Tag: mtg

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Bruce Gray - November 15, 2016

Two Ways to Spice Up Your Casual Decks

Casual Encounters- Two Ways to Spice Up Your Casual Decks

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The Inverted Truth

    Well, the boys and I got together and jammed some very casual games of Magic this past week.  It was glorious!  We just sat around and slung card board around until it was far too late and enjoyed every moment of it. However, one problem with playing casual Magic is that it takes so darn long.  Multiplayer games take ages because everyone is apprehensive about going out and attacking and leaving themselves vulnerable to some sort of counter attack by the rest of the table.  The game turns into plenty of defensive posturing and very little else going on.  In 5 hours of Magic we played 2 complete games.  2 Games!  That just isn’t very much.  There are lots of house rules that one can play, but I think I may have found something even easier to help bust up that board stall and speed up the game.

My solution is a maligned Mythic from Oath of the Gatewatch  that seemed like it could almost make the grade in Constructed, but sadly has fallen by the wayside.  I’m talking about Inverter of Truth  which is a devastating 6/6 flier for 4 mana.  With those sorts of stats you need to respect it, but there is a drawback.  The drawback is that when Inverter of Truth enters the battlefield you must exile your library, and your Graveyard becomes your Library.  In most situations this means that you lose a big portion of your deck, which can hurt.  If this is done too early you can run yourself out of cards in a real hurry and basically forfeit yourself the game because you just don’t have the tools you need to get the win.  However, if you use this judiciously, Inverter of Truth can be cast to great effect.

Imagine a situation where you have already cast a number of really good spells.  Perhaps you cast some removal spells, a couple of really strong creatures, maybe a reanimation spell or two and some other goodness.  What it means is that once you cast Inverter of Truth you get all those spells back and this time you won’t be drawing land in between good spells.  That sounds actually really appealing. Who wouldn’t want to draw only spells that ensure you play action?  

The other side effect that this card does is that it changes the mental position of the player who cast Inverter of Truth.  We played two games and both times that Inverter was cast the player who cast it immediately adopted a more aggressive position because they no longer had the luxury of playing for the attrition based resource battle. The player who just cast Inverter needs to get down to business of using his Library (that yields only gas) and this efficient 6/6 flier to pressure the table and bust up the board stall that is so typical in multiplayer Magic.  It is often this shift in just a single player that can push the whole table away from stalling out and reinforcing their position and then move everyone into a frantic race to not get run over.  This single person shifting into an aggressive posture is all the game needs to pick up speed and to cause itself naturally, without the addition of house rules or other adjustments to the game itself, to come to a very rapid conclusion.  It is a very effective trick to get a game kicked up into high speed.

In addition to the very intriguing and powerful card, Inverter of Truth gives us a very budget friendly creature to add to decks playing Black.  At a mere $0.75 this is a bargain for a card that dramatically changes the face of the game.  Some might argue that it doesn’t feel “Mythic” enough, but the effect on the game is immediate and profound suggesting that naysayers may be mistaken.  The next time you sit down to ponder what changes to make to your deck, do not discount Inverter of Truth because it can provide a much needed infusion of something truly interesting into the game.

*Editor’s note: Prices are subject to change according to the whims of the multiverse. 

 

Kaladesh and Blinking

There is no doubt that Kaladesh is a casual player’s paradise. The set just offers so much in the way of fun mechanics and innovative ways to get more out of your cards. However, to my eye the real element that has been built into Kaladesh that sets it apart from other sets is all the built in ways to “blink” your guys for value. Not since Avacyn Restored have we had so many ways to blink stuff and have draft chaff look so good.

Wispweaver Angel is the perfect example of a ridiculous limited card that has a huge payoff in casual games to allow you to blink all sorts of goofy things. It is a long way from being Restoration Angel, but the fact remains that using Wispweaver Angel is going to have some similar effects around the kitchen table. Pair the angel up with Panharmonicon and you have yourself some extremely powerful synergies to grab the attention of Casual players.

If blinking your stuff is proving an issue, or you’re looking for another way to get some value from your ETB triggers, Kaladesh has another totally innocuous card  in the form of Aviary Mechanic that can now play alongside Kor Skyfisher and  Emancipation Angel as some of the best ways to re-play your value creatures.  Let me assure you, these are the sorts of commons casual players look for and love to abuse.  Whether it is returning a Scry Land for the free Scry, or a Siege Rhino, or something slightly more degenerate, these simple but effective additions to casual decks can really help push them in the right direction. Look for them and see if you can squeeze them in because you might be pleasantly surprised.

