Tag Archives: mtg

New M:TG Abilities, part 1: Return to Ravnica

returntoravnica Return to Ravnica, one of the more recent Magic: the Gathering sets, includes five new keyword abilities printed on the cards, one for each of the five dual-color guilds featured in the set. Let’s take a moment and look at each of these abilities–you might find one you want to incorporate into a deck build of your own!

Ability Keyword

Associated Guild

Rules Text

More Info

Detain azorius_senate
Azorius
Senate
701.26a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated. Detain @ MTGSalvation Wiki
Scavenge golgariswarm
Golgari
Swarm
702.95a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counter equal to the power of the card you exiled on target creature. Activate this ability only any time you could cast a sorcery.” Scavenge @ MTGSalvation Wiki
Overload izzetleague
Izzet
League
702.94a Overload is a keyword that represents two static abilities: one that functions from any zone in which the spell with overload can be cast and another that functions while the card is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.'” Using the overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.

702.94b If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.

702.94c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”

Overload @ MTGSalvation Wiki
Unleash cult_of_rakdos
Cult of
Rakdos
702.96a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter the battlefield with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.” Unleash @ MTGSalvation Wiki
Populate selesnyaconclave

Selesnya
Conclave
701.27a To populate means to choose a creature token you control and put a token onto the battlefield that’s a copy of that creature token.

701.27b If you control no creature tokens when instructed to populate, you won’t put a token onto the battlefield.

Populate @ MTGSalvation Wiki

Which Keywords Are Right for You?

  • If you like to play control, Detain was tailor-made for you. Period. 😀
  • If you like to swing with big creatures, both Unleash and Scavenge are great mechanics for pumping up creatures’ power and toughness, albeit through very different means.
  • If you like to amass lots of little creatures very quickly, Populate will serve you well–just make sure you have one token to start off, and then let the Populating mechanic go wild!
  • If you like to play combos, or if you like big splashy game effects, Overload in all its various forms will give you great options for both early-game and late-game.

Storing My Magic Decks: A New Idea

Since my huge closet reorganization this past fall, I’ve been able to store most of my gaming collection in the closet, up out of the way of foot traffic and mishaps. But, for some odd reason, my Magic decks hadn’t made it onto the “gaming shelf” in my closet yet, and they were still rather vulnerable to being lost or damaged (more from me tripping over the briefcase than anything, lol).

mtgdeck_briefcase
This is how I had been storing my Magic deck boxes–I used to carry them to my local gaming shop in this giant silvery-metal briefcase, and they just kinda stayed in there when I wasn’t actively playing with them. The problem? This case was WAY too heavy to put on a closet shelf without bending or breaking it.

So, after a little thinking outside the box (literally), I remembered I had a three-drawer plastic organizer I bought a couple of years ago, which was as of the moment unused due to purging the items that had been stored within. (Walmart carries them.)

mtgdeck_organizer
I eyeballed its overall measurements (it’s about 13 inches wide and about 10 inches high) and the depth of the drawers (about 1 1/2 to 2 inches deep). It seemed like it would work for holding my Magic decks. And this way, I could organize them by type as well, putting my tribal creature decks in one drawer, my combo decks in another, etc.

Hauling my MTG briefcase into the room, I began to organize. A few minutes later, this was the result:

mtgdeckorg_full
The top drawer ended up being my tribal- and creature-based decks, the middle drawer became my combo deck drawer, and the bottom drawer held some overspill from the creature deck drawer. (LOL, I have a “few” creature decks…)

The two deck boxes sitting on top of the organizer were too big for the drawers–one is a larger-than-normal UltraPro MTG box, and the other is one of those deck boxes with a belt clip on the back (plus, it’s a huge box to begin with). All the other normal-MTG-size UltraPro boxes fit into the drawers just fine, lying on their broad sides.

With that finished, all that remained to do was to put the little drawer system into the closet, beside the rest of my gaming stuff, like so:

mtgdecks_incloset
Now I can access my Magic decks very easily, picking out which one I want to play by the organizing drawer system, and there’s room on the top of the organizer for storing my too-big-to-fit Magic decks, as well as any other Magic gaming supplies. All in all, I’m very happy with it!

So, if you’re looking for a way to both organize and protect your Magic decks, an organizer like this might just be the solution. I certainly won’t be tripping over my old Magic briefcase anymore!

Return to Ravnica: New Awesomeness in a Familiar Setting

Ravnica’s back with a new attitude in Magic: the Gathering’s newest block; this first set, called Return to Ravnica, features new mechanics (such as Overload), awesome creatures (like a one-drop Lifelink Cat and a creature-bouncing Bird), and plenty of spells to breathe new life into old decks.

