Tag: jace-the-living-guildpact

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Bruce Gray - January 19, 2015

Sultai Deck – Budget Brewing with Bruce

Villainous Wealth - Sultai Deck

Sultai Deck – Budget Brewing with Bruce

By Bruce Gray – Casual Encounters

Being a budget brewer is usually a tough proposition.  The mana base for most decks is usually so prohibitively expensive that it is very difficult to make a deck for a reasonable cost. However, the beauty part with Khans of Tarkir is the inclusion of the Refuge Lands. These inexpensive, common lands are super important to helping to keep the cost of your deck in line.  Since they are also in all 10 colour pairs, it makes for an opportunity to really build some interesting decks without breaking the bank.

 

One of the most interesting mechanics that came out of Khans has been Delve.  It has allowed Treasure Cruise and Dig Through Time to see play in virtually every format because the reduction in cost created by the Delve mechanic is hilarious and disgusting all at once.  I wanted to take my own stab at a Sultai deck powered by Delve and the common cycle of Refuge lands to provide a budget conscious deck that is capable of some ridiculous game states and power.  Let’s see what I’ve got cooking.

 

Sultai Deck list – Standard on a budget

 

The lands

The lands cover off your bases as well as possible.  Opulent Palace ensures access to all three colours and run about a $1 a card.  The other Refuge lands are all pretty inexpensive additions as well and the basics fill out the land requirements for this deck relatively effectively and cheaply.  Nice deal.  This land base runs you under $10 bucks but still gives you access to the colours you need!

 

Creatures

The creature package isn’t as large as I usually run, but the ones that I do run are important.

 

Let’s start with the 3 Satyr Wayfinders in this list.  These little guys are ridiculously useful because they fill your yard for your Delve spells and fetch you land.  The best part with the Wayfinder is that if you hit ANY land card you can pick it, not just basics.  In a deck running so few basics and so many dual and tri coloured land that distinction is huge. At roughly a dime a card these are cheap, effective, and very useful.

 

Nyx Weaver is a vital part of the deck because it also helps to fill your yard, and by consequence power out those Delve spells even faster.  However, sac this little guy and regrow that important resource you just milled away.  Nothing is funnier than recasting that Villainous Wealth you just burned, getting your Kiora or Jace back, or finding that blocker you need to try and stem the tide. Also, at a mere $0.40 a card they are a bargain for something so useful.

 

Sagu Mauler: Why not?  He’s huge, hard to handle, and requires an immediate answer or you die to the ridiculous 6/6 trampler with Hexproof.  Also, at $0.50 a card he’s a steal.

 

Chasm Skulker:  This is legitimately an experiment.  I feel like this card could be very good, particularly with the amount of cards I can draw off things like Treasure Cruise, Dig and Interpret the Signs.  He produces value if he gets killed and is otherwise just a growing bomb to dismantle your opponent.  He’s also very cheap, meaning he also helps keep the cost of the deck down.

 

Rakshasa Vizier: Honestly, a pair of feels fine in this deck to reap the ridiculous benefits of Delving away loads of cards and making a huge behemoth.  Also, a 4/4 for 5 is just fine base stats anyway.  Oh, and it’s cheap…so…Budget Brew away.

 

Necropolis Fiend:  This is the big finisher in this deck.  A 4/5 with Flying is pretty awesome…but the ability to repeatedly take care of creatures with its tap ability is huge. The casting cost has no real bearing because of the ridiculous Delve potential with this deck meaning it can hit the table without much trouble and at $0.30 a card you can’t go wrong.

 

 

Spells  

With all the budget cards we’ve played in the lands and creatures there is lots of room to splash around with fancy spells.

 

Jace, the Living Guildpact:  Did anyone notice that Jace’s new first ability jives with Delve incredibly well?  I haven’t seen him in any lists at all so far and I’m wondering why not? His second ability is very relevant as well and totally protects you or him if used properly.  Yes, his ultimate might curtail your plan somewhat, but wrecking your opponent’s hand and you drawing 7 is ridiculous.  This could be the best $4 card in the deck.

 

Kiora, The Crashing Wave: Wow, has the value of Kiora plummeted recently.  What was once a $20 card is now $8.50…and she’s amazing for this deck.  Her first ability is very useful because she nullifies their best creature every turn. The second ability is amazing to draw yet MORE cards and then dump extra land to ramp to Dig, Villainous Wealth, or Necropolis Fiend.  Her ultimate is an inevitable win condition.  She’s pretty sweet.

