Tue, 14 December 2010
There you guys are! I've been looking everywhere for you! Where have you been for the last 4 months? I've had this decklist and discussion ready to go all this time. Geez, so much for loyalty in readership.
Okay, you got me. I primarily worked on these 60 Card Challenge posts at work during lunch and breaks. Then work picked up and ran, and my computer got co-opted for use on the production floor, so I wasn't able to do it there anymore. And when I got home the last thing I wanted to do was sit in front of a computer again.
But now I'm unemployed and have nothing but time on my hands, so here I am to start writing again! In my time thus far without a job, I've been watching lots of movies, and I just watched the one that originally inspired this next deck. In 2003, Ang Lee released a masterpiece, his take on Marvel's Green Goliath, Hulk. When I saw Hulk pick up a tank by the turret, spin around, and let it go hammer throw style, I knew I had to do that for myself. After throwing my back out and spending a while in the hospital with gamma radiation poisoning, I decided perhaps an exact duplication wasn't such a good idea. So I turned to Magic, and thus was born the Chuck Deck!
Okay, you got me again. There's no way this cinematic bucket of fail inspired anything other than an early bowel movement. The only good things about that movie, other than the one action sequence where Hulk chucks the tank, were the casting of the Ross family (Jennifer Connelly and Sam Elliot – holy crap!) and Lou Ferrigno's cameo. The 2008 version was superior in almost every way (except the casting of Betty Ross – Liv Tyler can't hold a candle to the aforementioned Connelly).
The real inspiration for the deck, as far as I can remember anyway, was my friend Corey's Sneak Attack deck. He would Sneak out something terrifying, like you're supposed to, then he would use Fling to get double duty out of his poor doomed creature. Since I wasn't playing back during Stronghold, I had never seen Fling before, and I was impressed. I started trying to come up with ways to maximize the usefulness of Fling without just making my own Sneak Attack deck (that and I couldn't afford a set of them at the time, I was a broke college student). The deck has come a long way from its original incarnation. If you'd like to see it, check it out at Cardshark, coming to you all the way from 2005! http://www.cardshark.com/Articles/Magic-the-Gathering/Chewie!-Slate/CardShark-Content/View-Article/3648
But that's not where we're starting now. Here's the decklist as it stood before I did work for the 60 Card Challenge.
Chuck! Creatures 3 Bloodshot Cyclops 3 Bloodmark Mentor 3 Thunderblust 2 Ball Lightning 2 Blistering Firecat 2 Spitebellows 3 Torpid Moloch 2 Firemaw Kavu 2 Kiki-Jiki, Mirror Breaker 1 Homura, Human Ascendant 1 Brion Stoutarm
Noncreatures 3 Soul's Fire 2 Fling 2 Grab the Reins 2 Grafted Wargear 2 Rage Reflection 1 Elemental Appeal 1 In the Web of War 4 Seething Song
Land 17 Mountain 4 Boros Garrison 2 Valakut, the Molten Pinnacle
Compared to the older decklist on Cardshark, I notice I've gone more heavily into the theme at the expense of utility. Huh. But that's not what I'm here to talk about! As far as what the deck does, it's pretty straightforward. I play creatures with a high power-to-cost ratio and then I toss them at my opponents. Ball Lightning and Blistering Firecat are the poster children for this. Elemental Appeal is another one that has the possibility of being super huge in the late game. Torpid Moloch is a good early drop, plus he can do a wonderful impression of a Lightning Bolt when necessary. Thunderblust is great because it won't die at end of turn and I can get two uses out of it. Speaking of double usage, Spitebellows is another great addition. I can Evoke it at half price, then respond to the sacrifice trigger by chucking it, doing six damage from the chuck and six damage from its ability. Or I can just play it at normal cost so it'll sit there until I need it, then get the double damage for chucking it. Firemaw Kavu gets triple usage if I chuck it, but sadly it costs way too much to have more than two copies.
Of course, the Bloodshot Cyclops is the centerpiece of the deck. As I said way back in that Cardshark article – in the Chuck deck, he's Chuck. Backing him up are Fling, Grab the Reins, and Brion Stoutarm, who has the added bonus of Lifelink. The latest addition is the Fling-less Fling, Soul's Fire. For just a single mana more, you get to keep your creature! It's amazing!
When Magic 2010 changed the way combat worked, this deck took a major nosedive. No longer could I assign damage from a blocked Ball Lightning, then chuck it at someone's face for double the damage. I had almost given up hope when I realized I could give everyone first strike with a two-cost goblin. Thanks to Duels of the Planeswalkers on the Xbox Live Arcade for reminding me of this little dude. To really break things open in the late game, I added in some Rage Reflection for double strike to make my hasty beaters even more terrifying. Of course, this doesn't completely bring the deck back to its former power level, but nothing ever will. So why cry about it? Evolve or die, right?
Kiki-Jiki allows for some great trickiness. Why attack with a single Ball Lightning when I can attack with a pair? If nothing else, I can copy the Bloodshot Cyclops and have it chuck itself at an opponent or creature before my turn starts. Homura is there to be chucked and make all my guys pseudo-Shivans. Definitely a bargain at six mana. In the Web of War is another singleton that is just too good to not have in here. All my swing-and-die guys get a power pump! And there's Grafted Wargear, which is really just a free boost to chuck damage. Play a Ball Lightning, equip for free, and swing for nine damage! Then Fling it at an opponent for nine more! Yay! Oh no, I have to sacrifice the creature if it becomes unattached? Big deal, the only ones I'll attach it to are the ones that are destined to die anyway! Ha!
So what did I end up doing to this 64 card deck? First off, I wasn't happy with the mana base. The set of Boros Garrison was there purely for Brion Stoutarm, but the two never seemed to come out at the same time. Well that's an easy enough fix. While I'm looking at the lands, I wasn't happy with the Valakut pair. I originally wanted them in for some late game creature control, but I found a deck better suited to a pair of Valakut, so they had to come out. Of course, I recently realized I have three others in my binder (no idea how) so they might make their way back to the deck after some more playing. Either way, five Mountains replaced the six removed lands to bring the land count back to the base of 22, the number all my decks reverted to during the 60 Card Challenge. I'll see how they run from there and adjust as needed for each one of course.
But that's only two cards down. I keep looking at Torpid Moloch. He's excellent to have on the first three turns or so, but after that he becomes somewhat silly. Sure he's great if I can get him out on the first turn and then chuck him at a blocker once he's useless, but is he really worth the slot in the deck? I don't think so. So out they come, and now I'm five cards down.
Now there's the matter of Seething Song. Don't get me wrong, I love Seething Song, I really do. But it seemed to me that EVERY time I drew it, it was either early in the game where it only did me a tiny bit of good, or late in the game when I was really hoping for a something else. And if the acceleration isn't accelerating, then it needs to be removed, which is exactly what I did. But now we're nine cards down, and I need to find something else to go in.
First off, I finally tracked down another copy of Soul's Fire, so that has to go right in. The loss of the extra Chuck (Brion Stoutarm) means I should probably put another Fling back in to maximize the creature-tossing. For the last hole, I wanted something I could recur that would have some effect on the board. I had just recently acquired a Magma Phoenix, and it fit that bill wonderfully. I can chuck it at an opponent or a larger creature and the big Pyroclasm will do even more damage, wiping out anything with a toughness of three or less. The deck has a bit of a problem with swarms of small creatures, so this will help out a little bit. And if I need to I can always bring it back for more board-wiping fun! I also realized the deck had absolutely no acceleration or deck-thinning of any sort. So to help that out a bit, I dug up a pair of Chartooth Cougars for just that purpose. Plus they can attack and block and have firebreathing, which goes so well with Fling and its ilk.
As usual, here's a concise retelling of the changes made:
-4 Boros Garrison -1 Brion Stoutarm -2 Valakut, the Molten Pinnacle +5 Mountain -3 Torpid Moloch -4 Seething Song +1 Soul's Fire +1 Fling +1 Magma Phoenix
And the deck in its full finished state can be found right here:
Chuck! Creatures 3 Bloodshot Cyclops 3 Bloodmark Mentor 3 Thunderblust 2 Ball Lightning 2 Blistering Firecat 2 Spitebellows 2 Firemaw Kavu 2 Kiki-Jiki, Mirror Breaker 2 Chartooth Cougar 1 Magma Phoenix 1 Homura, Human Ascendant
Noncreatures 4 Soul's Fire 3 Fling 2 Grab the Reins 2 Grafted Wargear 2 Rage Reflection 1 Elemental Appeal 1 In the Web of War
Land 22 Mountain
So now comes the final analysis. I noticed that my white splash was completely silly, so I took it out. In a deck with this many red mana symbols, trying to splash one white card just wasn't worth it to me. Of course I'm going to miss the life gain, so it's possible that an artifact source of life gain might come in at some point. I was thinking maybe Loxodon Warhammer, but that's too expensive. There's always Basilisk Collar, but I don't have any more of those past the ones in my previously-written-about Sgt. Chewie's Howling Commandos deck. There are other possibilities that could help the deck in a variety of ways. Elixir of Immortality can gain some life and reuse all my one-shot spells. Angelheart Vial can gain some life and draw cards, two things that Red usually doesn't do so well. Paradise Plume can gain some life and get the deck ahead on mana. Let me know if you, dear readers, think any of these are decent ideas.
