Posts Tagged ‘FNM’

Block rotation is one of the coolest periods in tournament Magic. The old guard decks (which everybody is sick of) rotate out or lose a lot of power, replaced by timid newcomers unsure of their place in constructed play. Sometimes Teir 2 decks get a chance to see what first class accommodations look like for a while. It is a great time for deck builders and people who sell cards.

Also. Jund, you were a bastard not unlike Freddy Kruger; born from the sweaty thrusting of a thousand players who saw cascade was retarded and could afford Maelstrom Pulse.  I thought I invented you, but your mom was a whore. You’re not my son. Get off my couch.

So, what are we going to be looking at in the future?

Quite a few people I talked to during the pre-release seemed to think a White Weenie deck was poised to make an appearance in the new standard. I agree.  However, I’m not sure what form the weenie or token deck will take. Maybe something mono white, like this.  Maybe it will be made from artifacts. Most likely with will be weenies witih artifacts.

I can has play time?

When I first thought about playing a weenie-artifact deck, I didn’t like the idea. I didn’t think you were getting a whole lot of an advantage playing small creatures which had to be equipped to be any good. I didn’t think paying 1 for a 1/1 and then having to pay 3 to drop and put some equipment on it to make it a 3/2 double strike was all that hot. That’s like paying 4 for a 3/2 double strike, right?

Well, maybe that’s not so bad.

And metalcraft? I fucking hate metalcraft. I’m probably wrong about this, but I think it sucks, for now. I saw plenty of decklists with that lame Mox Opal and Auriok Edgewright in them. Getting three artifacts regularly in a rush deck? Ugh.

However, I thought about it and I see you can get some pretty powerful effects from these type of interactions. I still don’t like Metalcraft, or the metal craft creatures like Auriok Sunchaser and the edgewright. I’d rather use the Zendikar gear-enabled creatures. You also get to re-use the equipment if your guy dies, so it’s not like an enchantment you’re investing in one creature. 

So, in the future, at least when the meta first changes, I expect to see a lot of weenies. I’ll probably see a million Trusty Machetes, Adventuring Gear, Basilisk Collars and Swords of Vengeance. I’m probably going to look at the aforementioned creatures along with Glint Hawk, Kor Duelist, Kor Outfitters, Stoneforge Mystic, Steppe Lynx and a shittload of Memnites.  

I haven’t heard a lot about Honor the Pure, Ajani Goldmane or other types of mass buffing effects. I  beleive the idea is to use the artifacts to trigger rediculous creature effects rather make them all just a little bit bigger. I have to admit, a 4/4 with doublestrike is a lot cooler than a 3/3 or a 4/4. However, a little vanilla love might not hurt either, especially if you’re just going to throw a knife on a bird.

However, I think there are a few more avenues for weenie decks I haven’t heard people talking about, espcially if they’re going to be passing out the artifact equipment. ……


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While Koth is a new face, the other two plainswalkers visiting the metallic plane of Mirrodin are pretty familiar.  Venser, who is also known as Venser, Shaper Savant, is one of them.

It would only make sense he would show up on Mirrodin, he was a master artificer after all. If that isn’t enough of a tie-in to a plane full of artifacts, he also has experience with Phyrexians, having tinkered with the lifeless husks of Phyrexian soldiers left after the events of Invasion.

So, lets see what he does.

+2 Loyalty: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
What does it do? Well, a few things comes to mind.

1. Blink a creature to
a. Trigger any come into play ability it might have.
b. Remove any damage, counters or enchantment on it.
c. Evade any enchantment targeting it (such as Mind Control).
d. Hide it from wrath effects
e. Untap it.
f. Reset any counters on it.

2. Blink a land to
a. Untap it
b. Trigger any come into play effects it might have
c. Remove any damage or counters on it (it can happen).
d. Hide it from wrath effects.
e. Reset any counters on it.
f. Trigger landfall effects.

3. Blink an artifact to
a. Untap it.
b. Reset any counters on it.
c. trigger any come into play effects it might have.
d. Hide it from wrath effects.

4. Blink an enchantment to
a. Choose a new target.
b. Reset any counters on it.
c. Choose a new condition (color, creature type, ect…)
d. Hide it from any wrath effects.
e. Untap it (I think there are a few).
f. Trigger any come into play effects.