 

Villainous Wealth:  I want a full playset of these guys because I think this card could be the real deal. It’s an absolute game breaking spell.  Yes, it’s greedy, yes it’s expensive…but you only need to hit one and the game just about ends on the spot because it attacks them on an axis that they likely aren’t expecting. Look at the deck…it looks like it wants to beat down with the Vizier, the Mauler, or the Fiends, but one of these for 6 or 7 totally changes the perception of the game.  Add in the fact that it is about $0.50 a card as well and you have a budget all-star.

 

Throttle:  Cheapest removal going.  Murderous Cut would be better…but there are only so many cards in the yard to Delve away…so Throttle seems just fine in the interim.

 

Dig Through Time:  Well, this let’s you assemble EXACTLY that piece you were missing.  What more needs to be said.  It is an awesome card.  It is not cheap at $7.50 to $15 a card…but it is well worth it.

 

Treasure Cruise:  Don’t have a Dig but need to refill your grip of cards?  Yup.  Lean on everyone’s favorite busted Blue common.  Need I really say more?

 

Interpret the Signs: I have to admit, I stumbled across this and love it.  With all the very high casting costs in this deck you can hit this for 6, 7, 8 or even 9 cards without much trouble!  That’s bonkers.  And at a mere $0.15 a card is just perfect mass card draw for this sort of deck.

 

Sultai Charm:  Ummm…Removal.  Nuff said.

 

Scout the Borders:  This acts as card filtering AND as a ritual type effect because it dumps itself and 4 more cards in your yard…meaning that you are most of the way to casting Treasure Cruise by turn 3 and turning things up to high gear. You don’t need too many of them, but a pair seems like the right number.

 

 

Substitutions

If you are really keen on playing this deck it would be mighty easy to get a few more pricey treats for this deck. Currently the price tag for this deck is running somewhere shy of $75…but there are lots of pricey treats to sub in that will drive the price tag way up.

 

The obvious place to start is with 4 Polluted Delta. That’s $80 in Delta’s.  Sure, they thin your deck, feed your Delve and are generally pretty useful, they are hardly key lynch pins in the strategy.  That said, I would love to have a playset of these guys to rock in the deck.

 

Yavimaya Coast and some more Scry Temples might also be considerations for this deck help improve the mana situation.  I’m less convinced on these guys, but the added value of the free scry or more untapped lands might be really helpful.

 

I would be prepared to entertain a discussion about NOT running the Dig Through Time, not because it is a bad card, but because Interpret the Signs might be the better spell.  This deck is usually looking for just mass card draw and Interpret the Signs is a sleeper pickup that could be insane.  I would need to test both options.

 

I could TOTALLY make a case to sub out the Viziers for a pair of Sidisi…and with her bring in a couple of Whip of Erebos as well and emulate the Sidisi Whip decks out there.  There is no doubt that it would be a powered down version, because it lacks the Hornet Queen or the Soul of Innistrad, but it could be pretty potent.

 

What Fate Reforged Offers this deck

There are a number of treats from Fate Reforged that I might be prepared to try out in this deck but there aren’t an over-abundance of them.  I would be willing to splash around with Temporal Trespass because any time you can grab an extra turn it seems busted.  Also, Torrent Elemental can totally be game breaking because of its ridiculous ability AND the fact that it can be cast from exile if you Delved it away.  While the rest of the Sultai cards look interesting they don’t really do what this deck wants to do and so these will be about the only things I would be looking to experiment with.

 

Playing the deck

 You can’t afford to be too cautious with this deck.  As much as this deck wants to get to the later stages of the game to try and use more of its resources, you are in a race, not with your opponent, but with yourself.  The fact remains that you could be in real danger of decking yourself without much effort, so once you get a foothold and can leverage out some heavy hitters you need to make good and close out the game.  Your graveyard is absolutely a resource that is there to be utilized so don’t hesitate, but you need to be mindful of how quickly you burn through your cards.  Otherwise, the deck is super fun and able to do some truly ridiculous things and accelerate to get to some mighty powerful spells.

 

So, if you are looking for something pretty fringe to try at a FNM, or just kicking around with your buddies around the Kitchen table, this sort of Budget Sultai brew might be right down your alley.

