Return To Ravnica Deck Ideas – Guild Feud

Okay, it’s time to have some fun. This article was long overdue. You may not win a lot of matches with this deck but it is a hoot and a holler to play. My friend Eric runs it at our FNM and I just love watching this thing in action when it works.

So how DOES Guild Feud work?

Well, it’s a 6 cmc single red enchantment. It’s card text reads as such:

At the beginning of your upkeep, target opponent reveals the top three cards of his or her library, may put a creature card from among them onto the battlefield, then puts the rest into his or her graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.

Got it? He gets a creature (maybe) and you get a creature (maybe) and if that happens for both of you, the creatures fight. The fight mechanic is simple. They do damage equal to their power to each other. The bigger creature wins, usually, unless power and toughness aren’t the same for the creature in question.

For example, a 4/7 fighting a 2/6 would result in neither creature dying because neither one does enough damage to the other to kill it. But in most cases, the bigger creature will win.

Okay, so how do we abuse Guild Feud?

Well, for one thing, we want to get it out as quickly as possible. That means you probably want to play some ramp in your deck. Well, green goes very well with red so how about some Farseeks and maybe even Avacyn’s Pilgrims. Getting out a turn 4 Guild Feud is not impossible, especially if you toss in some Abundant Growth which also draws you a card. So we’ll start our deck with:

  • 4 Farseek
  • 4 Avacyn Pilgrim
  • 4 Abundant Growth
  • 4 Guild Feud

That’s 16 cards. Only 44 more to go.

Well, you’ll need land. Quite a bit of it if you don’t want to end up getting mana screwed. I recommend playing at least 22. You’ll need red and green so we’ll go with:

  • 4 Stomping Ground
  • 4 Rootbound Crag
  • 11 forest
  • 3 mountain

That should do.

Only 22 cards left for the deck. Most of these are going to be your “big” guns.

What big guns?

Well, you probably want to start with the ones that are in red and green first in case you have to hard cast them. That doesn’t mean you can’t toss in a few off color critters.

Let’s see what we have. Okay?

Duskdale Wurm 5GreenGreen (7)
Creature — Wurm (7/7)

Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

At 7 cmc, with all the ramp we have, you can hard cast him if you have to. Not too shabby to reveal off a Feud.

Next?

Elderscale Wurm 4GreenGreenGreen (7)
Creature — Wurm (7/7)

Trample

When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7.

As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.

This guy practically guarantees you don’t die to anything but mill or Door as long as you can keep him alive. We have a critter that can do just that in white.

Next?

Ghoultree 7Green (8)
Creature — Zombie Treefolk (10/10)

Ghoultree costs 1 less to cast for each creature card in your graveyard.

What cast? Just reveal off of Feud and get a 10/10 for nothing.

Sweet!

Next?

Moldgraf Monstrosity 4GreenGreenGreen (7)
Creature — Insect (8/8)

Trample

When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield.

This guy brings back some of the crap that they managed to kill. And he has trample too.

Next?

Tyrant of Discord 4RedRedRed (7)
Creature — Elemental (7/7)

When Tyrant of Discord enters the battlefield, target opponent chooses a permanent he or she controls at random and sacrifices it. If a nonland permanent is sacrificed this way, repeat this process.

This dude can wreck havoc with your opponent’s battlefield BIG TIME.

Next?

Worldspine Wurm 8GreenGreenGreen (11)
Creature — Wurm (15/15)

Trample

When Worldspine Wurm dies, put three 5/5 green Wurm creature tokens with trample onto the battlefield.

When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner’s library.

This guy actually keeps you from getting milled. What’s not to love about a 15/15 trample that you could conceivably dump onto the battlefield turn 5?

Next?

Avacyn, Angel of Hope 5WhiteWhiteWhite (8)
Legendary Creature — Angel (8/8)

Flying, vigilance

Avacyn, Angel of Hope and other permanents you control are indestructible.

Now we’re going off color. Dump this lady and all your permanents are safe from just about anything but Terminus, Oblivion Ring or Detention Sphere.

This still leaves us with 15 slots to fill. You can use these for other lesser creatures such as Thragtusk, etc and some burn spells to keep from dying in case you don’t hit a feud. Or, you can go to the advanced plan, splash black and white and really go to town.