Then there's the matter of the recently-discovered copies of Valakut, the Molten Pinnacle in my binder. I think they might return to the deck since they only have the very minor downside of entering the battlefield tapped, yet their upside in the late game is staggering. If I don't have any other uses for them, they might go back in after I post this.
I'm also still unsure about the lack of true acceleration. One-shot acceleration just doesn't do much for me, which is why Seething Songs and Dark Rituals are missing from virtually all my decks. There's really no long-term acceleration in red. There are cards like Wayfarer's Bauble and Solemn Simulacrum that would definitely help though. The problem that always comes is that in order to have these boons like life gain or mana acceleration is that something else must be cut to make room. But that's what this whole 60 Card Challenge is all about!
I hope you all enjoyed my return to the blogosphere. Again, if any of you reading this have any ideas then please feel free to let me know. I'm always up for suggestions.
Category: 60 Card Challenge
-- posted at: 3:16am EDT
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Wed, 4 August 2010
Attention! Listen up, rookie! You have just been dropped into the latest 60 Card Challenge of the Dominarian Armed Forces! I am going to whip you into shape or you'll die trying! You hear me maggot?!?!
You goldbricks have it easy these days! Back in my day we didn't have such amazing leadership! If you wanted to be inspired to do better in battle, you had to wait for the angels to belt out a Glorious Anthem or go on a Crusade! That's not even military! Back then, the army was more of a militia, real men working to keep back the goblin horde or fend off those prissy little elvish buggers. We used whatever we could find on our way to each hard-fought victory.
And then came the Onslaught. By the gods those were great days. The first of the Daru Warchiefs stepped up then, infusing all of us soldiers with a sort of holy strength. There were Mobilizations going on all over the place, keeping us ever vigilant and increasing our numbers. The Aven Brigadier took command, but he was partial to his fellow Aven. The really great thing was the formation of the Catapult Squads under the Catapult Masters. They were able to take out enemies at extreme long range, removing threats before they were close enough to hurt us.
Other places had other attempts at military organization as well. Over on Mirrodin, the Auriok Steelshapers could outfit their armies with better equipment, but without the better equipment he was basically useless. In the time of the Coldsnap, after the great Ice Age, the Field Marshals taught combat tactics, allowing their soldiers to take out their enemies before taking a single hit. During the chaos of the Time Spiral, Benalish Commanders stuck in time somehow managed to call in more recruits. They didn't so much make their troops better as much as they used those troops to make themselves better, but they were still effective leaders.
Then came what's now known as the M10 Age. Rhox Pikemasters came up from the southern regions to share their skill with the long-handled blade. Veteran Armorsmiths and Swordsmiths offered us tempered steel to strengthen our armor plates and sharpen our dulled blades. But then came the saving grace for soldiers everywhere. The Watch. More specifically, the Captain of the Watch. The one I met was a woman, but don't let that fool you. Everywhere she went, she was accompanied by her three-man retinue of guards. Without her, they were pretty useless except to help out the Catapult Squads, but when they were by her side, they were vicious. In fact, all of us felt more powerful by her side. We never feared a counterattack, because not only did she see everything on the battlefield, but she somehow made us see it all too, keeping us ever vigilant.
But you maggots didn't come here for a history lesson, did you? No, you wanted to fight! Some of you might think you're tough, and some of you might actually be tough. Some of you just joined so you could stab goblins without getting in trouble! But you're not all going to make it! To give you a taste of the trials to come, you're going to sit in as the higher-ups take our best unit, Sgt. Chewie's Howling Commandos, and make some improvements! Let's take a look at the unit as it stands now before anyone gets cut:
Sgt. Chewie's Howling Commandos
Land (23)
2 Secluded Steppe
21 Plains
Creatures (27)
4 Captain of the Watch
3 Daru Warchief
4 Catapult Squad
2 Catapult Master
3 Knight-Captain of Eos
2 Stormfront Riders
2 Benalish Commander
1 Field Marshal
1 Darien, King of Kjeldor
2 Patrol Signaler
1 Gustcloak Savior
1 Intrepid Hero
1 Frontline Strategist
Noncreatures (13)
2 Mobilization
1 Cenn's Enlistment
2 Spirit Loop
2 Prismatic Strands
2 Disenchant
2 Unified Strike
2 Roar of the Kha
As you can see if you've got any sort of strategic mind at all, this is a well-oiled combat machine. The Commandos have Captains of the Watch, Daru Warchiefs, and even a Field Marshal to make them all more effective fighters. There's even a highly experienced Frontline Strategist, who can turn even the most terrible battle into an amazing rout.
They are fully capable of calling in reinforcements of any sort for any reason. Knight-captains have a small retinue of soldiers, Stormfront Riders drop off a soldier every time they blink out existence, and Benalish Commanders can reach through time to recruit. If Kithkin are needed, the Patrol Signalers can bring in more, or we can rely on the Cenn's Enlistment procedures. Darien, King of Kjeldor has his own army that he is more than willing to send in for assistance. And if all else fails, there's the old standby of calling for a Mobilization of the troops.
But the real stars of this unit are the Catapult Squads and their Masters. The sheer number of reinforcements leads to a veritable barrage of catapult fire for any potential attackers. The Patrol Signalers can also help out here, lending a hand to the Catapult Squad and then signaling for more troops. There's even a Gustcloak Savior attached to the unit, specifically for helping the troops draw an enemy into range, vanish (leaving the enemy in the open and confused), and man the catapults to knock it down. The troops are capable of staging a Unified Strike to take down attacking enemies, using the unique Prismatic Strands to protect themselves, project a Roar of the Kha to give them more strength and abilities, and even utilize a Spirit Loop to keep themselves in the battle.
But an army that doesn't change is an army that doesn't win! We can't just stagnate! Our enemies are constantly trying to adapt to our tactics, so we should change those tactics to further thwart them! Let's see what the brass has in store! That's our Field Marshal talking now, and the Frontline Strategist is across from him.
"We need to take the Nomads' Assembly into consideration! Those Kor are highly skilled and vicious in battle. They have agreed to match the number of troops on the battlefield, and there are always two waves of the assembly! And while we're discussing the Kor, don't forget the recently signed Conqueror's Pledge, which guarantees us at least a small number of Kor soldiers!"
"Personally, I think we have too many of those Knight-Captains of Eos. The third one that came in a while back just isn't pulling his weight with the other two already there. I think he should be transferred to a new unit where his skills can actually be put to use."
"And if you'll notice, that so-called Intrepid Hero has been less than spectacular. He shouldn't even be a soldier, but more of a lone warrior type of thing, since he very rarely works with the rest of the unit anyway. I move to have both him and the extra Knight-Captain stationed at the training facility to share their talents with new recruits. Now, what about tactical changes?"
"I think the use of the Unified Strike is outdated and predictable. Our enemies have come to expect it and can use it against us. Perhaps if we want to remove enemy threats we should move towards using the latest magical technology of Oblivion Rings. They're able to handle more diverse threats and can take out those powerful Planeswalkers we've encountered from time to time."
"I see your point, but surely having more troops at our disposal makes the Unified Strike more effective. I don't think we should abandon it so easily. Perhaps if we instruct the troops to use the O-Rings for a while and see how they fare compared to the tried-and-true Strike, we can get a better idea of which is more effective and adapt our strategies accordingly."
"No, the Unified Strike is still a very narrow tactic that only works in certain situations, while there is always a use for a well-timed Oblivion Ring. Just because we can pull off a Unified Strike more easily does not change the fact that it just isn't versatile. Let's switch over to the O-Rings, and if by some miracle a Strike would be a better tactic, we'll revise later. Now, I have this piece of equipment recently recovered from some ruins in Zendikar. As far as we can tell, it's a Basilisk Collar, which increases both the life expectancy and deadliness of the wearer. I think we should integrate this with the use of the Spirit Loop to study the effects. How about splitting the use of both right down the middle?"
"Agreed. It performs the same function and adds something extra without losing any real value, so let's do it. I also think that, since his passing, using the Roar of the Kha is having the opposite effect on the troops. And since it's not as effective as we'd like, I suggest we just stop using it. If such a time comes that we feel like we need it again, we can always reintegrate it. Is that good enough for now?"
