Thursday, September 26, 2013

The Saturday Brew: Mono Red Humans in Standard

As we edge nearer and nearer towards the time of the year when Standard gets a little makeover, I want to try to give Innistrad some last looks at before those cards are not Standard legal anymore.
For this deck, I took my Red Blitz idea and start throwing Humans at it. Silver-Inlaid Dagger is pretty nifty, too. I'm not sure how this deck would do in an actual tournament, but I would like to think that it would be fun to play!
Lands: 20
18x Mountain
2x Mutavault
Creatures: 28
4x Burning-Tree Emissary
4x Firefist Striker
4x Ash Zealot
4x Kessig Malcontents
4x Lightning Mauler
4x Reckless Waif
4x Stonewright
Other Spells: 12
4x Searing Spear
4x Madcap Skills
4x Silver-Inlaid Dagger
Sideboard: 15
4x Burning Earth
3x Mark of Mutany
4x Volcanic Strength
3x Pillar of Flame
1x Mountain
This deck is not a powerhouse build into a deck. But if my other Red Blitz deck can win, I don't see why not with this one.
The first thing I like is that Ash Zealot is the only card that cannot be cast off of Burning-Tree Emissary. This means that we should always have something to do with our free mana if we have a turn two Emissary. Even playing a one drop and Dagger off of Emissary would not be the end of the world. The Mutavaults and Daggers can help use up extra mana you have sitting around in the middle and late game. With only two Mutavaults, I feel like there should never really be a time when you cannot play Burning-Tree Emissary on turn two.
Stonewright might not be the best choice since you might not have much extra land free thanks to Mutavault and the dagger. I would run Legion Loyalist, but he's not a Human. Also, splashing is something I do not want to do either.
Kessig Malcontents seems at home in a build with a lot (all) humans. Doing damage equal to a player equal to the number of humans you control could allow you to have a lot of reach that did not exists before. Also, three power for three is not the worst I could imagine. I know a lot of people do not consider this creatures "playable", but when has that ever stopped my from sleeving anything up.
Burning Earth in the Sideboard makes me happy. Its an easy way to punish these multicolor decks that are everywhere. Just to make sure I can play them though, I want to add in another land too.
I feel like this could have potential to be a really fun casual deck. Before these awesome creatures rotate out of Standard, I want to this deck at a tournament.