 

Thanks for reading…and as always keep it fun, keep it safe…keep it casual.

 

By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
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Bruce Gray - August 17, 2014

A Brave New World (Grixis control standard)

Prognostic Sphinx - Grixis control standard

A Brave New World (Grixis control standard)

by Bruce Gray – Casual Encounters

 

Well, the summer Pro-Tour has come and gone and we have seen the full evolution of Standard.  The match play was terrific with some hugely entertaining matches both at Draft and at Standard.  Congratulations must go out to all the players, and especially Ivan Floch for his display of prowess and winning the Pro-Tour with his Blue/White control deck.  It is no small feat and he had to play some tremendously high caliber matches to win the title.

 

As cool as the pro-tour was to watch, I have to admit, I was a little disappointed that it was Blue/White control that was the winning deck.  I have no problem with the strategy and can clearly see that it is effective, but there were a number of really interesting decks running around that were much fresher and newer.  I would have loved to see one of these newer decks win the day simply for the novelty, but at least it wasn’t Mono-Black Devotion.  There was plenty of variety in the Top 8 decks, which was nice, but still, to see an archetype that has been as consistent from last Fall to now still prevail is a little bit…I don’t know…I guess boring. However, the days of Blue/White control in Standard seem to be coming to a close, so get your fill now folks because I suspect we may not see it for a while.

 

This first portion of my article today is strictly a prediction.  I have no inside source at WoTC or anywhere inside the Magic community.  However, based on a few observations I can pretty safely declare that Blue/White control or U/W/x control will be taking a back seat.  We will be watching as Return to Ravnica rotates out of Standard in about 7 weeks leaving two HUGE holes in the U/W control strategy.  The first gap is Sphinx’s Revelation. Sphinx’s Revelation is a major key to the strategy because it just allows for massive card advantage and life gain allowing the control player to reload their hand with answers and gain valuable life.  I would be shocked if something comparable was printed in Khans for the simple reason that it is such a powerful card. Notice I say “powerful”, not “broken” because I fundamentally feel that Sphinx’s Revelation is a fair card and a player who casts it can still be beaten, but it is a very powerful card that can turn the tide of the game very quickly.  I would expect some measure of mass card draw, or life gain, but NOT both together the way that Sphinx’s Revelation does it.  No, the days of easy living on Sphinx’s Revelation will be drawing to close at Standard for a while.

 

The other piece is a little trickier, and that’s Supreme Verdict.  For ages now we have just come to accept that there will be a 4 mana sweeper in white. Please see exhibit A- Wrath of God.  Exhibit B- Day of Judgement.  However, when they printed Supreme Verdict they raised the bar a touch.  4 mana sweeper…and can’t be countered.  Well, that’s a big upgrade and pretty much makes Verdict the Cat’s Ass of wrath effects.  However, since Supreme Verdict was released there has been steady trend. Removal has got progressively more expensive.  Think about it…in Theros we were given a large number of removal spells, all of them quite pricey (thank you Sip of Hemlock).  Inexpensive removal consists of things like Hero’s Downfall…which is still a 3 mana removal spell.  Sure, it hits Planeswalkers too, but in most situations it is used to wipe out a creature.  Bile Blight is a thing, but it is also conditional because if the creature is too large, Bile Blight just shrinks it (and you hope to heavens you can block the creature profitably).  Ulcerate is 1 mana…but costs you 15% of your life total just for casting it.  Fated Retribution, Planar Cleansing and Mass Calcify are other removal type spells…and cost 6 or 7 respectively.  Even Red has not been spared.  Apart from Lightning Strike, Red has started to see burn spells creep up in cost as well.  Bottom line, the price of removal is getting a tad higher.  So, combine the fact that Wizards has already given us the Cat’s Ass of mass removal, and that removal is getting more expensive, I would honestly be surprised to see a 4 mana sweeper once Khans of Tarkir is released.  There will be mass removal of some sort, but I would expect to see the coverted mana cost climb to 5 , or if it is staying at 4, would require all three colours from the respective wedge. In either scenario, the requirement to cast the spell has just increased. This slight increase, coupled with the loss of Sphinx’s Revelation might be enough to knock U/W control down from a top tier deck to being a reliable but somewhat lacking tier 1.5 deck that just won’t command the same level of respect at any given event during the Standard season.