How?

With this guy

Griselbrand 4BlackBlackBlackBlack (8)
Legendary Creature — Demon (7/7)

Flying, lifelink

Pay 7 life: Draw seven cards.

Okay, card advantage is great, but do you really want to be drawing all these big dudes that you can’t cast? No, not really…BUT.

We have this.

Unburial Rites 4Black (5)
Sorcery

Return target creature card from your graveyard to the battlefield.

Flashback 3White (You may cast this card from your graveyard for its flashback cost. Then exile it.)

So not only can we get dudes back that we had to dump with Griselbrand but we can also get dudes back that ended up dying for whatever reason. This way, we don’t lose our critters permanently.

Another card we could use is this one.

Deadbridge Chant 4BlackGreen (6)
Enchantment

When Deadbridge Chant enters the battlefield, put the top ten cards of your library into your graveyard.

At the beginning of your upkeep, choose a card at random in your graveyard. If it’s a creature card, put it onto the battlefield. Otherwise, put it into your hand.

Not bad, eh?

This should give you a great launching off point for this deck. It’s pretty wide open as far as what you can do with it, so have fun. Experiment. It probably won’t be taking down any GPs but it’s a hoot to play.

Just ask Eric. He’ll tell you.

To YOUR Magic the Gathering Enjoyment,

Steven “Land Boy” Wagenheim

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Gatecrash Deck Ideas – Esper Control

If you’ve noticed, there’s a lot of aggro running rampant in Standard right now. Boros is as fast as Superman on a bad day. I remember getting smacked for 20 in one turn just before I was about to swing for lethal. How’s that for frustrating?

But fear not. Control is viable in Gatecrash. And you can thank this guy is part.

Obzedat, Ghost Council 1WhiteWhiteBlackBlack (5)
Legendary Creature — Spirit Advisor (5/5)

When Obzedat, Ghost Council enters the battlefield, target opponent loses 2 life and you gain 2 life.

At the beginning of your end step, you may exile Obzedat. If you do, return it to the battlefield under its owner’s control at the beginning of your next upkeep. It gains haste.

Okay, so what’s so great about him? Well, I don’t know if you’ve noticed, but there is a shortage of good instant speed removal in this Standard. Why does that matter? Well, read good old Obzedat’s ability. You can exile him at the beginning of your end step. That means, on your opponent’s turn, when he could play something like Dreadbore of even Oblivion Ring to get rid of him, he’s no longer on the field.

That’s a real problem. Well, not for you. Certainly for your opponent however.

But where does he fit? Well, he’s black and white so he fits very nicely into an Esper control shell. Just surround him with some board wipe, card draw and counters and you’re good to go.

Need some suggestions?

Card Draw – You probably should include a few Azorious Charms and Sphinx’s Revelations. The charms can also double as creature removal.

Board Wipes – You have good old Terminus and Supreme Verdict here. Neither can deal with an opponent’s Obzedat, ironically, while casting either of these will effectively get rid of your own. So in the mirror, you probably want to forget these options.

Counterspells – We don’t have anything great in Standard right now but Dissipate is still serviceable. You might want to bring in Negate against the mirror out of the board.

Other Stuff – You might want to consider Blind Obedience to slow down aggro just a bit. Plus, you can always use it after casting a spell to drain some life from your opponent. Those little pings might just add up after a while.

The game plan is simple. You want to clear the board (if you’re playing aggro) and set up your Obzedat to take over the game from there. Playing Esper, you can throw in additional removal such as Tragic Slip and Tribute To Hunger if you want. In a heavy aggro environment, it may not be such a bad idea. And Tribute CAN take care of an opposing Obzedat if he’s the only thing in the field. Of course, since he’s a legendary creature, by casting your own, you’ll effectively get rid of his even if exiled as when he returns next turn both will be gone, unless of course you decide to blink yours out end of turn. That could turn this into an Obzedat war until eventually somebody has to give in or die.

Esper Control is actually quite competitive right now. Yes, Boros does give it a hard time because of its speed. If you don’t see that Terminus or Supreme Verdict by turn 3 or 4 you’re pretty much dead. But if you manage to stabilize, you’ve got a good shot at pulling things out.

