So, you want to get your dudes back from the bin after you've already used it, but aren't playing White, Black or Green? Need to reuse a spell but aren't running colors that can fetch it? Here are some options for you to get what you need!
White and Blue
White is already pretty amazing at bringing back Enchantments, Artifacts, and Creatures. Surely everyone is familliar with those things. White even has some pretty famous land recursion in [card]Sacred Ground[/card] and the less known [card]Planar Birth[/card]. There isn't alot to tell about white's recusion that isn't common knowledge....but blue...now there is a different story.
Blue is quite good at recurring artifacts, instants and sorceries, but when it comes to the other card types, let's look at our options:
Dreams of the Dead
Playing blue and looking to get guys back out of the bin. Well, if they are black or white creatures, [card]Dreams of the Dead[/card] is an interesting repeatable blue reanimation spell. Pair it up with [card]Eon Hub[/card] to not have to pay the upkeep costs, or something like [card]Power Conduit[/card] to not have to pay near as much during future upkeeps.
The fact that it is repeatable is pretty amazing, and if you can manage to [card]Flicker[/card] the creature, it looses cumulative upkeep AND doesn't exile when it dies!
False Demise, Fool's Demise and Puppet Master
Much less versitile, False Demise and it's big brother [card]Fool's Demise[/card] are almost too much like a theft effect to be reanimation, but they do technically return creatures from your graveyard to play in mono blue. [card]Puppet Master[/card] also does basically the same thing as these cards.
A build-around-me type of card, Hakim here does return a subset of enchantments to play from the 'yard. They are by default attached to him, but there are plenty of ways to scoot Auras around in blue. From [card]Enchantment Alteration[/card] to [card]Crown of the Ages[/card] Hakim can get back your auras like a boss!
Apparently, old cards with the word 'Recall' in the title are quite good. Even [card]Hurkyl's[/card] saw some torunament play at some point. Recall will get you back anything you want, and with a light-on-the-blue mana cost, is easy to splash into other decks that need the help. Recall can get multiple pieces of a combo back from the grave, turn crummy cards in hand (or land) into business and shape your hand back into things you wish you still had. The best part is, this card was reprinted so many times that the 5th edition version is basically worthless. You can easily get copies of this card for under 50 cents!
Another color known for it's use of the graveyard, black can get back creatures like no other, but what about other card types. There are certantly a few known cards that dig around in a creatureless grave for black...[card]Yawgmoth's Will[/card] comes to mind, but what other options are out there...
Cards with the new border do not usually make it into the Deckbuilder's Guide, however, occasionally there is a card that is newer that gives a unique ability to a color that does not usualy have it. Grim Discovery allows black to get lands back from the graveyard. An excelent way to get back [card]Cabal Coffers[/card] or [card]Volrath's Stronghold[/card] and a dude too, Grim Discovery gives both recursion AND card advantage, being a 2-for-1 in and of itsself.
Sins of the Past
Another newer gem, this card gives you a free re-casting of any instant or sorcery in your graveyard something that black rarely can do at all.
Xiahou Dun, the One-Eyed
Quite the sought-after card of EDH players, Xiahou does have the amazing ability to recur ANY BLACK CARD. He is pretty much the only card to ever do something this broad, and to be able to recur Xiahou to then get back any spell you want over and over is REALLY STRONG.
Xiahou's price tag reflects his scarceness and playability though, with cheap copies of this card still going over $100 easily anywhere singles from P3K can be found.
Next: Red and Green, and recursive Artifacts for EVERYONE!
Welcome back WOOBERG viewers, once again it is time for another delve into older cards, this time for tools in colors that they don’t normally have access to. Today we will be exploring Non-green land fetch.
Again, the Deckbuilder's Guide only covers cards with the old border (Scourge and before) that have fallen out of memory. Anything newer than that and surely someone in your playgroup can come up with the card.