 

So, U/W may be taking a back seat for the next while, but there will absolutely be a control strategy of some sort that will come around.  It’s a bit tricky to try and pick up on what exactly that strategy will look like, but I am prepared to take a look at some new options, and one in particular, that you might be interested in keeping an eye on as Khans of Tarkir starts to be spoiled in the next couple of weeks.  For many a season now we have seen U/W/x be the dominant control strategy but what if we removed the White from that mix and instead replaced it with Black?  We would move away from the Esper or Jeskai (did you notice the new wedge name?) and move towards Grixis as a potential control strategy.  Let’s explore this strategy a tad.

First off, land.  This colour combination could very well have the appropriate land base to make a go at it.  There are Temple of Deceit (U/B) and Temple of Malice (R/B) and Temple of Epiphany (R/U) from Theros block to give you at least 12 on colour Temples to start your deck off.  From M15 we also have Shivan Reef, meaning that you are pushed to 16 total on colour dual lands for your deck. Add in Mana Confluence and you could be as a 20 lands for your deck to cast your spells and have access to the right mana.  So, the land looks good.

 

Next, you have your removal package which is still very strong.  With access to Hero’s Downfall, Bile Blight, Ulcerate, and Silence the Believers you have a pretty robust suite of removal with which to handle most creatures that are on the table.  I agree, this is all targeted removal and not a sweeper meaning Hexproof creatures or other creatures that are difficult to interact with could be a problem.  The solution would appear to be, in the absence of a true sweeper, sacrifice effects.  Devour Flesh may  be rotating out, but there will undoubtedly be another sacrifice type effect that could at least be sided in if the need arises.  I’m hesitant to include In Garruk’s Wake, the 9 mana sorcery that is an asymmetrical board wipe, but if you are playing a control deck you could get there in a long game and then drop this thing to just devastate an opponent.  I’m skeptical myself, but it warrants some investigation.  Red would also give you access to Lightning Strike, Anger of the Gods,  and Magma Jet and Magma Spray meaning you would have a pretty beast set of removal spells to lock your aggressive opponents out of their creatures.

 

Lastly we have the permission package and M15 gave us a sweet option. Dissolve is a very solid 3 mana counter spell, but now with the addition of Dissipate we have as many as 8 hard counters to use. That could be pretty devastating to deny your opposition of a crucial spell or to protect some resource of your own.

 

I can think of very few creatures that you would be truly excited to play in this deck because control decks are usually pretty light in the creature department, but those that they cast can protect themselves.  Aetherling played such a role perfectly for months after it arrived on the scene from Dragon’s Maze, but Prognostic Sphinx could play a similar role.  The 3 power makes it JUST small enough to avoid getting killed by Elspeth, Pillar of light or other spells.  The high toughness means it survives most burn spells. You can even grant it Hexproof to help protect it.  And the best part is the Scry 3 whenever it attacks basically ensures you can draw exactly what you need.  Other options could include Indulgent Tormentor because the triggered ability is useful in all three modes, or Chasm Skulker because the more cards you draw to bigger it gets…and when it dies it spits squid tokens everywhere making it a real pain to contend with.

 

The last consideration is Planeswalkers and the Grixis control standard colour combo could have some good ones.  Chandra Pyromaster is the best Chandra yet printed and she could be extremely useful in this deck.  Lilianna Vess is another viable option and her ability to tutor up an answer makes her invaluable.  Jace, the Living Guildpact could also be a very solid control card and offer some very good versatility to filter your draw and bounce permanents.  The last is Ashiok, Nightmare Weaver who might be an ideal Planeswalker in this sort of deck to give you a true win condition of milling out your opponent.

 

So, the pieces sort of fit and so I have put together a rough list of a deck that start down the Grixis control standard path for when Khans of Tarkir is released.  It is not going to be perfect because it only includes cards that are from Theros and M15.  Without knowing exactly what Khans could hold for this deck it’s tricky, but I figured I would give it a stab and see what i can put together as a framework for the deck and add when Khans is released.

 

Test Deck – Grixis Control Standard – Khans of Tarkir

 

There we have our shell for a Grixis control deck.  Of course, this is not written is stone but is something that you might be willing to brew up and test out.  I haven’t put together a sideboard yet either because you might have your own direction you want to take it in.  The beauty of this time of year, as we prepare for the Brave New World post rotation, that anything is possible and lots of interesting new twists on decks could emerge.