"I think it is. Let's hit the mess tent. Let's remind the new recruits here about the full changes made to the unit before we eat."
+1 Nomad's Assembly
+1 Conqueror's Pledge
-1 Intrepid Hero
-1 Knight-Captain of Eos
-2 Unified Strike
+2 Oblivion Ring
-1 Spirit Loop
+1 Basilisk Collar
-2 Roar of the Kha
-1 Plains
Sgt. Chewie's Howling Commandos
Land (22)
2 Secluded Steppe
20 Plains
Creatures (25)
4 Captain of the Watch
3 Daru Warchief
4 Catapult Squad
2 Catapult Master
2 Knight-Captain of Eos
2 Stormfront Riders
2 Benalish Commander
1 Field Marshal
1 Darien, King of Kjeldor
2 Patrol Signaler
1 Gustcloak Savior
1 Frontline Strategist
Noncreatures (13)
2 Mobilization
1 Conqueror's Pledge
1 Nomads' Assembly
1 Cenn's Enlistment
1 Basilisk Collar
1 Spirit Loop
2 Oblivion Ring
2 Prismatic Strands
2 Disenchant
There you have it, maggots! I hope you took something from this little discussion! If you didn't, then you're not gonna last long here in the Dominarian Armed Forces! You should have figured out some strategy! They found an artifact that does everything one of the standard issue enchantments can do and then some, so they're going to integrate it into battle. If there's a gain in abilities without a loss somewhere else, and cost isn't an issue, then that's a fine strategic move. Also, even though there will be more soldiers available to perform a Unified Strike, a narrow maneuver is still a narrow maneuver no matter how easy it might be to pull off. If an Oblivion Ring is more useful on a broad scale, then that's what should be used. And finally, men and even tactics that aren't pulling their weight or aren't as useful as hoped for should be dismissed! If having the third Knight-Captain of Eos in the unit is a waste of resources then let's shuffle him off to a place where he can serve the most good.
And that's just what we'll do with any of you maggots that prove to be a waste of space! Lesson over, now drop and give me twenty!
Category: 60 Card Challenge
-- posted at: 10:44am EDT
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Thu, 8 July 2010
Chewie here again, this time with a deck I actually did something to. I've mentioned my multiplayer discard deck several times, whether it be in articles or on the show. It's one of my oldest deck ideas, and the basic tenets haven't changed since I first came up with the idea. But before I go into any sort of detail, here's the list (complete with made-up impressive sounding deck name that's never been used before):
The Mountains of Madness Land (22) 12 Swamp 3 Island 2 Tainted Isle 1 Creeping Tar Pit 2 Mikokoro, Center of the Sea 2 Dimir Aqueduct
Creatures (19) 4 Abyssal Nocturnus 4 Lore Broker 4 Screeching Buzzard 4 Solemn Simulacrum 1 Magus of the Jar 1 Nihilith 1 Myojin of Night's Reach
Noncreatures (23) 4 Megrim 1 Words of Waste 1 Debtor's Knell 1 Oversold Cemetery 2 Howling Mine 1 Memory Jar 1 Well of Knowledge 2 Time Spiral 2 Ill-Gotten Gains 1 Windfall 1 Prosperity 1 Bribery 3 Wheel and Deal 2 Evacuation
So the idea is pretty simple. Keep cards in everyone's hand, play a Megrim, then make everyone discard their hands. This used to be a lot harder, trust me. Let's go through some of the key cards. Megrim is the main kill condition. Each card discarded means 2 damage. Ideally, I only have to make each person discard 10 cards to win. And of course, I have a full crapload of ways to fill (and then empty) hands. Howling Mine gives an extra card a turn. Mikikoro can draw everyone an extra card when I have some leftover mana. The Well of Knowledge can draw anyone an extra card when they have some leftover mana. Time Spiral gives everyone a full hand and gives me plenty of mana to play with after casting it. Windfall and Ill-gotten gains give me a full-hand discard AND puts cards back in their hand so they can discard more! The various Jar-related guys give me a slightly dirty way to win out of nowhere. However, Wheel and Deal is by far the easiest way to just say "I win, let's play another one." And for the extreme late game, there's the Myojin of Night's Reach.
But I'm not JUST out to win with massive discard all at once. Lore Broker gives me the chance to inflict some serious chip damage, as does Words of Waste. The Abyssal Nocturnus gets seriously big really quickly, and he gets evasion to punch through. Nihilith is another big guy who comes out pretty quickly and can evade his way into someone's face. The Screeching Buzzard is primarily a deterrent to keep people from swinging at me, which actually works better than you might think.
And finally, some assorted other. Creeping Tar Pits are great for sneaking in the last few points of damage when my Megrim gets destroyed. Solemn Simulacrum helps smooth out some draws and can profitably chump block if necessary. Debtor's Knell and Oversold Cemetery let me reuse the few creatures I have. Evacuation functions as both a panic button to save my ass and a way to fill up everyone's hand for a coup de grace. Bribery is just cool, and since my creature count is kind of low I thought I'd throw it in. You know, for fun and profit.
Now as you can see, this deck is sitting pretty at 64 cards. So I need to somehow knock 4 cards out in order to reach my destination. But first, I want to add in some cards! I acquired 3 more Creeping Tar Pits, so they simply must go in. That's an easy fix though, I'll knock out the 2 conditional duals, the Tainted Isles and a Swamp and be good to go.
Still sitting at +4 cards. The first two choices were pretty simple, actually. I took out the singleton Bribery because I've started building EDH decks, and a single Bribery sounds just right for EDH. Prosperity is the next to go, because it just doesn't really do enough. I'm pretty sure it's a holdover from a time when I was still short one of the mass draw spells. That and to maximize its card drawing potential, I need to use up enough mana to not be able to cast one of the mass discard spells and actually capitalize on my opponents' full hands. The Well of Knowledge is something similar, as it just doesn't do enough on its own to warrant taking up a space in the deck. And since it's totally dependent on my opponents' willingness to pay to draw cards, it is entirely possible that it'll just sit there and do nothing. So out it comes.
Hey, we're down to +1 card! This one was both really tough, and stupidly easy. I could have gone with the Debtor's Knell or the Myojin, since they cost a million. I could have taken out the singleton Words of Waste or Nihilith. I don't even have the Geth's Grimiore to go with the Words anymore (but that's because I tried to stop being that guy), so it's not like it's living up to its full potential, but it's still good enough by itself to leave in for now. I almost tried taking out the Howling Mines, but then I remembered that they tend to take the heat off of me in the early game. Instead, I decided to take out the Memory Jar. Why you ask? Because even though I am a bit of a jerk, I'm a complete ass. The Memory Jar is just wrong. Sure it basically does the same thing as Windfall or Ill-Gotten Gains, but it's going to knock out 7 cards almost every time for almost every player. There's a reason it's as infamous as it is, you know? I left in the Magus of the Jar because at least then they have a have a turn to either kill him off or prepare for the worst. Sometimes being civil is more important than winning, you know?
Here's the full list of changes, in case you want it in an easily digestable format:
+3 Creeping Tar Pit -2 Tainted Isle -1 Swamp -1 Bribery -1 Prosperity -1 Well of Knowledge -1 Memory Jar
And here's the final list, just in case you wanted to see that too.
The Mountains of Madness Land (22) 11 Swamp 3 Island 4 Creeping Tar Pit 2 Mikokoro, Center of the Sea 2 Dimir Aqueduct
Creatures (19) 4 Abyssal Nocturnus 4 Lore Broker 4 Screeching Buzzard 4 Solemn Simulacrum 1 Magus of the Jar 1 Nihilith 1 Myojin of Night's Reach
Noncreatures (19) 4 Megrim 1 Words of Waste 1 Debtor's Knell 1 Oversold Cemetery 2 Howling Mine 2 Time Spiral 2 Ill-Gotten Gains 1 Windfall 3 Wheel and Deal 2 Evacuation
In an effort to have this be more than just a showcase of my decks, this final paragraph in each of these posts will be dedicated to larger lessons you should take away with you. Of course, lots of them are going to be the same, but hopefully you won't notice. Of course, when you only have 60 slots to work with and you're trying to craft a deck that can take down multiple opponents, every card has to pull its own weight. If there's a card that isn't worth it, get rid of it! Personal preference is also a factor. I don't want to be too much of a horrible prick (gameplay-wise, that is) so I removed the stuff I see as unfair and unfun. For those people who care more about winning than increasing the group's amount of fun (and there's nothing wrong with that, it's just not how my brain works), taking out the Memory Jar seems like a stupid choice. And for them, of course, it would be. And finally, when it comes to playing lots of multiplayer fun games, be sure to keep the big picture in mind. I don't mean to pay attention to what everyone is doing (that's a given), I'm talking the big picture that extends outside of this game. I have lots of decks built at all times. If I have a card in this deck, but it really doesn't do much here or would definitely be more effective in that deck over there, then there's no reason to hamstring that other deck just because this card is already in this one. Bribery would be most excellent in one of my EDH decks that contain blue, so I'm going to let it shine over there rather than leaving it here just because it's neat.
