Friday, May 31, 2013

Combo Out!

I get that combo is part of the game. It's never been my thing, but you Johnnies out there know what I'm talking about. I appreciate a well-built combo deck as much as the next guy - that's part of what makes Dominion so fun - but shuffling up at a Commander table only to lose on turn 5 to someone packing combo really isn't a good time.

None of my kitchen table friends play combo. Maybe because they aren't into it. But, probably more likely because they know that the rabbit hole doesn't go down that far. But about once a week I get a chance to play Commander at a card shop. What do I lose to every week? Combo.

At the shop, there is no entry fee to play. If there was, I probably wouldn't go. That's not to say that I don't want to support the place, but they already give out a prize to whomever wins. It's very cool of them to give out a prize even though no one pays to play, but it also encourages people to combo kill everyone for $5 in store credit. I'd hate to give them even more incentive.

Here's the thing: for the most part, we know everyone who shows up. Usually, there's between 8 and 15 people. We also know who plays what decks. We know the combo players before they sit down. Does that stop them from winning? No. Even ganging up on them is often not enough.

The fun of this format (for me) is slamming demons into the red zone. I'm not saying that my pet deck absolutely has to be viable, but when turn 5 rolls around and it's another combo death for team demon (and everyone else) it's not really a game anymore. At that point, it's watching someone do a card trick with very complicated rules. :)

We all know that you can build a combo deck. There are lots of them. Temple Bell + Mind Over Matter usually does the job. It's two cards. One of them actually helps you get the combo.

Temple BellMind Over Matter

For those of you who want to ruin your next Commander game, the combo is tapping Temple Bell to make everyone draw a card, discarding the card you drew to Mind Over Matter to untap the Temple Bell, then doing it again... and again... and again. To not lose, put something in your deck with a shuffle effect, like Blightsteel Colossus. Winner!

Losing to combo isn't a "fun" way to lose. The guys who play combo know this. I often hear, "I'm sorry," from them as they win followed shortly by, "If you guys want to play another game, I have a different deck." Inevitably, the deck they bring out is the damn deck they should have played in the first place.


Sunday, May 26, 2013

Spotlight: Akroma's Memorial

Akroma is awesome*. Don't believe me? Check it out!

Akroma, Angel of Wrath

One of the coolest parts of Magic is how the Legendary Creatures are used to tell a story about the set(s) they appear in. Visit the MTG Salvation wiki to read more about Akroma. Spoiler alert: Akroma dies.


What better way to honor the fallen Akroma with a sweet-ass statue?

Akroma's Memorial

That's quite an inscription. Well, there you go.

Anyway, I'm a big fan of big artifacts. And at 7 mana, this one packs a wallop. I often play a black deck, so when I see this hit the table across from me it's usually game over. I have a handful of ways to either deal with it or block the protection from black creatures bearing down on me, but not many.

Red and black decks make an appearance at almost every table. Giving your creatures protection from both colors usually spells doom for those players. In addition, Akroma's Memorial hands out flying and takes the fight to the air. But wait! There's more. First strike, vigilance, trample, and haste? Sure, why not.

Does that sword look familiar?

Sword of Vengeance

There it is. Apparently the protection from red and black (and the flying) has something to do with Akroma herself. The sword on the other hand gives a boost to attack and the other goodies. I like this sword, but I usually end up running other equipment. Akroma's Memorial, on the other hand, doesn't need to be equipped and gives the juice to all of your creatures. That sort of "continuous effect" is powerful in the Commander format. Heck, just giving haste to all of your creatures is powerful. Everything else is sweet, sweet icing on the cake.

*Akroma is awesome, just maybe not as awesome as Avacyn. Oh, power creep. I think it might be the sexy eye-liner that makes her indestructible. Or, maybe the time she spent in prison. :)

Avacyn, Angel of Hope




Sunday, May 19, 2013

M14 Spoiler: Rise of the Dark Realms, Rings of Three Wishes, Primeval Bounty, Into the Wilds

M14 spoilers are coming in hot and heavy. Slivers are back! So, we have that to look forward to. You know, because they were so much fun the first time around. But it's not all slivers. A few other cards have caught my eye so far. Take a look.

(Check out the up-to-date spoiler at mtgsalvation.com)

Rise of the Dark Realms

 

Oh, hell, yes. I routinely hit 9 mana with my demons deck and I always find myself looking for a haymaker at that point in the game. How about I reanimate... everything? That should do it.


Ring of Three Wishes



My wish this Christmas: cards!5 mana and an artifact. I can drop this in lots of decks. For a 5 mana activation, I can use up one of my wishes to go get any card I want! Not a bad deal. Anything that lets you replay an artifact or untap an artifact will push this. Plus, check out that artwork!

Into the Wilds

  

I see they are pushing this theme more into green. I'm a huge fan of the card Future Sight (and it's creature-based brother, Magus of the Future). If I played green, Oracle of Mul Daya would be in that deck, you know. Into the Wilds probably would be, too.

Primeval Bounty

 

Okay, when this happens that happens. And then when that happens, this happens. Then, sometimes some other stuff happens. But only when certain things happen. Got it?

Wait, it's 6 mana and it has "Primeval" in its name? Uh-oh. 

I like this for the green mage. The reason I like this is that I like incremental advantage, where little things just keep adding up. This card is full of incremental advantage. Casting a creature spell? Here's a bonus 3/3 dude. Casting a non-creature spell? Here are some +1/+1 counters, three of 'em. Putting a land into play? Gain some life!