5. Blink a planeswalker to
a. Reset any counters on it.
b. Hide it from wrath effects.

Oh, I almost forgot he did other things.

-1 Loyalty: Creatures are unblockable this turn
What does this do? Enables you to sneak your creatures in to chip away at an entrenched opponent, or deal the final blow.

-8 You gain an emblem with “Whenever you cast a spell, exile target permanant”‘
What does this do? Gives you an insurmountable advantage, even if Venser leaves play. With the ability to exile a permanent; any permanent you want (including lands) with every spell you cast, it will be virtually impossible for your opponent to make any headway.

Overall, Venser does what a lot of good cards have done over the years; give you an incremental advantage which really add up. This strategy has proven to be pretty successful in the past, and an being able to blink any damn permanent makes this blink effect more powerful than any before them.

The game is always full of creatures and other permanents with come into play abilities. Many aren’t that great on their own, but when subject to the kind of abuse Venser can facilitate,  they become powerful tools. Remember Momentary Blink? Remember Revillark? Both became integral parts of successful decks; decks which usually remained viable until rotation.

None of those cards ever had a clause which allowed you to basically lock out a game just for using them a couple times. Venser’s final ability can. With the ability to cast an un-targetable O-Ring with each spell, you can turn the tide of a game and make sure your opponent doesn’t gain any ground for the rest of the game.

I may like Koth of the hammer a whole lot, but my money is on Venser as the “big” planeswalker of the set. Abusing the hell out of your permanants will be so fun.

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Mirrodin is no stranger to planeswalkers. After all, the artificial plane was originally made by one. Now, three more planeswalkers will be visiting the metallic world. What will their impact be on Mirrodin and Standard?

While two of the new planeswalkers are familiar, there is one fresh face; Koth of the Hammer. Koth looks like a local boy, a member of the Vulshok tribe, to be exact. Mountain barbarians, known for their metalworking skills as well as the fiery magic they use in battle.

Lets see what homeboy brings to the table.

+1 Loyalty: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It’s still a land.
What does this do? Untaps a mountain and makes it a 4/4 hasty monster as well as a land. The body on these elemental lands makes them pretty relevant; able to take down blockers and tangle with all but the biggest critters. Don’t forget, they still tap for R.

-2 Loyalty: Add R to your mana pool for each Mountain you control.
What does this do? essentially doubles the amount of Red mana you can produce. Having access to powerful spells and creatures earlier than usual is a pretty tried and true path to victory. This second ability can also make up for any elemental land monsters lost in combat by making remaining mountains do double duty. It can also help with mana screw.

-5 Loyalty: You get an emblem with “Mountains you control have T: This land deals 1 damage to target creature or player.'”
What does this do? Gives you the ability to pay 1 R to deal one damage to target creature or player for the rest of the game. The effect persists even if Koth bites it. Mountains played after the ability is triggered can still deal damage. These killer mountains can do a lot of things like clear the board, sneak in a few extra points of damage each turn or deliver the final, fiery blow. I would call this a pretty fair victory clock. No opponent can stand for long with this kind of firepower trained on them.

Koth is my favorite planeswalker of the set. I like it when I know exactly what a card does, and Koth doesn’t put on any airs. Koth is a powerful tool for aggressive decks. He helps you to put the pressure and keeps you from running out of gas, something that has always plagued aggressive players. Koth does this masterfully, by giving Mountains extra utility. With him in play, lands can be monsters,  produce extra mana and burn your opponent’s world down around him. Running out of burn spells or relevant monsters isn’t so much a problem. Drawing too few lands isn’t so much of a problem. A land glut turns into a boon.

I’m not going to speculate on whether or not Koth will make mono red a sustainable archtype or not. I will say Koth addresses  some of the failings of mono red and other agressive decks, but doesn’t keep other decks from evolving to stymie red’s tactics as they usually do.

Koth will make playing red a lot of fun. Imagine combining him with Valakut, the Molten Pinnacle? There are plenty of fun, aggressive red creatures out there too, not to mention some fun new ones, like Galvanic Blast.

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The Rise of the Eldrazi spoilers have been steadily rolling out at MTG Salvation and other sites. More of what the new set has to offer has been revealed. So far, it looks pretty ridiculous.

I mean rediculous in terms of individual card power. Look at this stupid thing.

