Monday, October 7, 2013

Magic: The Gathering - Time for a little Randomness - Round 2



Good Afternoon Magic Peeps
It is time for another random card deck build.  If you didn't see the last random card deck build see the link below;

Last Random Card Deck build 


So for this round, I spun up the random card button and here is what I got:


Card 1
 Form of the DragonCard Name: Form of the Dragon
Converted Mana Cost: 7
Types: Enchantment
Card Text:
At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player.
At the beginning of each end step, your life total becomes 5.
Creatures without flying can't attack you.


Wow, this card could be good or bad, depending on how you look at it.

Pros:
  • You get to do 5 damage a turn to something
  •  Its during your Upkeep (keep that in mind)
  • Ground Pounders are shut down well it is out.
 Cons:
  • You are at 5 health at the end of your turn
  • Casting cost is crazy high 
Card 2
Thought CourierCard Name: Thought Courier
Converted Mana Cost: 2
Types: Creature — Human Wizard
Card Text: Tap: Draw a card, then discard a card.

Pretty basic card, not amazing, yet not a bad card

 Pros:
  • Drawing cards, there is rarely a time when you do not want to draw more cards.
  • Low casting cost for creature
Cons:
  • Discard a card, it can be seen as a con, even thou with good recursion or graveyard play it isn't.

 Deck Link: Thought Form of the Dragon Courier


  60 Cards
5   Island
5   Mountain
2   Izzet Guildgate
2   Crumbling Necropolis
2   Desolate Lighthouse
2   Halimar Depths
4   Sulfur Falls

22   Lands


4   Thought Courier
2   Walking Archive

6   Creatures
4   Form of the Dragon
2   Braid of Fire
1   Legacy's Allure
4   Paradox Haze
1   Rumbling Crescendo
1   Second Chance
1   Wild Evocation
1   Golden Urn
2   Staff of Nin
3   Elixir of Immortality
3   Counterspell
1   Boomerang
2   Arc Blade
2   Reality Strobe
2   Archmage Ascension
2   Sundial of the Infinite

32   Other Spells

 With Form of the Dragon being based on Upkeep, lets increase that: *Insert Paradox Haze*, now we have more then one upkeep. Imagine having 2 paradox Haze out, that's 15 damage before you even draw your first card of the turn. I think it won't win every time, but it should put up a damn good fight, or at least be fun trying.

 A few key notes:

  • Arc Blade & Reality Strobe are bad cards by themselves, but with multiple upkeep they all of a sudden become useful to slow down you opponent
  • Sundial of the Infinite pust a hard stop on the turn, all end of turn effects are removed when used. which stops 'At the beginning of each end step, your life total becomes 5.'
  •  Elixir of Immortality is to help with the discard aspect of the Thought Courier and returning cards in graveyard to the library
  • Walking Archive & Staff of Nin to increase drawing cards and speed things up, as casting costs in this deck are a little high.
  • Archmage Ascension with the draw card advantage, should get enough counters on it to get things moving
  • Wild Evocation & Braid of Fire are added to get things moving, providing a free card and extra mana each turn.

Thoughts?
Suggestions?
Any two cards you can think of  to try to stump me?

This is Murray tapping out

By Murray Slack



Thursday, September 19, 2013

Zero Charisma - Geeksploitation

Zero Charisma is about Scott Weidemeyer (Sam Eidson), an obsessed, obese nerd, who happily spends his days as game master of his “friends” in his fantasy role-playing board game.

But, when Miles (Garrett Graham), a newcomer, joins the game, Scott’s world is turned upside down.





This is Murray tapping out, chat at ya next time.

By: Murray Slack

Sony Video Game 'Netflix' or 'Gaikai', you say?!?!?!



Today, in a roundtable interview at Tokyo Game Show, Sony Worldwide Studios president Shuhei Yoshida said that Sony plans to launch Gaikai cloud services with a library of PS3 games in North America next year. The selection of games when started will be small, but they plan on expanding into legacy PlayStation titles on PS4 through the service down the road. Through this service you will be able to play demos instantly, social gaming, and streaming game play.




Check out the full Sony event from IGN Live below.




I am slightly impressed. What are your thoughts?

This is Murray tapping out, chat at ya next time.

By: Murray Slack

Tuesday, September 17, 2013

M:TG - Random Twist on Group Play

Good Afternoon Magic Peeps...

I for one, love multi-player Magic games, the diplomacy, worrying what John might do if I kill Joe's enchantment that kind of helps Susan. I know there is a bunch of multi-player styles out there, but there is nothing better then learning a play style from the start. Its like starting a new video game and figuring out how you can abuse the system within.

The one thing about Magic I love is the challenge to figure how to get out situations on the fly, like figuring how to kill the 8/8 coming at ya with a few weird cards that you think you might be able to pull it off.

OK, Enough with my rant. A new play style I am trying with my play group is 'Random Group Fun' (I need a better name, ideas?). Its kind of like Arch Enemy, but with out the 'everyone gang up on him/her' feel. When creating a new play style I try to keep the rules as simple as possible not to change the game itself.



Here is the rules so far (still a work in progress),

Before the first upkeep, flip the top card on the group deck face up into the group board.  During the players turn he/she controls the cards in the group board. The player cannot sacrifice it, destroy it, or give it away. It is a permanent on the board that you control but cannot alter during your turn. After the first round and everyone has played their first turn(3 players, 3 turns), as a sorcery during your turn you may pay the converted mana cost (all the cards in the group are considered colorless and can be flipped with any mana) of that card to flip it face down into the group graveyard pile and flip next card in the group deck face up. Each player controls the group cards during there turns and only they can activate the ability. Once the next player begins their turn, they control all group cards before their upkeep.

