfied with. People keep telling me it’s not good to keep things bottled up, and I’ve been feeling a bit ranty lately, so I figured I’d try and get it all out in one big lump of bile and filth – including Rob Dougherty’s articles, the lameness of certain forum bitchers, and the quality of internet writing. Oh, and Mary Van Tyne guest stars for a female take on how much women hate my weekly cheesecake photos!

Yawgmoth’s Whimsy #72: Seventeen Alternative Formats For You To Try

You’ve played Peasant Magic, of course – but what about Kings’ Magic? Or Third World Kings’ Magic? ABC Magic? Lich? The hyperphenomenal Blitz? 237? Siege? Rainbow? Legend of the Elder Dragons? Peter gives you a bunch of weirdo formats to spice up your weekend!

The Vintage World Championships Metagame, Part I

Perhaps the distinguishing feature of the Type One metagame since the restriction of Necropotence in 2000 has been the omnipresence of utterly domineering blue-based control decks. However, a combination of forces has conspired to wrest the upper tiers of the Type One metagame from Control’s exclusive, greedy clutches. Whereas the top tier was once defined as blue-based control decks, other decks began to seep in. Let me walk you through some of the most important decks in Vintage today, including Keeper, Forbiddian, Gro-A-Tog, TnT, MaskNaught, and Hulk Smash.

No, No… Walk With ME, Part 2!

Writing about a Magic Online draft sounded like fun, so I gave it a try, hoping the picks would be interesting as opposed to an”I opened two bombs in my colors, got passed seven more, and 3-0ed the draft with ease.” I quickly discovered that there’s probably a reason Nick Eisel only did this twice: It’s a real pain in the ass. And yet I went through the effort of writing down everything I saw and then walking you through a complete draft, where you can debate my picks and I point out things that I may have done wrong.

Flaws In Testing

It seems many of us in the pro community have fallen in love with a concept that often shows itself in events: Play what you are comfortable with. This may be a fine concept for the weekend warrior, who only participates in a small number of events and doesn’t have time to playtest… But a dedicated group of playtesters should be able to find the best deck and storm the field with it. If we intuitively know this, why then do so many pro groups still play a number of decks? And what does this mean for the non-pro groups?

U/W And How To Draft It In Onslaught/Legions/Scourge

I’m not going to dwell on the annoying fact that these two colors seem to be able to overcome any set of obstacles in draft formats. Instead, I’ll give a complete guide to drafting one of what I believe is the format’s top two archetypes. The pros are forcing it for a reason – and it’s not because they like the artwork on Islands and Plains better than the rest of the lands.

Moving Goblin Bidding From Standard To Block

With so many impressive finishes, it’s abundantly clear this Onslaught Block-laden Standard deck has what it takes in the current Standard environment. The pertinent question for Pro Tour hopefuls is,”Can this deck be effectively modified for use in Block Constructed tournaments?”

Understanding In A MODO Crash: Thanks, Barn, For The White Scourge Picks

I would like to highlight some excerpts from my previous articles and compare them to passages from Kai Budde’s writing, which came later. Why am I doing this? Many reasons. Firstly – which I’m pretty sure isn’t a word – I saw some eerie resemblances. Relatedly, which may or may not be a word, these resemblances may imply that I may actually know what I’m talking about. It’s all shameless self-promotion, I swear!

You CAN Play Type I #97: What Would JP Meyer Do?

GenCon is just around the corner, and there’s less than a month to test the waters of the new metagame before the Type I tournament there. If I could accurately map out the metagame and give you a step-by-step idiot’s guide on how to play against every expected archetype, I’d fly on over and try to win the thing myself… But what I can do is show you several game situations you might expect to see against each major deck, and show you the optimal play.

You CAN Play Type I #97: What Would JP Meyer Do?, Part Deux

The sample vignettes continue with scenarios from Rector-Trix, Hulk Smash, and Mind’s Desire!

The New Lessons Of Onslaught Block

So I witnessed the new Onslaught Block metagame up close and personal this weekend… And although we spent a hell of a lot of time reporting on everything that we saw, there were certain lessons that may have been lost in the shuffle. So let me condense the combined knowledge of thirty-seven articles and match reports to bring you the New Lessons of Onslaught Block.

Yawgmoth’s Whimsy #71: Why My U/R Wizards Break Open Deck Wins At Least 80% Of The Time

I have playtested this for weeks, and it goes 7-3 vs. MWC, 8-2 vs. Goblins, 9-1 vs. Beasts and crushes Zombie Bidding.
Cool, huh?

Frequently, the deck is not cool. It is not even good. And it raises one fundamental question: If the deck is that bad, how did he get numbers that good? Is he hallucinating, or lying? The answer is neither; he probably got results like that because he violated most of the rules of tourney preparation. So let me show you how to do it right.

The Scourge Of Detroit

While I imagine the top decks from Detroit will be dissected and analyzed in depth, I decided to zero in on how has Scourge impacted the metagame. I compiled all of the cards used in the Day 2 decklists to see what Scourge cards had the most impact. We’ll start with the Top 10…

Black/White Control In Block

The idea behind BWC is to shut down your opponents while gaining card advantage, eventually killing them with an Angel, Dragon, or Abomination. If they try to rush you, punish them with the deck’s twelve global removal spells. If they try and hold back, you one-for-one them (or two-for-one them with Cruel Revival) until you can drop one of your fatties or destroy their hand with Head Games.