This entry is part 1 of 9 in the series Line in the Sand


If you guys are anything like me, then at least one person at your LGS (assuming you’re lucky enough to have one) has asked for your help with their EDH deck. For some reason I can’t quite figure out, everyone in my area considers me the go-to person for deck advice. I have had the privilege of working on everything from duals-and-all Thraximundar voltron, to Numot Land Destruction control, to Drana tribal vampires. In the beginning, I would get annoyed that people wouldn’t listen to my advice. I was suggesting all these great cards, and they were just wanting to play Lava Axe. If they wanted me to help them, why were they still playing all of these bad cards?

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This entry is part 2 of 9 in the series Line in the Sand


It was so freaking shiny.

I was entranced by my Judge Promo Sol Ring. My fascination with the shininess only grew as I tapped the Sol Ring to cast an equally shiny Umezawa’s Jitte. I proceeded to ride a Jitte-equipped Student of Warfare to victory. My opponent didn’t stand a chance.

Don’t worry, this article isn’t going to be me bragging about my beloved Eight-and-a-Half-Tails (although it is very pretty). This game was the beginning of my journey toward the most horrible deck I’ve ever constructed. I realized that by thoroughly wrecking people, I was making them lose their desire to play EDH. It’s just a part of human nature: nobody wants to play a game they can’t win. It got to the point that nobody but my personal playgroup would sit down to a game with me.

Whatever. I didn’t want to play with those scrubs anyway.

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This entry is part 3 of 9 in the series Line in the Sand


We all know that Commander is supposed to be a social format; play nice with others, don’t play stuff that others find unfun, blah blah blah. Certain people whom many look to as leaders of the format are preaching about their desires for Commander:

  • Don’t play land destruction
  • Don’t play combo
  • Don’t take extra turns
  • Don’t play blue

The so-called Social Contract is being described as an agreement not to play “d-bag” cards and strategies. As I’ve said many times before, the concept of what is unacceptable to play is too subjective. This contract we’re all supposed to be abiding by is creating a rift in the player base. It’s entirely possible that this rift would be there regardless of what certain Rules Committee members are saying. This divide is as old as the game itself, when Johnny, Spike and Timmy realized they all had different definitions of “fun.”

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This entry is part 4 of 9 in the series Line in the Sand


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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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 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 »