Yes, Emrakul is ridiculous. I think he/she/it just might be the biggest, meanest monster ever printed, though rumors abound about an even bigger Eldrazi. Sure, Emrakul is far from invincible, but he is damned close. Other Eldrazi monsters are already pretty burly already; just look at Kozilek or Ulamog. It is safe to say giant, game winning monsters with crazy powers and even crazier mana costs are at least a sub-theme to this set. It is Rise of the Eldrazi, after all.

A new and ridiculous mechanic has been introduced as well; level up (or leveler, whatever the hell you want to call it). Some creatures can now gain levels by paying an activation cost. Various new abilities and power/toughness upgrades come with different level brackets. It works somewhat like Figure of Destiny combined with the flip cards from the Kamigawa block.

Also ridiculous, the two new planeswalkers; Sarkhan the Mad and Gideon Jura. Both bring something completely new to the planeswalker archtype. Sarkhan has no ability with which to add loyalty counters to him. He ticks away slowly until the last counter is removed. Gideon is the first planeswalker to have the ability to attack players directly as a creature can. It is pretty exciting.

There also seems to be a small colorless mana side-theme to Rise of the Eldrazi as well, which is to be expected when the blocks flagship creatures are colorless. However, it wasn’t clear how it would be implemented aside from the Eldrazi themselves. Now we see lots of cards which create minions with the ability to sacrifice themselves for 1 colorless mana. It appears there will be plenty of  spells available to “Dark Ritual” the ridiculous Eldrazi creatures into play, or pay X mana costs.

Finally, something else ridiculous; Starcity Game’s response to my letter. I have never seen a more blatant “non-answer” to a specific question. Good work.

 My letter:
I was wondering if Starcity Games might consider allowing customers to consolidate multiple pre-orders now that singles are being sold as spoiled.
In order to get the best prices, customers will have to buy early and buy often, which will lead to multiple shipping costs. I am also curious; why you are selling singles as spoiled? I know the eBay market does this, but I also don\’t pre-order product on e-bay because the prices are driven by mostly baseless speculation and new-card hype. I would hate to see the same at Starcity Games. Being able to buy new product as early as possible may appeal to some, but I
think it was just fine when pre-order day was after the pre-release.

Response from Starcity Games:
Thank you for your inquiry.  Our Pre-Order policy is to not combine orders once they are placed.  We do understand your feedback and issue with the
singles being put up at different times.  We do try to work with our customers as best we can. Unfortunately, we do not know at the beginning of pre-order sales what the single cards will be.  Once they are discovered we do make the decision whether or not to make that card available for pre-order.

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I have been “out sick” for the past three weeks, but I have been scanning the message boards and reading recent articles post-regionals. The first thing I noticed is M10 hasn’t yet made a huge difference in the kinds of decks being played. I do see, however, where several cards have carved out a nice niche in current decks.

The second thing I noticed is 5CC has made a huge comeback.

Whatever you want to call it; Cruel Control, Quick n’ Toast or just Five-Color, the return of this deck isn’t much of a surprise. What I find surprising is how long it took for the deck with something for everything to return to power.

It isn’t as if the deck gained much of anything from M10, with the exception of Great Stable Stag. I would say the deck actually lost something with the rotation of Wrath of God. Yet, here it is, totally dominating the U.S. Nationals, and either winning or taking several top 8 spots in almost every other national. 

Here are a few examples.

Five-Color Control, by Charles Gindy, as seen on Starcity Games. 1st Place US Nationals.

3 Broodmate Dragon
3 Mulldrifter
3 PlumeveilInstants
3 Broken Ambitions
4 Cryptic Command
4 Esper Charm
1 Essence Scatter
2 Negate
4 Volcanic Fallout

2 Ajani Vengeant



3 Cruel Ultimatum
2 Hallowed BurialBasic Lands
3 Island

2 Cascade Bluffs
1 Exotic Orchard
2 Mystic Gate
4 Reflecting Pool
3 Sunken Ruins
2 Vivid Crag
4 Vivid Creek
3 Vivid Marsh
2 Vivid Meadow



Sideboard:4 Great Sable Stag
2 Runed Halo
1 Essence Scatter
1 Negate
2 Jace Beleren
2 Firespout
1 Hallowed Burial
2 Identity Crisis

Five-Color Control, by Adam Yurchick, as seen on StarCity Games. 2nd Place US Nationals.

