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Magic: The Gathering |OT3| Enchantment Under the Siege

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Man, I drafted the most insane Grixis tempo deck ever at FNM tonight. Three Jeskai Windscouts, three Mystics of the Hidden Way, Jeskai Elder, two Arrow Storms, two Force Aways, two Debilitating Injuries and all the other goodies that came together for a super low curve beatdown.

I won 4 games straight coming into the finals, and my final opponent had Death Frenzy, Abzan Ascendancy and FUCKING FOUR ABZAN GUIDES. And brought in feed the clans out of the sideboard.

I didn't know it was possible to lose that bad after killing my opponent's first six creatures.
 

red13th

Member
I spent like $300 on cheap cards for my modern Cube and I havent even cracked the big ones like Cryptic, Clique, Sofi or Goyf. :(
btw WoTC reprint Hierarch already ffs!
 
So who here is an expert on building KTK sealed pools and wants to help me with this pool?
MTGO beta testing for leagues
. I'm lost - I haven't played KTK sealed before and this is baffling.

vWDsGOY.png

This is my first pass at it. I think my mana can only really support a base Sultai or Temur deck, even though the Abzan might be the best in terms of spells.

 

Firemind

Member
sultai splashing blue

1 death dealer
1 skullhunter
1 grizzly
1 longshot
2 mistfire
2 scavenger
1 vizier
1 stalker
1 mandrils
1 shambling
1 swarm
1 loxodon
2 injury
1 punch
1 revelation
2 scheming / stroke / awaken / kin-tree
1 incremental
1 throttle
1 cruise

1 opulent
1 frontier
2 thornwood
4 forest
7 swamp
2 island

scheming has more synergy while stroke is more solid, but since blue is a splash I'd favour scheming or one awaken the bear and one kin-tree.
 
Because I'm bored, I decided to create a post introducing the Magic story for whenever an OT topic is created for details about the presumably still upcoming Magic movie.

The General Story
Welcome to the Multiverse! There exist multiple worlds that exist side by side in different dimensions, known as planes, and each plane is as different as night is from the day. One plane is incredibly tiny, where a leviathan that is far larger than a blue whale on that world is no bigger than an elephant on another. One plane is entirely covered by a single city, which is ruled by ten guilds. Some planes are ruled by the whims of capricious gods. All of them, however, have a form of magical energy known as mana, generated from bonds to the land, that can be channeled into powerful magic.

Usually, all of these planes are mutually unaware of each other, but there are some special beings with the unique ability to safely travel between them, known as planeswalkers. They aren't, by nature, any stronger than a typical wizard, but the ability to create mana bonds with land in different worlds and learn spells from all over the Multiverse puts them a step above everyone else.*

You can find several official stories in the world of Magic: the Gathering here.

*= In the past, Planeswalkers were, in fact, significantly stronger than typical wizards by nature, but that has since changed. This will be explained a bit later.

What is Magic: the Gathering, the game?
Magic: the Gathering is a Trading Card Game, the first of its kind, developed by Richard Garfield and his playtesters for the gaming company Wizards of the Coast in 1993. The game quickly became a big hit, and after some hurdles, it is currently bigger than it ever has been.

In the standard game, you and your opponent play the role of dueling Planeswalkers, using customized 60-card decks made up of your spells, the creatures you can summon, your mana bonds with lands, and even other Planeswalkers you can call in to help out. Whoever can get his or her opponent down to 0 life, from a start of 20, wins, and your rival Planeswalker flees to fight another day, although there are various alternative ways to triumph.

There are other popular formats, including limited, where you are given a collection of various cards and have to build a 40-card deck then and there before getting to the actual matches; and commander, where everyone has 99-card decks and a separate "commander" card (for a total of 100), with its own set of rules in addition to the normal ones.

For those who want to start out, it is recommended that you check out the Duels of the Planeswalkers video games, which offer tutorials and AI opponents to face, so you can fail in the privacy of your own home. As for the physical game, it indeed can be an expensive hobby (it isn't called "cardboard crack" for nothing), but if you can keep yourself under control and make sure you actually have people you can play your cards with, it should be worth it. There is also a Magic Online application, but let's just say they could really learn a lot from Hearthstone.

The Colors of Magic
colour+pie.png

There are five colors of magic, each of which has mana tied to a different kind of land. Each color has different spells and creatures affiliated with it, but also interestingly, each follows a different philosophy, which I personally find to be one of the most intriguing aspects of Magic: the Gathering. Each color favors two other colors (the ones next to it on the above chart) and has two other colors that it disfavors (the ones across from it).