And you can even mix in a little mill with it if you want with Jace, Memory Adept and/or Nephalia Drownyard.

The options are more than plentiful.

Give this deck a spin one day when you get a chance.

You just might be surprised by the results.

To YOUR Magic The Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Gatecrash Deck Ideas – Master Biomancer And Friends

It’s time for yet another great deck idea. You’re going to love this one if you like mid range decks that not only beat your opponent’s face in but also gains you a crap ton of life in the process. If that’s your bag, keep reading for one heck of a fun and effective deck for Gatecrash Standard.

It all starts with this guy:

Master Biomancer 2GreenBlue (4)
Creature — Elf Wizard (2/4)

Each other creature you control enters the battlefield with a number of additional +1/+1 counters on it equal to Master Biomancer’s power and as a Mutant in addition to its other types.

So after he enters the battlefield, each creature that comes in after him enters with at least 2 +1/+1 counters.

Ah, but what if you have 2 of these guys out? Well, the first one enters with no counters because he doesn’t give himself any. However, the second one gets 2 counters from the first. So he comes in as a 4/6. But what this means, as far as the other creatures that come in afterwards, is nothing short of amazing.

Each creature that comes in AFTER these two are on the battlefield come in with SIX +1/+1 counters. That’s 2 from the first Biomancer, as he’s a 2/4 and 4 from the second Biomancer, as he’s a 4/6.

The question is, how can we best take advantage of this?

Let’s start with this gal:

Trostani, Selesnya’s Voice GreenGreenWhiteWhite (4)
Legendary Creature — Dryad (2/5)

Whenever another creature enters the battlefield under your control, you gain life equal to that creature’s toughness.

1GreenWhiteTap: Populate. (Put a token onto the battlefield that’s a copy of a creature token you control.)

So with the Biomancers out, whatever life you would have gained is increased by SIX. So even just casting a 1/1 mana dork will get you 7 life with her out. This makes little 1/1 creatures cast late in the game actually mean something.

Ah, but we’re not done by a longshot.

Take a look at this critter:

Rhox Faithmender 3White (4)
Creature — Rhino Monk (1/5)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

If you would gain life, you gain twice that much life instead.

Think about it. With Rhox out, along with Trostani and 2 Biomancers, just casting a 1/1 elf will gain you 14 life.

The one game I played this deck I had something like 400 life when the game ended.

Okay, so how do we make the most out of these pieces?

Thragtusk – When the creature comes into play, you gain 5 life just from his ability alone. But wait. Two Biomancers make him an 11/9. That means Trostani gains you an additional 9 life off of his entering the field. With just 1 Rhox Faithmender out, that doubles to 18 life.

Restoration Angel – Blink out your Thragtusk and do it all over again, gaining another 5 + 18 life. Not to mention that your angel is a 9/10 flying monstrosity.

To get stuff out quick, you’ll probably want to play at least 8 mana dorks. Like I said, late game, they’re not worthless. They can easily be 7/7s or more and quite formidable.

The only thing this deck really folds to is mill. Because all the life in the world can’t stop them from milling you. So play a set of Witchbane Orb main deck is mill is heavy in your meta and you’ll be fine. At the very least, sideboard in 4 of them and games 2 and 3 should be a cakewalk.

Against aggro, they don’t have a chance. Nobody can deal enough damage fast enough to take you down if you get a Trostani, Biomancer and Rhox out quickly enough. With Rhox’s 1/5 body, that should hold off some of the little critters and gain you some life until you stabilize. Once you, you’re virtually unbeatable.

As for land, you’re playing Blue/Green/White so play those 3 pairs of shocks and the same 3 pair of INN/M13 lands. 24 lands should be more than enough for this build as you’re running a lot of 3 to 5 drop creatures.

Give it a shot. I think you’ll be surprised by the results.

To YOUR Magic The Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Gatecrash Deck Ideas – Assemble The Legion And The Fort

Every once in a while, this game comes out with an interesting enchantment that you can either build a deck around or add to an existing deck to make it even better. We’re going to tackle the latter with this latest offering from Gatecrash.