And of course, after I write this they reveal the new Megrim in M11, Lilliana's Caress. It's Megrim except it costs 1 less and instead of damage, which is more easily prevented or redirected, it causes loss of life. As soon as I get my hands on a any of these, they'll begin replacing the Megrims. It's entirely possible that something like the Words of Waste or maybe a Buzzard will come out to increase the number of cards with this effect, but I'll have to play it out a few times to see how it works.
Hope you enjoyed taking this look at my process. As always, any and all feedback, positive or negative, is welcome. Since I'll probably be doing a lot of these, please let me know what you liked and didn't like. You can comment right here or roll over to our forums at http://cardshark.freeforums.org. Thanks for reading and uh, go play some Magic!
Category: 60 Card Challenge
-- posted at: 10:37am EDT
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Thu, 1 July 2010
Hello again my faithful readers! This one's simple yet entertaining. When I started playing again around the time Onslaught came out, I noticed that Birds seemed to be a tribe they were pushing. This was cemented when I saw Aven Brigadier, who is just ridiculous with the various Bird Soldiers. But it wasn't until I saw the Judgement card Soulcatcher's Aerie that I was completely blown away. Every time a bird dies, ALL these other birds get bigger? HOLY CRAP! So I set to work building a Bird deck. The first one was just a bunch of big expensive awesome birds, a Brigadier, and a pair of Aeries. As the years have gone by, I've tweaked and changed and fixed and focused the deck. Here's the pre-60CC list:
Flock of Seagulls Land (22) 8 Plains 7 Island 2 Azorius Chancery 2 Coastal Tower 1 Sejiri Refuge 2 Seaside Haven
Creatures (30) 4 Soulcatcher 2 Courier Hawk 2 Keeper of the Nine Gales 2 Aven Riftwatcher 2 Jotun Owl Keeper 1 Lieutenant Kirtar 1 Pride of the Clouds 1 Emeria Angel 1 Commander Eesha 2 Aven Fisher 2 Aven Augur 2 Celestial Gatekeeper 2 Phantom Flock 2 Crookclaw Elder 1 Aven Brigadier 1 Windbrisk Raptor 2 Shoreline Ranger
Noncreatures (10) 4 Soulcatcher's Aerie 4 Battle Screech 2 Disenchant
Seaside Haven baby! The Soulcatcher makes an appearance all the way from Odyssey to keep watch over his Aerie. I have a few birds that can off themselves for the good of the flock, like Aven Augur, Lieutenant Kirtar and the Aven Riftwatchers. With a single counter on the Aerie, the Phantom Flock becomes impossible to kill with damage. I have a bit of a bird token generating subtheme rolling around in here too, what with the Owl Keeper, Pride of the Clouds, Emeria Angel, and the set of Battle Screeches. More small birds for cheap in the early game means more giant Serrakeet birds for cheap in the late game! The Keeper of the Nine Gales and Crookclaw Elder take advantage of my fairly ridiculous number of birds to do nifty things like bounce threats or refill my hand. And let's not forget the Windbrisk Raptor as a nice way to change the game in a single swing.
But you see, then I started opening packs from the Zendikar block. I nabbed a second Emeria Angel which of course MUST go in this deck. I also opened an Archon of Redemption. The more I looked at it, the more it spoke to me. It whispered to me of three counters on an Aerie and not paying for the third upkeep on an Owl Keeper, then playing a land with Emeria Angel out, then flashing back a Battle Screech. Such riches are more than even my considerable imagination could conjure, and I was weak in the knees. In that moment of weakness, I agreed to put this evil Archon in the deck where it clearly belonged. But only as a single, for multiples would surely bring about the end of days! *ahem* Sorry about that. What was I saying?
Oh yeah, I'm putting in new cards. The Pride of the Clouds makes bird tokens, but it has to be in my hand and it takes 4 mana BEFORE I draw for the turn! The Emeria Angel has to be on the battlefield and I have to play lands. Holy crap, I was gonna do that anyway! So an even 1-for-1 swap on those two seems fair to me. If this deck was more about a swarm of tiny birds, then the Pride could be absolutely amazing, but it's actually about making a swarm of huge birds, so it loses some value when I could just include another bird or a more efficient token-maker. I looked at the Soulcatcher next. There's a full set in there. I don't think a full set is really necessary, especially since I already have the full set of Aeries. And for some strange reason, I feel compelled to put the Archon in here. Not quite sure what that's about. so let's just do another swap there.
At this point, I'm still sitting at +2 cards. Let's see what's left. Disenchant! What good does that crap do? It does all kinds of good, the hell is wrong with you? What about...Courier Hawk? It's small and vigilant, which works really well with the Aerie later in the game, but it's a possibility. My favorite thing to do with Aven Fisher is sacrifice it to a Seaside Haven to draw two cards and bump up the rest of my birds, and even if I don't get to do that it still replaces itself when death comes for it. No, at this point I decided to knock off the Shoreline Rangers. The deck runs pretty well on 4 mana, so the islandcycling isn't as necessary as it was in previous incarnations. In other words, it's a holdover from the time I had a whole mess of 5 and 6 cost birds in the deck. With the smaller, sleeker creature the deck has become, the Rangers are unnecessary. They're still good, just not here.
As always (well, it will be always), here's the full list of changes:
+1 Emeria Angel -1 Pride of the Clouds +1 Archon of Redemption -1 Soulcatcher -2 Shoreline Ranger
And here's the final list, sitting right at 60 cards:
Flock of Seagulls Land (22) 8 Plains 7 Island 2 Azorius Chancery 2 Coastal Tower 1 Sejiri Refuge 2 Seaside Haven
Creatures (28) 3 Soulcatcher 2 Courier Hawk 2 Keeper of the Nine Gales 2 Aven Riftwatcher 2 Jotun Owl Keeper 1 Lieutenant Kirtar 2 Emeria Angel 1 Commander Eesha 2 Aven Fisher 2 Aven Augur 2 Celestial Gatekeeper 2 Phantom Flock 1 Archon of Redemption 2 Crookclaw Elder 1 Aven Brigadier 1 Windbrisk Raptor
Noncreatures (10) 4 Soulcatcher's Aerie 4 Battle Screech 2 Disenchant
So now for the educational part of this post. First off, keep an eye out for cards that do the same thing only better, like the Emeria Angel replacing the Pride here. Also, if you're like me, you keep decks for a long time and tweak and change them as new cards come out. Watch out for those cards that were required to make the deck run smoothly back in the day. Sometimes you just have to go back to first assumptions and take a good look at those cards that you just leave in there because they've always been there. Question everything! And that's not just a lesson in casual deckbuilding, that's a life lesson. But enough of all that. Hope you've enjoyed the little birdies. Thanks for reading and uh, go play some Magic.
Category: 60 Card Challenge
-- posted at: 12:44pm EDT
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Fri, 25 June 2010
Hello everyone, Chewie here. My taciturn cohost Dirk writes just like he podcasts. He doesn't say much, but what he does say speaks volumes. Here's what he wrote when I asked him to do a blog post for this green card: Definitely a green card with a very old green ability. Very efficient card that can destroy any deck that uses lots of enchantments. I think
it would be a very good sideboard card and I think it could see lots of play if the Umbras deck ever takes off. All in all, a very
good card that makes me happy to see competitive mass enchantment removal back in
green.
I mean really now, what else is there to say? Sure you could point out that the last time Green had this ability it was a sorcery and cost 3 mana. You could say that the last time this ability was an instant, it was in white and still cost 3 mana. No, not Patrician's Scorn, that has nonsense that goes along with it. I mean the last time a card just said "Destroy all enchantments" and that's it. You could say that Tranquility was always just too damned expensive and not quite useful enough. Back in the day the only thing you really had to worry about was the odd Unholy Strength or Pacifism. Nowadays you have Oblivion Ring and Journey to Nowhere that you can gleefully destroy to get back your fatty or awesome utility guy or Planeswalker. That seems pretty freakin' good to me, but why bother saying all that? It's basically implied already in Dirk's concise statement. Now, from a Casual Magic standpoint, you can definitely say a few more things. Dirk didn't say this explicitly because he didn't want us to notice, but a single copy of Back to Nature will completely screw his green enchantment deck. For that matter, it will utterly destroy my enchantment-heavy Words deck too. Everyone who plays casually knows someone with a deck that relies on enchantments to the point of being ridiculous. This card gives us all a cheap way to cripple that player, at instant speed, and for only 2 freakin' mana. Sounds like a good time to me. Just don't play it against my Words deck, okay?