2 Broodmate Dragon
1 Mulldrifter
3 PlumeveilInstants
3 Broken Ambitions
4 Cryptic Command
1 Doom Blade
4 Esper Charm
1 Negate
1 Path To Exile
2 Volcanic Fallout

3 Jace Beleren

3 Cruel Ultimatum
2 Firespout
3 Hallowed Burial
1 Maelstrom PulseBasic Lands
2 Island

2 Cascade Bluffs
1 Exotic Orchard
2 Mystic Gate
4 Reflecting Pool
3 Sunken Ruins
3 Vivid Crag
4 Vivid Creek
2 Vivid Marsh
3 Vivid Meadow

Sideboard:4 Great Sable Stag
2 Runed Halo
1 Negate
1 Volcanic Fallout
2 Ajani Vengeant
2 Deathmark
1 Firespout
2 Identity Crisis

Not a whole lot different from the 5cc’s of the past, no? So what makes the deck tick?

Around the core of this deck is the ability to play all of the best cards in standard. Cryptic Command is still the best reason to play blue, and is a relevant two-fer every single time. Cruel Ultimatum has a devastating effect on the game state, and though it doesn’t outright reverse games by itself, it comes pretty damn close. Usually the seven-cost sorcery is the  tipping point. Broodmate Dragon is one of the coolest “finishers” to come out in a while, and several cards are usually necessary to counter the threat of two 4/4 fliers. Jace Beleren is probably the best card advantage available in standard right now, and Ajani Vengeant; well, he’s just a pain in the ass. He keeps an attacker or land tapped, plays lightning helix and can act as a one-sided Armageddon.

Aside from the best-of-the best, 5cc can play some of the less-powerful but still darned good cards.  Broken Ambitions, Negate and Essence Scatter show up in varying numbers, providing a solid counterspell base. A suite of  sweepers like Volcanic Fallout, Firespout and Hallowed Burial keep the board clean. 

Now I don’t play 5cc, but I think I can see how all of this comes together. The deck controls the damn game while building up an incremental advantages. Between sweepers and counters, nobody can say boo without the 5cc player having an answer. It is very well positioned in the metagame right now. 

Against most aggro decks, the multitude of sweepers will simply wipe the board clean over and over again. 5cc runs enough for numerous rinse-and-repeat sweeps; usually with more in the sideboard. The deck can also stall the action with a few early Broken Ambitions and Plumeveil. If something out of sweeper range manages to sneak by, a few spot removal spells are included in the package. Esper Charm can take care of any weenie-boosting enchantments like Honor the Pure.

Other decks, like Jund Blood/Aggro, 5cB and Elf Combo seem to have problems with 5cc too, again likely due to the number of sweepers and the inability to play key creatures due to the counterspell suite. While Jund decks can handle opposing creatures,the relevance of removal is lost on a deck that doesn’t run more than 9 guys.

As for Faeries, once considered 5cc’s biggest contender, the metagame field in general doesn’t look good. Everybody and their uncle is putting Great Sable Stag in their sideboard, at least. This card wrecks Faeries: aside from a few silly options, there is nothing fae can do to it. 5cc runs 4 copies in the sideboard, of course. Most of them run enough copies of Volcanic Fallout mainboard to keep Faeries controlled too. Esper Charm can eliminate a Bitterblossom and so can Maelstrom Pulse. 5cc has enough new toys to handle its Nemesis on its own these days, even if the fae can make it thorugh the stiff competition it now faces.

 There are other decks as well, but it seems as if 5cc can handle all of them. “Seems” is the operative word. I don’t know if the deck is just that damned powerful or if something else will come along.  Right now, there seems to be a nice debate in articles and in the forums about whether or not 5cc is “it” or if there are actually competitive alternatives. 

From where I’m standing, I think 5cc and maybe some Jund cascade decks will be the top contenders for the time being, but with not many standard events until Worlds, we probably won’t see a whole lot of change until Zendikar comes out. 

For further reading, visit these articles and others on 5cc at StarcityGames. Some may require a premium account.

