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MDV Featured Article -
Forgotten Power: Mother of Runes, Seasinger. -
by Michael Zeora - posted 10/4/06 - discuss
here
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"Mom! I'm going to play Magic, I'll be back for dinner,"
Johnny said to his mom as he walked out the door, under his breath he says,
"Hopefully..." Johnny has improved since his last encounter at a Vintage Night
(and my last article). He's going to meet up with his group at one of their
homes. He walks to the house and knocks on the door. His friend's mom opens the
door and lets him in with a beam of sunshine and a "How are you?" Johnny goes up
to his friend's room, his friend named Victor. Victor, like Johnny, is a Johnny
also. Also Timmy has already arrived; Soon enough another knock at the door and
sure enough their 4th walks into Victor's room, "Hey, Bryan, how's life on your
end?" Bryan is a Spike, but has his streak of Timmy/Johnny. Bryan brings three
new decks to the table and says, "All right, guys, I think I found the best
one-drop ever."
"Yeah, right, what you found a Llanowar Elves under your
bed?" Victor mentioned and Johnny laughed, Timmy chuckled, but more or less
wanted to know. "I call her... Mom," Bryan said. "Wha? Your mom is a magic
card?" Victor makes the room laugh again, even Bryan chuckles a bit. "Na, check
it."
"Mom,
I love you"
"Alright, let me get this straight," Johnny said, "She can
drop on the first turn, and when you choose to use her ability. She grants
protection from a color until the end of that turn, so starting second turn,
she's armed and dangerous." "Yeap, and do you remember what Protection does?"
Bryan asks.
"Sure we do, Protection..." Johnny starts.
- Prevents Damage from said quality (i.e. the color Black or
Red)
- Cannot be the target of spells or abilities with said
[quality] (i.e. Protection from Instants)
- Cannot be enchanted with Auras with said [quality] (i.e.
Protection from Enchantments)
- Cannot be equipped with Equipment with said [quality] (i.e.
Protection from Artifacts)
- Creatures with Protection from [quality] cannot be block by
creatures with [quality] (i.e. Snow)
And for the rest of this article, I'm calling Protection
from [quality] Pro-[quality], for my sake.
{Only in Magic where being Pro-Something is being completely against it...}
"Bingo, bonus points to Johnny," Timmy says. "Just remember
that bonus points cannot be use for any reason than to reference your rank and
class, meaning there worth absolutely nothing," Bryan points out for fun.
"Anyways are we gonna play some Magic or what?" Victor says. "I believe this is
the time," Timmy states and they get to it.
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~The
Line~
60 Card White Beatdown/Lockdown
deck featuring Mother of Runes |
Lands (20)
16 Plains
2 Serra's Sanctum
2 Fountain of Cho
Creatures (20)
4 Mother of Runes
2 Bushi Tenderfoot
2 Ghost-Lit Redeemer
3 Auriok Champion
1 True Believer
1 Auriok Bladewarden
2 Serra's Advocate
2 Wall of Glare
2 Rune-Tail, Kitsune Ascendant
1 Akroma, Angel of Wrath |
Other Spells (20)
2 Pariah's Shield
4 Holy Day / Ethereal Haze
1 Angelic Chorus
1 Concerted Effort
2 Serra's Blessing
2 Guardian's Magemark
2 Divine Transformation
2 Glorious Anthem
2 Wing Shards
2 Disenchant |
|
by Michael Zeora |
"Wow, that was crazy, Bryan, good game," Timmy said after
taking his loss. "Yeah, Mom is mean, I mean I felt like I just got the paddle,"
Johnny said. "Gay, that was stupid, man, going Pro-Black and swinging with that
flipped Tenderfoot," Victor said because his Black creatures couldn't kill
Bryan's Mother of Runes, "Though, I do have to give props."
Bryan then takes the deck apart and explains it for the
group (after they saw it running)
- As you can see it's enchantment heavy, so Serra's
Sanctum was a big in.
