Okay, so this is something new I am doing where I pull decks from the TCGPlayer submissions and give them a quick review to make them better. It will be a recurring segment, and I already have a crossover with Calvin in the works (as in, partially written) and my fan Joao from Portugal has agreed to send in adeck list as well. Who will show up in the future?
If you have a deck you would like to submit, email me at CSilver85@gmail.com with the link and a short description of what you would like the deck to do and any other concerns/comments.
http://magic.tcgplayer.com/db/article.asp?ID=10139
Showing posts with label tcgplayer. Show all posts
Showing posts with label tcgplayer. Show all posts
Thursday, November 3, 2011
Thursday, August 11, 2011
From the Vault: Legends Spoiled! All Sorts of Shinies + NEW CARD
Set includes:
Teferi, Kresh, Progenitus, Doran, Kiki, Sun Quan, CAo CAo, Sisay, Omnath, Oona, Rafiq, Sharuum Ulamog Visara, and the new card from Innistrad, Mikaeus, the Lunarch.
A few have new art, though I will mention that I like Kiki-Jikis old art better. Probly will look cool shiny though.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg%2Fdaily%2Farcana%2F774
Friday, August 5, 2011
Celestial Kirin Stax on TCGPlayer.com!!!!!
Went over a lesser known general, Celestial Kirin, and built a Mono-White Stax deck from it. Also went over some M12 cards for Commander. Enoy!!!
http://magic.tcgplayer.com/db/article.asp?ID=9876
http://magic.tcgplayer.com/db/article.asp?ID=9876
Friday, July 29, 2011
Monday, July 25, 2011
TCGPlayer.com $75k Tourney August 12th - 14th! Who's Coming With Me?
Hey all, TCGPlayer is having a big 75K Standard Tournament August 12-14 at the Rosemont Horizon. I have been wanting to get into the big time tourney scene for a while and this seems like the perfect time.
Haven't had all the time in the world to work on a type 2 deck but I have a pretty solid UB Tezzeret Infect and a Puresteel Paladin Equip deck.
here is the link to the event: TCGPlayer.com $75K Championship!
Haven't had all the time in the world to work on a type 2 deck but I have a pretty solid UB Tezzeret Infect and a Puresteel Paladin Equip deck.
here is the link to the event: TCGPlayer.com $75K Championship!
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tcgplayer
Friday, July 22, 2011
Last Commander Deck Reviewed- Kaalia of the Last but Not Least
For this week's article I bring a run of the mill agro/control Kaalia deck and the updated forms of my Ghave and Damia deck to show how a deck evolves as you play games- I use Role-Playing metaphors to illustrate what i really love about Commander.
Cheggit out!
Kaalia of the Last but Not Least
Cheggit out!
Kaalia of the Last but Not Least
Wednesday, July 13, 2011
Political Puppets- RUHAN SMASH! available on TCGPlayer.com!
I take things in a new direction and turn this bland 'political' deck into an all out stomp fest with plenty of CAPITAL LETTERS! RUHAN LIKE CAPITAL LETTERS!
READ OR RUHAN WILL SMASH!
READ OR RUHAN WILL SMASH!
Wednesday, July 6, 2011
THE 'Nath Approves- Mirror Mastery on TCGPlayer.com
I have a double article for ya. Well technically even 3, as Split Decision has an alternatable commander. Check it out and leave some comments!
Mirror Master; Split Decision and Master of Espionage
Mirror Master; Split Decision and Master of Espionage
Updates- Commandercast Recorded; Mirror Mastery Written
Hey folks,
Finished recording my new podcast tonight, and I only sort of sucked at it. Much better than the total suckitude I expected. Hopefully Andy will be able to make something out of my ramblings. Next time I will be much better at it. Learning curve and all.
Just sent this weeks commander article to Frank at TCGPlayer.com, I am really happy with what I came up with and really can't wait to drop some ninjas. Make sure to go and comment!
Finished recording my new podcast tonight, and I only sort of sucked at it. Much better than the total suckitude I expected. Hopefully Andy will be able to make something out of my ramblings. Next time I will be much better at it. Learning curve and all.
Just sent this weeks commander article to Frank at TCGPlayer.com, I am really happy with what I came up with and really can't wait to drop some ninjas. Make sure to go and comment!
Friday, July 1, 2011
Devour for Power; Damia, Sage of Mill Stone on TCGPlayer.com
Go check it out, leave some comments and let them know Commander is where its at!