 

Let me know what you think about the deck.  What would add?  What would you take out?  Would you go another direction all together? Some of the beauty of playing Magic is that the possibilities are endless, so let me know what possibilities YOU see.  Send me a tweet and let’s exchange some ideas.

 

Thanks for reading and until next time keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters

@bgray8791 on Twitter

 

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Bruce Gray - August 12, 2014

Deep Thoughts… on Drafting M15

2015 core set logo - Drafting M15

Deep Thoughts… on Drafting M15

by Bruce Gray – Casual Encounters

 

So, a couple of weeks ago I wrote about my impressions on M15 based on my experience playing Sealed at a Pre-release.  This week I was fortunate enough to get out to a local game shop and draft on what we call “Cheap Night”.  Usually entrance fees for a draft event is $15 or so…but on “Cheap Night” it is only $10, but does not have any prize support.  It is a perfect spot to get out and draft and really feel what the environment is like and is pretty friendly for newer players because there aren’t any prizes on the line.  I have to say, I really enjoyed drafting M15 and it felt very healthy and diverse with a number of very interesting decks.  Today I wanted to share some of those experiences with you before you head out to your next Draft and to see if they confirmed what I have grown to believe from playing M15 limited.

 

First off, I went 3-1 and was in contention to go 4-0 right up to the very end, but in my final match I made a couple of major mistakes that ruined all that hard work.  With that said, I felt like I drafted a very solid deck that gave many of my opponents absolute fits because they couldn’t really deal with my deck. My selections were a little more helter skelter than I would have liked, but with a variety of less experienced players at the table I was having a hard time reading the signs coming around the table.  My first pick was a Hushwing Gryff as a very serviceable 2/1 flier for 3 and a solid ability.  My next several picks were all Blue and I looked like I was going on the U/W plan. However, I was a little disappointed that I was being cut off from White so I started to explore Black and Green  a little bit and picked a couple of nice cards from both of those colours.  Pack 2 landed me a Caves of Koilos and then a Preeminent Captain in back to back picks and yielded some more White.  Pack 3 saw me open up Jace, the Living Guildpact and really locked me into Blue.  A couple of more decent White cards came my way including my boy Boonweaver Giant as a finisher and I was well and truly on the U/W Flier plan for sure.  Here’s my deck list.

 

 

Some highlights of the games were totally beating down an opponent with Welkin Tern over and over again.  Tern just did good work and brought a huge smile to my face when I’d see it in my opening hand because I really felt I had a solid chance to win.  In Round 2 I was able to live the dream with Jace.  I cast Jace relatively early in the game and immediately started ticking him up to filter my card draw.  I had just enough to run interference and give Jace some breathing room and tied up a few more of his creatures.  When Jace got to the point where I could ultimate him I did and shuffled my hand and graveyard, including Jace, back into my library.  I shuffled my deck up and offered to let my opponent cut the deck and then drew my next 7 cards while my opponent just looked on in dismay.  You would not imagine his look of disgust when I drew, and subsequently cast, Jace all over again.  Needless to say, the game was over in short order with the ridiculous card advantage I had just developed.  Lastly, Triplicate Spirits and Selfless Cathar make for a terrific combination that can quickly bring down the pain.  I finished off my opponent in Game 3 with a trio of Spirits who all got a boost from the Cathar and brought the hammer down.

 

The low light was in Round 4 where in game 1 I mulled to 6 cards and kept a 1 lander because I had a hand full of gas.  I should have had the sense to toss it back and try again because when I missed my 2nd land drop I knew I was on the ropes…and sure enough I was dead in short order. In Game 2 I did a little better but misplayed Jace when I cast him.  I should have bounced the Paragon my opponent was playing and then used the opening to force combat creating a situation where I had a profitable attack instead of sitting still and passing back the turn.  My hesitation opened the door for my opponent once again and left me reeling and trying to catch up. Needless to say, I never did and I was a little disheartened that I had misplayed those games so badly.

 

On the whole, I felt I had a pretty good showing and was relatively pleased with my performance. Going 3-0 against some pretty decent players was a good feeling and even if I did blow game 4 it just further re-enforced that I can’t get greedy and should be prepared to mulligan me regularly.  All in all, a fun evening with some solid results and few sweet finds in my draft pool.