Innovations-U.S. Nationals, by Patrick Chapin
Positive EV-Beating Five-Color Control and M10 Sealed, by Manuel Bucher
Five-Color Instant, by Quentin Martin
Reflecting on Five Colors, by Jeff Philips

These are on the official WotC Magic page
When they said “Great” They Mean It, by Mike Flores
Beating Up Five-Color Control , by Jacob van Lunen
U.S. and Japan ationals Metagame Breakdown, by Paul Jordan

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So with all my good cards (Maelstrom Pulse) tied up in my brother’s Jund Mid-Range deck, I’ve been waffling on several options for FNM.

I’ve played a few games with B/W Tokens. After all, what could be easier than Bitterblossom, Spec Pro, Ajani, WIN. I like the deck enough, but sometimes it just doesn’t seem to “get there” . There are plenty of times when my opponent drops something utterly horrible and I am stuck thinking “Shit, I hope I draw one of my paths.”.

B/W Tokens is still insanely good, so I’m guessing the problem is on my end. Specifically, I rely way too much on either 1.) having the advantage, or 2.) having an answer. My combat tactics start to fizzle when both sides of the board are clutterd up with doods. Bad player, I know. I have to work on this.

I’ve decided to do this by playing Faeries. Faeries, while once insanely powerful, is now merely good. I don’t think there is a deck in the meta right now quite like Faeries when it comes to punishing  mediocre to bad players. If you are going to play this deck, you had better be on the top of your game.


Faeries is actually on the rise again, if you haven’t noticed. I’m not going to spend a whole lot of time talking about Faerie strategy because other people have done it so much better, like in this article by Paulo Vitor Damo da Rosa, or the myriad of other Faerie related articles on Starcity Games and other Magic sites. Seriously, there are a billion of em’. 


Alright, who put the dick on the scarecrow?

 The core deck, is of course, still the same; with some give or take when it comes to Thoughtseize, Loxodon Warhammer and the number of Scion of Oona to include. Some decks even run Peppersmoke mainboard for the mirror or B/W Tokens. However, Faeries has picked up a few bits of new technology to keep up in today’s meta. Most of these are sideboard choices, but they can make a big difference in game two.


Puppeteer Clique: The “other” clique grabs things out of the opponent’s graveyard like Kitchen Finks, Anathemancer and Broodmate Dragon. Just remember, you get to keep the finks (I think) and the dragon token. Stealing a cascade critter does not equal playing it, so don’t expect too much if your clique plays grab-ass with a Bloodbraid Elf.

Flashfreeze: Everything people  play these days has either red or green in it. Why did it take so long for people to figure this one out?

Deathmark: Remember what I just said about green? Well, white is a close third. Beefy spec pro token BEGONE!

Plumeveil: Not so new, but still tasty against the horde of Jund-Aggro.

Snakeform: Chameleon Colossus.

If Faeries isn’t your thing, and neither is anything else at the top of the heap, check out this neat Elemental deck by Manuel Bucher.

Elementals, by Manuel Bucher, as seen on Starcity Games


1 Springleaf Drum

4 Bloom Tender
3 Cloudthresher
4 Flamekin Harbinger
1 Fulminator Mage
4 Incandescent Soulstoke
4 Mulldrifter
2 Ranger Of Eos
4 Reveillark
1 Shriekmaw
4 Smokebraider
2 Soul Warden

Legendary Creatures
4 Horde Of Notions

Tribal Instants
1 Nameless Inversion

Basic Lands
1 Forest
1 Island
2 Mountain

4 Ancient Ziggurat
4 Primal Beyond
4 Reflecting Pool
4 Vivid Crag
1 Vivid Grove


3 Pithing Needle
1 Burrenton Forge-tender
1 Cloudthresher
3 Fulminator Mage
2 Glen Elendra Archmage
1 Shriekmaw
1 Tar Fiend
1 Wispmare
1 Eyes Of The Wisent
1 Shields Of Velis Vel

Check out Bucher’s article on his the deck here.

To me, it looks like this deck is alot of fun to play. It might not necessarily be the best, but at least you’ll have a good time. It reminds me alot of the Elemental deck Kyle Sanchez came up with at the beginning of the year. I did play that one for awhile and it was pretty good. I don’t see why this one wouldn’t be.  

Besides, now is the time to get your “damage on the stack” Fulminator Mage tricks in while you can.

Speaking of the new M10 rules, here is an interesting perspective on them in this Satarcity Games article by Oliver Ruel.