This tension between colors, known informally as the color pie, can be used to describe a great many conflicts in stories. Some people have even credited the color pie with helping them with their stories, by allowing them to better understand what is motivating their characters and what they are conflicting about. The current head designer of Magic, Mark Rosewater, has written a great deal about the colors. Articles specifically about this from 2008 and before can be found here, and his newer articles on that topic and much more can be found here.

White
whitemana.jpg

White mana is tied with Plains, and is affiliated with order, societies that benefit as many as possible, organized religion, organized armies, helping those in need, and law. Typically, this leaves white as the default good color, but one man's justice can be another's tyranny. White is allied with green and blue, favoring the former's sense of community and desire for everyone to have a place in the world, and the latter's ability to improve the world. White is enemies with black and red, disapproving of the former's amorality and the latter's desire for freedom at any cost. White mana is affiliated with humans (though they appear in every color), cat-humans known as leonin, soldiers, clerics, and angels, among others.

Blue
bluemana.jpg

Blue mana is tied with Islands, and is affiliated with learning, continuous improvement, the belief that everyone starts as a blank slate and can become anything they want to be if they try hard enough, education, trickery, and meritocracies, in addition to elemental associations with the air and sea. Blue is often good or neutral, but its tendency to dick around with those it deems inferior and run experiments regardless of the consequences sometimes places it in a villain role. Blue is allied with white and black, favoring the orderly society of the former, and the focus on individual improvement and lack of restrictions of the latter. Blue is enemies with green and red, disapproving of the former's fatalism and desire to keep the status quo, and the latter's irrationality. Blue mana is affiliated with merfolk, wizards, sea creatures, flying birds, faeries, djinn, and sphinxes, among others.

Black
blackmana.jpg

Black mana is tied with Swamps, and is affiliated with amorality (it doesn't believe in good and evil), focusing on your own needs above everything else, taking advantage of others, death, undeath, social darwinism, capitalism, and self-confidence. As you might expect, black is typically evil, but many anti-heroes are black; black is fully capable of being friendly and even loving (if it's in its own best interest); and black will help save the world if it's the world that black lives in. Black is allied with blue and red, favoring the former's intelligence and ability to ignore morals, and the latter's hatred of rules. Black is enemies with white and green, disapproving of how the former takes an already difficult existence and then proceeds to make it even harder with restrictions and forced morality (though black will gladly take advantage of those adhering to this system), and how the latter doesn't care much for the individual and wants to keep the status quo. Black mana is affiliated with zombies, vampires, assassins, clerics, wizards, and demons.

Red
redmana.jpg

Red mana is tied with Mountains, and is affiliated with listening to your emotions, freedom, rage, loyalty, acting on impulse, trickery, living in the now, passionate love, and artistry (though as an action game, those last two rarely show up on cards), along with elemental associations with fire, stone, and lightning. Red appears equally often as a hero and a villain, covering both the hotheaded hero that fights for friendship and the mindless brute. Red is allied with black and green, favoring the former's lack of restrictions and encouragement to accept who you are, and the latter's belief in acting on your instincts and desire to live and let live. Red is enemies with white and blue, disapproving of the restrictions the former places on everyone, and the latter's tendency to reject emotions and generally be agitating. Red mana is affiliated with goblins, ogres, minotaurs, shamans, warriors, and dragons.

Green
greenmana.jpg

Green mana is tied with Forests, and is affiliated with nature, destiny, the idea that everything has a place in the world, patience, growth, life, instinct, reverence of the past, wisdom, and viewing things in the long term. Of all the colors, this is probably the most difficult to understand as it applies to a sapient individual, but heroes of destiny and their mentors tend to have at least some green in them. Green is allied with white and red, favoring the former's desire to keep the peace and the latter's tendency to listen to its heart. Green is enemies with blue and black, disapproving of how both mess with the world and others on large scales but lack perspective on the long term; but green is the color that most accepts that its enemies have a purpose. Green mana is affiliated with elves, treefolk, beasts in general, shamans, druids, wurms, and hydras.

Ongoing Storylines
Each year of Magic will develop and wrap up storylines set on particular worlds, but there are also larger stories that cover multiple planes.

Nicol Bolas
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Long ago, the Planeswalkers were far more powerful than they are now, being able to create entire planes on their own and living nearly immortal lives. But still, this was not enough for the elder dragon Planeswalker Nicol Bolas, who strove to achieve true immortality and infinite power. But then came The Mending, where the very nature of the Planeswalker ability was changed and Nicol Bolas suddenly found himself significantly weaker. He was still immensely powerful, but now he was even further away from his goal than before, which agitated him, to say the least. Regardless, he has plans within plans spanning multiple worlds, Planeswalker underlings, the willingness and ability to bring about the destruction of an entire plane just to further one of his plans by a bit, and the patience to let things develop on their own for centuries until the time is right to act.