 

Some other deep Thoughts and Observations

Jace, the Living Guildpact

This guy has got a bit of a bad rap since everyone has seen him, but I have to admit, he’s a very solid Planeswalker.  Is he crazy busted and overpowered?  No, but he is pretty versatile and reasonably skill intensive and will make a good piece in many decks when other versions of him rotate out of Standard.  His +1 is an acceptable way to filter your cards, particularly later in the game and he really helped set up some solid draws for me.  I can imagine that in Standard, where your deck is more finely tuned, ensuring that you draw into that perfect card will be pretty crucial.  However, it is timing that -3 ability that is truly vital.  You can really set your opponent back by bouncing something with Jace and I found that more often than not it was this ability that was the most powerful.  It may not say “Kill target creature/planeswalker” but sometimes bouncing it will be just as relevant.  The ultimate, like any ultimate on a Planeswalker, is totally back breaking.  To make your opponent lose his hand and only YOU draw 7 is bananas.  He’s not the best Jace, heck, he’s not even the best Jace in Standard right now, but he’s very solid and will be useful later on, I promise.

 

The speed of this format feels slow.  There is not an overwhelming number of aggressive 1 and 2 drops running around the format and the beat down plan really only begins when people hit 3 land…and can attack on turn 4.  Even then, there are lots of the 3 drop creatures that really aren’t that scary meaning that you need to get a little creative with your attacks to get early pressure on your opponent or you need to be ready to play a little more of a control route because you can’t get out the gates as quickly.  However, it is important to get creatures down on board because the removal is lousy and you will need to block to buy yourself time.

 

Invisibility

This is a terrible card.  This was just a dead card for me all night.  When I had it in my hand, I hated seeing it, and if I cast it on a creature I wished it was something else.  Don’t waste your time…it’s a pretty poor aura and not worth the card slot in your draft deck.

 

Triplicate Spirits

It’s a very good card!  This card did terrific work for me and I was impressed.  I was initially a little down on this card because it’s 6 mana for three 1/1 flying spirits.  However, with the Convoke ability these guys can be cast much sooner and make the casting cost feel much more like 4 mana…and gives you 3 bodies.  This is very useful and they proved to be just terrific for me all evening long.

 

Paragon of Gathering Mist

Of all the Paragons I think I like this guy the best.  Don’t get me wrong, they are all very good, but the ability to give something flying is just tremendous.  Nothing makes combat feel bad for an opponent than being ambushed by a creature who is suddenly flying and able to handle their flier.  He did good work for me all night and I’ll be sure to look for him again the next time I draft.

 

Aeronaut Tinkerer

This guy is a trap.  He is a very reasonable 2/3 for 3 mana and can get flying if you have an artifact.  I watched numerous players run this guy with a bunch of Ornithopters and other bad artifacts to try and trigger the Flying ability.  Yes, Yes, I know I ran one too, but I was looking at him as a 2/3 body on the ground because I only had 1 artifact, so if he could fly it was all the better.  However, to purposefully skew your deck to try and live the Ornithopter/Aeronaut Tinkerer game plan seems a bit wonky and not the best line of play.  Draft the Tinkerer, heck, play the Tinkerer and if you have an artifact or two all the better, but don’t go all in on that game plan because the reward just isn’t there.

 

I have to ask the question, do people actually say the word “Ratchet” outside of a Home Depot?  While I was playing my games they had the radio playing in the back ground and there was a song that came on by the Chain Smokers (“Let me take a Selfie”) which has been playing for months.  However, every time I listen to the girl in the song talk about  “That’s so Ratchet” I’m just left shaking my head.  First off, do people ACTUALLY sound like her?  I hope not…for all of our sakes.  Second, a ratchet is a TOOL…it’s a noun used to describe something to help repair your car or your bike…not an adjective used to describe lord knows what! C’mon…I’m not the language police, but even I have to admit that it sounds ridiculous.  Or maybe I’m just getting old.  One way or the other it sound ridiculous and should probably be stricken from the English language.  Rant over…thank you. [Editor’s Note: Sorry Bruce, but you’re getting old. Pop stars are always using the latest urban slang.  -Greg]

 

Thanks everyone for reading again this week.  If you have had your experiences drafting M15, let me hear about them.  What did you draft?  Any cool cards?  What did you deck look like?  If we are going to improve at this sort of thing we all need to be prepared to share and learn from our experiences.  I hope some of mine will help you the next time out and help you to steer clear of a few of my pitfalls.