If you’re at all familiar with “Pillow Fort” the basic premise is simple. Cast Sphere of Safety and as many enchantments as you can to keep your opponent from attacking you. Against mill decks, board in Witchbane Orb and they can’t even mill you anymore. But enchantments are key to making this deck work. And Gatecrash’s latest enchantment, Assemble The Legion, is a perfect addition to the “Pillow Fort” deck.

Assemble The Legion reads as follows:

At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then put a 1/1 red and white Soldier creature token with haste onto the battlefield for each muster counter on Assemble the Legion.

The enchantment costs 5 to get out but by that time, you should already have one Sphere of Safety out, provided you’re playing some ramp, and enough enchantments to already keep your opponent at bay. Assemble The Legion then starts to build the “win” condition.

The turn after cast, you get 1 token, then the next turn 2, then the next turn 3 and so on. So after each turn, you have 1,3,6,10,15,21 and 28 tokens in just 7 turns. With your opponent virtually unable to attack you, by turn 4, it’s not long before your tokens begin to take over the board and the game. So the question is, aside from Assemble The Legion and Sphere of Safety, how do we round out the rest of the deck?

Mana Sources – You want to ramp as hard and fast as possible. To this end, Mana Bloom is a great card. It’s an enchantment and gives mana. In some cases, a lot of it depending on when it’s cast. Plus, if it stays out on the field, it adds to the number of enchantments that your opponent has to pay for in order to attack you. You want to run 4 of these.

Abundant Growth allows your land to cast any color mana and draws you a card when it’s cast, giving you very important card advantage.

Touch of the Eternal played as a one of essentially makes it impossible for your opponent to kill you once you’ve gotten to a certain number of permanents. Doing 20 to 30 damage to you in one turn is a tall order when you have 8 lands and 12 enchantments out of the field.

Nevermore is a great enchantment to play when you run into pesky cards that are difficult to deal with. In most cases, this card won’t help you until game 2 unless you really know your meta and can tell what your opponent is playing just from a few land drops. In that case, you may want to main board a few of these.

Agoraphobia is a great new Gatecrash enchantment aura that is perfect for this deck. The enchanted creature gets -5/-0 and if for some reason it goes to the graveyard, you can return this aura to your hand and use it again on another creature. If you’re in an aggro heavy meta, run 4 of these. Sensory Deprivation does the same thing but can’t be returned. You may want to run them both.

Blind Obedience is great if you’re running black. With Abundant Growth, Chromatic Lantern and Gilded Lotus, color should not be a problem. This is a win condition all by itself and all you need to do is cast spells and keep a black or white mana open each turn. And it’s an enchantment to boot. Can’t beat that.

For removal, Detention Sphere and Oblivion Ring should do the trick nicely and they’re both enchantments.

And of course if you want to speed up the kill process, you can run a couple of mill conditions like Jace, Memory Adept and Nephalia Drownyard.

As for land, the deck is mostly blue and white with some red and black. You can probably get away with running Blue/White and Red/White shocks in addition to the Abundant Growths and other mana producers to get what you need when you need it.

The deck used to play very slow, but with the addition of Assemble The Legion, the deck speeds up considerably as that enchantment needs to be dealt with quickly or it can get out of hand fast.

All in all, it’s a fun deck to play and can be competitive in the right meta.

Give it a whirl sometime. You might be surprised by the results.

To YOUR Magic The Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Gatecrash Deck Ideas – U B Milled

If you’ve been hanging around Gatecrash for any length of time (or maybe not) you’ve probably noticed that mill is a thing. In fact, it’s quite competitive in Gatecrash Standard. So the question is, how can we best take advantage of it? What’s the best build? Well, I tinkered with a couple. One didn’t work out so well but the other was quite good. I’ll cover the good one here.

For starters, it’s interesting that prior to Gatecrash, when Bant Control was actually a thing, Jace, Architect of Thought was the better of the Jace planeswalkers. Now, the tables have turned. With mill being a thing, Jace, Memory Adept is the hands down clear winner with the other one seeing very little if any play anymore.

Anyway, Jace 3.0 is the star of this deck. You want to at least run 3 of him and 4 isn’t a bad idea. I think you can still get him for pretty cheap. Last I checked, he’s going for about $15, which isn’t too bad.