The Eldrazi
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Before mana even developed distinct colors, the Eldrazi came into existence, born in the gaps between planes. Like Planeswalkers, they are able to travel between worlds, but they devour every one that they come across. There appear to be swarms of Eldrazi, but in fact, there are only three extradimensional ones whose projections into the third dimension appear as distinct beings. Before the Mending, three Planeswalkers were able to seal them into the plane of Zendikar: the vampire Sorin Markov, the kor lithomancer Nahiri, and the spirit dragon Ugin. The Eldrazi laid there dormant for thousands of years, until they were awakened through the machinations of Bolas and are now roaming freely. As Sorin travels to reunite those who once sealed the Eldrazi, other Planeswalkers also travel to warn others and possibly find a way to fight back.

Phyrexia
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Long ago, before the Mending, there existed an evil empire that corrupted everything it touched, called Phyrexia. Over the course of thousands of years, the Planeswalker Urza led the fight against them. He died in the end, but his creation, Karn the silver golem, and the hero Gerrard brought an end to Phyrexia once and for all... or so they thought. After Phyrexia's defeat, Karn became a Planeswalker and created his own plane that came to be known as Mirrodin. What he didn't realize was that he was carrying some of Phyrexia's glistening oil, which he had transferred to Mirrodin in turn, and over the course of centuries, the oil corrupted more and more, merging flesh and metal to create monstrosities to further the infection. By the time the people of Mirrodin noticed what was happening, it was too late. Mirrodin was turned into New Phyrexia. Thankfully, Phyrexians are incapable of becoming Planeswalkers, and Planeswalkers can't be infected by Phyrexia, but there is evidence that Phyrexia is already present on planes other than Mirrodin somehow.

Garruk and Liliana
cardart_ingarrukswake.jpg

Long ago, the Planeswalker necromancer Liliana Vess made a deal with demons on various worlds in order to gain more power, and she got it, but she didn't like the idea of being stuck in deals with such untrustworthy partners. But then, she discovered the Chain Veil, an artifact of great power--enough power to allow her to kill them. Liliana thus set out on a journey to do just that, but the Chain Veil may be costing her more than the demons would have. On the way, Liliana angered another Planeswalker named Garruk, a powerful hunter, and tested the power of the Chain Veil on him when he attacked. The Chain Veil turned Garruk into a mad killer, hunting every other Planeswalker he came across, and right before he started turning into a demon, the corrupting influence of the veil was halted by INSERT PLAYER NAME (this happened in a video game), but he's still not cured.
 

Arksy

Member
[QUOTE="God's Beard!";145051195]Had to uninstall MODO. Flipping coins with sealed pools for the online PTQ is just a waste of money.[/QUOTE]

Sounds like MTG:O. No offence to the people that love it....I just can't justify it.
 
sultai splashing blue

1 death dealer
1 skullhunter
1 grizzly
1 longshot
2 mistfire
2 scavenger
1 vizier
1 stalker
1 mandrils
1 shambling
1 swarm
1 loxodon
2 injury
1 punch
1 revelation
2 scheming / stroke / awaken / kin-tree
1 incremental
1 throttle
1 cruise

1 opulent
1 frontier
2 thornwood
4 forest
7 swamp
2 island

scheming has more synergy while stroke is more solid, but since blue is a splash I'd favour scheming or one awaken the bear and one kin-tree.

I wouldn't play Scheming even if Clint Eastwood was shoving his Colt .45 in my face. :p

But essentially you're on the same build, just without the extra splashes for the removal spells. Splashing the Master the Way is easy enough that I think I should do it; the Utter End might be a little greedy and be something I could bring in out of the board if I see something like a Planeswalker.
 

Firemind

Member
I wouldn't play Scheming even if Clint Eastwood was shoving his Colt .45 in my face. :p

But essentially you're on the same build, just without the extra splashes for the removal spells. Splashing the Master the Way is easy enough that I think I should do it; the Utter End might be a little greedy and be something I could bring in out of the board if I see something like a Planeswalker.

blue is not one of your two main colours and you only have two sources of red mana available. how is that easy? wind-scarred crag generates white mana which is unneeded.

also your first build was missing incremental growth, which makes a huge difference I'd think. It's as close as an overrun as you're going to get barring flying crane technique. mistfire weaver is also fantastic; a three powered flier for four mana, which you can play on turn three if you don't have any plays or you're missing a blue land. not sure why you're playing one copy. savage punch is more iffy, but i think still makes the cut because of how swingy it is.

you were going for a controlling build, but a more proactive build is recommended in my opinion since you lack certified bombs. which is why awaken the bear gets the nudge; it also plays well with savage punch.
 
