Archive for November, 2007

Tuesday, November 6th, 2007

…or not at all.

I had to get my laptop fixed and now I only have a desktop Sara borrowed me, it’s got a few years on it and for some reason I can’t install my pen tablet on it.

I’ll try it again tomorrow with a little more time and patience, I hope I don’t have to spend a whole month not drawing comics because the damned tablet just won’t install.

Monday, November 12th, 2007

themeclash.png

Welcome to the final Tenth Edition theme deck clash! Final? You ask!

First of all, I know I was supposed to write a review for each clash, but to tell you the truth it’s pretty boring for an advanced player. Why?

These theme decks were done with a purpose, that purpose was to showcase the up and downsides of each color (and the downside of land flood on each and every one) .

They are nice decks but they lack the depth a advanced player requires. These theme decks are perfect for novice players who just learned the rules (either with a starter pack or more commonly through a friend) and wants to grab another friend to develop their skills. After that the next logical step is getting another theme deck and experience deckbuilding for the first time.

Get either another color or the same color you had and experiment with 60 card builds you’ll get a feel for one of the most entertaining experiences Magic has to offer: deckbuilding. After that it’s trading cards and buying packs so you can shape your deck to something you like.

If you want to try out these decks here are some hints:

Cho-Manno’s Resolve :w:

This deck is all about defense and not letting your opponents attack after that that it’s bashing your opponent’s face with fliers and first strikers. Don’t expect the Cho-Manno/Pariah combo to appear too often.

Arcanis’s Guile :u:

To play this deck you must really follow blue’s philosophy of taking the pain and waiting to establish control. The problem here is that your big threat is Denizen of the Deep, so don’t feel bad with yourself if you lose often with this deck though it’s probably the deck with which you’ll learn most.

Evincar’s Tiranny :b:

Mr. Vampire on Steroids’s deck is not as shallow as it seems, most of the creatures in this deck are really tiny, with the exception of Mortivore that can grow to an insane size if you follow this deck’s strategy that’s basically killing of all the other guy’s annoying or big threats and go for the win when the field is clear.

Kamahl’s Temper :r:

Well, I’ll try to be as short as possible with this one: go for the throath. Kill annoying creatures and blast your way to the win, no magic rules knowledge is necessary :razz:

Molimo’s Might :g:

Speed up your mana base (no llanowar elves? :shock: ) and resist the initial onslaught if any, after you’ve got your forests lined up start putting down one beast after the other. As simple as that ;) For additional humiliation just overrun your opponent.

Next week should be Lorwyn week around here, I’m supposed to draft a Lorwyn box and other stuff. I’ll upload a picture tomorrow of all the Lorwyn stuff I have around here.

The comic will only be updated in December though, when my laptop gets back from repairing.

Monday, November 19th, 2007

You are a planeswalker. That’s right, we’re all planeswalkers, that’s what it says in the booklet once again: The player is a planeswalker.Dominaria was once the most important plane there was to magic, it was Dominaria this, Dominaria that. We’ve since been accustomed to leap around from plane to plane, from Dominaria to Rath, from Rath to Mercadia, but wait, that wasn’t us, we weren’t making the leap to all those planes, Gerrard and his crew were.

Well after the Phyrexian Invasion, and after we saw what happened to Dominaria afterwards (Odyssey block), that’s when the fun started, first stop: Mirrodin, then Kamigawa, Ravnica last stop before coming back to Dominaria. We are not following the will of puny mortals now, we’re planeswalking from plane to plane to gather all new spells and visit all new worlds.

Being a planeswalker is being a traveller, a teller of tales far beyond. So where do the formats fit that? How does playing in Standard, Extended or Vintage fit that?

If you were a planeswalker wouldn’t you want the best spells from whenever and duel with that?

Well, first of all, not all the planeswalkers ascended at the same time, so a planeswalker ascending earlier normally has access to earlier spells and a newer planeswalker only knows about what little he saw (i.e. latest block). It’s true that newer planeswalkers also have access to older spells, that’s because whenever planeswalkers meet they don’t necessarily have to duel, they can trade spells (trading cards).

Vintage

Well, if you’re a planeswalker for a long time you’ll probably have access to older spells, so maybe you’ll want to use all the raw power you’ve been collecting all these years. the downside is that many newer planeswalkers will run away from you because they can’t keep up with your more potent and arcane spells.

Elder planeswalkers have prohibited or restricted the use of some spells because they made the battle too unbalanced and being a planeswalker, well, that’s a matter of honor. This is reflected throughout the more recent formats.

Extended

Well, for older planeswalkers that don’t have access to the prior spells, there was an agreement: Planeswalkers couldn’t play spells from before the Invasion. This limit is temporary as more spells are added to the pool of known spells and planeswalkers slowly learn more and more spells (your library). From time to time this limit is pulled up to ensure newer planeswalkers can have a parte on these battles.

Standard

We’re all about travelling, so what’s the fun of using old spells from old grimoires and worlds we have never met? It’s the now that counts, but seeing so many spells are available at any time we keep spells from the previous plane just in case.

Also, the latest core Edition (take it has a compilation of basic spells planeswalkers deem neccessary for more interesting duels that get reviewed every 2 years) is also allowed.

Block

It’s where we are that matters, travelling is about being somewhere else, and that somewhere is here. The only spells allowed are spells from the current world. Life as a planeswalker is fleeting so why not get out with the old and duel with the new and unknown?

Where does limited play fit all of this?

Well, you can say limited play is a test on planeswalker skill, planeswalkers are forced to use spells for which they have limited time to pick (draft) or are forced to use only spells from a given book (sealed deck). That way even an elder planeswalker is on the level of a new planeswalker (on terms of available spells not skill).

I know I didn’t talk about other formats such as highlander or stuff, but you get the point. Basically planeswalkers have a code to ensure everyone gets a fair chance when dueling.