White is the best color at searching for lands, after green, and while cards like [card]Land Tax[/card] need no introduction, there are some hidden gems that do similar things. [card]Tithe[/card] was the second land fetch card white ever got and boy is it GOOD. 1-2 free lands to hand that early in the game for one mana is something that green should be envious of. [card]Gift of Estates[/card] came next from Portal, but was reprinted in 8th so I won't spend too much time talking about how is is good stuff as well. Then with Tempest block came [card]Oath of Druids[/card]' little brother, [card]Oath of Lieges[/card]. Not as good as its big brother in sanction magic formats, Oath of Lieges is nice in multiplayer because it is more likely to fetch you some lands AND it keeps an opponent or two in the "More lands than you" zone so it keeps on working. [card]Weathered Wayfarer[/card] came out next, but again was reprinted in 9th to keep it fresh in everyone's mind. Then in Scourge, every color got a couple of Land-type-cyclers, white's were Eternal Dragon and the less known [card]Noble Templar[/card].
Black can, of course, use any number of its generic tutors that can search for any card to find a land, but I find that play to be wholly depressing. Black does have a couple of land-only tutors that are devecent, but is far and away not as good as green or white. Corpse Harvester is a card I recently learned about that blew my mind. It is an AMAZING card to play in almost any black deck I can think of. Its practially all upside: Sacrifice outlet? Check! Land Fetch? Check! Tutor? Check!, Card Advantage? CHECK! This card does it all. Play with this card in black decks....all of them! Also there is the Swampcycler: [card]Twisted Abomination[/card] who was a Time Spiral reprint and needs little introduction as well.
Aside from [card]Chartooth Cougar[/card] and [card]Shoreline Ranger[/card] there aren't any older cards that will fetch lands for blue and red. I feel like Dreamscape Artist here deserves mentioning because he both fetches land (Like a BOSS!) and blue doesn't have alot of other options. Red Literally has this card, gold cards and [card]Fiery Fall[/card] from conflux. Not alot of choices there.
Finally we come to the cards that everyone can use. Not alot of older artifacts did the land fetch thing, but there are a few hidden gems out ther. [card]Braidwood Sextant[/card] is a second copy of Wayfairer's Bauble in any highlander format. The slightly new, but worth mentioning [card]Journeyer's Kite[/card] is also a great card. [card]Solemn Simulacrum[/card] bears mentioning but also likely needs no introduction. Not an artifact, but Thawing Glaciers is an oft-forgotten staple of yore that provides colorless landfetch to any deck. Also of note, I find that many people have either forgotten or never knew of the...
...in the first place. I urge you to check them out. They are good in multiplayer and super cheap uncommons, unlike the Onslaught/Zendikar fetchlands.
Good landfetch is hard to find withought green or white in your deck, but there are a couple of cards out there. Until next time...
Use YOUR shoes as counters!
Not alot of time to post today, but I thought I would share a couple of great white draw effects for your EDH/Commander or Colored Star Decks
That's right...mono-white draw 7...well sort of, you do have to skip a few draws first, but its still a 4 mana net gain of 4 cards. Not too shabby.
Inheritance is just a plain old awesome card, especially if you are limited to colors that don't draw cards well. It really shines when a lot of creatures get blown up...like in EDH or well...any multi-player game.
Well, that's all I have for today, so until next time...
Use YOUR shoes as counters!
From time to time, I like to pull out my insane knowledge of obscure cards and show a couple cards that most people don't remember exists that allow colors to do something they do not normally do. Today I will be listing a couple of Mana creatures in blue to help out my fellow mono-colored players. Every color actually has some decent to good mana dorks, and here are some blue ones.
First, the cards that just plain old produce man:
Blue's number one mana creature is from a long time ago back in Mirage. Obviously worse than some others, it van both filter your mana to blue (albeit one at a time) AND give you accell. Not bad for a mono-blue deck. The next one comes with a bit of a drawback, but can seriously pay off if an opponent is running blue (or any other color of mana your deck needs.
Untapping your opponents' land may seem fishy (pun intended), but this dude is a blue Fellwar Stone with politics attached. Not bad at all. Next we come to some classy ramp for mono-blue:
Turn one blue mana into 3! Sign me up. if this were an artifact that cost 4 mana almost everyone would use it. It's like a signet but it converts to quantity not quality of mana. The last blue card I want to show today is Mr. Mishra's Workshop. He ramps you out artifacts like no one's business
That's a tasty ramp card, plus it helps you activate artifact abilities as well. Sure he dies to a lot of stuff, but if they kill Mr. Workshop instead of your threats you are still winning.
That's all I have for today. So until next time...
Use YOUR shoes as counters!