In addition to Jace, you want to run a couple of Nephalia Drownyards at least. Three may be too many but not sure. You can try it with 3 and see if you end up with too many. This land is a great way of milling your opponent without having to rely on casting spells.

Okay, but we’re talking about a half dozen cards here. How do we round out the rest of the deck? Well, mill works best in a control shell and we have some pretty good control spells in Standard right now.

Terminus and Supreme Verdict – Best board wipes in blue and white. These are must have cards in a heavily aggro dominated Standard that we have right now. Personally, I run 4 of each but you might want to go with 3 and 3 or 4 and 2 or maybe 4 and 3. I would not run less than 6. If you find you’re going against control, you can always board them out.

Azorious Charm – This is a great 3 in 1 spell though you will probably use it mostly to either draw a card or return an attacking creature to the top of your opponent’s library. I’d run no fewer than 3 of these.

Sphinx’s Revelation – This is your main card draw and life support card. This card can literally turn games around. Between the life gain, which is almost imperative against all the fast aggro, and the card advantage you get once cast, this one card can make all the difference. I run 4. I wouldn’t run less but you could try 3.

Obzedat, Ghost Council – This guy can be an alternate finisher to your mill. He is almost impossible to get rid of, especially with how little instant speed removal we have in this format right now. There is no way for your opponent to deal with him on their turn because he’s exiled at that point. At a 4 life swing per turn, this guy is a real threat and you don’t even have to attack. I run 3. I wouldn’t run fewer than 2.

Counter Magic – This is a tough call. Cavern of Souls is still a thing but there aren’t a lot of tribal decks right now outside of boros and maybe a couple of others. But loading up on counters is probably not a great idea. At most you probably want to play 4. I’d go with 4 Dissipate and hope for the best. For the control mirror, take out the Terminus and Supreme Verdict and board in Negate.

This leaves you with about 10 flex spots, assuming you’re playing 25 to 26 land.

Since you’re in black, blue and white, you might want to add more removal such as Tribute to Hunger and/or Tragic Slip. Maybe a few Think Twice for card draw.

If you need more removal, you can round out the remainder of the deck with Detention Sphere and/or Oblivion Ring.

Other considerations include Tamiyo, The Moon Sage and Cyclonic Rift, especially if you have to deal with a board full of threats.

As for the land base, aside from the Drownyards, you want to run 12 shocks, Black/Blue, Black/White and Blue/White. You also want to run the same color combination lands from INN and M13. If you’re running 26 land, play 1 island and 1 plains.

The deck is resilient and competitive if not a little pricey.

Give it a shot. I think you’ll be pleasantly surprised.

To YOUR Magic The Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Gatecrash Deck Ideas – Yes, Land Destruction In Standard

They said that land destruction would never be viable in Standard again because of the mana cost of LD spells. Well, I’m here to tell you that LD is indeed viable again. In fact, I’ll be taking it out for its grand debut this Friday (4/5/2013) and intend to surprise a lot of people with it. Before I unleash the basic premise of the deck, a little background.

LD used to be quite viable many years ago when the cost of the spells was around 3 cmc. But then WotC decided that this was just not very good for the game and so they essentially killed Stone Rain (the premiere LD spell of its day) and replaced it with a lot of crappy 4 cmc spells. And suddenly LD just wasn’t playable anymore.

What was a Magic nerd to do?

Well, for the most part, Magic nerds pretty much gave up on the idea of destroying lands as a viable strategy and moved on to greener pastures. And I have to admit, I did the same, even though I kept my Unlimited Sinkholes. I still do play Legacy and you never know when those things might come in handy.

Anyway, just recently I got a bug up my behind. I just had to see if there was some way to make land destruction viable in this ridiculously fast Standard environment. I mean can you imagine trying to survive against Boros Aggro with an LD deck? Yeah, the thought does seem a little far fetched. BUT … after a lot of thought and agonizing over this (okay, maybe not so much agonizing) I came up with an idea.

Essentially, this is the construction of the deck.

Mana Dorks – It starts with mana dorks in the form of Arbor Elves and Avacyn’s Pilgrams. That’s 8 ramp spells to begin with. Add to those critters 4 Farseeks and you’ve got a total of 12 ramp spells. That should be sufficient enough to give us a pretty good shot at getting an LD spell launched on turn 3.