Well, that’s what we’ve got for this week.  Thanks for stopping in for a read and be sure to stop by next time for another Casual Encounter.

Bruce Gray

@bgray8791  

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Marc Olivier Plante - November 3, 2016

Two Crazy Kurkesh Commander Decks

 

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I’ve been playing Commander since Shards of Alara. It’s the one format I play; not Modern, not Legacy, not Vintage nor Pauper. Standard? Not enough options for me. I want a bit of chaos in my games. I also love multiplayer games. Whenever there’s a new set, I examine all the legendary creatures first. And when I saw this ogre spirit artificer-ish Kurkesh, basically a Rings of Brighthearth for artifacts, I knew I was going to build a deck around him one day.

I have played many mono red commander decks: Kiki-jiki, Heartless Hidetsugu, and Feldon, to name a few. I Regularly play vs Purphoros, Krenko and Urabrask. In all my years of commander, never have I seen a Kurkesh deck. To be fair, I didn’t try to google some, this is just from personal experience – mtgo, friends, customers – no one would approach this Kurkesh. After some research, it appeared to me that Sensei’s Divining Top, Liquimetal Coating (planeswalker -> artifact means double activate with Kurkesh), Keening Stone, Memory Jar, Temple Bell, Tormod’s Crypt, Trading Post, they were all pointing toward the same direction: milling. Or at least some graveyard manipulation of sorts.

So I went all in with milling. A mono red Kurkesh mill deck…

Kurkesh Turbo Mill

 

For starters, it’s surprisingly consistent. The intense draw it brings to the table, namely Temple Bell, Memory Jar, Howling Mine, Anvil of Bogardan, Font of Mythos, Wheel of Fortune, Wheel of Fate, and Reforge the Soul will make this deck pass as a mono red group hug deck for inattentive players, so you might get a few extra quiet turns out of it as a bonus. But when you start copying the Wheel effects, whether from Kurkesh + Jar or Fork effect + wheel effect, then they might smell that something’s fishy. When/if Mesmeric Orb hits the board, all hell breaks lose. If you are good enough at MTG (i.e. lucky) when you play Mesmeric Orb you’ll have a Mirrorworks in play, making 2 of them. Possibly shenaniganing with Goblin Welder or Daretti to get Mesmeric Orb in the graveyard and back for an extra copy of it, as having  3-4 mesmeric orbs in play is awesome. Having both old Kozilek and Ulamog in the deck ensures that you won’t fall victim to your own nonsense, and Tormod’s Crypt and Relic of Progenitus ensure that your opponents will.

So you wheel, fork the wheels, mill and try to stay alive.

But wait.

Then something happened.

I obtained a Past in Flames.

Sure, I was already playing Mizzix’s Mastery and Recoup to wheel from the graveyard. I once made 9 copies of Reforge the Soul – thanks Howl of the Horde + Increasing Vengeance flashbacked – but I felt that Past in Flames opened more doors then that. Suddenly I felt like I could try to actually use the wheels as fuel for a greater scheme… Storm!!

Kurkesh Turbo Storm

I took the wheeling shell of the deck, removed a few artifacts and most of the creatures, as I had to make space for the cantrips, rituals, and kill conditions. Had to take out the eldrazis, since I aim at crafting myself a graveyard.

So here’s how it plays out: Kurkesh in play, Memory Jar activate, copy with Kurkesh’s triggered ability, now there’s two Jar effects on the stack. Resolve. Nice, you play your turn with the seven cards and at the beginning of the end step, two Jar triggers on the stack. As the first resolves, each players gets ALL of the cards exiled by both Jar effects in hand, so both face down hands, and then the second Jar trigger resolves making all players discard all cards in hand. This is because both triggers are from the same Jar, so when the trigger asks for all cards drawn this turn, both hands are taken so when the second resolves there’s nothing to get and all to discard. Remember, all you want is a full graveyard, this works in your favor.