From the Vault - Articles: The Deckbuilder's Guide to the Galaxy Park 2: The Land Fetch at the End of the Universe
Welcome back all, to another installment of “The Deckbuilder’s Guide to the Galaxy.” In this mini-series, I take a walk down memory lane and harken back to grand old cards that many newer players, and even some vets have long forgotten that may be good for your casual decks. In this week’s column, I will discuss the land fetch of yore. It all started back in Legends…. Untamed Wilds – The first land fetch card ever set a precident of green getting to dig around in it’s own head for lands. Not a great card by today’s standards, but certantly worth mentioning. Know your roots people.
Centaur Rootcaster – This guy isn’t the greatest land fetch on legs, but he is reusable, and sometimes that is just what you need. Any aggressive deck that likes triggers that …well trigger on combat damage this guy is a good choice.
Crop Rotation – So broken that I doubt anyone has forgotten it, Crop Rotation is the first fetch that could go after non-basic land. It also only costs one mana and another land, but for one green mana, I’ll polymorph one of my lands into a Tolarian Academy.
Deep Reconnaissance – One of the best flashback cards, and also a great land fetch, one ’ll getcha two, two will getcha four.
Elfhame Sanctuary – Worth mention for its reusability, Elfhame Sanctuary replaces your draws, so its not always a good choice.
Explosive Vegetation – Straight to the point, Explosive Vegetation is 2 lands for one card.
Far Wanderings – This card is just plain old AWESOMESAUCE. Threshold is easy to get, and so is THREE basic lands with this card…and they come STRAIGHT INTO PLAY!
Gaea's Bounty – Three mana gets you 2 dual lands/shocklands in hand. Not bad if I do says so myself, but for one more mana Skyshroud Claim will put them into play.
Harrow – Good ‘ol Harrow gets you 2 basics for three mana and a sacrifice. Dosnt seem impressive until you realize it’s an INSTANT.
Hunting Cheetah – Though it is expensive, monetarily speaking. Hunting Cheetah is Centaur Rootcaster, but it can get dual lands.
Krosan Tusker – Is a fattie…or landffetch with a ‘trip. Any way you slice it this card is good and versitle.
Land Grant – Another card that can fetch you dual lands, it’s also FREE if you have no lands in hand.
Lay of the Land – Cheapest land fetch that dosnt rewuire a sacrifice.
Nature's Lore – Land grant that isn’t free in any circumstance, but it also puts the land into play…Untapped…
Primal Growth– Another fantastic landfetch, normally it is just a Untamed Wilds, but if you sacrifice a creature, you get two basics to play for three mana, and they are untapped. Pretty good deal if you ask me.
Silverglade Elemental – Bigger fatter Wood Elves.
Silverglade Pathfinder – While on the surface, Rampant Growth Spellshaper isn’t that impressive, realize that you can discard a land to search for another copy of whatever land you want and put it into play. One of the best spellshapers out there if you know how to use it.
Skyshroud Claim – See Gaea’s Bounty.
Sprouting Vines – Land Fetch with Storm. There has to be some good uses for this.
Three Visits - After finnally being returned to its original wording this card can get any other card with a basic land type. Duals, Shock duals, Dryad Arbor, Murmuring Bosk, the list goes on and on...
Yavimaya Elder – Just a crazy good card. It’s a dude, it’s card draw, it’s land fetch…no its Superman!
Yavimaya Granger – The best landfetch creature with a “comes into play” ability.”
There are also two creatures with forestcycling, and landcycling is good, especially because it can get you a Murmuring Bosk or Dual land.
That’s all the time I have for today, so until next time: Use YOUR shoes as counters!
One of the biggest speed bumps for new players, and even some slightly experienced Magic players is the number of cards that have been created to date. With almost 10,000 different named cards after the Release of Eventide, Magic’s growing card pool makes it difficult for the new casual player to compete. Now, often time’s money is an issue to get your hands on copies of these older cards. However, more often than not older cards are not that expensive…especially when you consider that standard cards this year are hitting the charts at a whopping $50. The real problem is awareness. Most new players don’t even know what to look for in Magic’s enormous card pool. That is where I come in. I have been playing Magic casually since 1994 and I have never once desired to dip into the tournament scene. I want my cards like Skyshroud Condor and Artifact Blast to see some play instead of just sitting in dusty old boxes on my shelf. I remember cards like Mtenda lion as a great 1 drop (unless your opponent is playing blue) and I have even been the guy to run Zephyr Spirit on occasion. I am even working on breaking Bog Hoodlums.