Land Destruction – Believe it or not, we have a TON of land destruction in Standard right now at 4 cmc. I picked out the best ones. Craterize, Demolish, Bramblecrush and one 5 cmc spell that doubles as a creature, Acidic Slime. That comes out to 16 LD spells. That’s more than enough to cripple somebody’s mana base.

Removal – But like I said, this is a fast Standard environment. Boros Aggro can get off to a very fast start on very little land. So how do we deal with that efficiently? Spot removal is at a premium in this Standard. But what about board wipes? Well, we’re playing red so why not Bonfire of the Damned? One miracle pull and their field is gone. This can be back breaking. I run a play set of these.

Win Condition – But wait. We still need a way to win this thing. That’s where I came up wit this ingenious idea. With all the ramp we’re running, it’s not hard to get up to 9 mana pretty quickly. So why not sneak in Thragfire as a win condition? So I’m running 1 Worldfire and 1 Thragtusk. Okay, yeah I know … how can we hope to pull it with just one of each card?

Tutors – Not the greatest tutors in the world but with the ramp we have, they’ll do fine. I’m talking about Increasing Ambition and Diabolic Revelation. I run 2 of the former and 3 of the latter. You’re almost certain to get you win con soon enough to end the game.

Mana Base – I run 12 shocks and 12 INN and M13 lands in the Black/Green, Black/Red and Red/Green combinations. They work just fine.

How To Play – Opening hand you want to see at least 2 land, 1 mana dork and 1 LD spell. If not, ship it back. This meta is too fast to be wasting time with sub optimal hands. You won’t survive long.

From there, you want to ramp hard, play LD at every chance and yes, pay the 2 life to put a shock into play untapped turn 1 in order to play your mana dork. This is critical to getting a turn 3 LD spell off.

I’ve tested this deck against Boros Aggro extensively and, if on the play, it gives them a very difficult game unless they draw the nuts. And even then, a miracle Bonfire can really set them back.

You may not think it but this deck has game. I’m going to report the results on my blog. If it blows up in my face, you’ll be the first to know.

Give LD/Thragfire a chance.

It just might surprise you.

To YOUR Magic The Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Gatecrash Deck Ideas – 5 Color Madness

So I’m tinkering with some deck ideas, given that when Gatecrash hits the scene we’ll have the rest of the dual lands, and I realized something very interesting that should have hit me a long time ago.

Five color good stuffs decks are going to be running rampant.

I’d forgotten how easy it was to slap together 5 color decks when you had 10 dual lands to play with. In fact, I had forgotten how degenerate my Legacy Slivers deck was with almost no cares when it came to dropping a land. And once Gemhide Sliver hit the battlefield, well, it was almost laughable.

But here were are again. Well, almost. Gatecrash comes out in February with prerelease the last Friday in January. I can almost see our first Friday Night Magic now. Where’s a good land hoser when you need one.

And that’s the problem with this block so far. There aren’t any. Five color decks have almost no barriers to entry. I don’t think Ghost Quarters alone is going to do the trick. I do expect it to see more play than it’s been getting, but how effective it’ll be, that’s anybody’s guess.

Wouldn’t it be great if they actually brought viable land destruction back? But that’s another subject and I don’t want to go off on too much of a tangent so we’ll just leave it for another time.

So for now, what we’re looking at is essentially this. Take the best cards from all five colors and stuff them into a deck. What do you think some of the contenders are? Well, here are some of my picks.

Black – Vampire Nighthawk. It’s a 2/3 flying deathtouch. What’s not to like? It takes care of Restoration Angel or just about anything you throw at it.

Blue – Snapcaster Mage. Okay, they’ve kind of toned down the instants and sorceries a bit since they made him but he’s still one heck of a utility belt. And there are still enough decent instants and sorceries running around to make him useful.

Green – Thragtusk. This is everybody’s card that they either love to hate or just plain love. It’s a 5/3 that gives you 5 life upon entering the battlefield and a 3/3 beast token upon leaving. What’s not to love?

Red – Bonfire of the Damned. It’s a one sided board wipe if you miracle it. If you’re playing an aggro deck and pull this bad boy against another aggro deck, it’s pretty much game over. I can’t imagine this not seeing play somewhere.