Cascade, now there’s something that dumbs down Magic. Play a card, get a free spell. The only skill involved there is making sure you have all sorts of good stuff with the right mana cost in your deck. Considering the cheapest playable cascade card right now is Bloodbraid Elf at four mana, that means anything three and under is fair game. I’m not going to start naming them off (Maelstrom Pulse), but there are a bunch.

I haven’t had a chance to play cascade yet, but I’ve been told it feels like cheating. It kind of looks like cheating too. Yes, I will play a 5/5 and get a free pulse to blow up your Faerie tokens with. Good day sir!

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I wasn’t going to do it. I wasn’t going to publish and opinion on the M10 rule changes. When they were spoiled last week by WotC, I thought to myself, “I’m not getting into that mess.”  I read the message boards at Starcity and MTG Salvation and I listened to the podcasts at Top 8 Magic. I posted the “particulars” of the changes. Whatever I did, I tried to keep my opinion out of it. 

Then I though, “What the hell?” I mean, what good is a blog if I don’t get personal once in awhile. The rule changes are important to all of us Magic players, right? Why shouldn’t I have an opinion?

Well, here goes.

The new rules are okay, I guess.

Did you see me shrug there? The new rules don’t do much for me, one way or another. I don’t think they really help the game, but I don’t think they tank the game either.

I do, however, find it fascinating to read people’s reactions to the changes. Now I can understand people being apprehensive about WotC messing around with the game they love. This is a perfectly normal reaction. Why fudge around with something that works? What I don’t understand is the following;

1. Why people are claiming the rules changes kill the game.
Really, did you read the rules right? Alright, well, if combat damage leaving the stack and losing the old slap n’ sack trick or having the “in-play” zone changed to “the battlefield” really killed the game for you, I’m sorry for your loss. However, you have to realize this is a choice you are making; the game isn’t dead to the rest of us who are willing to go on without Mogg Fanatic. 

2. Lame combat damage arguments. 
Maybe I just don’t play a lot of casual games anymore, but do people really block a 5/5 with four 1/1’s and then cast Righteousness? I’m pretty sure I’ve never tried to fend off a 9/9 with three 4/4’s. Yes, you are correct, with the new “trample” rules for assigning combat damage to multiple blockers, you can no longer take advantage of people’s crappy blocking choices. These are not arguments for the new combat rules sucking, these are arguments for people learning how to play better. I’m not saying there are not a few instances where the new rules do interfere with legitimate strategies, but these aren’t them.

 3. People arguing without actually reading the rules.
This happens quite a bit. No, the defending player does not decide the order of blockers and deathtouch is actually better now.

4. Why people think WotC just doesn’t care.
I am certain Mark Rosewater didn’t get the guys together and say “You know what, it’s been a good run guys, but you know what; f*** this game.  If, for some unforeseeable reason, the new rules do destroy the game, it isn’t because they didn’t give a shit. The guys who make magic also love the game. They wouldn’t be doing this if they didn’t think it was for the better. I doubt they changed the rules so the designers of the new Duels of the Planeswalkers didn’t have to program a few more things into the game (if I am ever proven wrong about this , I will absolutely shit). I am not saying these fellers are infallible, they’ve made mistakes in the past, but they are not stupid.  

5. The new rules make the game “too simple”
I have not see a legitimate argument for this yet. Combat damage leaving the stack does not dumb the game down. How much thought does it take to block/sack with damage on the stack. Sure, you thought you were smart doing it, but it isn’t all that clever, it is conditioned response.

6. Why we changed the rules in the first place
Do the new rules really make the game that much easier to teach? I wouldn’t know, but I do know I learned just fine the old way. I don’t care how easy you make the conversion, new players are still going to get the dog-snot kicked out of them during theirfirst tournament unless they’re already been playing with some pretty high-caliber people. It’s a right of passage, dammnit!

7. Why people keep trying to change other’s opinion of the game
It might not make sense to people who like and understand the new rules,  but some people just don’t like em’. As one poster put it, “some people intuitively know what they don’t like”. Yup, this is true. Why bother telling them how dumb thier combat math argument is. Perhaps their opponent really does block a 9/9 with three 4/4’s and using a nausea to kill them all really does make the game fun.  Maybe they really liked their Brand deck. Maybe the new lingo makes them cringe. Nothing changes the fact that they don’t like the new combat rules, not even the “facts”.







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