This is only a small cross-section of what RtR has to offer, and all of these are cards I’d actually play–my personal focus is primarily on life-gain, creatures, and the colors of White and Green in general. But as with our first trip to Ravnica back in 2005, there’s something for everyone in this grand cityscape, and definitely something to please all MTG players!

Mono-Color Goodies

White


A one-drop Lifelink creature? AND it’s a Cat? AWESOME!

Two-drop double-striker…in white?! Can I have, like, 16 of these?

OK, now THIS is going in my White Enchantments deck.

Where have you been all my (gaming) life?!

Blue


The effect for 1 blue early-game is great–and the Overload cost gives you a late-game option, too!

This would be a hilarious card to Overload on late-game against a bunch of pumped-up tokens… xD

Black


For 4 mana, a great little creature that keeps you from decking out as well as keeping your life points safe while it’s on the field.

A cute little rat that can make a player ditch if you so choose–great for a Rat deck, or any Black deck that needs a little hand control.

Red


Imagine paying two mana to get rid of an army of 1/1 tokens…mwahaha.

Pay 1 mana to Oxidize, or pay 5 to get rid of my boyfriend’s entire Jinxed Choker deck. Sure, why not? (And the flavor text is LOL, too.)

Green


Fog the attack, AND have something to block with next turn, all for 2 mana. OKAY!

Good to play even for 2 mana early-game, when you just NEED mana that bad. Mid- to late-game, however…shenanigans. 😀

Awww yeah. Great for any deck that needs mana sources on other people’s turns…or if you just want to be free to Fog an attack.

Multi-Colored Awesomeness


All three options on this card are great for 2 mana. It’s like a Swiss Army knife for your deck.

Definitely getting this for my Green/White deck.

There’s a subtle option here–either place one counter each on two different creatures, or load one creature up with both counters. Nice!

While this is a little expensive, you do get a huge bonus for it–+3/+3 instead of the +1/+1 that Glorious Anthem and other such enchantments give.

So I get to bounce a creature back to my hand, saving it from lethal damage, AND I gain 2 life, all for 2 mana? WOOT!

7 life for 1 green and 1 white mana. I’ll take it. 😀

I like the first option best for 2 mana–a great way to pump up a little creature so it can punch through some defenses.

Creature control in the form of a 3/3 Bird, all for 4 mana. Not bad! Might need to add this to my Bird Soldier deck!

For 4 mana, a life-gain source AND a token source. AND it’s a Dryad. WANT. Want want want for my Green/White. 😀

This is absolutely hilarious. Just 3 mana gets you this stompy thing, and the populate ability is just thrown in there? AWESOME.

Great for building up token-heavy decks, or even just for generating creatures to block with if you have a token to start it off.

Combine Naturalize/Disenchant and a little populate action for the same cost, and it’s playable for White AND Green. A win-win!

Favorite New Basic-Land Art


Love the sunset-lit cityscape.

I like the hints of a misty rainbow on this Island.

Dank and dark, but with a few slivers and points of light scattered about.

Lots of emphasis on the skylines and steep mountainside cityscape.

Like a well-maintained tree garden, and yet…just a little wilder than that.

To view all the cards in this set, visit the Wizards.com RtR visual spoiler, where all these card images originally came from. Happy playing! 😀

Creature Types M:TG Should Try

Magic: the Gathering is literally riddled with creatures of all different types. Whether you like Horrors or Avatars, Angels or Demons, Vampires or Humans, Goblins, Beasts, or Wizards, you’re sure to find a creature type you like in Magic. (For instance, my favorite creature types are Angels, Walls, Treefolk, Dryads, and Clerics.)

But there are a few creature types for which I’ve seen little to no representation in Magic…and I’d kinda like to see them in print.

Forestwalk Plus: The “Deer” Creature Type

I love deer, and I’m not talking about venison; they are such peaceful and graceful creatures. Living deep within the forest as my family does, we see a lot of deer in the woods around the house–they seem to know it’s a safe place where they won’t be shot or hit by cars. But the most surprising thing about them is how well they can hide. I’ve often stared right at a deer in the middle of a group of trees, and not known it was there until it moved. (And yes, I was wearing my glasses at the time, LOL)

Thus, I came up with a conceptual mechanic called “Forestshade” to capture this ability for the “Deer” creature type (or any creature that can hide itself well). I believe this would set the Deer creatures apart from the rest of Green’s creatures.

Forestshade: If controller has a basic Forest in play, this creature has Hexproof and +0/+2.