Category: Previews
-- posted at: 12:00am EDT
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Thu, 24 June 2010
Thunder
roars unheard above the sounds of the battlefield. Lightning
flashes, momentarily illuminating a scene of intense combat through
the downpour. The invading army’s captain sat stoically on his
mount, keeping his veteran eye on the shadows of movement that told
him of his force’s progress against the keep. The battle was going
well for him, and the sounds of metal on metal had been gradually
decreasing as the defenders were put down. He turned down to the
commander of his advance units.
“Has there been word of
those that I ordered to proceed into the stronghold?” he asked,
slight irritation purposefully showing behind his otherwise flat
demeanor. He was not one to be kept waiting, and his troops knew
this.
“No sir,” was the reply, the commander respectfully
meeting the captain’s eyes, “but the conditions are making
reconnaissance nearly impossible. I have no reason to believe that
they have met anything but success. There is no one here whom we
fear.”
Pleased with the soldier’s earned bravado, the
captain returned his gaze to the skirmish. “Order in another two
units. I want information of what defenses the inner keep holds, if
any.” He laughed. “And I’m soaking wet, and I dislike the
sensation. See to it.”
The scouts went forward, following
the trail of the first troop around the most pitched fighting and
watching for hidden dangers. No enemy combatants waited in ambush,
but that only made them the more suspicious. Finally, they found the
wall of the keep and began to make their way around. The foremost
scout wordlessly commanded the others to stop upon seeing a large
shape looming in the darkness, but breathed a sigh of relief when he
realized that it was only a statue.
As the troop came forward,
the first scout started to move past the statue. As he did so, he
saw another shape, or rather a series of shapes. He drew his sword
at the sight of the other soldiers, preparing his men to cut them
down as they lay resting. They drew near, but at the last moment
another bolt of lightning revealed the scene of the first group of
scouts. None had survived. The second group stood in shock, certain
now of danger but not sure of what to guard against. Above them, the
statue stared down.
A few hours later, the captain was alone,
watching what he could from his vantage point. The defenders had
found a second wind with reinforcements from an unknown source. He
needed his men to rally to him, but the continuing storm hampered
communication. His men at the keep, the advance parties, were
unaccounted for. He believed that this was the reason he was alone,
as even his second-in-command feared the captain’s temper at its
height.
“Cowards,” he muttered to his steed, “afraid to
face my wrath for this failure. Where are they? Alonze, come to
me!” he shouted into the darkness. Only at hearing his own bellow
did the captain realize just how quiet the scene had become. He
heard a sound, like and unlike approaching footsteps, from the
direction of the battlefield. He stared at the dark in front of him,
willing it to reveal whether it was the forces of the enemy or his
own soldiers, but no one was in front of him for some distance. The
sound increased in intensity, and suddenly he was snatched off of his
horse and lifted impossibly into the air.
He let out a harsh
cry, but upon gazing up and seeing his captor, he began to laugh. It
was a long, hard laugh, coming out uncontrollably from the man who
was so close to victory and now so far from the ground. The sound
echoed off of the stone hide of the beast, almost seeming to become
louder to his own ears. The captain recognized his opponent’s true
forces at last, and knew that his failure had always been
inevitable.
Hey
there, Mana Pool friends and listeners. This is Brian, he of the
rambling. I’m here today to discuss one of the special preview
cards we were assigned from Magic 2011 in a bit more depth than we
could give on the show. The card, as you should hopefully be able to
tell from the narrative above, is Gargoyle Sentinel.
I’m
going to first go over the obvious uses and implications of this
card, both as a practical matter of analysis and then specific to
limited, which is the format where he is likely to see the most play
(in my humble opinion). Then, I will attempt to look at some aspects
of the card which lend themselves to more interesting application.
For more information on the flavor-tasticness of this card, be sure
to listen to the review that we give him on the show. I won’t
repeat it here, because I think it would really just be repetition of
my thoughts I said on the show. Plus, everybody loves the sound of
Chewie’s voice, am I right?
First of all, this guy is pretty
efficient. A 3/3 body (albeit with defender) for three mana is very
solid, usually only found in green. The fact that he is colorless
opens him up to all colors, most remarkably for the otherwise
creature-weak blue. The fact that he does have defender makes him
comparable to Ogre Sentry from Rise of the Eldrazi in red, which
costs one less but (1) is color-specific and (2) cannot itself lose
defender without help. The end result? Even if he never takes off,
the Sentinel is a pretty solid defender for his cost.
He can
take off, however, and therein lies the true potential. The Sentinel
is made for coming out early and having the beef to hold back the
opponent for some time. Don’t underestimate the relatively high
power for a defender; the ability to not just block but kill a fair
number of attackers is pretty significant. Once the ground is more
or less safe, he can join the races by adding his considerable weight
to the airborne offensive. The fact that he is an artifact limits
some of the removal that can be thrown at him, and protection from
artifacts is pretty rare, so there is a good chance he will connect.
If things become problematic, just keep him at home until it is most
efficient for him to go on the attack. Don’t forget that he can
also spread his wings to block an incoming aerial attacker (thanks,
Mike!).
In summation, for at least the purposes of sealed or
draft, Gargoyle Sentinel is pretty nice. His body is a great way to
dissuade the opponent from trying to attack, and his later-game
presence is something that the opponent will have to take into
consideration at the very least. Heck, even if the opponent has to
use a Lightning Bolt to clear him out, that’s a Lightning Bolt they
can’t use again! Overall, he seems decidedly solid to fairly
strong, depending on how efficient M11’s creatures are and how
aggressive the limited format proves to be. I’d strongly consider
playing him where possible unless he’s just simply
outclassed.
Finally, let’s get a little more interesting.
What other uses can Gargoyle Sentinel have? Well, he’s a Gargoyle,
so if you’ve been waiting to finish out your Wakestone Gargoyle
deck, here you go! Also, he’s an artifact, so he plays nicely with
Etherium Sculptor and friends from Esper. Speaking of Esper, try
this guy out with Skill Borrower; as long as Gargoyle Sentinel is the
top card of your library, you can send your Borrower to the skies.
For a version of this combo that does not require you to have the
Gargoyle on top of your library, combo with Experiment Kraj. Since
we’re focusing on the activated ability here, I feel obliged to
mention Training Grounds; this ability gets significantly better when
it costs 1 (2 less).
Of course, sometimes even just being a
defender has an upside. Check out Vent Sentinel (woo, Sentinels
unite!) for some damage and Overgrown Battlement for mana production
purposes. Don’t like getting beaten down by your opponents? Get
out a Gargoyle Sentinel and wait for your opponent to go to his
combat step (preferably with little or no mana open) and cast
Mirrorweave or Cytoshape.
That’s about all I can say about
Gargoyle Sentinel, a deceptively simple-looking card. Just remember
when you’re at the Magic 2011 prerelease or release events, that’s
probably not a bird, plane, or Superman up there. Just because it
doesn’t look like it can move… doesn’t mean it won’t eat
you.
Category: Previews
-- posted at: 11:36pm EDT
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Thu, 24 June 2010
You’re
going to read and hear comments running the entire length of the
spectrum from “best idea ever” to “kill me now” when it comes
to this card. I’ll go ahead and let you know now that I’m one of
the ones happy to see it.
I like counter-magic, but not in the
usual “to crush your enemies, see them driven before you, and to
hear the lamentations of their women” kind of way. I like it
because it’s a very versatile class of removal, balanced by the
need to apply careful thought in order to use it properly. When a
spell worth countering comes around, first of all you have to be
ready for it. You have to have the mana up. That means you need to
carefully consider how you spend the turn before it, thinking about
what benefit any threats you could play would add to your position
and how safe you already are against the opponent’s threats
currently on the table. Then you have to decide how dangerous the
spell is for you. Will it only be a temporary inconvenience or will
it set up a long-term problem? What could be following it based on
the mana the opponent still has open? I have more fun during a game
when I have more interesting choices to make that will really test my
skills as a player.
Anyway: about the card. Lots of decks
tap out nowadays. In my personal opinion, a play environment is at
its worst when there are too many decks that just go on autopilot.
Having Mana Leak around forces players to stop and think when there’s
1U up on the other side of the table. Is it there? Is it a bluff?
Is it a coincidence? How sad would I be in the long run if this play
or series of plays got nullified? Can I trick the opponent into
using it now so I can do what I really want later?