 

Until Next time keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters
@bgray8791 on Twitter
 

 

 

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Three Kings Loot - July 11, 2014

Garruk’s Axe Exclusive SDCC promo Planeswalkers

NERF Garruk’s Axe exclusive SDCC promo planeswalkers

sdcc promo planeswalkers - Planeswalkers Promos SDCC 2014 NERF Garruks Axe Card Set 4

NERF Garruk’s Axe card set comes with six limited-edition alternate-art Planeswalkers cards illustrated by comic-book artist Jae Lee. Cards included in this exclusive set are Garruk, Apex PredatorAjani SteadfastJace, the Living GuildpactLiliana VessChandra Pyromaster, and Nissa, Worldwaker. The set will be available for $110.99 at Hasbro booth during San Diego Comic-Con July 24-27, 2014. A limited number of each item will also be available online at HasbroToyShop.com following the convention. The exclusive SDCC promo planeswalkers Pack featuring Garruk’s Axe by NERF will be limited to one per person

 

SDCC Promo Planeswalkers

sdcc promo planeswalkers -Garruk Apex Predator SDCC 2014 Promo sdcc promo planeswalkers -Planeswalkers Promos SDCC 2014 NERF Garruks Axe Card Set 2  sdcc promo planeswalkers -Planeswalkers Promos SDCC 2014 NERF Garruks Axe Card Set

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Three Kings Loot - January 7, 2014

M15 Core set spoiler- Card Gallery, Release notes and Artwork

Garruk M15 Core Set  Art 2M15 Core set spoiler- M15 Logo

Set Name Magic 2015—Core Set
Number of Cards 269
Prerelease Events July 12-13, 2014
Release Date July 18, 2014
Launch Weekend July 18-20, 2014
Game Day August 9-10, 2014
Magic Online Prerelease Events July 25-27, 2014
Magic Online Release Date July 28, 2014
Pro Tour Magic 2015 August 1-3, 2014
Pro Tour Magic 2015Location Portland, Oregon, USA
Pro Tour Magic 2015Formats Swiss:

  • Standard
  • Magic 2015 Draft

Top 8:

  • Standard
Official Three-Letter Code M15
Twitter Hashtag #MTGM15
Initial Concept and Game Design Aaron Forsythe (lead)
Max McCall
Shawn Main
Mike Gills
Jenna Helland
Final Game Design and Development Billy Moreno (lead)
Shawn Main
Adam Lee
Tom LaPille
Sam Stoddard
Languages English, Chinese Simplified, Chinese Traditional, French, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish
Available in Booster Packs, Intro Packs*, Clash Pack*, Fat Pack*

(* – Not available in all languages)

M15 Core set spoiler-  M15 symbol

[Set Review click here]

M15 Core set spoiler

White

 

Aegis AngelAjani's pridemateAjani the SteadfastAvacyn, Guardian Angelbattle masteryBoonweaver GiantcongregateDauntless River MarshalM15 Core set spoiler- Devouring LightM15 Core set spoiler- Divine FavorDivine VerdictEphemeral Shieldsfirst Responsegeist of the moorsHeliod's PilgrimHushwing GryffM15 Core set spoiler- Inspired ChargeKinsbaile SkirmisherMass CalcifyMarked by HonorMeditation PuzzleMidnight Guardoppressive raysoreskos swift clawParagon of New Dawnspillar of lightPreeminent CaptainPrismatic RuneguardRaise the AlarmRazorfoot GriffinResolute ArchangelReturn to the Rankssanctified chargeSelfless CatharSeraph of the MassesSerra AngelSolemn OfferingSoulmenderSoul of TherosSpirit Bondssungrace pegasusTriplicate SpiritsWall of EssenceWarden of the Beyond

Blue

Aeronaut TinkererAetherspoutsAmphin pathmageCancelChasm SkulkerChief EngineerChronostutterCoral BarrierdissipatedivinationEncrustEnsoul ArtifactFrost LynxFugitive Wizardglacial crasherhydrosurgeIllusory AngelInto the VoidinvisibilityJace, the Living GuildpactJace's IngenuityJalira, Master PolymorphistJorubai Murk LurkerKapsho KitefinsM15 Core set spoiler- Nimbus of the IslesMahamoti DjinnMaster of PredicamentsMercurial PretenderMilitary Intelligencemind sculptNegateParagon of Gathering MistsPeel from RealityQuicklingResearch AssistantSoul of Ravnicastatute of denialStormtide LeviathanM15 Core set spoiler- Turn to FrogVoid SnareM15 Core set spoiler- Wall of FrostWelkin Tern