Source for Sable Fawn art
Source for Soft-Footed Doe art
Source for Regal Stag art

The “Bounding” Mechanic: The “Rabbit” Creature Type

While there have been a few Rabbits (such as Zodiac Rabbit), there are not nearly enough bunnies in the game for my liking. All that cuteness in a little itty-bitty package? You could kill your opponent with cute overload! LOL

All joking aside, I have always liked rabbits for their speed and agility, as well as their cuteness. And, like the Deer, I sought to make M:TG Rabbits different enough from other similar Green creatures to warrant making a new creature type. So I created a mechanic called “bounding”, which I feel accurately captures how bunnies bounce around and evade capture like almost no other creature I’ve ever seen. (We had two pet bunnies when I was a kid, and one of them was an escape artist…’nuff said.)

Bounding: This creature is chosen to block, but evades the attack and is not damaged. Attack is considered blocked, but neither creature’s damage is dealt.

Source for Littlest Hare art
Source for Warren of Rabbits art

A Little Bit Like Slivers: The “Noble” Creature Type

I am aware that tribe-boosting “Lord” cards like Faerie Noble/Sprite Noble, Eladamri, Lord of Leaves, Kobold Overlord, and Lords of Atlantis and Lineage have been released before. But perhaps the concept of “royalty” could be taken in a new direction?

To give M:TG perhaps a little more medieval-fantasy flair, I thought about introducing a “Noble” creature type, plus several Noble sub-types. I think this could be a fun way to incorporate the political complexity of a traditional court within a game scenario. Something like the following, where each subtype boosts its own subtype and gets bonuses for a second subtype being played:

Source for Princess Adi art
Source for Titled Knight art

What’s Your Take?

Would you play any of these creature types or use any of these mechanics? Do they seem workable within the existing M:TG framework? Let me know in the comments!

All concept card images made with the help of Magic Set Editor. Great program if you like to create your own funny or concept cards!

Funniest Game Reversal Ever: “Prevent All Combat Damage”

From the first time I played a Magic game, I enjoyed running Fog, Holy Day, and Darkness. Why?

Because it is hilarious to watch someone swing all out for tons of combat damage and refute it all with one green, white, or black mana. The “prevent all combat damage” line has saved me time and again from certain doom, leaving me with just one turn to come back from the brink–and sometimes, that one turn is all I need.

I really enjoy running damage prevention and have made it a large part of my “style” in Magic: the Gathering. Since I run a lot of Green and White, I came across Fog and Holy Day early in my M:TG career (I only later found Darkness when I tried my hand at building a Black/White deck), and soon included at least two copies in every deck I built because I found it to be so useful.

In my humble opinion as an M:TG player, there are 3 reasons why running “prevent all combat damage” is an excellent choice for a Green, White, or Black deck.

Reason #1: Protection

When you run a longer-game deck (like most of the decks I build for casual play), stalling cards like Fog, Holy Day, and Darkness allow you to last one or two more turns so your deck can have a chance to go off. Especially when you’re playing against hyper-aggressive creature combat decks, these cards can provide you with one more turn to draw a Wrath of God/Day of Judgment, two more turns to put into play a Story Circle, or a turn to draw that last combo piece you’re missing.

Knowing I have a damage-prevention card in my hand is like a safety net or security blanket. I know that if all else fails and I’m about to lose this turn, I can possibly stave it off with one mana.

Reason #2: Mind Games

Imagine this scenario: I pretend to be weak and unable to play anything of import (except for leaving one green, white, or black mana open). Then, the hyper-aggressive opponent grows overconfident and strikes with full force, tapping all his/her creatures for combat. I play Fog/Holy Day/Darkness, and their full-strength strike is negated. Next turn, I counter-attack with nearly all my forces (I say “nearly” because I want to be able to block next time around), because in their haste to kill me, they left themselves completely undefended. Thus, I succeed in knocking their life points down by a good chunk.

Preventing all combat damage allows for these mind games, because you do look incapable and cornered, until they swing for lots of damage and you tap your last remaining land. (My boyfriend knows this very well now, and knows what I’m about to do when that last land gets tapped…LOL)

You can also leave one land untapped and one card in hand to fake an opponent out, so that they think you have a Fog/Holy Day/Darkness in hand when you really don’t. Believe me, it can work; it’s a psych-out move just like playing the actual card can be.

Reason #3: Board Control

I will admit, “preventing all combat damage” by itself is a stopgap move, a way to last just a little longer till your deck goes off. But if you add an Isochron Scepter…

…it becomes a board-control move. Suddenly, just by leaving 2 mana sources available every turn, you have a constant source of damage prevention. It may not completely save you against direct-damage decks, but for creature-combat decks, this reads “THE END.” Only your own player error or a good Disenchant/Shatter/Naturalize can wreck this.