The purpose of Deckbuilder’s Guide to the Galaxy series is to familiarize newer players with cheap old-school options that they can use in a casual deck. Tired of Cancel? Use Dissipate, Arcane Denial or even regular old Counterspell is unknown to the newbie of today.
Anyway, let’s continue on to the meat of the article. I figured for the first installment I would offer up a simple group of cards. Creatures, creatures for beat-down that is. Beat-down decks are easy to play, fun, and a good way to learn the ins and outs of the game. So let’s get started.
So you want to play beat-down…well what are you looking for in a creature. Cheap mana cost compared to power/toughness and abilities. Probably less in the way of utility creatures with tap abilities and more like a 3/3 for G and the like. The only cards I will be listing are cards that have never shown up with the 8th edition frame. Cards newer than 8th edition are easy to hear about, and easy to come by. Without further ado, I will give a brief list of one casting cost beaters that are good at what they do for each color…and as a bonus, artifact creatures as well. Today I will be giving a list of white cards and how they are good, and then over the weeks doing each color in WUBERG order. All the cards below are common, uncommon or a rare that is worth less than a booster pack bought online. ($3.50 USD where I am from).
Clergy of the Holy Nimbus: Automatic regeneration seems pretty good to me. Likely in the early turns you opponent will be tapped out so this will stick around for a long time, and in the late game he can chump block like a madman or force opponent to hold a land open, effectively making spells he plays more expensive.
Soltari Foot Soldier: Effectively a 1/1 unblockable for 1 mana in white.
Death Speakers: 45%-ish of creature removal is black. These guys are hard to kill unless your opponent has red. This card is better for multiplayer where someone is bound to be playing black.
Devoted Hero/Volunteer Militia: This guy is a 1/2 for 1 mana. Not the most amazing thing in the world, but if you can’t afford Savanna Lions this is the best one drop vanilla out there.
Devout Monk: 1/1 body and a life for 1 mana is good. A lot like devoted hero only instead of the CREATURE getting the one extra “life” you do.
Foothill Guide: Once again a multiplayer card. If you have a pesky friend who loves to play goblins this card is good. With Tarfire’s appearance it’s even better. Someone in multiplayer is bound to have goblins and if they do not, he is still a 2/2 for 3.
Frontline Strategist: This guy really doesn’t go here. He really costs 3 and morphs for one, but flipping over a fog that works only on your opponent’s dudes is good. Best in soldier tribal, but he plays well in any white deck.
Glittering Lynx: This guy is a lot like the Clergy listed at the top. He prevents damage instead of regenerating, but in exchange they opponent has to keep 2 mana open.
Gustcloak Runner: This guy is a 1/1 for 1…not that great until you find out you can take it back if you make a mistake attacking with him.
Honorable Scout: Another multiplayer guy, this gets A LOT better than Devout Monk if you have at least one opponent playing red or black.
Mtenda Herder: this is the card that Sidewinder Sliver was paying tribute to. It’s good on its own, or in a Highlander deck as Sidewinder Sliver #2.
Mystic Penitent: This guy is crazy good, a 1/1 vigilance for 1 is good, but later in the game he turns into half a Serra Angel!
Nomads en-Kor: These dudes never die, the Kor ability (See en-Kor from Time spiral*)
Serra Zealot: This guy is just a Tundra Wolves with another name. Great if you need a second copy for highlander or want to run Tundra Wolves in your Soldier deck.
Those are the major old-school one drops for white beat-down. I suggest you consider adding any of these to a white weenie deck for the appropriate format. Also, as a side note, there is a newer, overlooked 1/1 for W that I want to discuss a bit. Hailing from Guildpact, Lionheart Maverick never got the love it seems to deserve. A 1/1 vigilance for 1 is not a bad card, but with its pump ability, Lionheart Maverick can be a nasty beater/blocker in the late game as well. Yes, his ability to pump isn’t incredibly efficient, but it’s a 1/1 for 1 with TWO abilities…two RELEVANT abilities. This guy is GOOD!
Thats all I have for now, so until next time...
Use YOUR shoes as counters!