A Review of Devour for Power; Damia, Sage of Mill Stone
A Review of Devour for Power; Damia, Sage of Mill Stone
Friday, June 24, 2011
Vindication- Counterpunch Review Posted to TCGPlayer Main Page
Hey guys, just got my Counterpunch deck review posted on front page of TCGplayer. I took down the one i posted on here to avoid any issues. Go to the article and comment on it, let them know that people are interested in Commander!
The article- Counterpunch on TCGplayer
The article- Counterpunch on TCGplayer
Friday, June 17, 2011
TCG Player Submission- What is Commander and Why Should I Play It?
I submitted this to TCGPlayer.com when I asked them about writing a regular Commander column on their website. Wish me luck!
Greetings all, my name is Cassidy and I will be your content provider for the next 1500 or so words. I have been playing Magic on and off since the release of Alliance though I was never as engaged by the game as much as when I played my first game of EDH, which has now been officially re-monikered as Commander. With the imminent release of the Commander preconstructed decks, there will be many questions floating around the MTG Community. Whether you are a seasoned veteran new to the format or if you are just a plain old newbie, a serious gamer or a kitchen table card flopper, the Commander format has plenty to offer any personality and preference. To this end, I will explain what Commander is and why you should play it, facilitating the discussion by breaking it down into pre and post deck construction considerations of the rules, strategies, and social aspects that make commander unique in the MTG universe.
So what is Commander, and why should you be playing it?
Commander is primarily a multiplayer format, though it can be played as a one versus one duel. With that said, the primary motivation for a player engaged in Commander is meeting new people and having a good time. The tone of the format is overtly casual, even going so far as to have a “suggested” set of banned cards instead of a hard banned list, though the suggested list is often followed implicitly. Social policing of offensive cards is encouraged within each meta-game and in essence, Commander operates on a sort of Rousseauian social contract. Cards and strategies will be discouraged on a local level, and if a player threatens or breaks this social contract through anti-social behavior, a reactive social response will often ensue, including but not limited to forcing a player off the table or even overt shunning if necessary. This leads to a phenomenon known as “group expectation,” examples of which would be the expectation that games will last long or the expectation that mass land destruction will not be employed. The group expectation is really the most important aspect of the Commander Social Contract. The social considerations on deck building is obvious then- some cards will garner more anger than others, and the reaction of other players to your cards and actions is more important than actually winning the game. In further articles, I will give each card a “hate rate” depending on socially acceptable a card will be. I encourage readers to voice their opinion.
Say you go to a store you have never been to before for an FNM fix but the draft/standard round doesn’t start for another half an hour. If you see some random people about to sit down to a game of Commander, you may ask to join. If you play a commander, card or combo that reduces the fun of everyone else at the table, there is less of a chance that this same group will want to play with you again. Seeing their displeasure, you can either A) remove the offending cards or change the strategy to keep games fun and interesting, or B) alienate yourself from the group and probably everyone else in the store by continuing with the obnoxious antics.
Many pre-deck construction factors set the Commander format apart from the other formats, the most prevalent of which is the unique ruleset on which it operates. Before deck construction, a player must choose a single legendary creature as the “Commander” of their deck. Any colored mana in the commander’s casting cost and text create what is called the “Color Identity” of the commander. Only cards sharing a color identity with the commander are allowed in the deck; for instance, the “Dawn Bringer” cycle from Fifth Dawn all have a five color identity despite being mono-colored creatures themselves. Similarly, split cards, split mana cards, and the phyrexian mana cards cannot be packed in the deck if they have a mana color on them that is not in the commander’s color identity.
Say your commander is Omnath, Locus of Mana. He is two colorless and one green mana to cast, and has no other mana symbols in his text, making his color identity mono-green. This Omnath deck cannot contain any other mana symbols, basically limiting the arsenal to green, artifact, and green/colorless producing land cards. Cards such as Kitchen Finks or Phyrexian Metamorph, despite the fact that they could technically be played by an Omnath player with only green mana to spend, do not share ‘Nath’s color identity so cannot be placed in the deck. If you switched to a WUG general such as Angus Mackenzie, either card will be legal.
Further impacting deck construction is the Highlander/Singleton format on which Commander is based. Highlander style decks have only a single copy of any non-basic land cards, totaling to an exact card count of one hundred including the commander, from any of the available Magic sets besides the “Un-“ expansions (though as mentioned, local custom can overturn even this rule.) Because of this highlander base, building a good Commander deck can be as simple or complex as desired. With each deck consisting of at least seventy different cards with no overlap, there is a lot more room for pet cards and different strategies to shine.