We’re playing storm so there’s going to be rituals that’s for sure. The mvp of all rituals is by far Mana Geyser. Of use also is Inner Fire and Battle Hymn, all three of which can two-card combo with Reiterate for infinite mana, provided that the spells give 7+ mana. In fact, to start a storm I often go Mana Geyser + copy it with all I can, to make a mana base for the rest of turn to finish the job. Possibly something like: 50 cards in library, 30 in graveyard, cast Past in Flames from hand, wheel from graveyard then with seven cards in hand Inner Fire + Increasing Vengeance then copy Increasing Vengeance with Fork and/or Wild Ricochet, Reverberate, all from Graveyard. As mana and spell count pile up you have a good start to storm off. Fun!

Now, how to pilot such a fine vessel? I play it disguised as a lunatic group-hugging mono red eccentric Kurkesh. Let’s be honest, once you put Kurkesh beside your deck before the game no one takes you seriously, and that plays in your favor. Let them think you’re a lunatic, and when you’re about to die or when the graveyard is full enough, unleash the storm!

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Three Kings Loot - October 27, 2016

Regional Pro Tour Qualifier 2017 Promo Emrakul, the Aeons Torn

Regional Pro Tour Qualifier 2017 Promo Emrakul, the Aeons Torn

promo emrakul

Want to get your hands on a sweet alternate-art old-school promo Emrakul? Make sure you attend a Regional Pro Tour Qualifier (starting with qualifiers for Pro Tour Amonkhet), and you’ll get one of these awesome-looking things just for showing up!

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Three Kings Loot - October 27, 2016

Grand Prix 2017 Promo Progenitus

Grand Prix 2017 Promo Progenitus

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Want to get your hands on a sweet foily monster who has protection from everything? Good choice! All you have to do is attend one of the GPs between December 2016 and 2017. Go for it!

progenitusgppromo

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Bruce Gray - October 27, 2016

Gonti, Lord of Luxury is Awesome

Casual Encounters- Gonti, Lord of Luxury is Awesome

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Folks… something got my attention.  I found my new favorite casual card and it is awesome.  It feels SOOO good to cast this guy.  It does everything I want in a Magic card. I have found Gonti, Lord of Luxury and I am pumped!

Let’s get out in front of this: yes, I played at the Kaladesh pre-release and followed all the spoilers so I knew he was good.  Heck, I even picked Gonti as one of my top 10 Casual cards in the set.  Anyway, I was already aware that the guy was good, but HOW good was he?  Oh, he’s awesome.

Let’s fast forward to the other night when I got the nerve to step back into MTGO and draft Kaladesh. Well, my draft was largely uneventful and I had a B/R artifact deck that was no great shake.  However, Pack 3 revealed Gonti and I snapped him up.  As the draft unfolded he was by far the best card in my deck and was exactly what I wanted to cast every time.  I had a Diabolic Tutor in my deck and found myself often searching out Gonti even if I had larger creatures in my deck.  Gonti was too good to pass up and was a house for me all league long.  

After the event was all finished I sat back and thought about WHY I wanted to cast Gonti with such regularity.  I mean, his body isn’t great at 2/3 .  He’s not hyper efficient at 4 mana, and double black at that.  Deathtouch is usually just an annoyance and rarely a truly defining ability.  His ETB ability is interesting but not game breaking… right?  Wrong.  The ability is EXACTLY what I wanted.  His trigger to mess around with your opponent’s deck is just the sort of thing I want.

Gonti, Lord of Luxury, is quietly a 3 for 1 in most instances and leads to nasty stuff that really intrigues me.  Wait… yes I said a 3 for 1… at LEAST.  Let’s think about it: You cast Gonti and you get a 2/3 body on board, which is certainly a thing.  He attacks ok, is a nuisance if your opponent attacks you, and is generally just a solid creature. Next, Gonti lets you look at your opponent’s top 4 cards and exile one and can play it.  This often means you get to deprive your opponent of a key resource at the very least, and, at best, have the chance to use it against your opponent yourself. That is a powerful reversal of fortunes if you turn up something like a Gearhulk, Eliminate the Competition,  or some other powerful effect. So everyone can admit that, to date, this is a 2 for 1  easily enough because for casting this single card I get two cards worth of value.  Getting a 3 for 1 isn’t hard if the card you get off of Gonti trades for 2 cards itself.  So a 3 for 1 is pretty easy to get, but I would make the case that you could even get a 4 for 1 out of this scenario if you put a further good card on the bottom of their library further depriving them a chance to play it.  This isn’t fool proof if they have a “shuffle” effect, but making them put useful resources on the bottom of their deck is often as good as depriving them of the resource out-right because you are rarely going to have a shot to play a card on the bottom of your library. So, for 4 mana you get pretty close to 4 for 1 and can seriously chop your opponent down to size.

