This entry is part 331 of 384 in the series CommanderCast

Hello everyone and welcome to CommanderCast Episode 312! This week, the celebration of Magic reaching 25 years of age continues with Mark and Adam going over some of the cards they enjoy from Mirage reaching to Exodus.

 

So pull up your rocking chairs and click the IB!!!

 

Ib Download

 

 

 

 

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This entry is part 2 of 5 in the series No Uncertain Terms

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

Welcome back to another “No Uncertain Terms,” or N.U.T. (the scientific term for a language pedant). It’s been quite some time since I did an entry in this series, so here’s a refresher: This series is meant to be a reference to help players communicate more effectively with each other. Each article will introduce and explain a commonly used piece of Magic slang and attempt to pare it down to its fundamental definition.

 

Previously, I discussed the definition of Aggro and what it means to be an Aggro deck. Today, I’m going to pick up where I left off and discuss the archetype of Control decks using that same model.

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This entry is part 20 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth

 

Matchups are incredibly important in 1-v-1 Commander. The nature of specific decklists, and even minute changes in card selection, can dramatically change the texture of a Commander matchup. A lack of familiarity with the finer points can lead to preventable losses. In the world of casual multiplayer, Commander matchups receive much less attention, but are still just as important in determining the outcome of a game.

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This entry is part 2 of 7 in the series Up! Your! Deck!

378127_10150441621792624_1477312954_n“I don’t get it!” whined Bones as he stared at the board in frustration.

“What? How to play the game? I thought you knew the rules,” said Scotty with a wry grin.

“Shut up,” Bones growled before adding, “I know this Grimgrin, Corpse-Born deck is good. I have seen it do well. But every time I try to play it, it falls apart.”

“Well, maybe you just suck at playing control,” Scotty shrugged at him.

“How can you suck at playing control? It’s just removal and counter spells!” Bones said with frustration. 

“Is it?” Scotty asked him, shrugging his shoulders again.

Bones just gave the board another frustrated look before sighing loudly.

Boldly going where no Frankenstein rip off has gone before...

Boldly going where no Frankenstein rip-off has gone before…

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This entry is part 30 of 37 in the series Generally Speaking

By Imshan AKA Sinis

(Editor’s Note: I know a lot of you are expecting an article from Gibson Haynes AKA KaipaLin, but we haven’t got it for you.  We’re not sure what happened.  Please enjoy this article by yours truly, instead.)

When Magic 2013 came out, I wasn’t terribly excited, except for a few cards.  If the reported draft attendance at my local game store was any indication, no one else was excited either.  The only cards that caught my eye were Void Stalker, Omniscience, Ranger’s Path, and Odric, Master Tactician.  When I saw Odric, I knew he had real potential; in one run-on sentence, Odric gave players with a handful of creatures real options in combat.

Last week, I ran through a typical Mono White Control list with Akroma, Angel of Wrath at the helm.  The list – which admittedly has its holes, as one commenter pointed out – is of a very traditional variety.  Last week’s deck tries to gain a leg up through Wrath of God effects and ‘rules’ cards, which prevent opponents from taking certain actions until it can play Akroma and dish out the punishment.  This week, Odric, Master Tactician will take the helm in an aggressive control build.  This deck will certainly not be like Akroma’s. Read the rest of this entry »

This entry is part 29 of 37 in the series Generally Speaking

By Imshan AKA Sinis

When Avacyn Restored came out, I ventured out into the world of playing EDH at local game stores I was unfamiliar with. Reliably, when discussing colour strengths, Red would be cited as the weakest. While Red is commonly seen as the worst of the mono-colour choices available, I believe white the weakest, for the sheer difficulty it faces drawing cards.  Red at least has a handful of Wheel of Fortune effects that can be relied upon to rejuvenate retrenched casters. White, for all its versatility in removal and other features, lacks steady and reasonable card draw, except from artifacts.

This week, I’m going to go over a mono-white deck. Moreover, it’s going to be a control deck, which are best known among the three pure archetypes – aggro, combo, and control – for the need to gain card advantage over their opponents.  Next week, I’ll write about a different kind of mono-white control deck that uses unorthodox tricks to gain card advantage and maintain control.  Will these decks win every game? Probably not, but they will run across opponent’s expectations and will surprise your friends.  So, what’s a mono-white player to do? Read on. Read the rest of this entry »