Besides the
interesting strategic choices it brings to the metagame, Mana Leak is
also just a good card. 3 is a lot to leave open at any given time in
the early and mid game, so most of the time it’s just a classic
Counterspell. Even if the opponent has 3 or more extra mana open,
you can use the leverage to screw up a multi-spell play that the
current spell is trying to open. But, of course, one of the best and
most powerful features of Mana Leak is the minimal colored mana
requirement. You can get the ease of play of something like a Negate
or Essence Scatter without the targeting restriction that might
randomly leave a dead card in your hand. With that versatility, you
can also just staple it into an existing deck that wouldn’t mind
having it around (I’m envisioning a situation where a removal
attempt on your Kiln Fiend turns into something hilarious).
There’s
tons more that can be said, but I’ll let you all have a go at it.
Please do comment, because we really appreciate all the feedback we
get from our audience.
Category: Previews
-- posted at: 8:02pm EDT
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Wed, 16 June 2010
Hello everyone, and welcome back to The Mana Pool’s little corner of the blogosphere. Chewie here, and we’re back on the 60 Card Challenge. The first step was to count up the cards in all my decks. This is nowhere as much fun as it sounds, and it doesn’t sound like any fun at all. During the course of this, I found a small handful of decks that already had the requisite 60 cards already. So I thought I’d go ahead and share some of those with you guys to get them out of the way. Since I’m going to be showing everyone the rest of my decks, I figured I’d show you all of them. I’m also going to attempt to come up with some nifty names for them that aren’t so utilitarian. No reason, just as a mental exercise and to jazz them up a bit.
I have two decks built around the Suspend mechanic from Time Spiral block. The first and foremost is basically mono-blue with a small red splash for Jhoira. Looking at it again, I’m considering changing it around some, but that’s not what this about. Here’s the list:
Suspension of Disbelief Land (21) 4 Terramorphic Expanse 3 Mountain 14 Island
Creatures (28) 3 Jhoira of the Ghitu 3 Riftwing Cloudskate 3 Errant Ephemeron 3 Chronozoa 3 Infiltrator il-Kor 1 Maelstrom Djinn 4 Aeon Chronicler 3 Deep-Sea Kraken 2 Timebender 3 Jhoira's Timebug
Noncreatures (11) 2 Paradox Haze 3 Ancestral Vision 3 Clockspinning 2 Reality Strobe 1 Time Stretch
It’s pretty simple. Lots of time counters, lots of things that manipulate time counters, and land. The Chronozoa and Maelstrom Djinn are fun with the time counter shenanigans, and the various suspended creatures can jump into play in a hurry. My personal favorite thing to do is use Jhoira to suspend an Aeon Chronicler for 4 extra card draws on the cheap. As far as changing it around, I might knock out a Jhoira and a Chronicler to finish the set of Ephemeron and Cloudskate, but I haven’t decided yet. Any thoughts?
If any of you have read my articles or listened to me ramble about my decks, you’ve heard of the Words Deck. A while back, I took all the green out of the Words deck to make room for blue, because a deck that wants to draw lots of cards really needs blue. But I really missed having the Words of Wilding in there to make lots of bears. I missed it so much that I made it a deck to call its own. Here it is:
Words of Wilding Land (22) 20 Forest 2 Oran-Rief the Vastwood
Creatures (23) 2 Hystrodon 2 Heartwood Storyteller 2 Regal Force 2 Skullmulcher 2 Kavu Climber 3 Wistful Selkie 2 Elvish Visionary 2 Magus of the Library 2 Maro 1 Overbeing of Myth 1 Primordial Sage 1 Masumaro, First to Live 1 Kamahl, Fist of Krosa
Noncreatures (15) 4 Words of Wilding 3 Harmonize 2 Sylvan Library 2 Snakeform 2 Overrun 2 Naturalize
As you can probably tell, it’s just a bunch of green card draw. Since it’s green, it’s mostly creature based. Play dudes, draw cards or make bears, swing for the win. The Maros and the Magus can take advantage of full hands. Skullmulcher can chow down on any spare bear tokens or pointless creatures like Elvish Visionary. Overrun and green Kamahl are win conditions (of course) since I should have a fair number of bear tokens wandering around. Snakeform is a funny little combat trick that gets me another card (or bear) in the process. Plus there's Oran-Rief for when I play a creature and make a bear, or make lots of bears, or whatever. I haven’t played it that many times, but every time that I have it has been a lot of fun. What do you think?
So there you have it. Two straightforward decks that were already sitting at 60 cards, submitted for your approval. Or amusement. Whatever. Hope you enjoyed, I’ll be back before too long with a deck that actually went through some changes. Thanks for reading and uh, go play some Magic!
Category: 60 Card Challenge
-- posted at: 9:48pm EDT
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Mon, 14 June 2010
Hello there everyone! Welcome to the first of the Mana Pool blog posts! That's right, you've listened to the podcast, now read the blog! Now how much would you pay? Whoa, the blogosphere makes me sound like a pitch man. Let's move on quickly.
Anyway, here's the deal. I thought I would chronicle my attempts at knocking all my many casual Magic decks down to 60 cards. Some background first! Since I basically play big round-table multiplayer free-for-all type games, I didn't so much care about sticking to the recommended 60 card minimum. If I had an idea for a deck, I wanted to run with it, number of cards be damned. I'd throw in 20 land and there was a deck ready to play!
Paradigm shift 1! As I matured a bit in my Magic-playing, I decided to impose a 64 card limit on myself so things didn't get too stupid. I also went back and upped every deck's land count to 22. Mana screw happened a LOT less after that, of course. In fact, in the context of our playgroup, 22 lands has become my golden standard, and it's still where I start with a deck today. I find I can draw out of any mana screw before it becomes a problem in a 4-6 person game.
Paradigm shift 2! At some point after that, I decided to knock my personal limit to 62 cards with 22 land. This made the decks I built after this revelation more consistent and less likely to fail miserably (Well, due to statistics. They still failed miserably due to construction sometimes.) Mathematics can be very persuasive. Not enough to make me move all the way down to 60, but I was getting there. Sometimes I'd get done with a deck and find that it was actually sitting at 60 cards. Sometimes I'd be happy with that, and sometimes I'd go dig out 2 more cards to add in. Like I said, big round-table multiplayer free-for-alls are more forgiving with my group of dorks.
Then the paradigm shifted yet again. I'm not sure when, but I noticed that my more recent decks were (mostly) 60 card affairs. Unlike the last two shifts, this one was not a conscious decision. It just sort of happened without me noticing. So one fateful day a few weeks ago, I signed up for Netflix. This gave me access to a truly stupid amount of crap to watch instantly on my Xbox 360. But I am not the kind of person who can just sit still and watch movies and whatnot. No no, I need something to DO while I'm watching movies and whatnot. I looked down at my Box o' Decks and knew what I must do. I would turn each and every one of these bloated 61-64 card decks into a lean, focused 60 card deck. Oh yes. I could sit there in my living room floor screwing around with Magic decks for literally HOURS, which meant my Netflix subscription could kick off in grand style.
And I decided to share that with all of you. I kept notes about what came out of each deck, and a quick flip through a deck will tell me plenty about other things that could have come out. Not only will this be a streamlining exercise, but hopefully it will give you (the readers) some insights into multiplayer deck building. Or at least it will give you a glimpse into the way my brain works. Of course, you'll also get a good long look at almost every one of my decks over the course of this odyssey, so perhaps you'll find some inspiration there. At the very least, it should be entertaining. I mean, you know how I am on the show (And if you don't then you should check it out. I mean you're here already. Really now.) and I have lots of articles on Cardshark.com, so hopefully it'll be fun. Stay tuned for the first deck soon!
Category: 60 Card Challenge
-- posted at: 7:44pm EDT
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Thu, 7 August 2008
Note: If you'd rather read this in a more familiar fashion, you can find it in a *.doc file located here: http://media.libsyn.com/media/themanapool/Sealed_Pools_and_Decks.doc
For Episode 41, I
opened a Sealed pool of cards, a Shadowmoor Tournament Pack and two
Eventide Booster Packs. Each host dork took this Sealed pool and
made a Sealed deck. Here is the original card pool.