I find this to be an excellent stall maneuver–with this combo, I no longer have to worry about combat damage, and I can focus on gaining back whatever life I lost before this combo hit the table. I can also frustrate the opponent and possibly force some player errors that wouldn’t normally have happened under regular conditions.

(Frustrating the opponent with a Teflon life total is just as much “board control” as it is “mind games;” you are subtly influencing how they play what they play, and as irritated as life-gain and damage prevention makes some players, they’re bound to start making mistakes. As the stall player, you can capitalize on that weakness as if it were a card on the field.)

Why Is This Funny?

Because it’s a less-expected way to win. Most M:TG players win by blatant control in-game, huge amounts of damage, or tricky combos; this, by contrast, involves subtle control/manipulation tactics outside the game, resistance to said damage, and simple but effective combos.

And because it’s unexpected, one can eke out a win, proving that ingenuity can triumph where brute force and “doing what everyone else does to win” doesn’t always work. I don’t know about you, but I find it hilarious and awesome when the perceived “underdog” wins…especially when that underdog is me. 😛

Quoth Your M:TG Friends, “I’ll Play You Nevermore”

Nevermore, from Innistrad, and its predecessor, Meddling Mage (from way back in Planeshift), are both great cards in tournaments, highly competitive, especially against combo decks that rely on specific cards. When you are able to flatly outlaw a card from being played, that gives your deck a chance to catch up or a chance to nip the opponent’s strategy in the bud.

But notice I said “good in tournaments;” these two cards are part of a very competitive strategy. That doesn’t mean these and other cards like them are good in casual play.

Or rather, cards like these are TOO GOOD for casual play. Playing this kind of card against your M:TG-playing friends, when you know their decks almost as well as you know yours, is an unfair advantage at best, and a complete friend-trouncing move at worst.

When Winning Takes the Place of Friendship in Your Life

Winning Magic games (or any other kind of game, for that matter) is fine–everybody likes to win, everybody likes to feel good about themselves. But when your wins start superseding your friendships and your relationships with other people, you need to rethink how dependent your self-worth is on winning.

I’ve played against literally dozens of people in Magic, and I find that the most fun I have is with people who aren’t playing just to win. When the opponent’s conversation consists entirely of their moves, or bragging about how well their deck is doing, I get impatient for the game to end. “Don’t you have anything else to talk about, any humanity at all?” I find myself wondering in these games. “Or are you just some soulless Magic beast who finds fun in trashing others?”

Unfortunately, for many competitive players, an obviously-one-sided game IS fun to them, while it’s not very much fun for the other player. The “competitive player” type I’m describing is the kind who just can’t snap out of the competitive mode even while playing “friendly” games. Thus, they bring their cutthroat attitude to a table where it is decidedly NOT welcome. They ruin casual games with their 5-turn-win optimized decks and then walk off, leaving the atmosphere of camaraderie in tatters. Who wants to play more Magic after being soundly whipped at it? Certainly not this girl.

The Consequences of Playing “Hardcore” Competitive Magic

Playing Nevermore, Meddling Mage, and other “game-changing” competitive cards can lead to unintended strife between Magic buddies, leading to an eventual loss of opponents to play against.

For instance, it’s gotten to the point where I don’t like playing against my own boyfriend’s Blue/White counter deck because of its Meddling Mages–if he drops one of those, I know he’ll outlaw one of the cards that makes my deck run, because he knows my decks so well. At that point, I might as well just give up, because my deck isn’t going to run the way I designed it to, and I don’t like being controlled like that. Magic is not fun for me when my strategy is rendered absolutely unplayable, and I’d wager other Magic players feel the same way sometimes.

Thankfully, my boyfriend understands how frustrated those kinds of cards make me, and he doesn’t play them all the time. Therein lies the difference, between a person who knows how to scale back his playing to a friendlier level, and people who wouldn’t know what a real “friendly” game was if it bit them in an uncomfortable bodily region.

When someone who has a “hardcore” Magic playing style shows up, casual players cringe. We know what we’re in for–we’re just going to have to lie back and think of England while they’re getting their jollies. We have to wait for them to be done so we can go on to something else that IS fun, with someone else who isn’t acting like a feminine cleaning product. I hate to put it in such blunt terms, but there it is; competitive Magic has its place, and it’s not in my living room nor in my recreation time.