So, Gonti is a ridiculous Limited card.  Perhaps fringe playable in Constructed.  However, in Casual play the guy is just silly.  Let’s face it, in Casual formats people are likely to push for one effect and look to take it to an extreme either because their deck is themed around a given ability or because they enjoy causing their opponents grief. Regardless of what camp you are in, the chance to re-use Gonti’s ability in a Casual format is mind boggling.  

In a 60 card casual format you get to play multiples of this guy.  That is insane!  In Commander, where you can build this sort of card into the theme of your deck, the options are endless, and too appealing to turn up.  

So, Gonti is good…Blink him, mill him and re-animate him, make him your commander…and see for yourself.  My mind immediately took him to my Smuggler’s Copter Commander deck and he fits in perfectly.  Alesha wants to trigger her ability on creatures with power 2 or less and Gonti is a prime target. Triggering Gonti’s ability multiple times in the same game sounds awesome.     

Here’s the best part, Gonti is essentially a bulk rare.  You can find him at Three King’s Loot for $1.49*.  In a set where there are pricier cards like Smuggler’s Copter or Torrential Gearhulk or a Masterpiece, $1.49* feels pretty affordable.  You can likely pick one up in trade somewhere reasonably inexpensively making him a great bargain AND a really good addition to your deck.

So, what is the appeal?  I’m not 100 % sure WHY I like trying to make Gonti really good, but to me he feels like a slight variation on one of my other pet cards: Villainous Wealth.   I just love the idea of playing with my opponent’s deck and anything that let’s me do that is awesome. It feels deliciously filthy to beat them to death with their own things.  

As always, thanks for taking the time to stop in and read and please check back again next time for another Casual Encounter.

Bruce Gray

@bgray8791

*Editor’s note: All prices are subject to change according to the whims of the multiverse.

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Kyle A Massa - October 25, 2016

Conspiracy Take the Crown Draft Archetypes Part 2

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Play the Ten Drop – Conspiracy: Take the Throne Draft Archetypes

Part 2: Allied Colors

We’re back for some more Conspiracy draft archetypes! I’ve had the good fortune to draft some more of this set since the last article went up. My conclusion: it’s baller.

Each color combo is super deep, but today we’ll be focusing on the more prominent synergies for the allies. If your looking for the enemy color pairs, check out this article.

Okay, let’s get started.

 

Blue-White Flyers

Key Commons: Messenger Jays, Jeering Homunculus, Wild Griffin

Key Uncommons: Coveted Peacock, Guardian of the Gateless, Ascended Lawmage

Sweet Bomb You Want to Open: Platinum Angel

Let’s start off with a true classic. Not much has changed for blue-white flyers in this set; you’re looking for your titular flying dudes, quality blockers on the ground, Pacifism-type effects, stuff like that. Your creatures might be relatively small, but the evasion gives you a huge advantage.

As quality flyers go, I really dig Ascended Lawmage. Three aerial damage each turn is nice. Three aerial damage each turn that can’t be targeted is even nicer. Also, you have the perfect opportunity to quote Sylvester Stallone when you cast it. If that’s not reason enough to draft it, I don’t know what is.

In regards to our blockers, I really like Jeering Homunculus in this deck. It’s a nice early drop that halts little attackers early and distracts bigger attackers later. That’s exactly what you’re looking for in one of your defensive creatures. Also, the art is outstanding.

And then there’s Guardian of the Gateless, which is good on both offense and defense (especially defense). It’s just such an amazing deterrent, especially for decks that might be swarming you with with a bunch of little creatures (we’ll get to those in a second).

Though I like this color combo, be warned: other players aren’t going to like it nearly so much. Board wipes are going to hurt, especially considering that many of your best offensive threats are vulnerable to spells like Hurly Burly and Infest.

Green-Red Monstrous

Key Commons: Prey Upon, Ravenous Leucrocota, Ill-Tempered Cyclops

Key Uncommons: Nessian Asp, Domesticated Hydra, Sulfurous Blast

Sweet Bomb You Want to Open: Splitting Slime

For the stompy people out there, this is a fun one. Just draft big dudes, make them bigger, then smash faces. The monstrous ability is an old favorite and a great way to use your mana whenever you have it.

