Things have finally hit a minor lull on the home-front, and I am BACK! Well, maybe not once-a-week back, but certainty new content is being posted as is evident by this article here. I was throwing around a deck full of Mutants the today (the creature type Mutant, not X-Men), which made me thing of this old series I was previously working on. People love them some tribal decks, but most people play Elves, Goblins, Slivers or something along those lines. What about all of the other races and classes of Magic. If you know where to look there is a deck for MOST of the creature types. I am skipping all of the heavily supported creature types and of any creature type which does not have the requisite 20 creatures for a deck without dipping into ol' Mr. [card]Mistform Ultimus[/card] and gang.
Last time around, we has some fun getting stoned with a basilisk deck. This week we move on to the next entry along comp rule 205.3m and we come to bat. Bat seems like a pretty awesome tribe since everybody in the deck flies and there was at least one cool double-faced bat in Innistrad. A quick Deckbox filter for creatures with type bat reveals a mere 10 printed bats, all of which are black and all but one of which are mono-black. Also, if we dip into some token generators, we could splash white more confidently if we wanted to. Being a fan of mono-color decks I think we will aim for mono-black. [card]Skeletal Vampire[/card] is like a wierd backwards-lord for bats, and a pretty good finisher. [card]Bad Moon[/card] seems good and thematically accurate.
DA NA NA NA NA NA NA NA BAT MAN!
Black can obviously kill lots of dudes, and the bat deck is no exception. Clearing the way with spot and mass removal, keeping the hand filled with Bronze Herald and getting in there with the bats! The only real strategy is "SCREW THE GROUND, I've got WINGS!" Kill the dudes in the sky that can profitably block your bats and smash face. Pretty much all bat creatures have 0 subtlety to them, so aggro is best!
Join us next time when we go [card]Muraganda Petroglyphs[/card] BEARS!
I know content here has all but crawled to a brutal halt, but I am doing my best to keep things rolling even with everything that is going on in my life. In case this is your first time at WOOBERG, I don't really have the time these days to play Magic on any kind of reliable schedule. I have 4 young kids and my wife and I are working on becoming first time home buyers!
Something I found that I thought people might like to see is a behind the scenes look at an episode of Commandercast. I was featured on the Spicing Things Up episode, and rightfully so I think. The episode focused on variant ways to play EDH/Commander, and variant formats is definitely my thing.
Anyway, I recently found the outline I made when I was preparing for the episode and thought it might be cool to share it with my readers, so HERE IT IS!
*Intro (talk about myself and/or WOOBERG )
* Variants on 2HG
- Life totals (30, 40, 60[likely the best], 80) (Life total determines speed of the game, higher life==longer games. For games most like normal EDH play @80 these will run REALLY long and favor combo strongly, 60 is the sweet spot for me, still allows long games, but feels different enough from normal EDH to be worth playing)
- Shared turns or Not shared turns (Speeds up game, can make responding to opponents spells more complicated)
- All players draw on turn one or skip the first player on the first turn of the first team
- Deck Construction (highlander or 2HG highlander where teammmates may not play with same name cards. Also [card]Erayo[/card] is banned!)
* Style of Play
- Pick up an existing deck and pick a teammate and go
- Building for 2HG (Plays alot more like 1v1)
* Number of players
- 4 players required, this plays alot like 1v1
- much more than 6 boggs a game down A LOT
* Difference in Play
- Card advantage becomes less important (as your team and your opponent's team draw the same number of cards, no inherit card disadvantage like normal multiplayer)
(If I terror a [card]Goblin welder[/card] that my opponent controls, my team has spent one card to destroy one threat. In 2HG there is no CA loss or gain, in 4 man multiplayer this would be – 1 card you(r team of just you), +2 cards for all opponents(+1 or Opponent A, +1 for opponent B, +1 and -1 for Opponent C who has welder) - Spot Removal becomes better
- Tempo becomes more important
(Putting on early pressure becomes a much more viable strategy, [card]Uril[/card] and Voltron [card]Ismaru[/card] become a TON better. Hell [card]Goblin guide[/card] becomes playable as most people have few basic lands and it puts on some early pressure. )
- Aggro becomes much more of a valid strategy
(Smaller aggressive creatures will do more damage for you. A [card]Nekkratal[/card] may be a lot worse than a [card]Dark Hatchling[/card] In normal EDH, but in 2HG the earlier play that removes a dude and starts swinging sooner is well worth the tradeoff. )
- No politics (You or teammate must have answers, cannot rely on someone else to remove stuff)
(In normal multiplayer, you can pray that one of your opponents also views the [card]Survival[/card] on the table as a big threat if you are playing [card]Bladewing the Risen[/card] and can’t deal with it. In 2HG you have to be sure your teammate can handle it.)
- Shared turns does not equal 2 different stacks (wait to play spells when your teammate has already played stuff - Use a powerful spell a teammate has to feint for a bigger threat you have)
- Less talk more signaling (your opponents can hear you "scream” :P)
- Useful 2HG comp Rules
810.7c As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can't attack the defending team. ([card]Propaganda[/card] and the like become better)
810.7d Example: If an attacking creature has forestwalk and either player on the defending team controls a [card]Forest[/card], the creature can't be blocked. (Landwalk improves)
810.7f … If an attacking creature would assign combat damage to the defending team, the active team chooses only one of the defending players for that creature to assign its combat damage to. (makes [card]Worship[/card], [card]Dread[/card], [card]Aurification[/card]...etc bad)
810.8a Players win and lose the game only as a team, not as individuals.
the game. (Poison is GOOD, alt win is GOOD)
810.9a If a cost or effect needs to know the value of an individual player's life total, that cost or effect uses the team's life total instead. (Wincat)
Obviously, this was not edited for spelling, grammar or really even intended for any eyes beyond my own. The benefit of this is, Commandercast is always recruiting new people from the community onto their show. Having a look at the behind-the-scenes aspects of the show will give potential guests somewhere to start preparing from.
Playing Magic has taken a back seat to other things in my life lately. In the process of purchasing my first home (yay!), working extra side gigs, and trying to get some of my game designs into playtest...etc.
So since I am not PLAYING much Magic, I have the itch to BUILD for Magic. Today I finished my UN-CUBE! 400 cards of pure gooftastic goodness. All the cards that I could include from the un-sets made it in, as well as several cards from other sets to keep abilites on the un-cards as relevant as possible. (see Homarids and cards starting with Z for example). Decent draft strategies include RW Premium card beats, [card]Now I Know My ABC's[/card] decks, snow-themed decks and much much more.
HERE IS THE LIST!