- Fountain of Cho can chill and get a lot of counters
and then give a big finisher out
- Mother of Runes is a savior in this deck, keeping
destruction at bay.
- Bushi Tenderfoot is a weak card, but when and if it
flips it goes hard.
- Redeemer (as in Ghost-Lit) is life gain, that's it,
just life gain.
- Auriok Champ serves as a multipurpose card, life gain,
and easy damage
- True Believer with Mom is a nice combination that
keeps burn off him and his controller
- Auriok Bladewarden has to be a key player, boost him
to temp-boost his friends like the Tenderfoot
- Serra's Advocate is a flying "slightly lesser"
Bladewarden
- Wall of Glare is well, a wall, nothing much to say
about it.
- Rune-Tail is the reason for all the life gain, and
when it flips, ouch...
- Akroma, Angel of Wrath, I think her appearance is a
good enough to know she's a finisher
- Pariah's Shield well, if Rune is flipped this will
stop any damage from getting to it's owner
- Holy Day can be used as a early defense so you can get
to 30 life and flip Rune-Tail
- Angelic Chorus - When you play a creature, you gain
life equal to it's toughness
- Concerted Effort - Um... Akroma, Mother of Runes, uh a
flipped Tenderfoot?
- Serra's Blessing - Vigilance, love it or hate it, just
respect it.
- Guardian's Magemark is a great Aura for other Aura'd
creatures
- Divine Transformation - it's +3/+3 for five, it's
really nice
- Glorious Anthem - uh, staple anyone?
- Wing Shards - I respect this card, it's really nice
for getting rid of their attackers
- Disenchant - you never know when it'll come in handy
They played some more and Bryan showed off the other decks
he brought with him and fun was had by all, although Victor was still at little
mad at Mother of Runes. They left home and it was a day.
On the other side of the world however, there was a man,
he’d never played Magic in his life, but something wholly unremarkable was about
to happen to him.
He is a hard worker on a fishing barge; it’s rough on the
seas that day, thanks to the stormy weather. “Hey I think we should turn back,
Captain, it’s getting a little too rough out there sir,” he made mention to the
captain of the ship. “Bruce, I won’t lie to you, I want to high-tail it out of
here too, but if we can stay here for another pull, then I think we can call it
a day,” the captain replied to him. Bruce nodded and when back to work. Sure
enough within fifteen minutes, as karma, God, or whatever supernatural forces
are at work, the ship capsizes. Bruce is tossed into the water, he grabs the
closes floating thing and hangs on tight, or all his life depends on it. He
blacks out, but manages to hang on reaching the surface of the water. He awakens
to a world of clear blue, the sea and sky as one, trapped. Then there, in the
distance, he saw a rock formation.
The swims there from the wreckage, when he finally reaches
the rock formation he finds a being that couldn’t exist. A singing mermaid, he
tried to tell himself that he was out of his mind. “Do not fear, human, you are
safe, for now,” the mermaid said. “What do you mean for now?” Bruce asked.
“Simple, we have a deal, when you died, I brought you life, now you must pay
that due back,” the mermaid said. “But I didn’t die?” Bruce said. “Sure you did,
you blacked out underwater, your frail human form kicked its breathing mechanism
and you breathed in water, which isn’t good for your kind.
“She
sings to those she owns”
“So, are we now in agreement?” the sea-singer asked. “I
suppose so,” Bruce replied. “Then in order for balance someone must die for your
life, you will be saved by one of your own kind, when you are saved, forsaken
that human to my song,” the sea-singer said.
The next thing Bruce knew he was being revived by a man on
a small boat, it must have all been a dream. “You’ll be alright, what’s your
name,” the man asked. “Bruce, you?” Bruce replied. “Nathan,” the man replied,
“Come, sit down and take in a moment, what happened.” “My barge when over and…
what’s that over there?” Bruce asked looking at a card in the inside of the
window. “Oh, that’s my son’s he said hold it for good luck on the seas, it’s a
sea-singer,” Nathan said. “Really? Uh, isn’t sea-singer more or less a siren?”