Since Conspiracy is a mutiplayer format, you’ll have more time than usual to ramp. Take advantage of that time to build up a mana base, throw down some threats, trigger monstrous, then rumble. It’s a simple game plan, but it’s a fun one.

Sulfurous Blast is very nice in this deck because your creatures are going to be so darn big. You’ll easily turn a three-for-one profit off this, if not more. That’s big upside, even in multiplayer.

And now the downside: this deck feels a little one dimensional. Your big dudes are big, sure, but when you invest 12 mana into your Nessian Asp and then your opponent nukes it with a one-mana Regicide, you can’t be happy.

From what I’ve gleaned in my limited playtime with this format, small flyers are a big problem for this deck. Therefore, I recommend prioritizing life gain and creatures with reach. You might even try mainboarding a Plummet. Trust me—you’ll find juicy targets (except for that stupid Lawmage).

Red-Black Sacrifice

Key Commons: Driver of the Dead, Assemble the Rank and Vile, Shambling Goblin

Key Uncommons: Fleshbag Marauder, Havengul Vampire, Gang of Devils

Sweet Bomb You Want to Open: Harvester of Souls

We’ve got another returning classic in red-black sacrifice. Look for cards like Shambling Goblin, which give you a bonus when they die. Looks for cards like Driver of the Dead, which resurrect the Goblin when they die. You should also snatch up Assemble the Rank and Vile, which allows you to get even more sacrificial fodder when your named creatures die.

At the uncommon slot, Fleshbag Marauder is primo in your deck. Weakening each opponents’ board is sweet, and since you’ll probably benefit from whatever creature you sacrifice, this dude makes for a nice turn three play.

Havengul Vampire is also sweet, quickly growing into a straight up beefer from all your sacrificing. Oh, and did I mention that the Vampire gets pumped not just for your creatures dying, but for your opponents’ as well? That means you can throw down the aforementioned Fleshbag, dump four counters on your vampire, then swing for six. And if your victim happens to have no blockers, throw another counter on there after combat.  I’ll take a playset, please.

I think this is one of the strongest archetypes in the set. With twice the number of players, twice the number of creatures are going to hit the bin.

Blue-Black Control

Key Commons: Mnemonic Wall, Regicide, Canal Courier

Key Uncommons: Into the Void, Shipwreck Singer, Spire Phantasm

Sweet Bomb You Want to Open: Sphinx of Magosi

This is one of the less synergistic pairs in the set, but it’s still powerful. Blue-black wants to generate two-for-ones, recursion, and solid card advantage. Luckily, there are all kinds of cards that fit that bill in these two colors.

Regicide shines in this archetype. Though one-for-one removal takes a bit of a hit in multiplayer Magic, it’s not every day that we get one mana, instant speed, nearly unconditional removal. Sure, your opponents get to choose what colors you can target, but even if you draft just two Regicides, you’re guaranteed four colors to target. And if you’re lucky enough to draft three? You can kill anything. For one mana. At instant speed!

Other than removal, look for Mnemonic Wall, which can recur your sweet removal. Spire Phantasm is another nice one here. If you can guess correctly—which isn’t as difficult as it seems—you get to throw down a four mana, three-power flyer that even draws you a card. Sweet!

Last thing: no control deck is complete without a big ol’ game-ender. I’d be looking for Sphinx of Magosi, Guul Draz Specter, or Archdemon of Paliano to do some work for you. It’ll be a slow build to get to the fatties, but once you do, they’ll end the game quickly.

Green-White Tokens

Key Commons: Raise the Alarm, Lieutenants of the Guard, Strength in Numbers

Key Uncommons: Juniper Order Ranger, Overrun, Gleam of Resistance

Sweet Bomb You Want to Open: Forgotten Ancient

Everyone’s least favorite standard deck is back for Conspiracy. Well, sort of.

This is an interesting color combo. While white seems to have the token makers, green appears to offer the payoffs for making them. Your strategy is simple: wall up behind a lot of tokens, then give them a massive boost, swing for a win. Sounds fun, right?

Tokens are a bigtime archetype in multiplayer for a reason. Though your tokens are generally 1/1s and 2/2s, you’ll often have enough of them to serve as a strong deterrent for attackers. In addition, when you yourself decide to attack, a wide board usually makes for big damage.

