Friday, February 27, 2009
Magic 2010 Partial Spoiler
Plus, there is word on the new lands in Magic 2010, here's what Aaron Forsythe wrote: "There has been some speculation as to which set of existing dual lands will be in the next core set, and the answer may surprise: none of them. We wanted to make a cycle of powerful dual lands that risk-averse newer players would like, which meant coming up with something that didn't involve losing life. Sorry, painlands, fetchlands, and Ravnica duals. Trust me, the new ones are awesome!"
Tuesday, February 24, 2009
Magic 2010
One realization we came to as we examined our core sets was that our naming convention itself was probably more than a little scary to newer players. "Tenth Edition? I'm already nine editions behind? Do I need to start with the first edition?" Showing our age on the front of the box is not a great tactic for enticing people to try out a "new" game. To solve this problem, we took a page from car makers and the aforementioned Madden NFL video game franchise and are naming core sets after years—specifically the year after the product is released. That means this July's release will be called the Magic: The Gathering 2010 Core Set, or Magic 2010 for short. Heck, you can go even shorter than that if you like, calling it by what appears in the expansion symbol: "M10."
And, you wonder how this will rotate in and out?
To accommodate this much more rapid core set turnover, we are changing our format rotation policy beginning in the summer of 2010 with the release of the Magic 2011 core set. Magic 2011 will not knock Magic 2010 out of Standard; instead there will be only one rotation date per year, when the large Fall set is released. When the set codenamed "Lights" is released late in 2010, it will knock the Shards of Alara block and Magic 2010 out of Standard at the same time. Core sets will rotate as if they were part of the block preceding them. For approximately three months per year starting in 2010, there will be two core sets legal at a time, which is also a first.
Note that when Magic 2010 is released this summer, Tenth Edition will rotate out as per our normal existing policy.
Saturday, February 21, 2009
16 damage Naya combo
Turn 1: Forest + Wild Nacatl
Turn 2: Mountain + Mogg Fanatic
Turn 3: Plains + Woolly Thoctar
Turn 4: Forest + Attack with Woolly Thoctar + Giant Growth + Soul's fire.
Tuesday, February 17, 2009
Building a Naya budget deck, Part I
Here we go.
3 x Mogg Fanatic
2 x Druid of the Anima
2 x Steward of Valeron
4 x Wild Nacatl
4 x Woolly Thoctar
SPELLS:
4 x Incinerate
4 x Soul's Fire
4 x Oblivion Ring
4 x Giant Growth
2 x Fertile Ground
1 x Titanic Ultimatum
PLAINSWALKERS:
3 x Ajani Vengeant
LANDS:
2 x Jungle Shrine
2 x Naya Panorama
7 x Forest
7 x Mountain
5 x Plains
That would be it. I'll make some changes as soon as possible, like kicking out the Fertile Ground and Naya Panorama for something better, like huge beasts or Naya Charm, because I have (more than) enough mana sources. And another thing, I must take back my bad words for Shards of Alara. It's a great set, far from worse. I really enjoy playing this kind of deck.
Wednesday, February 11, 2009
Cool Naya/Bant Combo
Turn 1: Plains + Akrasan Squire
Turn 2: Forest
You attack with the first Akrasan Squire and boost it with Resounding Roar. That's 3, plus 2 from the exalted.
Hopefully, you'll get the right cards and the opponent will take the damage.
Sunday, February 8, 2009
Conflux aftershock
For the first time after a long period, I lost all the matches, finishing with a "bye", leaving the event with the release. The only valueble card I got was the Noble Hierarch which I'm gonna trade for Banefire or Voracious Dragon.
Bant is really cool, but it's definetly something I wouldn't play. The exalted abillity is very, very cool but it's just not for me. I like red and burn.
I got few cool Naya cards that can be used for fun Naya budget deck, I'll try to compile a deck list soon and if it turn out to be competitive I might be playing Naya (if it's too hard to find the two damn cards I need).