Bruce asked. “I suppose it... ugh!” Nathan said and was knocked out, Bruce looks
at the sea-singer card and says, “Him, for me.” Bruce than tosses the man into
the sea and he sinks like a rock, into the depths, then Bruce hears a song.
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 ~Song
of the Black Sea~
60 Card Blue/Black Control deck
featuring Seasinger |
Lands (20)
8 Island
8 Swamp
2 Dimir Aqueduct
2 Duskmantle, House of Shadow
Creatures (20)
3 Seasinger
2 Thornwind Faeries
2 Thieving Magpie
3 Reef Shaman
2 Stormscape Familiar
2 Nightscape Familiar
2 Hypnotic Specter
2 Phyrexian Infiltrator
2 Benthic Behemoth |
Other Spells (20)
3 Megrim
2 Sigil of Sleep
2 Charisma
2 Cloak of Mists
1 Fireshrieker
3 Undermine
2 Dark Ritual
2 Sea's Claim
3 Perplex |
|
by Michael Zeora |
Let’s go to the card for card.
- Dimir Aqueduct is a mana fixer and Duskmantle is there
for its ability
- Seasinger is the feature piece, just read the card and
she’ll make sense.
- Thornwind Faeries is a pinging flying creature, good
for the deck.
- Thieving Magpie another flying creature, this one help
with Draw Power
- Reef Shaman is a one-drop and helps make Seasinger
take anything
- Stormscape Familiar will help as a flyer and as a
mana-helper
- Nightscape Familiar does the same except he
regenerates
- Hypnotic Specter is well a workhorse and makes it
count
- Phyrexian Infiltrator, Yawg forced it in, I felt the
call of Phyrexia, but it works
- Benthic Behemoth is another Reef Shaman combo with
good 'ol’ Islandwalk
- Megrim is there because if they discard (and they
will) they lose life
- Sigil of Sleep plus pinger equals loose board control
- Charisma plus pinger equals more board control
- Cloak of Mists makes sure that Hippie makes the hit
- Fireshrieker makes Behemoth, Hippie, or good stolen
creature even more deadly
- Undermine — it’s counterspell with black flavor
- Dark Ritual for that first-turn Hippie
- Sea’s Claim just in case that Reef Shaman is having an
off day
- Perplex — Megrim’s Counterspell that has Transmute for
Megrim (win win for me, lose lose for them)
Now, I feel like a History lesson for these remarkable
cards (that my play group still use, when I told them I’m writing an article on
vintage cards lost to the sands of time, and I’m writing about Mom and
Sea-singer they say, “They aren’t lost, we found them.”)
Kyle Rose and White Lightning was the 1999 US National
featured a (from what I can see) very Offensive Mother of Runes, which is fine,
it got in easy damage and he took U.S. Nationals. Assuring that Mother of Runes
is a white weenie to be reckoned with. C’mon, who doesn’t love a cheap-costing
overpowered card like Mother of Runes?
Sea-singer has a more notable coming up. She’s the Daughter
of the Old man of the Sea and has improved on her father’s ability, but did add
a powerful drawback, they must control an Island. Sadly I couldn’t find any
tournament data from Magicthegathering.com that included Seasinger, maybe they
need to reprint her? 10th Edition Seasinger? I don't know, it sounds good to me.
For that matter Mom needs a reprint, maybe some anti-ageing wrinkle cream?

Daddy’s little Princess?