And, once they’ve alienated the casual players in the play group, other competitive players will likely be next to go, as strategies get even more cutthroat and even more “uber-powerful.” Soon enough, nobody will bother even sitting down at the table across from them, because the ending is a foregone conclusion. I’ve seen it happen a few times, and heard of it happening even more times; playing too competitively and focusing on winning alone can and will destroy friendships and entire Magic playing groups over time.

Are You Addicted to Winning and Forgetting Your Friendships?

If you’re a competitive Magic player and have found your play group steadily dwindling, you might be unintentionally suffering from win addiction. Or, perhaps this article has proven to be more of a mirror than you ever expected. Ask yourself: is winning every single Magic game you sit down to really necessary to prove you’re a “pro?” Can you really not let go of competition long enough to just enjoy being with your friends and seeing their strategies work as well as your own?

If you can’t, then maybe you’re investing too much worth in your “pro” status, and less of your worth in the relationships you forge. Humans are social creatures, after all–this is why Magic: the Gathering succeeds the way it does. When you have no one to play against, the game loses much of its luster. Too many un-fun games, and you’ll find yourself out of opponents. No one wants to play a game they’re destined to lose, and no one wants to play against someone who can’t afford to lose a game.

I’m not saying that competitive Magic is “of the devil,” nor am I saying that competitive Magic should be excised completely from the game’s structure. It’s just that all the hardcore stuff has to be balanced with easier-going games, where the stakes aren’t driven up artificially high and the opponents are people who will go and get pizza together after this last round.

How to Recognize When Your Opponent is Not Having Fun

As a type of summary to this article, I provide two handy checklists (not entirely comedic, either). The first is for “reading” your opponent when you’re stomping them in a Magic game; the second is how to soften up your play and make it easier to bear, if not easier to win against.

You Know Your Opponent Is Not Having Fun When…

  • Their turns are quick: “Untap, upkeep, draw…pass.”
  • They aren’t talking unless you’re asking them something directly, when before the game they were talking animatedly.
  • There’s a certain glazed, dead look in their eyes, and their shoulders are as deeply hunched as if they want to disappear down into their chair.
  • The only time they look happy or excited is when someone outside the game asks them what they’re doing after they finish this game.
  • There are multiple player errors, done out of indifference rather than ignorance: “Oh, I just mistapped that land. Oh well.”
  • They haven’t looked you in the face since turn 2.
  • They finish your sentence when you play the final move that kills them–some, like me, might even add a bitter “Good” afterwards, such as “Yeah, yeah, I take 19 and that kills me. Good.”

If You See Any of These Signs…

  • Ask them what their strategy is about; if you’ve been stomping or controlling them, you probably haven’t seen their strategy at its best.
  • Actually listen to the answer, don’t just dismiss it as “inferior”.
  • Directly apologize if the game is clearly one-sided in your favor: “I shouldn’t have played this deck against you–sorry, this one’s my competitive deck.” This wins a lot of points with casual gamers, take it from me. It means you realize how much of a pain it’s been to play you.
  • If it’s truly a casual game, tell your opponent the key cards in your deck to beat; this makes you less of an uber-gamer and more human.
  • Take pressure off the current game by asking them what their favorite cards, colors, card art, creature abilities, etc. are. Talk Magic theory with them.Express interest in their trade collection. Super-competitive gamers playing casual gamers usually complete their conquest and leave like a man sneaking out after a one-night stand; staying around, even just for a few minutes to look at their tradebook, might help them get over the game and see you as a potential new friend.

Strategy Porting, part 3: Playing by Proxy

strategyporting3
As part 1 and part 2 of this gaming strategy series will attest, I’ve been trying to “port” in a strategy from the Yu-Gi-Oh! trading card game to Magic: the Gathering. This has not been an easy process, but I’m continuing to work on finding matching cards and strategies that will work within M:TG’s color wheel of White, Blue, Red, Black, and Green.

If you’re following this process, you inevitably reach a point where you know generally what you want in the deck and you’re ready for a test run. But before you start buying or trading for actual physical cards, you need to make sure the items you’re getting will actually end up in the deck. That’s why I suggest the following practice of proxying your deck-in-progress.

Testing Your Strategies with Proxies

Okay, okay, I know, “proxy” is a bad word to most “serious” (read: competitive) Magic players. But for those of us who don’t win Standard tournaments (and/or buy lots of cards) on a regular basis, using proxies can be remarkably effective at building and testing new decks. It lets you test the strategies first to see if they even work for your deck!