You're absolutely right: I was building for a controlling game plan, which is why I wanted Master. Crag is only in there because I was also splashing white for Utter End; it would become a Mountain if I dropped that. In a controlling build, I like having as many 2-for-1s as possible. I didn't include Growth because I was expecting to be a little less assertive. That decision (controlling vs assertive) is what informs most of the card choices you're questioning.

I'll try your assertive build for round one and see how it goes!
 
New sideboard for my bogles deck after more testing and moving the Mortal Obstinacies to the main:


  • 4 Leyline of Sanctity
  • 4 Inquisition of Kozilek
  • 3 Suppression Field
  • 2 Spell Pierce
  • 1 Torpor Orb
  • 1 Grafdigger's Cage
  • 1 Rest in Peace

Not sure on the Rest in Peace, I figure that the rest of my sideboard cards are good enough to handle the matchups where it's good. I could use Stony Silence again, I guess. But affinity is really bad against me already and turning off Pod isn't as big a deal as turning off the creatures. Any ideas for the last slot? Extra redundancy on something like a lifegain effect for race matchups? Go deep with a Gemstone Caverns?

I considered a set of Akroan Crusader as a transformative sideboard after all the creature kill goes away in game 2, but decks tend to keep stuff like abrupt decay and lightning bolt around so it's pretty useless lol. Better to stay as hateful as possible.
 

EYEL1NER

Member
Doing it.

Building my first standard deck.
After swearing up and down all year to my coworker that I play MtG with that I would not get into deckbuilding, I have been thinking about doing it. I've been fine up to now with preconstructed intro decks but I kind of want to try my hand at it. I've purchased 4 of the 5 KTK intro decks, the new Holiday Box, and the event deck, so I've gotten 12 boosters out of it so far I guess? I've started buying some singles, like a Hooded Hydra and a bunch of KTK and Zendikar Snake tokens. I've been toying with the idea of building a deck centered around the hooded hydra and snakes or maybe a Mardu deck with multiple Ankle Shankers (which I just bought 4 of).
I don't know... I want to build a deck and go to a FNM event but an employee at a FLGS just told me recently that people show up with event decks and don't do horribly. So maybe I will just take my event deck in and try my hand at a couple matches to get to see what other people's decks look like.
 

Yeef

Member
The more I think about it, the more it makes sense that Narset will get a walker card in Dragons and she'll be blue-white; Venser's dead and someone needs to fill that gap.

We'll also likely get a black-red walker in the set as well, or maybe even a new Bolas in Grixis colors again. White and green are currently overrepresented compared to the other colors as far as standard is concerned. Green especially so, as it has access to a ton of walkers; one for each possible dual-color combo, plus a mono green one. With Ugin being colorless, it seems unlikely that there will be a green walker in Dragons.

It seems weird, since typically they like to color balance the walkers so each color has access to at least one in a block. The only time they haven't done it was with Scars Block, which also had an expensive, colorless walker in Karn and no green walker. Maybe design counts them as green since it can ramp into them more easily than other colors.

[/thinking out loud]
 

red13th

Member
I don't like that Sarkhan, who's Jund, is the only BR walker since he was previously RG and now is monored. Same for GW, Ajani is some sort of Naya/monowhite mess. They should add a BR and a GW walker.
And they shouldn't have killed Venser. :/
 

OnPoint

Member
The more I think about it, the more it makes sense that Narset will get a walker card in Dragons and she'll be blue-white; Venser's dead and someone needs to fill that gap.

We'll also likely get a black-red walker in the set as well, or maybe even a new Bolas in Grixis colors again. White and green are currently overrepresented compared to the other colors as far as standard is concerned. Green especially so, as it has access to a ton of walkers; one for each possible dual-color combo, plus a mono green one. With Ugin being colorless, it seems unlikely that there will be a green walker in Dragons.

It seems weird, since typically they like to color balance the walkers so each color has access to at least one in a block. The only time they haven't done it was with Scars Block, which also had an expensive, colorless walker in Karn and no green walker. Maybe design counts them as green since it can ramp into them more easily than other colors.

[/thinking out loud]

Narset makes sense at blue-white. She didn't feel red at all in the story about her, in all honesty. I would think that if we do get a new Bolas, it won't be until Zen2kar. I wouldn't be shocked to get a BR one as well, maybe Ob will finally make his way back to his spark and gain some red due to his current demon status? But we'll see how it goes.