That wasn’t much; I guess they are Forgotten Power cards…
man that makes me feel old…
Remember Johnny from five minutes ago, of course you do,
you’re not a goldfish (and if you are and you have a German accent, you’re a
cartoon not a goldfish). Well he made his way home and this is what happened…
Johnny walks in the door and says, “Mom, I’m home!” closes
the door behind him. “Do you know what time it is?” Johnny’s Mother asks. “Um…
Dinnertime?” Johnny says like he forgot his watch. “No, it’s after dinnertime,
it’s nine o’ clock, son, you’d said you’d be home by six,” Johnny Mother said
and he knew that she was right, and knew better than to talk back, usually the
parent wins these fights. “Yes ma’am, I did, I’m sorry, I was just having a lot
of fun,” Johnny said trying to reason his lateness. “Well, you know the rules,
and I have to ground you for this, alright? And I’ll be nice, next weekend
you’re staying home, that’s all alright?” Johnny’s mom said being nice about it
because she knows that he was having fun and not doing drugs.
Well the week goes through and the weekend comes, Johnny
sits up in his room going though Gatherer on MagictheGathering.com and finds a
couple of gems (some might even qualify for another FP article, I don't know
yet) and constructs a deck out of his Prison sentence and test it and creates.
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 ~Time
Out Mister~
60 Card White/Blue
Beatdown/Control deck |
Lands (20)
7 Island
7 Plains
2 Boreal Shelf
1 Azorius Chancery
1 Urza's Tower
1 Urza's Mine
1 Urza's Power Plant
Creatures (20)
2 Loxodon Gatekeeper
3 Mother of Runes
2 Seasinger
2 Dream Lush
1 Auriok Champion
1 Sky Hussar
2 Steam Catapult
2 Minister of Impediments
1 Benthic Behemoth
1 Adarkar Valkyrie
1 Grand Arbiter Augustin IV
2 Beacon Hawk |
Other Spells (20)
2 Island Sanctuary
2 Mystic Decree
3 Howling Mine
2 Ocular Halo
2 Plumes of Peace
2 Holy Day / Ethereal Haze
2 Words of Wind
1 Words of Worship
2 Toils of Night and Day
2 Counterspell |
|
by Michael Zeora |
“Next Weekend, that’ll be a blast, this deck is looking
good,” Johnny says to himself as he tests the deck on his bed, “Really smooth
and has strong draw power, sure my creatures might lose Flying and Islandwalk,
but not Protection, go Mom!” then he takes a thought. “John, you’re talking to
yourself, stop that.” Johnny then laughs a little bit and waits for the next
weekend to roll by.
Next week rolls by and rolls into the weekend. "Mom! I'm
going to play Magic, I'll be back for dinner," Johnny said to his mom as he
walked out the door, under his breath he says, "Hopefully...man I’m a glutton
for punishment.”
"How they play"
Well, the "meat" of this article seems a little lean, and I
decided to build and play these decks against my friends and my own decks. These
will be either a play by play or summarized format not to unlike the way House
of Cards on MTG.com does it.
My playgroup uses almost every type of deck from Tribal to
Lockdown. We actually try to use "loose-Lock" because we found that "old-school"
or "true HARD-LOCKDOWN" is fundamentally un-fun. Although a couple of Hard-Lock
combos are present in few decks. Also, we've edited some rules to make sure the
game is fair and fun.
- Edited Rule One - a player
(pre-game start) may look at the top three cards of his/her deck, before
he/she chooses to mulligan; this is to protect a player from mana-flood/screw.
- Edited Rule Two - ANYTIME
you mulligan, you may draw a new hand of seven cards.
- Edited Rule Three - First
Turn is decided by deck cut, Highest CMC goes chooses First Turn or First Draw
(X counts as 0, Lands count as 0 or NONE depending if another player has a 0
cost at the bottom.)
The rest of the rules stand as
is, unless said otherwise.
Song of the Black Sea (player - Me) vs. Mono-blue
Control (player - Darien, King of Kjeldor)
Standard Duel (one on one) |
I start with a fully blue hand, one swamp and one island,
with a Seasinger staring me right in my face. I tell myself, "Meh, why not?" and
the cut ended in my favor, 2 or none. I then realize that I'm facing a mono-blue
deck with Seasinger too, I have two control cards in my hand, and some attack
creatures. the game really is... First to Seasinger wins, and I have her now. I
choose First Draw over First turn.