Paper Proxies

hedroncrab_proxy At their most low-tech, proxies can be as simple as cutting up a sheet of paper to make small slips that you can write the card name and effect on, like my craptastic Hedron Crab proxy at left. Paper-proxied decks (decks with paper copies of cards, whether it’s printed out or written out by hand) are generally not allowed in tournaments, but they are great for testing out your new deck in a casual setting.

(WARNING: don’t ever print high-quality proxies and try to sell them as the real card–you will definitely end up with mad customers, and possibly the game designers could sue you! I use proxies strictly for deck testing, and trust me, nobody wants my quick-made, scrawled-handwriting paper proxies. XD)

Virtual Proxies

If you don’t want to go the paper-and-pen route with your proxies, you can also build a virtual deck on a service like LackeyCCG, which is a free program you can use to build decks and test against a “dummy player,” or even a real online player if you wish. (Be warned, it’s a jungle of occasionally mean competitive players out there!)

This kind of service is pretty good, but I still prefer to test my decks in real life against another player. If you like to speed-test your decks more and prefer not to use a deck until you’ve thoroughly tested it, however, LackeyCCG and its ilk could be just right for you.

Summary

Proxying is a great way to try out cards without having to invest the money in them just yet, which is key for porting in an old strategy to a new game. Give it a try, and see how this can help you create your new-old deck!

Strategy Porting, part 2: The Card Hunt

strategyporting2
In my introductory post about strategy porting, I talked about wanting to port one of my old Yu-Gi-Oh! decks into Magic: the Gathering–specifically, I wanted to recreate a very control-based deck that worked around getting a bunch of Flip-Effect monsters into the graveyard so that Shadow Ghoul and Chaos Necromancer could be bigger attackers.

This has proven to be much harder than it first seemed. 😛

Problem #1: No Flip-Effect Creatures in Magic

The Morph mechanic does exist in M:TG, but for what I want the creatures to do, there’s not really any Morph cards that do the effects for any kind of reasonable cost. Plus, the ability of Flip-Effect monsters in Yu-Gi-Oh! to block an attack and THEN have an effect go off is hard to replicate in Magic anyway.

Problem #2: No One Color Does It All

If you want “destroy creatures” and “sacrifice creatures” effects, you look to Black. If you want “return creatures to owner’s hand” and “mill top four or five cards,” you look to Blue. If you want “sacrifice this creature to gain a bunch of life,” you look to White. See where I’m going with this?

With Yu-Gi-Oh!, you don’t have to worry about being able to play your creatures with specific colors of mana. This enables you to have a toolbox-style deck like the one I’ve assembled. But with Magic, if I want to have a deck that is able to play what it needs to play, I have to make sure I’m not running a crazy five-color deck where I’ll never get the amounts of mana I need.

Problem #3: Might Not End Up Being the Same Kind of Deck

While the surprise effects of a Flip-Effect monster in Yu-Gi-Oh is almost impossible to match in Magic, there is something that does match the surprise factor: instants. Casting an instant in response to another player’s attack can give the same net effect as a Flip-Effect monster.

However, if I start building the deck with all instants and sorceries instead of creatures, the strategy won’t be quite the same. No longer will I be able to amass a creature-filled graveyard and mow down people with the Magic equivalent of Chaos Necromancer, Mortivore. Instead, it will be almost a creatureless deck…not exactly what I intended.

Some Light at the End of the Tunnel

I agree, there are problems with porting a strategy…but there is hope. Going through the card database available on Gatherer, I was able to find at least some cards that matched up to what I’d like to replicate from my old deck. A partial list appears below, sticking to Blue and Black as the main colors of the deck:

Creature-Destroying Creatures

  • Blind Zealot
  • Shriekmaw
  • Necrite
  • Wall of Corpses

Creature-Destroying Spells

  • Bone Splinters
  • Chainer’s Edict
  • Witch’s Mist
  • Wretched Banquet

Creature-Bouncing Creatures

  • AEther Adept
  • Barrin, Master Wizard
  • Man-O’-War
  • Waterfront Bouncer

Creature-Bouncing Spells

  • AEther Spellbomb
  • Peel from Reality
  • Unsummon
  • Seal of Removal

Card-Milling Creatures

  • Hedron Crab
  • Cathartic Adept
  • Merfolk Mesmerist
  • Riddlekeeper

Card-Milling Spells

  • Brain Freeze
  • Vision Charm
  • Horrifying Revelation
  • Memory Sluice

Damage-Preventing Creatures

  • Fog Bank
  • Cephalid Illusionist

Damage-Preventing Spells

  • Darkness

Life-Loss/Direct Damage Creatures

  • Bile Urchin
  • Death Cultist
  • Blightspeaker
  • Cabal Archon

Life-Loss/Direct Damage Spells

  • Ebony Charm
  • Geth’s Verdict
  • Misery Charm
  • Hideous End

Card-Drawing Creatures

  • Sage of Epityr
  • Hapless Researcher
  • Drowned Rusalka
  • Alchemist’s Apprentice