White – Restoration Angel. This is the Thragtusk “blink” machine and it’s a dandy. There are already a ton of players playing G/W so that they can play these two. Imagine being able to do that AND run Nighthawks in their deck too without any problem at all.

Gold – Supreme Verdict and Sphinx’s Revelation. Couldn’t leave either one of these out. An board wipe that can’t be countered and a card that not only can draw you tons of cards but can gain you life in the process.

And these cards only scratch the surface. Imagine how much easier OmniDoor will be to play (already a 5 color deck) with the additional dual lands.

Yeah, Gatecrash is going to turn into a 5 color “good stuffs” deck before this whole thing is over.

Who needs Jund when you can play Conflux?

To YOUR Magic the Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Gatecrash Deck Ideas – Biovisionary “I Win” Deck

I thought I’d start a series of articles on deck ideas. This one is actually for the upcoming release of the second set in the Return to Ravnica block, Gatecrash.

I have to admit, there hasn’t been a lot of cards in this set that have really excited me. However, as a closet Johnny, one card really caught my eye in that of Biovisionary. The card reads as follows:

Biovisionary – Creature Human Wizard

At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.

The card costs 3 mana to cast … 1 blue, 1 green and 1 of any color.And it’s a 2/3 creature so it has a decent amount of toughness to keep itself alive.

Now, naturally, getting 4 of these onto the field at one time, since you can only have 4 of them in your deck, is a pretty tough accomplishment to say the least. However, we are not alone in our quest, for as you will soon see, we have a few cards that can help us get 4 of these out so fast that our opponents might not know what hit them.

For starters, we have these three cards.

Clone
Evil Twin
Cackling Counterpart

Clone is a reprint from the old Alpha edition card that has come back to haunt us. For 1 blue and 3 of any color, you can make a copy of any creature on the battlefield. That includes Biovisionary. Now we’re up to potentially 8 in our deck.

Evil Twin says “You may have Evil Twin enter the battlefield as a copy of any creature on the battlefield except it gains “UB, Tap : Destroy target creature with the same name as this creature.” Now obviously you don’t want to destroy your own creature but, it can copy Biovisionary to give you yet 4 more chances to get 4 out on the battlefield OR you can copy an opponent’s creature if it happens to become a thorn in your side.

Cackling Counterpart – Put a token onto the battlefield that’s a copy of target creature you control.

And … it’s an instant. So you can do it end of turn. But, here’s the best part.

Because Cackling Counterpart makes a token, it has great synergy with cards in Return to Ravnica that populate tokens.

Growing Ranks – At the beginning of your upkeep, populate. That means make a copy of a token that you control. Growing ranks only costs 4 mana to cast and you can pay it with green or white. Green just happens to be in the colors we’re playing.

Before you know it, or more precisely, before your opponent knows it, he’s confronted with a bunch of Biovisionary creatures that win you the game just for being on the battlefield.

Want to keep him from killing you? Play a lot of fog effects so that his attacks don’t do you any damage.

In the current standard we have:

Fog
Druid’s Deliverance (which also populates)
Clinging Mists
Moonmist

There you go. A fog deck with enough token generators and clones to ensure victory.

It’s certainly worth considering.

To YOUR Magic the Gathering Happiness,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Magic The Gathering News – Bolas Admits To Being A Wuss

Well, it’s official. Nicol Bolas admits to being a wuss. I kind of suspected this right from the start but until he actually came out of the closet, I wasn’t quite sure. Okay, you’re probably wondering how I figured it out long before he ever spilled the beans. Keep reading and you’ll see the clues just as clearly as I have.

For starters, have you seen his original Magic the Gathering card and how absolutely HORRIBLE it is. I mean it’s not even playable let alone good. During your upkeep, you have to pay black, blue and red OR you have to bury the guy. I mean what kind of nonsense is that?

It’s not like he was some overpowered monstrosity. Eight mana (double black, blue and red to boot) for a 7/7 flyer is not that great. And the special ability, doing damage and the opponent has to discard his hand, is really not so great when you think about it. I mean in most games, unless you’re playing against control, by the time you cast him, your opponent won’t HAVE a hand. So what’s the big deal?