I don't like that Sarkhan, who's Jund, is the only BR walker since he was previously RG and now is monored. Same for GW, Ajani is some sort of Naya/monowhite mess. They should add a BR and a GW walker.
And they shouldn't have killed Venser. :/

I agree with everything you're saying, but they only just completed the two-color cycle for PW cards. Give it some time.
 
They need to kill this goddamn move to mornings. Dropping spoilers while your biggest audience is at work/school is a bad plan. Just move the updates to Sun-Thurs evenings- 6 PM PST/9PM EST would be awesome.

But Wizards employees are dainty little flowers who couldn't bear to work outside of the 8-5 window.
 
BOOM. I knew it would be a 3/2 split on clan mechanics!

They need to kill this goddamn move to mornings.

It's so awful. I would hope someone would check their Google Analytics or something and notice that they actually get worse pageviews this way.

So spoilers in that there are people who want to wait until they open packs/draft to see what the cards are?

People have been calling them "spoilers" since Tempest in 1996, because back then they were typically random cards revealed outside any official marketing plan.
 

Matriox

Member
So uh.. This so far doesn't look very fun in any format lol.

EDIT:

The rares spoiled so far:

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Soulflayer 4BB

Creature - Demon [Rare]

Delve

If a creature with flying was exiled with Soulflayer's delve ability, Soulflayer has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample, and vigilance.

4/4
 

Matriox

Member
You expected something from a Tom LaPille set other than boring spike cards where it's blatantly obvious which are good?

I guess I expected too much to not want janky mechanics that I won't play outside of limited lol. Even in limited I don't particularly like manifest.

I guess I don't know who designs what well enough to say what the set will exactly be, but its such a mess so far lol.
 
You guys never link lol

Link the spoilers!

Preview cards:

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en_zx9p9f6doj.png
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en_riypfjt7ww.png
en_rlz42ff7hv.png
en_kclm3zeeje.png
en_5ruuf562xq.png
en_6tys25wwyw.png
en_7etx813t13.png
en_bjph4xy49v.png



Mechanics article: http://magic.wizards.com/en/articles/archive/feature/mechanics-fate-reforged-2014-12-29

Yup the clans are ditching their 3rd color.

Given the cycle of enchantments, the focus on the "lead color" of each wedge, and so on, I imagine that in DTK each brood will be monocolor.

I guess I expected too much to not want janky mechanics that I won't play outside of limited lol.

If you've been playing for more than a year and you're still looking at the keyword mechanics first for constructed application then that's on you.
 

Matriox

Member
I don't get it, what are we supposed to be looking at if not the mechanics? :(

Its mostly a comment about how 95% of mechanics that Wizards makes rarely see play outside of draft/sealed. Every once in awhile a good card will break that mould but its few and far between.

EDIT: I'm just hopeful every time we see new mechanics that we might see stuff that's actually fun to work with rather than jank.
 

Arksy

Member
So what happens when you manifest a non-creature spell? It says you can flip it up if it's a creature card, and if not? The card remains as a 2/2 creature for the rest of the game?
 

Lucario

Member
There should be a special token for manifested morphs, or maybe a Manifest Counter that they enter the battlefield with. It's really not fun to have to keep track of morphs.
 

EYEL1NER

Member
I'm going to need to do some reading on the story of this current cycle. I read the MtG story post higher up on the page but the only thing I knew about the world of this cycle was that dragons no longer existed. Looks like that is changing in Fate Reforged.

None of those cards look too interesting to me but then again what do I know? I still know very little about Magic. I thought Soulflayer seemed kind of cool at first but then I decided that ability is a tad too much. As much exiling as I have done with a deck a couple times could lead to him becoming super-buff but who wants to keep track of what abilities he has gained and hasn't after you've exiled a dozen creatures?

EDIT: I guess I do like Hooded Assassin.
 
Fair enough, I primarily look for EDH playables when I look for spoilers :p

It's a Ken Nagle set with ten new legends and ten crazy modal spells, I don't think you're gonna be lacking in those. :p

I don't get it, what are we supposed to be looking at if not the mechanics? :(

Most mechanics only ever see significant play in limited formats, or as random one-ofs that are played because the specific overall card is good. The vast majority of mechanics (basically everything outside bonkers-broken stuff like storm or free-spells) are so dependent on individual card design that there's no meaningful way to predict whether they'll impact constructed formats. Actual constructed trends are either gonna get noticed in individual powerful cards, or in a group of cards that together already have a tournament-caliber synergy between them.
 
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