Card-Drawing Spells

  • Accumulated Knowledge
  • Brainstorm
  • Visions of Beyond
  • Thought Scour

Life-Gaining Creatures

  • Deathgreeter
  • Child of Night
  • Vampire Nighthawk
  • Gutless Ghoul

Life-Gaining Spells

  • Douse in Gloom
  • Plunge into Darkness
  • Devour Flesh
  • Crypt Incursion

How to Do a Search Like This for Yourself

  • Search out the abilities you need, narrowing the focus by colors, then type of card.
  • If you’re trying to build within a certain format (such as Standard, keep set printings in mind as you search.
  • Be open to new ways to include an effect (such as finding life-gain in Black rather than White).

On to Part 3: Playing by Proxy!

“Porting” a Strategy From One Game to Another

portingstrategy1
Even when you start playing a new game, your mind sticks to old, familiar channels of play. Take my Magic decks and my HeroClix strategies; when I first started playing Clix, I found myself choosing pieces that were self-regenerative, able to heal themselves from damage, just like I built my Life-Gain-centered Magic decks to do. I also went with lots of little close-combat pieces–they were much like my aggressive decks full of small but powerful creatures.

As I discovered, it’s possible to “port in” a favorite strategy from another game. Even Yu-Gi-Oh! and Magic: the Gathering can play nicely together–read on to find out how!

The Old Deck: A Yu-Gi-Oh! Shadow Ghoul Deck

Before I ever set foot into Magic, I played the Yu-Gi-Oh! TCG, well before Synchro Summons and mecha-Fairies. Maha Vailo, Mirror Force, and old-school “pretty” Fairies were among my cards of choice. But even after I quit playing Yu-Gi-Oh! in real life, I continued to mess around building decks on an old Yu-Gi-Oh! game for Game Boy Advance, using the old favorite cards I cut my TCG teeth on to try out new strategies.

One deck I came up with was based around two monsters: Shadow Ghoul and Chaos Necromancer.

chaosnecromancershadowghoul
Both images from the Yu-Gi-Oh! Wikia.

Both monsters get Attack Points for each monster that is in my graveyard. Thus, I built a deck full of just easy-to-play monsters–Flip Effect monsters that could control the board, plus some strong, no-Tribute high-Defense monsters to block hits from my opponent’s monsters. If either of these types of monsters were destroyed, in battle or otherwise, they would just pump up Shadow Ghoul or Chaos Necromancer to serious strength.

Below is the original decklist:

Defense Monsters

  • 3x Mystical Elf (800/2000)
  • 3x Giant Soldier of Stone (1300/2000)
  • 1x Battle Footballer (1000/2100)
  • 1x Soul Tiger (0/2100)

Big-Momma Attackers

  • 3x Chaos Necromancer (effect: Attack score of this card is 300 times the number of monster cards in your graveyard)
  • 3x Shadow Ghoul (effect: +100 attack points for each monster in graveyard)

Flip-Effect Monsters

  • 3x Man-Eater Bug (flip: destroy one monster on the field)
  • 3x Old Vindictive Magician (flip: destroy one monster on opponent’s side of field)
  • 3x Hane-Hane (flip: return one monster on the field to its owner’s hand)
  • 3x Penguin Soldier (flip: return up to two monsters on the field to owners’ hands)
  • 3x Needle Worm (flip: opponent takes top five cards from deck and puts them into graveyard)
  • 3x The Unhappy Maiden (flip: end Battle Phase immediately)
  • 3x Nimble Momonga (effect: when sent to graveyard as result of battle, gain 1000 life points, and then search out and set however many Nimble Momongas you have left in your deck)
  • 3x Poison Mummy (flip: opponent loses 500 life points)
  • 3x Yomi Ship (effect: when sent to graveyard as result of battle, destroy the monster that destroyed Yomi Ship)
  • 3x Witch Doctor of Chaos (flip: remove one monster from any graveyard)

The Strategy Behind This Deck

Since you don’t have to play one solid “color” or type of creature to have a solid Yu-Gi-Oh! deck, I could gather all the most efficient Flip-Effect monsters together in one deck. In Magic: the Gathering lingo, this deck contains creature kill, bounce, and removal; it also has life-gain, life loss, mill, damage prevention, AND big stompy creatures. In short, the deck had EVERYTHING, and it was very, VERY fun to play, especially against computerized opponents. I rarely (if ever) lost a game with it.