Now, let’s flash forward to the present. Have you noticed that Bolas has a lot of underlings doing his work for him? You’ve got Disciple of Bolas and Augur of Bolas just to name two off the top of my head. Those are the most recent.

Going back a ways, you have Slave of Bolas from Alara Reborn and Tezzeret, Agent of Bolas from Mirrodin Besieged. Imagine this guy needing another planeswalker, when he’s one himself, to do his dirty work for him. If the guy was REALLY a bad ass, he’d have done all the heavy lifting himself.

What’s that you say? Nicol Bolas, Planeswalker? Yeah, he’s got his own planeswalker card now. So what? His +3 can only take out non creature permanents. If he’s got a big Eldrazi staring him in the face, he’s toast. Can’t do a thing about him. Only thing he’s good at doing is maybe taking out an Inky. Big deal.

Sure, his ultimate is pretty cool. But just casting him during the normal course of a game is darn near impossible. Getting of his ultimate (7 cards discarded, 7 life lost and 7 permanents sacrificed) is great, if you can ever get there. I’m not sure I’ve ever accomplished that feat once in a competitive match.

But there his is, sitting there all smug and arrogant thinking he’s hot stuff. I have to wonder what made him finally break down and confess that he was a wuss. Maybe it’s because of all the OTHER planeswalkers who have seen a heck of a lot more play than him, like Jace, the Mind Sculptor and Gideon Jura. Now those were bad dudes. In fact, Jace was SUCH a bad dude that his card was $100 at one point and was eventually banned in Standard and currently banned in Modern.

What’s the most Bolas has ever gone for? Right now his mid range price is $3.87. The most you’ll see him selling for is 8 bucks. In the meantime, because of play in Legacy and other factors, Jace is back to a hundred bucks.

You’re right Bolas. You’re a wuss.

It’s about time you admitted it.

To YOUR Magic the Gathering Enjoyment,

Steve “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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Magic The Gathering News – Scrubbing Out At GPT AC

So, I went to the Grand Prix Trial for Atlantic City, NJ and I went a spectacular 1-3 drop.

That could very well be the end of this entry but then there wouldn’t be very much to read, would there. And the truth is, as badly as I did, this probably wasn’t even worth writing about except for the fact that I learned some very important things about this game and myself.

Let’s start with the game.

Everybody has good and bad days. I think I just read that Brian Kibler went 0-3 drop at GP Toronto. Wow, he did even worse than I did.

Truth is, this game can be very unpredictable. As much as so many players want to believe that when they win it is all skill, it’s not. There is a degree of variance in this game that can’t be ignored and can turn anybody’s day into an 0-3 nightmare. Just ask Brian.

Something else I learned about the game is this. It exists beyond the small little world of your LGS or wherever it is you play. You’re going to run into people who you’ve never seen before, play against decks that you’ve never seen before and play in conditions that you could have never imagined before … good AND bad.

Now let’s move on to what I learned about myself and what I need to change or at least improve on if I’m going to get to the next level in this game; that next level being doing better than just winning a few FNMs.

I don’t play well in large crowds in cramped spaces. I mean it felt like I was playing in a sardine can the other day. My play mat was too big for the table with five other people playing at it. I had to roll the edge of it up slightly in order to be able to use it at all. It’s a good thing I don’t have claustrophobia or I would have been toast.

Added to the cramped space was the noise. Do you have any idea how loud a small room of 35 people gets? It’s really hard to hear the person next to you speaking to you let alone concentrate on the game. I’ve been told to bring an MP3 player or something to listen to in order to block out the noise. I just might do that.

Ultimately, I discovered I don’t play well in this type of environment. I made play mistakes that I’d never make at FNM. It didn’t help that I couldn’t concentrate, but some of these errors were just downright stupid.

Thus, I need to start getting used to actually playing in these cramped conditions. I need to focus on the cards in front of me, the ones in my hand, the ones on the battlefield, what my opponent is doing and what I’m going to do in response.

In short, I need to block out EVERYTHING else.

Easier said than done? Yes, it is.

As I more than found out the other day when I did just slightly better than Brian Kibler.

To YOUR Magic the Gathering Enjoyment,

Steven “Land Boy” Wagenheim

Get my FREE report “7 Steps To Magic Success” and become a better Magic player

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