Legacy Time: NO Fun on Sunday

This past Sunday I decided to make a small twist to my UG Madness deck. A friend let me borrow some Natural Orders and a Progenitus for day. Also, I make a few other changes to my deck that can be seen here:
Lands: 21
4x Polluted Delta
4x Misty Rainforest
4x Wasteland
3x Breeding Pool
1x Tropical Island
2x Island
2x Forest
1x Taiga
Creatures: 18
4x Wild Mongrel
4x Basking Rootwalla
4x Arrogant Wurm
2x Fauna Shaman
2x Civilized Scholar
1x Wonder
1x Progentius
Other Spells: 21
3x Natural order
4x Circular Logic
3x Daze
3x Force of Will
4x Brainstorm
2x Spell Pierce
2x Deep Analysis
Sideboard: 15
2x Spell Pierce
3x Pithing Needle
1x Daze
2x Tormod's Crypt
2x Krosan Grip
2x Ancient Grudge
2x Chill
1x Molten-Tail Masticore
As I said before, I added in the NO combo in just to see how I liked it. As you will see, I never got the combo off. So, I'm not sure how I feel about it. The combo player in me loves the idea of just winning on turn four, but if I never even draw any of the cards except one game, then I'm not sure. We'll just have to test it for in the future, I guess.
Other Mainboard changes were that I cut the Aquamoebas and replaced them with two Fauna Shamans and two Civilized Scholar. I did not feel like Aquamoebas 3/1 body if I discard a card was better then paying a green to search for Wonder and discarding it to give my attackers flying. I only own two Fauna Shamans, however. So, I went a little deeper to see if I could find a creature that discards a card that might be better than Aquamoeba. (Meanwhile, I order another Fauna Shaman online.) I needed two slots, and I remembered I own two foil Civilized Scholars. They cannot be any worse than Aquamoeba, right? A 5/1 flyer that let you draw a card is fun. Also, that flavor. If anything else, I could just take him out after the tournament and never think about flying him again.
Also, my Stifles are still not here. So, that's why they are still absent.:/
This past week, I went through and gave serious thought to my Sideboard. I need more protection from activated abilities. So, I put in three Needles. Also, there are a lot of combo decks in my meta. Counter spells it is. I plan on having 2 Daze main and 2 side, but with the lack one a playset of Force of Wills, I still wanted a "free" counter. Yes, I am aware that Daze is not as good as Force. I added Molten-Tail Masticore because I wanted to try him out. I just really like the card for some reason. Its one of those cards I've always wanted to play with, and I wanted to give it a try.
With these changes in mind, here are the rounds I played.
Round 1:
Round one was against the guy that let me borrow his Natural Orders. He was playing Junk Depths
In game one, we started by just trading resources. We Wastelanded a few lands and I Force of Will'd his Bob. Eventually, he drew stuff and things, and he got me after I did not play a whole lot.
In the second game, he kept a bad hand with a lot of discard spells. That seems awesome for me. After using a Civilized Scholar to discard a Wonder, I attacked for five in the air. What a Wonder-ful combo. Yeah. I flying army became too much for him once I got an Arrogant Worm in play.
In the last game, I got a Pithing Needle in play naming Thespian's Stage. But Abrupt Decay handled that, and a Knight of the Reliquary activated was all it took with an active Dark Depths in play to end the match
0-1
Round 2:
In the second round, I played against a Red Greed pile of cards Deck.
In the first game, I played a turn two Wild Mongrel that eventually allowed me to cheat a couple Rootwallas in play that were pumped and flying thanks to Wonder in my graveyard.
The second game kind of went the same way. The different was that I was able to get an active Fauna Shaman to get Wonder to discard to Civilized Scholar. After doing five in the air for a few turns, it was game over.
1-1
Round 3:
The three round put me up against Tin Fins.
In the first game, I played a Breeding Pool tapped with a Daze in hand. He played around Daze and went off on his turn one.
In the second game, he tried to go off on turn one, but I had Force of Will and double Daze in hand. I then attacked with my Rootwalla for a couple turns before Wonder had to join the board (I didn't draw any other creature). After he Chain of Vapor'd my Wonder back to my hand, I managed to attack for lethal two turns later.
The third game started off with him going off and running into a counter spell. He then tried two more times that game. I had him at one two different types in the process. The last time I had him at one and lethal on board he managed to go off and Tendril me for lethal with one card left in his library.
1-2
Round 4:
The last round was against a WB Humans deck, but not the one I played against last week. This guy says he's been collecting for years, but just now has started playing. So, he's still new to deckbuilding.
In the first game, he just did not draw anything, and for some reason did not mulligan. After my Wild Mongrel and Rootwalla did some attacking, the game was over.
In the second game, he managed to get some humans out and kill off two of my guys. After I got a flying army in play, he could not really do much.
2-2
I really like this deck. It makes for some fun games. I still need to work on tuning the deck the what I want it to be. Hopefully, I can still progress with this deck in the future, and get it up to par.
There are some changes I am going to make to the deck. First, I received my third Fauna Shaman in the mail. I'll be adding her and taking out one Civilized Scholar. After thinking about it, I think I want to keep one Scholar in the deck. I might stick with a 3/1 spit on the two cards for the next few week and see how I like it. In the Sideboard, I want to replace Crypt with Surgical Extraction. Against combo and graveyard decks, I can just get something important instead of waiting to remove a graveyard. In the last game against Tin Fins, I drew a Tormod's Crypt, but he had the Chain of Vapor for it. He didn't have an answer to Surgical, though.