The Problem

There was just one problem with this incredibly fun deck–I couldn’t figure out how to port it to Magic. Since I don’t play Yu-Gi-Oh! in real life anymore, I wanted to play this same type of strategy in a game I’m still active in Plus, I was actually curious to see if something like this would even work in Magic at all.

Yu-Gi-Oh! To Magic–A Surprising Twist

I talked it over with my resident Magic guru (aka, my boyfriend), and he was surprised at the number of Blue and Black effects I had incorporated into this deck. “In fact,” he said as he studied the list of card effects I was looking for, “Black can do a lot of this, but a Blue/Black deck would probably get all the effects you want without having to splash in other colors.”

This surprised me–I am definitely not a Blue/Black player, since I’ve always seen Blue and Black as the meanest color in Magic. But as I looked at the effects I had written down from my own self-created Yu-Gi-Oh! deck, it seemed I was hiding a tactical player underneath all my trappings of Life-Gain and high defense.

Preparing to Port Your Strategy

For Magic especially, you can find some online help for porting strategies. Online services like Gatherer work well for searching out card effects and other types of text. But it also helps to have someone else who is more familiar with the new game’s mechanics, so that together you can figure out how to translate your old favorite abilities into the new game’s language.

In my case, since Magic works around a base of five colors and you have to have mana (resources) to play each spell, strategies work out a little differently from Yu-Gi-Oh!. Here, I couldn’t just pick “the best of the best” in terms of creatures and throw together a deck–I had to make sure I’d be able to PLAY all the creatures I picked. Thus, why my boyfriend said that Blue/Black could do most of the card effects I wanted; he wanted me to have a deck that could consistently get enough mana to play what it needed.

On to part 2 of this series–The Card Hunt!

The Best Offense is a Good Defense–Wait, What?

bestoffensegooddefense
[/shameless paraphrase of cliche]

A quick, efficient win is usually prized among gamers, especially when playing competitively. But let me bend your thoughts a minute. What if, instead of looking to win quickly, you wanted a SATISFYING game? A game that took a little while but afforded a win you could actually savor?

This second approach is my philosophy on gaming. I don’t want just a quick, easy win–it feels like cheating, or like eating cotton candy for dinner. I’d rather have a game which makes me think and allows me to socialize a little, too. I favor long games–which means that I play defensively.

Thinking Defensively Rather Than Aggressively

aggressivedefensive
If you want to play defensively, you’ve got to think long-term, because aggressive players will burn themselves out quickly. “Aggro” Magic: the Gathering players, for instance, soon run out of cards in hand and have less options to defend themselves. Aggressive Clix players usually wear out their first-string attackers by mid-game, leaving themselves only their second-string attackers and their support crew (if that).

So, a defensive strategy that wins has to have 3 basic prongs:

  • High defenses/support to stay alive long-term
  • Strategies that punish the other player for attacking
  • Good resource management/game control

Defensive Strategy Examples

Magic: the Gathering

  • Life-gain to offset opponent’s direct damage
  • Graveyard recursion to foil any milling or discard
  • High-toughness creatures to both block combat damage and deal a little combat damage of my own
  • Mill, board wipes, discard, targeted destruction, and other minor control elements to stay alive

HeroClix

  • A couple of Medics to heal wounded figures
  • Several sources of Probability Control and Outwit, to reroll dice and get rid of particularly damaging powers and abilities
  • A Mystic or two and some Wildcards, to punish the opponent for attacking me
  • Figures with high defenses (18+), or figures with Energy Shield/Deflection or Combat Reflexes

The Reason I Include Control With High-Defense Strategies

As I have learned from experience, if you focus on nothing but defense, you will get controlled and manipulated into destruction. Black and Blue Magic decks with a lot of control elements will keep a high-defense White deck from doing anything, for instance, while 6 or 7 damage from Vet Icons Superman holding an object will KO any support piece before you can use it.

As a defense player, you have to have a modicum of control included in your strategy, but you don’t have to make it irritating–just a strategically-placed and protected Windborn Muse can be enough to stop aggro, and a Story Circle can prevent even the fastest of Burn decks from hurting you once it’s out. Likewise, using Outwitters and long-range pieces can help your defensive HeroClix team win the day.

Summary

Defense is often discounted in most collectible card and miniatures games, but it’s a key strategy in a long-term game. Sure, if you want a 5-minute win, aggression is still your best way, but if you like longer games with more chances to socialize and more chances to laugh, playing “de” might be your best way to do that.