Black

Accursed SpiritBlack Catblood hostcarrion crowCaustic TarChild of NightCovenant of BloodCrippling BlightEndless Obedienceeternal thirstfeast on the fallenFestergloomFlesh to DustGravediggerIndulgent TormentorLeeching SliverLiliana Vessnecrobitenecrogen scudderNecromancer's AssistantNecromancer's StockpileNightfire GiantOb Nixilis, Unshackledparagon of open gravesRotfeaster MaggotSengir VampireShadowcloak VampireSign in BloodSoul of InnistradStab WoundUlcerateunmake the graveswall of limbsWaste NotWitch's FamiliarXathrid Slyblade

Red

Act on ImpulseAggressive Miningaltac bloodseekerbelligerent sliverblastfire boltBorderland MarauderBrood KeeperBurning AngerChandra, Pyromastercircle of flameClear a PathCone of Flamecrowds favorCrucible of Fireforge devilFoundry Street Denizenfrenzied goblinFurnace WhelpGenerator ServantGoblin KaboomistGoblin RabblemasterGoblin RoughriderhammerhandHeat RayHoarding DragonInferno FistKird ChieftainKurkesh, Onakke AncientLava AxeLightning StrikeMiner's BaneRummagin GoblinParagaon of Fierce Defiancescrapyard mongrelSeismic StrikeShrapnel BlastShivan DragonSiege DragonSoul of ShandalarStoke the FlamesThundering GiantMight of the TyrantsTorch Fiend

Green

carnivorous moss-beastCentaur CourserCharginf RhinoChord of CallingElvish mysticferal incarnationGarruk's PackleaderGather CourageGenesis HydraHornet NestHornet QueenHunter's AmbushHunt the weakInvasive SpeciesKalonian TwingroveLife's Legacyliving totemNaturalizenetcaster spiderNissa, Worldwakernissa's expeditionOverwhelmPlummetParagon of Eternal WildsPhytotitanranger's guileReclamation SageRestocksatyr wayfinderShaman of the SpringSoul of ZendikarSunblade Elfundergrowth scavengervenom sliververdant havenvineweftYisan, the Wanderer Bard

Artifact

Avarice AmuletBrawler's PlateBronze SableConstricting SliverGargoyle SentinelGrindclockhaunted plate mailJuggernautOrnithopterObelisk of UrdHot SoupMeteoritePerilous VaultPhyrexian Revokerprofane mementorogue's glovessacred armoryScuttling Doom EngineShield of the AvatarSoul of New PhyrexiaStaff of the Death MagusStaff of the Flame MagusStaff of the Mind MagusStaff of the Sun MagusStaff of the Wild MagusThe Chain Veiltormod's crypttyrant's machinewill forged golem

Multicolored

Garruk, Apex PredatorSliver Hivelord

Lands

Battlefield ForgeCaves of KoilosLlanowar WastesShivan ReefYavimaya CoastDarksteel CitadelEvolving WildsForest 1Forest 2Forest 3Forest 4Island 1Island 2Island 3Island 4Mountain  2Mountain 1Mountain 3Mountain 4Plains 1Plains 2Plains 3Plains 4Radiant FountainSliver HiveSwamp 1Swamp 2Swamp 3Swamp 4Urborg, Tomb of Yawgmoth

Tokens

Beast (Green) Token Beast Token Dragon Token Emblem Ajani Token Emblem Garruk Token Goblin Token Insect Token Land Mine Token Sliver Token Soldier Token Spirit Token Squid Token Treefolk Warrior Token Zombie Token

Duels of the Planeswalkers 2015 Promo pack

Soul of ZendikarSoul of Ravnica - Promo

M15 Core set Artwork

 m15 core set spoiler- Garruk the slayer m15 core set spoiler- Hot Soup m15 core set spoiler Art 2 m15 core set spoiler Art 3 m15 core set spoiler - Peel from Reality M15 core set spoiler- Soul of Shandalar

Spectra WardSoul of new phyrexiaGarruk M15 Artwork

M15 Core set spoiler-  Three Kings Loot M15 pre-Orders