Why Play Magic the Gathering Online

I am a Magic the Gathering tournament player. What that means is that I put in a lot of effort when I hear of an upcoming large tournament. I will spend hour's play testing the deck I want to play. I will pine over which sideboard cards will be the most effective. I will try to anticipate what other people will play and change my deck accordingly. I put in a lot of time testing online and when I meet new people I always find it strange that they will put in a lot of hours playtesting or even goldfishing their decks for hours to see what starting hands they'll get but they don't ever use MTG online as a tool. I always here the same excuses. Why should I play Magic the Gathering Online when I already own the cards? Playing online is too expensive. With this article I would like to show you how easy and effective it is to play MTG Online.
I know what your thinking. Why does this guy want me to play online so bad? No, I don't work for Wizards of the Coast. I don't have stock in the company Hasbro. I just know for me, that I would not have the play skill that I have now, without the opportunity for me to play Magic the Gathering Online. I think it's a very beneficial tool to use for any fan of the game and especially the tournament player. One of the reasons I created this web site is so that everyone has as much fun playing Magic as possible because I love this game so much. I know I have the most fun when I'm winning so in order to win more I need to get better. Magic Online offers another avenue for you to get better.
For the rest of the article I will talk about some of the advantages to playing online and what it can offer magic players.
Time
For my entire adult life I have had a job, and while I was always fortunate to be able to work at a hobby store, it did eat into my Magic playing time. I worked Friday night and Saturday afternoon, because that was when the store was most busy. If you're a tournament player you know these are the two times that magic tournaments generally happen. FNM is Friday night and a lot of bigger tournaments like PTQs and Opens happen on Saturdays. More recently, I also work a 9-5 job that almost always becomes a 9-7 job depending on what projects are going. No I'm not telling you this so you feel bad for me, I'm saying this because I want to illustrate that not all of us can go to tournaments all the time. Magic online gives us a way to keep playing even when our schedules don't match that of our local game store's.
Now I try to make it out to RIW Hobbies to play FNM whenever I can, but I also love to come home, at 7:30pm, pull out my laptop, fire up my standard deck, and just play a few rounds with it. This keeps me up to date on the current decks in the format while strengthening my skill with the deck I'm playing. It also lets me eat a bowl of cereal all while attacking you with 5/5 wurms and populating. (Currently I'm a big fan of a G/W aggro deck featuring Advent of the Wurm and Scion of Vitu-Ghazi).
Another issue is you don't always have the ability to go to every PTQ or other large in your area. Maybe you went last week and you don't want to drive another two hours to get out top decked by that Jund player, in the last round, knocking you out of top eight contention. Just me? Maybe cost is an issue. Driving to events not only takes time to get there and entry fee costs, but gas is expensive and wear and tear on your vehicle adds up. With magic online there is a daily event every few hours for each format. PTQs are also online, and now right in your basement. If you lose, you don't need to drive another two hours home. You can even start another game right there.
Drafting
Another awesome reason why you should play Magic the Gathering Online is because you love to draft. I know you love to draft, you know you love to draft, so lets stop kidding ourselves. Where in the world can you get a draft going in less than a minute? If you go to your local game store they probably have a draft going, "A" draft going. You want to play two drafts maybe even three, because you love to draft. Lets not forget that we can enjoy our cereal, in our pajamas, while drafting, from our comfortable couch.
So now you spent all this money drafting, now what? You earned nothing, or maybe some packs, I can't assume how good you are. That's not true. You have a great collection to start playing standard or block. You also learned a lot about magic and hopefully got better at it. Drafting is one of the most skill intensive formats out there. You have to build your deck on the fly, using an unknown card pool. You need to learn to evaluate cards that you wouldn't normally. You have to play around lots of obscure cards and combat tricks. All these things make you an overall better magic player.
Cost
A lot of people always use cost as an excuse to not play online. Cost is definitely a factor but you should understand that playing online is not as expensive as you think. Sure there are the expensive cards online. Yes, Sphinx's Revelation and Voice of Resurgence are going to cost a lot, just like they do in real life. My point is you already spend a lot of money on Magic so why not spend a little more and play online. The cards online hold their value generally as well as cards in real life do. And offen times you can use your knowledge of magic card pricing and your card evaluation skills, that you got from drafting, to pick when a cards price will go up. Buy low and sell high and you can make a lot of money online just like everywhere else.
There are expensive decks online and there are cheap decks online. If you are serious about being a better player you can make the jump to online for less than fifty dollars. Take a look at this list:
18 Mountain
3 Mutavault
4 Burning-Tree Emissary
4 Chandra's Phoenix
4 Firefist Striker
4 Rakdos Cackler
4 Stromkirk Noble
4 Young Pyromancer
2 Brimstone Volley
4 Pillar of Flame
4 Searing Spear
4 Shock
1 Skullcrack
Sideboard
4 Burning Earth
3 Electrickery
1 Flames of the Firebrand
3 Mizzium Mortars
1 Mountain
3 Skullcrack
But I don't want to play Mono Red. Quit crying, I've got your beloved UB Control deck right here:
1 Dimir Guildgate
4 Drowned Catacomb
8 Island
3 Nephalia Drownyard
6 Swamp
4 Watery Grave
3 Augur of Bolas
2 Snapcaster Mage
2 Curse of Death's Hold
3 Dissipate
3 Doom Blade
1 Essence Scatter
3 Forbidden Alchemy
2 Opportunity
2 Ratchet Bomb
1 Rewind
2 Syncopate
3 Think Twice
2 Tragic Slip
3 Tribute to Hunger
2 Warped Physique
Sideboard
1 Cremate
2 Devour Flesh
2 Duress
1 Jace, Memory Adept
2 Negate
1 Nephalia Drownyard
2 Pithing Needle
1 Psychic Spiral
1 Staff of Nin
2 Vampire Nighthawk
Both of these decks can be bought online for less than fifty dollars. Both of these decks also went 4-0 in a daily event. And yes, that is three Snapcaster Mages in the UB deck. Generally, rares online are much cheaper than they are in real life. Lets take, for example, our friend Snapcaster Mage.
Online the card only costs you about six dollars. In real life the cost of Snapcaster Mage is closer to twenty-two dollars. That makes accessing certain cards much easier online. And just so you know the reason they are so cheap is because drafters, like you, are always drafting, so packs are always being opened so there is a constant influx of new cards.
Competition
When you play online you are going to be playing against a higher skill level opponent on average. I mean hey this guy went through the trouble of paying for cards online just to play to get better. He's not looking for the social aspect of magic, a problem with playing online. He loves Magic and wants to get better. Generally from what I've found, people who play in daily events are going to be on par with people who play in PTQs and better than people who play at FNM. This is great for you, because you want to get better, and the best way to get better is to play against people who are better than you. You learn a lot more from losses than wins and when playing against someone better than you, you are able to watch how they play and understand why they make certain plays. Maybe he doesn't need to play Wrath of God against your one creature because he is using his life as a resource and your not pressuring him enough. Maybe he isn't overextending by playing a lot of creatures into your Wrath of God. These are tactics you can learn just from playing against better people. You may remember that one time you won a match even though you made a bad play. I guarantee you will remember the match the time you made a bad play and your opponent punished you for it.