This unique deck building ruleset necessarily creates strategies distinct to Commander. As we will discuss in a bit, the chosen commander is almost always available for the player to cast, making it a prime starting point to build a deck around. A good example of this is Rhys the Redeemed, who will lead a strong token creature centered deck. On the other hand, a specific commander can be chosen for their unique color identity, especially the Planar Chaos wedge Elder Dragon cycle such as Vorosh, the Hunter or Intet, the Dreamer who were the sole legendary creatures in their colors, in this case BUG and RUG, until the unique cards in the Commander pre-constructed decks were printed. Not that a commander deck needs to be built upon a commander- some players use key-word/mechanic themes such as land destruction/resource denial or haste and choose a commander who will fit in with the theme; one can even build a deck based on the knowledge that the games will be multiplayer and capitalize on this fact, creating what is commonly known as a “group hug” deck, usually commanded by Pheldagriff or another legend that can create goodwill towards men/women. Due to the casual nature of Commander, a player can even choose their commander based on how hilarious the card is, whether or not it is “good.” While not overtly powerful in conception, a five color Atogatog deck will be very fun if for no other reason than you are playing a freaking Atogatog. Atogatogatogatogatogatog.
After the deck has been constructed, the commander has another unique role in the deck- your commander is always available for play providing you have the mana, making it the most reliable card in your deck and the natural focal point for strategic planning. When any game starts, players place their commanders in the ‘command zone’ where they will remain as long as they are not in play or ‘tucked’ back into the deck via certain spells and abilities. A player may cast their commander from the command zone by paying its mana cost as normal at anytime they could normally cast a creature. Once a commander dies or is exiled, instead of going to the graveyard or into exile, the commander is returned to the command zone with a counter marking the death. A player may play the general again, at a cost of two extra colorless mana for each death counter.
Following the previous example, Omnath has been cast from the command zone after his player taps three forests. Unfortunately, an opponent taps their two swamps and sends a terror ‘Nath’s way. Omnath goes back to the command zone with a death counter. If ‘Nath’s player would like to cast him again, the player must pay four colorless and one green mana. If he dies again, it will increase to six colorless, and so on.
Commander’s last distinctive trait is the life total and the corresponding ‘commander damage.’ Each player’s life total starts at a whopping forty (40), double that of traditional formats. To balance this bountiful vitality, a player loses if they take up to twenty one (21) damage from a commander, including their own.
“Fine, Commander is obviously very unique, but why should I play?”
As a primarily multiplayer format, Commander lends itself to friendly games, possibly around the kitchen table, possibly to fill time before a tournament. On the other hand, the interaction between cards can become quite intense and games can become cut throat as players accumulate cards and their decks become fine tuned killing machines. You can play a game of aggressive domination or a game of political bargaining. You can play an extremely goofy commander, such as the previously mentioned Atogatog or a no nonsense commander like Skithiryx, the Blight Dragon. You can play a game that lasts four turns where a player combos off and wins the game with cards like Exsanguinate, or games that last for hours as the players build their forces, poised for an epic showdown. In other words, whatever kind of game you want to play, Commander is like All State- there for you.
For those that have played Magic for years, Commander is a great place to put all those unused cards that are awesome but have long since rotated out in other formats. As a bonus, these old cards will interact with newer cards in strange and hilarious ways, breathing new life into your collection. Elder cards such as Seedborn Muse, Future Sight, and even Strip Mine all take on new dimensions in a Commander deck.
Conversely, for newer players, Commander is an inexpensive way to get into the game and learn the ins and outs of playing Magic in general. Many older cards are one dollar or lower, and a decent commander is usually around two to five. Adding to this, most expensive cards have low costing alternatives that will do in a pinch. One could easily assemble an effective commander deck for under forty dollar, and a not so effective one for much less. Even if you can’t afford to build a deck, go to your LGS, ask to sit in on a game or if you know how to play ask to borrow a deck from another player. Most Commander players have multiple decks; I always carry around my Omnath, Kemba, and Captain Sisay decks that I would be more than happy to lend anyone without a deck.
Thus ends my primer on the Commander format, I hope its relevance was apparent. Stay logged for future articles about Commander including deck building, strategy, and social contract.
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