Dark Ascension: Spiraling Doom Review (Part 1 of 2)
As we mentioned in our opening review of Gleeful Flames, multi-coloured Event Decks haven’t always fared so well in the court of public opinion. Because speed is such a potent weapon in their arsenal, to leave that on the table necessitates having effects powerful enough to compensate, and it dramatically ups the deck’s vulnerability to mana problems. Read more 
Dark Ascension: Gleeful Flames Review (Part 1 of 2)
Longtime readers might know the interesting path we’ve been tracking with regards to the Event Decks. Designed to be ‘entry level compatible,’ they have been marketed as gateway products to Friday Night Magic. The constraints they face in positioning themselves as such have been well documented here; with a limit of seven rare cards, there’s only just so much a deck can do.
Dark Ascension: Dark Sacrifice Review (Part 2 of 2)
This is it- our last Dark Ascension playtest, at least until the Event Decks release. The set has seem some interesting inclusions, from the all-star Grave Power to the Zombie-tribal Relentless Dead, and it will be interesting to see how this ranks amongst them. Joining me in the arena is Sam, who is piloting the aforementioned Blue/Green Grave Power. Who will come out on top?
Dark Ascension: Dark Sacrifice Review (Part 1 of 2)
By the late 1980’s, Dungeons & Dragons was having itself something of an image problem. The game, first published in 1974, had never shied away from adopting the terms and imagery of the occult, a fact which went largely unnoticed while the game was still in its infancy. Read more 
Dark Ascension: Grave Power Review (Part 2 of 2)
With more behind us than ahead, we’re eager to savour every bit of Dark Ascension that we can. For today’s bout, we’ll be putting Grave Power through its paces. A deck with considerable potential, how will it do when required to perform? To test that out, I’ve enlisted Sam who’s selected Relentless Dead to pilot. Here we go!
Dark Ascension: Grave Power Review (Part 1 of 2)
If there’s a common complaint against the Intro Pack decks, it’s in the matter of thematic consistency. It’s not unusual to hear laments along the lines of, “half of the cards are focused around a theme, and the other half are just filler.” Even the most charitable precon fan has to admit that this has a ring of truth, and indeed the last deck we reviewed, Swift Justice, seemed to suffer from a lack of pronounced clarity (though it still did the business with Monstrous Surprise).
Today’s deck puts that notion to bed.
Dark Ascension: Monstrous Surprise Review (Part 2 of 2)
Moving on through the Intro Packs of Dark Ascension, it’s now time to test out the undying mechanic. Early feedback seems to be that its’ quite robust, but the jury’s still out until we’ve had a chance to give it a test drive. Joining me is Jimi, who has opted to pilot Swift Justice. Will I be able to take her down, or will it end up being me who’s in for the surprise?
News: Dark Ascension Event Decks Fully Spoiled
Quick news for all you Event Deck fans- the pair for Dark Ascension were spoiled right on schedule this morning over on the mothership. Some interesting inclusions, but don’t take my word for it- have a look for yourself!
Innistrad Booster Battle Packs… and a Giveaway!
If running one giveaway wasn’t enough, my latest QS piece has another! Today’s article was inspired by a reader here who remarked how he wished there was a Booster Battle Packs release for Innistrad. For those who missed the last go-round, Booster Battle Packs are a gateway product to Limited play released for Magic 2012. Wizards made a pool of ten different “packets” of five cards- four commons and an uncommon- two for each colour. Each player gets two packets semi-randomly, and they get a booster to pull five more cards out of to make a complete ‘mini-deck.’
Not only does today’s piece update the product for Innistrad, giving you ten similarly-themed packets to play with, but I’m also giving away the finished product!
Dark Ascension: Monstrous Surprise Review (Part 1 of 2)
When Innistrad was released, it stamped its identity from the outset with its selection of Intro Packs, resulting in a wonderfully evocative quintet. The tribal call was put out with Spirits, Vampires, and Humans each getting their own deck to showcase their latest incarnations. The flashback mechanic was given space on the stage with Eldritch Onslaught, and morbid had its turn with the somewhat disappointing Deathly Dominion deck. The other two significant innovations were left out- dual-faced cards were too complicated, and the curses just weren’t enough to carry a deck (much like imprint in Scars of Mirrodin).