Land:
Madblind Mountain (U)
Sunken Ruins (R)
White:
Kithkin Shielddare
Kithkin Zealot
Last Breath
Recumbent Bliss
Suture Spirit (U)
Windbrisk Raptor (R)
Blue:
Banishing Knack
Briarberry Cohort
Dream Thief
Ghastly Discovery
Oona's Grace
Prismwake Merrow
Put Away
Black:
Ashling, the Extinguisher (R)
Crowd of Cinders (U)
Disturbing Plot
Gloomlance
Merrow Bonegnawer
Rite of Consumption
Smoldering Butcher
Splitting Headache
Red:
Blookmark Mentor (U)
Bloodshed Fever
Hotheaded Giant
Inescapable Brute
Puncture Bolt
Smash to Smithereens
Green:
Bloom Tender (R)
Devoted Druid
Gleeful Sabotage
Nurturer Initiate
Phosphorescent Feast (U)
Tower Above (U)
Wickerbough Elder
Wildslayer Elves
Artifact:
Antler Skulkin
Chainbreaker
Hoof Skulkin
Lurebound Scarecrow (U)
Shell Skulkin
Black/White Hybrid:
Beckon Apparition
Bloodied Ghost (U)
Edge of the Divinity
Nightsky Mimic
Unmake
Red/White Hybrid:
Duergar Assailant
Duergar Hedge-Mage (U)
Fire at Will
Blue/White Hybrid:
Aethertow
Enchanted Evening (R)
Thoughtweft Gambit (U)
Turn to Mist
Green/White Hybrid:
Barkshell Blessing
Elvish Hexhunter
Safehold Elite
Safewright Quest
Black/Green Hybrid:
Quillspike (U)
Stalker Hag (U)
Blue/Black Hybrid:
Merrow Grimeblotter (U)
Blue/Green Hybrid:
Favor of the Overbeing
Grazing Kelpie
Shorecrasher Mimic
Slippery Bogle
Red/Green Hybrid:
Boggart Ram-Gang (U)
Loamdragger Giant
Morselhoarder
Mudbrawler Raiders
Tattermunge Duo
Tattermunge Witch (U)
Red/Black Hybrid:
Emberstrike Duo
Sootwalkers
Torrent of Souls (U)
Tyrannize (R)
And here are
the four decks that came from this endeavor. Note the differences
and, even though they're different colors, note the similarities.
Brian's Sealed
Deck, by converted mana cost
1 – Merrow Bonegnawer,
Nurturer Initiate, Elvish Hexhunter
2 – Bloom Tender, Devoted
Druid, Safehold Elite, Disturbing Plot, Gleeful Sabotage, Rite of
Consumption
3 – Quillspike, Stalker Hag,
Hoof Skulkin, Tower Above, Unmake
4 – Ashling the Extinguisher,
Crowd of Cinders, Soldering Butcher, Wickerbough Elder, Wildslayer
Elves
5 – Gloomlance, Torrent of
Souls
6 – Morselhoarder
7 – Loamdragger Giant
Land:
10x Forest
7x Swamp
Dirk’s
Sealed Deck, by color
Lands
9 Plains
7 Forests
Green
Bloom Tender
Tower Above
Wickerbough Elder
Wildslayer Elves
White
Kithkin Shielddare
Last Breath
Recumbent Bliss
Suture Spirit
Windbrisk Raptor
White/Black
Bloodied Ghost
Edge of the Divinity
Unmake
White/Red
Duergar Hedge-Mage
Fire at Will
White/Blue
Æthertow
Turn to Mist
White/Green
Safehold Elite
Safewright Quest
Green/Black
Stalker Hag
Green/Red
Boggart Ram-Gang
Loamdragger Giant
Morselhoarder
Green/Blue
Favor of the Overbeing
Slippery Bogle
Mike's
Sealed Deck, by color
Red:
Bloodmark Mentor
Puncture Bolt
Green:
Bloom Tender
Devoted Druid
Gleeful Sabotage
Nurturer Initiate
Tower Above
Wickerbough Elder
Wildslayer Elves
Artifact:
Chainbreaker
Hoof Skulkin
Lurebound Scarecrow
Red/White Hybrid:
Duergar Assailant
Green/White Hybrid:
Barkshell Blessing
Elvish Hexhunter
Safehold Elite
Black/Green Hybrid:
Quillspike
Blue/Green Hybrid:
Grazing Kelpie
Red/Green Hybrid:
Boggart Ram-Gang
Loamdragger Giant
Morselhoarder
Mudbrawler Raiders
Tattermunge Duo
Tattermunge Witch
Red/Black Hybrid:
Sootwalkers
Land:
11 Forest
6 Mountain
Chewie's
Sealed Deck, by card type
Creatures
Elvish Hexhunter
Kithkin Zealot
Suture Spirit
Safehold Elite
Nightsky Mimic
Devoted Druid
Quillspike
Bloodied Ghost
Duergar Hedge-Mage
Stalker Hag
Crowd of Cinders
Sootwalkers
Ashling, the Extinguisher
Smoldering Butcher
Windbrisk Raptor
Spells
Safewright Quest
Barkshell Blessing
Beckon Apparition
Last Breath
Fire at Will
Unmake
Recumbent Bliss
Aethertow
Gloomlance
Thoughtweft Gambit
Land
8 Plains
6 Swamp
3 Forest
As a second
exercise for this episode, I opened another Sealed pool, again a
Shadowmoor Tournament Pack and two Eventide Booster Packs, and we
constructed a deck live on the air. Here is that pool.
White
Recumbent Bliss
Cenn's Enlistment
Light from Within
Flickerwisp
Woeleecher
Safehold Sentry
Blue
Consign to Dream
Banishing Knack
Wilderness
Hypnotist
Deepchannel Mentor
Faerie Swarm
Put Away
Parapet Watchers
Briarberry Cohort
Black
Corrupt
Blowfly
Infestation
Polluted Bonds
Soul Reap
Merrow Bonegnawer
Creakwood Ghoul
Raven's Crime
Smolder Initiate
Aphotic Wisps
Sickle Ripper
Disturbing Plot
Red
Flame Jab
Duergar Cave-Guard
Hotheaded Giant
Smash to
Smithereens
Rustrazor Butcher
Blistering Dieflyn
Boggart Arsonists
Green
Savage Conception
Wickerbough Elder
Witherscale Wurm
Drove of Elves
Gloomwidow
Nurturer Initiate
Presence of Gond
White/Blue
Godhead of Awe
Aethertow
Turn to Mist
Blue/Black
River's Grasp
Memory Sluice
Black/Red
Spiteflame Witch
Cultbrand Cinder
Red/Green
Firespout
Loamdragger Giant
Giantbaiting
Mudbrawler Raiders
Morselhoarder
Green/White
Wilt-Leaf
Cavaliers
Elvish Hexhunter
Safewright Quest
Safehold Elite
Barkshell Blessing
White/Black
Nip Gwyllion
Unmake
Edge of Divinity
Blue/Red
Noggle
Bridgebreaker
Noggle Bandit
Stream Hopper
Mindwrack Liege
Noggle Hedge-Mage
Black/Green
Rendclaw Trow
Green/Blue
Slippery Bogle
Grazing Kelpie
Shorecrasher Mimic
Selkie Hedge-Mage
Artifact
Hook Skulkin
Fang Skulkin
Scrapbasket
Pili-Pala
Wingrattle
Scarecrow
Land
Moonring Island
And finally, here is the complete decklist, after much discussion,
discord, and decision. Sorted by card type then mana cost.
Land
9 Island
6 Forest
3 Mountain
Creatures
Stream Hopper
Elvish Hexhunter
Pili-Pala
Briarberry Cohort
Safehold Elite
Selkie Hedge-Mage
Noggle Hedge-Mage
Rendclaw Trow
Noggle Bandit
Faerie Swarm
Wickerbough Elder
Noggle Bridgebreaker
Godhead of Awe
Deepchannel Mentor
Mindwrack Liege
Noncreatures
Banishing Knack
Barkshell Blessing
Flame Jab
Consign to Dream
Giantbaiting
Presence of Gond
Firespout
Aethertow
Savage Conception
Category: general
-- posted at: 10:54pm EDT
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Thu, 29 May 2008

Pay no attention to the image on the right. This is NOT what we meant when we said that Brian created a Cube of Magic cards. Although that is pretty freakin' cool over there. Yeah, check that out. *Ahem* Here is the list of cards in Brian's cube, separated by color. Feel free to peruse and offer feedback and comments in the forums. The Cube episode was Episode 29 - To the Third Power (Cubed), and the link to the forum thread can be found here: http://cardshark.freeforums.org/episode-29-to-the-third-power-cubed-t180.html And for those of you who'd rather have a table than a list, here's where the Word file with the Cube is currently being held: http://media.libsyn.com/media/themanapool/Brians_Cube.doc
White
Exalted
Angel
Mageta
the Lion
Glory
Savannah
Lions
Blinking
Spirit
Divine
Presence
Second
Sunrise
Delaying
Shield
Pulse
of the Fields
Intervention
Pact
Pristine
Angel
Oracle’s
Attendants
Solar
Tide
Weathered
Bodyguards
Tivadar
of Thorn
Glarecaster
Akroma’s
Vengeance
Knight
of the Holy Nimbus
Charmed
Griffin
Heavy
Ballista
Crowd
Favorites
Gallantry
To
Arms!
