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Posts from the ‘Theme Deck Reviews’ Category

9
Dec

Champions of Kamigawa: Way of the Warrior Review (Part 2 of 2)

The yamabushi of Spiritbane are back, but this time they play the spoiler’s role piloted by Jimi. We’ll be putting the White Weenie Way of the Warrior through its paces to see how it performs.

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7
Dec

Champions of Kamigawa: Way of the Warrior Review (Part 1 of 2)

Thus far in our visit to Kamigawa we’ve seen vengeful spirits and the fighting monks of Master Kumano in the Sokenzan Mountains. Today we’ll be turning our attention to that group without which no accounting would be complete: the samurai.

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5
Dec

Champions of Kamigawa: Spiritbane Review (Part 2 of 2)

Today I’ll be joining with the warrior-monks of the mountain yamabushi, though instead of Spirits we’ll be hunting the snake-like Orochi. Piloted by Sam, Snake’s Path will look to meet fire with venom until only one of us remains.

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3
Dec

Champions of Kamigawa: Spiritbane Review (Part 1 of 2)

The sudden and startling aggression of the kami caught the world by surprise. None could say why their gods had turned against them, but there could be no doubt that something had moved the spirit world to attack the mortal world, both faithful and faithless alike.

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1
Dec

Champions of Kamigawa: Kami Reborn Review (Part 2 of 2)

It’s our opening matchup for Champions of Kamigawa, and today I’ll be up against Jimi and her mono-White Way of the Warrior. Will her Samurai prevail, or will they face the divine wrath of the kami?

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29
Nov

Champions of Kamigawa: Kami Reborn Review (Part 1 of 2)

It’s an integral component of Magic’s long-term success and longevity that while we nominally all play the same game- Magic: the Gathering- we are all actually playing a number of different, albeit similar ones.

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26
Oct

Odyssey: Trounce-O-Matic Review (Part 2 of 2)

Our final match for this visit to the land of Otaria, Sam and I are eager to put the final two decks to the test. I’m up with Trounce-O-Matic, the Green stompy deck with a tricky Blue twist. For Sam, she’s playing with fire by piloting the burn-heavy Pressure Cooker. Will her removal be enough to keep my beaters contained? Or will I hit threshold and power past whatever she manages to throw my way? Only one way to find out…

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24
Oct

Odyssey: Trounce-O-Matic Review (Part 1 of 2)

The last deck of our Odyssey review could lay plausible claim to having the worst name ever given to a preconstructed deck. Groanworthy moniker aside, Trounce-O-Matic is a worthy addition to the stable of Simic (Blue/Green) beaters decks, combining elements that we don’t always naturally associate as going along together. Red/Green combinations tend to be a bit more common, using Red burn to clear the way for Green beaters, but Blue’s ability to remove creatures from the battlefield- albeit usually temporarily- gives it something to bring to the table. For Trounce-O-Matic, a deck which relies upon the threshold mechanic, this expends to the ability to get cards into the graveyard as well.

With Odyssey being the predecessor set of Innistrad, it’s not unexpected that we see some familiar themes here. The idea of Blue being the colour that best fills up the graveyard is no exception, with cards like Dream Twist, Stitched Drake, Deranged Assistant, and even Laboratory Maniac heavily tied to that objective. The Innistrad deck Eldritch Onslaught leaned heavily on such tactics as a way to get take advantage of the flashback mechanic, under the idea that milling cards into your graveyard offers a virtual hand size increase. Flashback, of course, originated in Odyssey, and we saw Eldritch Onslaught’s ancestor in One-Two Punch. Trounce-O-Matic takes a different tack, looking to fill its graveyard to turn on threshold. We saw something similar in Liftoff, which centered around the Mystics- White weenie creatures that became airborne when you had seven or more card in the graveyard. Now we’ll be taking a different look at the mechanic. Instead of small creatures being granted evasion, howabout they just get bigger instead?

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22
Oct

Odyssey: Pressure Cooker Review (Part 2 of 2)

Sam and I are ready to square off in our third feature match of Odyssey decks. For my part, I’ll be piloting the subject of our current review, Pressure Cooker. A Red/Black deck with heavy removal, Sam has her work cut out for her with Liftoff. Her deck relies on flooding the field with cheap creatures which become much more robust when she hits threshold. Of course, all my removal is going to help fill her graveyard, so it will be an intriguing matchup. Here are out notes.

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20
Oct

Odyssey: Pressure Cooker Review (Part 1 of 2)

If there can be said to be a bête noir amongst preconstructed decks, a particularly dreaded aspect of their construction, it is certainly without exception the removal package. To understand why, we have to consider the power level of precons. On the far end of the power scale of Constructed play, we might see brutal- even degenerate- combo decks in Vintage or Legacy that can scalp their opponent on the second turn. With decks such as these, you really needn’t worry about any creatures the other player is packing, because for the most part you’re just going right for the kill. Your ‘removal’ package is often nonexistant, because what you really need is a way to disrupt their combo while searching for your own, such as with a Force of Will. Massive storm counts before blowing your opponent away with an equally massive Empty the Warrens or Tendrils of Agony. Blowing them up with Goblin Charbelcher. Dredging your way to a win. These decks tend to play against themselves to some degree as much as playing against an opponent. Other decks, like Landstill, might use broadstroke sweepers to clear the board if facing a creature rush, like Wrath of God or Engineered Explosives.

On the other end of the power scale, duels with precon or casual decks without removal devolve into creature wars with much more predictable outcomes- barring, of course, the occasional combat trick. Quicker, more aggressive decks will stall out against midrange decks, with little hope of securing victory or finishing off their opponent. Such decks quickly become boring and dull to play, with little to give the player continued interest in piloting the deck. Clearly, then, a certain amount of ability to deal with your opponent’s threats is an important factor in the construction of a precon deck, and even the least of these will usually have one or two.

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