The card you’re looking for when you draft this deck is Overrun. Triple green makes it a little annoying to cast, but when you cast it, the upside is huge. A lot of times you’re going to catch players when they’re tapped out, maybe even when they have no blockers, and you’re going to hit them hard. +3/+3 is no joke, and trample breaks through for even more.

The problem with a deck like this is that it’s pretty obvious what you’re doing from the get-go. Furthermore, for colors like red or black, disrupting your plan will be fairly simple—all it takes is a well-timed Sulfurous Blast or Infest to really ruin your day.

Whew, that’s all for now. Happy drafting!

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Three Kings Loot - October 24, 2016

Commander 2016 Spoilers – Card Gallery and Release Notes

Commander 2016

Commander 2016 Spoilers

We have some spicy new information out about the upcoming Commander 2016, with new commanders, mechanics, and vintage/legacy legal cards! Check it out!

Are you reading that correctly? Yes you are! You can now have not one, but TWO commanders, providing they both have the partner keyword on them. Awesome! That also means you get to play with the colours on both commanders, so hello four-colour decks! Four-colour decks happen to be a theme of Commander 2016, so this is obviously no random coincidence.

Undaunted is also a sweet new mechanic, as it makes certain cards less expensive if you have more opponents. It’s also quite an appropriately-sweet name. Playing against 7 other players? You ain’t daunted, not at all! One-mana wraths seem pretty good.

Release Notes

Release Date: November 11, 2016

Official Three-Letter Code: C16

Twitter Hashtag: #MTGC16

MSRP: 34.99 (per deck)

Languages Available: English, Japanese, French, Italian, German, Spanish, Portuguese, and Chinese Simplified

Decklists

Entropic Uprising

ydris-maelstrom-wielder

 

Open Hostility

saskia-the-unyielding

 

Stalwart Unity

kynaios-and-tiro-of-meletis

 

 

Breed Lethality

atraxa-praetors-voice

Buy This List

Invent Superiority

breya-etherium-shaper

 

Card Gallery

ancient-excavationash-barrens

benefactors-draught curtains-call duelists-heritage entrapment-maneuver evolutionary-escalation frenzied-fugue migratory-routearmory-automatoncaves-of-koilosdarkwater-catacombsdragonskull-summit grave-upheavalhanna-ship-navigatorhomeward-pathiroas-god-of-victory karplusan-forest murmuring-boskoath-of-druidsrootbound-cragshadowblood-ridgesungrass-prairiesunpetal-grovetrasios-triton-herotreacherous-terraincurseofvengeanceunderground-riverwindfallrunehorn-hellkiteikrashidiqitheusurpermagusofthewillorzhovadvokistdivergenttransformationsgripofphyresisseedsofrenewalyidrismaelstromwielderarmoryautomatonboompilegoblinspymasterthrasiostritonheromanifoldinsightsfaerie-artisansakiri-ropethrowerconquerors-flailishai-ojutai-dragonspeakerkynaios-and-tiro-of-meletisludevic-necro-alchemistparting-thoughtsravos-soultenderstonehoofchieftain  nbreyaetheriumshapercruelentertainmentdeepglowskateselflesssquiretymnatheweavertana-the-blood-sowerprimevalprotectorcoastal-breachreyhan-last-of-the-abzansaskia-the-unyieldingbrusetarlboorishherder graveupheaval kraumludevicsopus kydelechosenofkruphix prismaticgeoscope sidarkondoofjamuraa silas-renn sublimeexhalation sylvanreclamation vialsmasherthefierce atraxapraetorsvoicecommanderssphere commanderstower

 

Packaging

breedlethality entropicuprising inventsuperiority openhostility stalwartunity

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Three Kings Loot - October 21, 2016

Noose Constrictor FNM January Promo Card

Noose Constrictor FNM January Promo Card

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Man, that snake is adorable! Just look at his cute little face and eyes, so cute! He’s even all bundled up… oh, I get it, he’s a noose. That’s terrifying. And are those… yup, boots behind him, with several other nooses in the background. And possibly even a body. Well played, Kev Walker, well played.

Scary art aside, the January FNM Promo is a sweet one. Noose Constrictor is a very powerful card because of its ability. It’s playable in a number of decks, so make sure you pick yours when you can in January!

tde8fyyenw