Return
to Dust
Griffin
Guide
White
Knight
Eiganjo
Free-Riders
Samurai
of the Pale Curtain
Nagao,
Bound by Honor
Descendant
of Kiyomaro
Phantom
Flock
Mistral
Charger
Belfry
Spirit
Oathsworn
Giant
Mycologist
Calciderm
Mistmeadow
Skulk
Daru
Warchief
Slith
Ascendant
Whipcorder
Voice
of All
Silver
Knight
Ghostly
Prison
Unquestioned
Authority
Bathe
in Light
Wing
Shards
Swords
to Plowshares
Purge
Faith’s
Fetters
Test
of Faith
Oblivion
Ring
Genju
of the Fields
Blue
Great
Whale
Chronozoa
Fleeting
Image
Shapesharer
Volrath’s
Shapeshifter
Intruder
Alarm
Charisma
Juxtapose
Followed
Footsteps
Ertai’s
Meddling
Aeon
Chronicler
Quicksilver
Elemental
Quicksilver
Dragon
Spawnbroker
Vesuvan
Shapeshifter
Ambassador
Laquatus
Mischievous
Quanar
Psychic
Membrane
Puppeteer
Tinker
Pemmin’s
Aura
Telling
Time
Riftwing
Cloudskate
Standstill
Metamorphose
Circular
Logic
Chamber
of Manipulation
Covert
Operative
Fledgling
Mawcor
Foil
Eyes
of the Watcher
Hinder
Chain
of Vapor
Pongify
Master
of the Veil
Wash
Out
Zephid’s
Embrace
Plasma
Elemental
Reality
Strobe
Kajin
of the Vanishing Touch
Remand
Delay
Thought
Eater
Primoc
Escapee
Belltower
Sphinx
Graxiplon
Thieving
Magpie
Slith
Strider
Soratami
Savant
Merfolk
Looter
Jetting
Glasskite
Mistform
Shrieker
Black
Laquatus’s
Champion
Sutured
Ghoul
Sorceress
Queen
Chainer,
Dementia Master
Mindwarper
Vampiric
Tutor
Dregs
of Sorrow
Twilight’s
Call
Animate
Dead
Phyrexian
Arena
Phage
the Untouchable
Death
Cloud
Woebringer
Demon
Skeletal
Vampire
Beacon
of Unrest
Sengir
Vampire
Undead
Gladiator
Filth
Wall
of Souls
Dark
Ritual
Betrayal
of Flesh
Nezumi
Graverobber
Withered
Wretch
Zombie
Infestation
Simulacrum
Zombify
Shrouded
Lore
Enslave
Fallen
Ideal
Night’s
Whisper
Devour
in Shadow
Chainer’s
Edict
Cabal
Therapy
Razorjaw
Oni
Bottomless
Pit
Nantuko
Husk
Skull
Collector
Throat
Slitter
Hand
of Cruelty
Plagued
Rusalka
Infest
Ebon
Drake
Flayed
Nim
Slith
Bloodletter
Cabal
Executioner
Consume
Spirit
Terror
Knight
of Stromgald
Grotesque
Hybrid
Crypt
Rats
Phyrexian
Defiler
Phyrexian
Gargantua
Red
Shivan
Phoenix
Fledgling
Dragon
Crater
Hellion
Ashling
the Pilgrim
Starke
of Rath
Breaking
Point
Inferno
Bedlam
Starstorm
Final
Fortune
Jaya
Ballard, Task Mage
Hammerfist
Giant
Skarrgan
Firebird
Hamletback
Goliath
Bloodfire
Colossus
Sulfuric
Vortex
Decree
of Annihilation
Sudden
Shock
Goblin
Warchief
Flame
Javelin
Pyrohemia
Rough//Tumble
Chain
of Plasma
Oni
of Wild Places
Genju
of the Spires
Flame
Wave
Vulshok
Sorcerer
Frenetic
Raptor
Greater
Forgeling
Gempalm
Incinerator
Atog
Skirk
Volcanist
Shattering
Spree
Pain
Kami
Cleansing
Beam
Threaten
Anarchist
Blood
Rites
Captive
Flame
Scorched
Rusalka
Ridgetop
Raptor
Shaleskin
Bruiser
Snapping
Thragg
Mogg
Fanatic
Frenzied
Goblin
Carbonize
Magma
Jet
Slith
Firewalker
Custody
Battle
Prodigal
Pyromancer
Slice
and Dice
Flames
of the Blood Hand
Green
Kavu
Titan
Glissa
Sunseeker
Krosan
Cloudscraper
Molder
Slug
Thriss,
Nantuko Primus
Wild
Pair
Saproling
Burst
Natural
Affinity
Squall
Line
Nostalgic
Dreams
Timbermare
Plated
Slagwurm
Rite
of Passage
Ursapine
Gaea’s
Anthem
Tempting
Wurm
Ambush
Commander
Stand
Together
Deep
Reconnaissance
Centaur
Glade
Genju
of the Cedars
Lure
Time
of Need
Explosive
Vegetation
Primal
Boost
Chain
of Acid
Overrun
Might
of Old Krosa
Krosan
Grip
Harmonize
Creeping
Mold
Phantom
Wurm
Sporesower
Thallid
Deadwood
Treefolk
Nacatl
War-Pride
Psychotrope
Thallid
Nullmage
Shepherd
Gristleback
Indrik
Stomphowler
Trophy
Hunter
Scryb
Ranger
Imperiosaur
Brontotherium
Rooting
Kavu
Kavu
Chameleon
Brawn
Venomspout
Brackus
Slith
Predator
Hunted
Wumpus
Elven
Riders
Karstoderm
Krosan
Warchief
Artifact
Masticore
Thran
Golem
Darksteel
Colossus
Eater
of Days
Dupliant
Howling
Mine
Chimeric
Staff
Oblivion
Stone
Mesmeric
Orb
Crumbling
Sanctuary
Damping
Matrix
Whirling
Catapult
Engineered
Explosives
Culling
Scales
Liar’s
Pendulum
Gauntlet
of Power
Cloud
Key
Stuffy
Doll
Grafted
Wargear
Spawning
Pit
Darksteel
Brute
Skullclamp
Aether
Vial
Juggernaut
Arcbound
Slith
Myr
Retriever
Mourner’s
Shield
Ornithoper
Sun
Droplet
Mirror
Golem
Bottle
Gnomes
Cathodion
Mask
of Memory
Phyrexian
War Beast
Heartsone
Zuran
Orb
Black
Vise
Fodder
Cannon
Guardian
Idol
Ensouled
Scimitar
Gemstone
Array
Vulshok
Morningstar
Icy
Manipulator
Land
Kor
Haven
Academy
Ruins
Lake
of the Dead
Kher
Keeper
Desert
Svogthos,
the Restless Tomb
Blinkmoth
Well
Skarrg,
the Rage Pits
Duskmantle,
House of Shadow
Vitu-Ghazi,
the City Tree
Archaeological
Dig
Quicksand
Mirrodin’s
Core
Stalking
Stones
Terrain
Generator
Ancient
Tomb
Nantuko
Monastery
Barbarian
Ring
Centaur
Garden
Temple
of the False God
Multicolor
Shadowmage
Infiltrator
Simic
Sky Swallower
Vhati
il-Dal
Razia,
Boros Archangel
Stonebrown,
Krosan Hero
Autochthon
Wurm
Anthem
of Rakdos
Invoke
the Firemind
Aethermage’s
Touch
Death
Grasp
Guided
Passage
Fervent
Charge
Mistmeadow
Witch
Inkfathom
Infiltrator
Traitor’s
Roar
Tattermunge
Witch
Mercy
Killing
Terminate
Steel
of the Godhead
Helm
of the Ghastlord
Shield
of the Oversoul
Psychatog
Jagged
Poppet
Armadillo
Cloak
Watchwolf
Consume
Strength
Lightning
Helix
Plaxcaster
Frogling
Mortify
Putrefy
Fire//Ice
Simoon
Charging
Troll
Samite
Archer
Backlash
Urborg
Drake
Runes
of the Deus
Category: general
-- posted at: 11:24pm EDT
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Wed, 14 May 2008
Hey everybody! I just thought I'd let everyone know that there won't be a new episode of The Mana Pool for a week or so. Two of your hosts, including myself who is the one who does all the uploading and whatnot, are going on a week-long vacation to Walt Disney World. We're leaving tomorrow and I'll be back next Wednesday. Brian has a second bit of vacation after that, so he won't be back until the following Sunday.
If you've been enjoying the show, please go check out the forums. I have a small questionnaire posted there that I'd like as many of you as possible to answer. It's a series of questions involving some concerns I've had since I started doing the show several months ago. I'd like you guys to answer honestly and give me some real opinions. Once we get back, we're all going to go over all the answers we got and use those answers to shape the direction future episodes will take. Thanks a lot everyone!
Category: general
-- posted at: 10:25pm EDT
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