*note there should never be more cards on the group board then the number of players : 3 players =3 cards face up on group board

Creating the deck:
  1. No creatures in Random Group Deck
  2. No Non-Permanents ( Instant / Sorcery)
  3. Has to be a stand alone card (cannot rely on other cards, eg: no Auras, Artifacts that rely on creatures/lands to be out)
  4. No Color specific cards (eg: Dread of Night, 'All White Creatures get -1/-1')

Below is a demo of the deck we are trying this weekend,


MTGdeckbuilders.net - Random Group Fun Deck
Grip of Chaos
1   Deadbridge Chant
1   Grip of Chaos
1   Maelstrom Nexus
1   Wild Evocation
1   Cumber Stone
1   Etherwrought Page
1   Geth's Grimoire
1   Veilstone Amulet
1   Witchbane Orb
1   Antagonism
1   Asceticism
1   Bloodchief Ascension
1   Bulwark
1   Coastal Piracy
1   Counterbalance
1   Endless Whispers
1   Exquisite Blood
1   Forced Fruition
1   Goblin Bomb
1   Gravestorm
1   Hunting Grounds
1   Karmic Justice
1   Land Tax
1   Leyline of the Void
1   Lurking Predators
1   Martial Law
1   Martyr's Bond
1   Howling Mine
1   Telepathy
1   Subversion
1   Stand or Fall
1   Sanguine Bond
1   Risky Move
1   Puca's Mischief
1   Pain Magnification
1   Oath of Scholars
1   Oath of Mages
1   Oath of Lieges
1   Oath of Ghouls
1   Oath of Druids


Try it out, tell me what you think. Any suggestions to make it a little more random?
Have any other off the wall multi-player play styles you like?

This is Murray tapping out, chat at ya next time.

By: Murray Slack

Tuesday, September 10, 2013

Magic: The Gathering - Time for a little Randomness


Good Afternoon Magic Peeps

I have seen on the Wizard's Daily MTG page some of there writers will create a deck around one random card. So I thought to myself why not take it to the next level, go 2 random Cards.


Rules for the 2 Cards:
  1. Has to be a legal Legacy Format card.
  2. No Basic lands or Promo cards
  3. All cards in the in the deck have to link to both of the cards in some way, no using the top combo in the game in every deck.

*Roll the random button*



Armageddon Clockhttp://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=2824&type=card


Card Name: Argothian Pixies
Mana Cost: 1Green
Converted Mana Cost: 2

Types: Creature — Faerie
Card Text: Argothian Pixies can't be blocked by artifact creatures.
Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.
Flavor Text:
After the rape of Argoth Forest during the rule of the artificers, the Pixies of Argoth bent their magic to more practical ends.
P/T:
2 / 1



Card Name: Armageddon Clock
Mana Cost: 6
Converted Mana Cost: 6
Types: Artifact
Card Text: At the beginning of your upkeep, put a doom counter on Armageddon Clock.
At the beginning of your draw step, Armageddon Clock deals damage equal to the number of doom counters on it to each player.
4: Remove a doom counter from Armageddon Clock. Any player may activate this ability but only during any upkeep step.



 So from the cards picked, Looks like a Green/Artifact global nuke style deck. A rough sketch of a deck that goes with the play style.
http://www.mtgdeckbuilder.net - Full Deck Info
  60 Cards
16   Forest
4   Tree of Tales

20   Lands


4   Argothian Pixies
2   Argothian Treefolk
2   Argothian Wurm
4   Volatile Rig
2   Glissa, the Traitor
4   Junk Diver

18   Creatures
4   Armageddon Clock
4   Time Bomb
4   Harrow
4   Ashnod's Transmogrant
4   Horizon Spellbomb
2   Trading Post

22   Other Spells


Sideboard

0   Sideboard Cards

 A few key notes:

  • Glissa, Junk Diver & Trading Post for Graveyard recursion, Junk Diver & Trading Post go quite nice together, block with Junk Diver, then sacrifice it with the Post, return 2 artifacts to hand.
  • Spellbombs and Harrows to speed up mana curve. 
  • Treefolk & Worm as they are from the same forest
  • Transmogrant to turn annoying attacking creatures into artifacts, Pixies & Treefolk both stop Artifact damage.
  • Volatile rig, I have one sitting on my night stand, been trying to think of a deck to put it in

Thoughts?
Suggestions?
Any two cards you can think of  to try to stump me?

Thursday, September 5, 2013

God's of Theros

Good Morning Magic Peeps

So Wizards released the spoilers of the Mythic Rare 'God Cards' and oh my, there looking good.



What are God cards you might ask?  They are basically enchantments that have a condition, if the condition is meet they are amazing creatures that will pretty much win the game for you.  

Monday, September 2, 2013

Venture to Theros in new Magic The Gathering set release


By: Murray Slack

My thoughts so far, Greek/Bronze Age feel. Minotaur are coming back!



Wizards Release Set Info

Stand Among Heroes.

Venture to Theros, a plane where gods, heroes, and monsters are an everyday fact of life. Hydras, gorgons, satyrs, and other creatures of myth inhabit this wild, mystical place. In Theros, heroes challenge themselves in the untamed lands beyond the city walls, set sail on the raging seas, and learn their destiny from divine oracles.

Cards: 249 Prerelease Events: September 21-22, 2013 Release Date: September 27, 2013 Magic Online Release: October 7, 2013 Game Day: October 19-20, 2013

New Abilitys

Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Devotion (Each {M} in the mana costs of permanents you control counts toward your devotion to {X-Color}.)

Monstrosity # (If this creature isn't monstrous, put # +1/+1 counters on it and it becomes monstrous.)
Heroic (Whenever you cast a spell that targets this creature, do ....)

Check out the set preview party. 



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