Top 5 First Person Shooter World War 2 Games

5. Return to Castle Wolfenstein (PC - 2001)
The much anticipated sequel of the father of all first person shooters, Wolfenstein 3D, is hard to exclude from a top five list. The game is essentially a reboot of Wolfenstein 3D from the early 1990s, but offers a very modern take on the classic that still keeps up quite well with what more modern offerings have to provide. In it, players assume the role of Blazkowicz who must escape from a Nazi stronghold and investigate the secret paranormal division that's around him. It is a linear FPS experience that doesn't deviate from what players might already know from the original video game.
The visuals received a complete overhaul to keep up with more modern times. When played at maximum settings, which isn't beyond the means of many computers used today, the levels become very vivid in their presentation. Although I was left with the impression that it wasn't very "prison-like". Instead, the levels seem rather medieval and take on a more literal meaning of "castle" in many respects. However, this does little to detract from the overall experience of the game and it keeps to its predecessor quite well.
Overall, it's hard to find fault with the game's single player mode, but the game truly shines on its multiplayer mode: experiences that were sorely missed in the early 1990s unless players had the technical knowledge to create IPX networks. Despite being over 10 years old, Return to Castle Wolfenstein still has a vibrant online community of dedicated players who are unlikely to disappear anytime soon!
IGN Score: 9.0
Personal Score: 7.0
Age Advisory: Mature (17+)
4. Battlefield 1942 (PC - 2002)
It's hard to think about WW2 PC games and not have Battlefield 1942 come to mind. While comparably dated like Return to Castle Wolfestein, it's a game that's hard to beat in the multiplayer realm due to the voluminous capacity of players who are able to take part in any one match. Up to 64 players are able to play in an individual campaign, which are set in the Pacific Theater and Stalingrad. It's also set apart by its well-developed vehicle system. Increasingly modern games attempt to incorporate vehicles into the gameplay experience, but Battlefield 1942 still stands out as players have access to over 32 vehicles that are on land, sea, and in the air.
Given the age of the game, most modern computers released within the past few years would be able to handle Battlefield 1942 flawlessly. However, the visuals do indeed show their age nowadays. They still stand out as remarkable for the time of the game, but are losing their appeal as time goes on. Yes, it's understandable than an 11 year old game would do this, but visuals certainly aren't what keep players involved in the game. I'd argue it's the sheer capacity of players per match that make it one of the most unique WW2 games on the PC today.
If players are into full-scale combat, then this is a game that's hard to beat. It's by no means the best WW2 game available for the PC today, but has stood the test of time and is still widely enjoyed by players; much like Return to Castle Wolfenstein.
IGN Score: 9.3
Personal Score: 8.5
Age Advisory: Teen (13+)
3. Call of Duty (PC - 2003)
What WW2 PC games list would be complete without mentioning the start of what later became one of the most successful war-based franchises in gaming history? Like Battlefield 1942, Call of Duty is hectic in its experience and provides an unmatched intensity that's unrivalled in today's gaming scene. However, it also incorporates a great deal of historical accuracy: something that many of the best WW2 games choose to neglect, especially within the FPS genre. In it, players take control of numerous American and British soldiers who work their way through various campaigns during the Second World War. This was all done with sensitivity to the time period, so players won't find themselves making use of ray guns or other futuristic weaponry in this game.
When this game was released ten years ago, its visuals were unlike anything on the market at that point and rivalled some of the most hardware intensive games on the most powerful console at the time, which was the Nintendo 64. However, that's not to say the game was without fault. My test rig did come across some aliased features, but it's difficult to pin down the source. It could very well be a driver incompatibility given the age of the game against my more modern hardware.