Posted by ‘BRIONNE’ aka ‘FORK OF DOOM’

Today I’m going to delve into a dark world, a world where men sell their souls for a quick buck. A world where innocent men are taken for all they’re worth. I mean, of course, GP Commander pods. I’ve played in my share of tournament side events, and have lost many more than I’ve won. I’ve all but sworn off GP pods, but for GP San Antonio I decided to make an exception. I wanted to take another look at them, keeping a mostly unbiased viewpoint. Knowing what I was going into made it a lot easier to distance myself from the frustration of losing to busted decks constantly.

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This entry is part 9 of 9 in the series Line in the Sand

 Posted by ‘BRIONNE’ aka ‘FORK OF DOOM’

My apartment is always littered with cards, but this is a special occasion–the release of a new set. Having spent lots of hard earned cash monies on all this new cardboard, I’m reminded how expensive Magic really is. A quick search shows that there are about 100 cards in this game that are worth more than $50 dollars. I’ve built a pretty decent Commander deck for that much. For a lot of players, even $20 cards are too much to acquire. That made me wonder…what sort of decks would people build if they had unlimited funds?

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 Posted by ‘BRIONNE’ aka ‘FORK OF DOOM’

No matter how much we might wish it were otherwise, we have to acknowledge that Wizards of the Coast does not make Magic simply because they care about the game. Their main purpose is to make money. The steep price tag on Commander’s Arsenal is a reminder of that. There has been a lot of outrage in the community about the $75 MSRP, which is about $40 more than that of any From the Vaults set. Price tag aside, any product made for Commander comes under close scrutiny.

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This entry is part 6 of 9 in the series Line in the Sand

Posted by ‘BRIONNE’ aka ‘FORK OF DOOM’
An article about women in Magic that won’t make you feel like a horrible person.

I am a woman. This is not a particularly interesting fact, just part of my identity as a person.

That all changed when I started playing Magic. When I first learned to play, I had no idea what I was getting in to. I didn’t know that I would end up devoting a large amount of my time and resources to this game. Nor did I know that, as a female, I would be overwhelmingly in the minority. It wasn’t something I noticed immediately. I got my DCI number the day of the M10 prerelease. There were few other women playing that day, but I thought nothing of it. Then I started going to FNM, and it hit me—I was the only woman there. Even at events like Grand Prix or SCG Opens, I see very few women, and even fewer who are there to play Magic. I’m far from the first person to make this observation. Countless women before me have walked into a tournament venue for the first time and thought, “I don’t belong here.” Read the rest of this entry »

This entry is part 5 of 9 in the series Line in the Sand

By Brionne
About a year ago, during my many hours spent online, I found one of the best-kept secrets on MTGS — the Make a Proxy Thread.  Those of you who have read my previous articles will recall my mentioning this thread on several occasions.  You’re about to find out why.

The MaP thread isn’t in the artwork forum.  Instead, this gem is hidden away in the Cube forum.  Like us, cube players know the drive to have the most aesthetically pleasing stack of cardboard money can buy.  Maybe that’s why the thread is located in that section of the forums.  Also because they play with Power 9, and Library of Alexandria and such.

I was attracted to the thread because of the amazing Photoshop skills on display there.  After seeing such fantastic work, there was only one thing to do.  I had to get some of these proxies on paper.  Sure, I already owned most of the cards, but the proxies were much more beautiful than the real thing.  I started out small, with some tokens.  I read through page after page, trying to find the best method.  I watched countless videos.  The cheapest method I could find at the time was the transparency method.  It involved blanking foils with acetone and gluing down proxies (printed backward, which was an adventure all on its own) onto transparency sheets.  The adhesive spray I used got everywhere.  I eventually learned to cover every nearby surface with plastic bags, but not before I had coated my keyboard and mouse in a nice, sticky coat.  After much more trial and error, I was left with some pretty cool tokens.
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This entry is part 4 of 9 in the series Line in the Sand

By BRIONNE

I knew that if I didn’t topdeck a Revoke Existence or a Return to Dust I would not get another turn.  I had only five lands out, too little mana for a more drastic solution like Planar Cleansing.  I eyed the Survival warily.  Normally Adam would restrain his inner Spike until the game had gone on much longer, but I knew his shiny new Necrotic Ooze combo was too much to resist.  He would probably combo off turn six just to prove that he could.

The other players at the table weren’t going to be much help.  My dad was too busy setting up for Thraximundar, and Mike was biding time until he drew the True Conviction that would make his UWB fliers truly terrifying.  They were not expecting an early combo win, because even the biggest Spikes in our playgroup normally wait until the late game to go off.  It’s part of our unspoken gentlemen’s agreement.  This game was different, though.  All the combo pieces had fallen in his lap.  The early game Fungal Reaches would provide the extra mana necessary to go off this early in the game.  He hadn’t even needed to tutor for the Survival.

I drew my card — a plains.  Feeling annoyed, I passed turn.  Adam untapped, tutored up the chain of creatures he needed, and killed us all with infinite suicidal Oozes (Losing to Mogg Fanatic is humiliating, by the way).  I started picking up my cards to shuffle up for the next game.  I wasn’t upset that he had won so early; I was just annoyed that I hadn’t been able to do anything about it.  Mike, however, did not take it so well.

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