Turn
One
Island -> Go.
-------------
Draw [another swamp] -> Island -> Reef Shaman -> Go.
Turn Two
Draw -> Island -> Go. (Is he flooding? Is he stalling?)
-------------
Draw (Dimir Aqueduct) -> Swamp -> Stormscape Familiar -> Go.
Turn Three
Draw -> Island -> Rootwater Thief -> Go. (ah, it not all comes
together...)
----------------------------------------
Draw (Dark RIT!) -> Swamp -> Tap Reef Shaman to make one swamp into an Island
-> Seasinger -> Go.
My Thoughts right now: "He could ping-kill my Familiar,
which helps my Black spells and it's a 1/1 flyer which could set me back." or
"He could ping me to death, but it's only good once, since my Seasinger is a
0/2, as is Reef Shaman" so "He'll probably kill my Familiar"
Turn
Four
[20] Draw -> Island -> Seasinger -> Rootwater Pings ME! OMG! is he BLIND!
-> Go.
--------------------------------------------------
[19] Draw (ANOTHER SEASINGER!) -> plays Seasinger #2 like last time -> Dimir
Aqueduct bounces Swamp -> Uses Seasinger #1 to steal Seasinger (Darien's) I
swing for 1 with Familiar. -> Go.
Turn Five
[19] Draw -> Island -> Thieving Magpie -> Rootwater pings Familiar killing
it -> GO.
---------------------------------------------------
[19] Draw (Sigil of Sleep) -> Swamp -> Steals all both his creatures with his
and my #2 Seasinger, I then play Sigil of Sleep on his Rootwater Thief. -> Go.
Turn Six
[19] Draw -> Concedes
---------------------
MY HAND:
- Charisma
- Thieving Magpie
- Dark Ritual
Wins in Six turns, but that game was really bad. He's mad
that I stole his Seasinger, Magpie, and Thief. I have to say that was unnatural
for the both of us.
~NEXT!~
The Line (player - Me) vs. WU Bird/Soldier TRIBAL
"Ten-Hut!" (player - Maraxus of Keld)
Standard Duel |
I take my first hand, it has 2 lands, both Tenderfoots,
Holy Day, Disenchant, Serra's Advocate, not bad.
I've also given the honor of first turn, Maraxus takes first Draw.
Turn one
Plains -> Tenderfoot -> Go.
---------------------------
Island -> Aven Envoy -> Go.
Quick thought: "Both with one-drops, this is gonna be
tough"
Turn
two
Draw (Serra's Blessing) -> Plains -> Serra's Blessing -> Go.
----------------------------
Draw -> Plains -> Benalish Trapper -> Go.
Turn Three
Draw (True Believer) -> True Believer -> Go.
--------------------
Draw -> Plains -> Field Marshal -> Swings for 1 Flying First Strike with Envoy
and 2 First Strike from Trapper.
Turn Four
[17] Prays for Mana -> Draws Ghost-Lit Redeemer -> Plays Ghost-lit
Redeemer. sadly knows that it's Benalish trapper's next target. Swings for 3
with Tenderfoot and True Believer.
----------------------
[17] Draws -> plays Plains -> Plays Commander Eesha (my thoughts: "Oh no, this
isn't good") -> Swings for 2+2+1 = 5, I Holy Day it and cringe with Eesha
appearance once again.
Turn Five
[17] Does another mana prayer -> Draws PLAINS! YEAH! -> Plains -> I'm
feeling a little screwed oh well. -> Go.
-------------------------------
[17] Draws -> play Island -> plays Palliation Accord -> Swings for 6, tries to
tap down Redeemer, but I use it in response and takes the 6.
Turn Six
[13] Draws (Auriok Champion) -> Plays Champ -> Uses Ghost-Lit [15] -> Go.
------
[17] Draws -> Smiles evilly -> swings for 8 -> Go.
Turn
Seven
[7] Draws (Akroma, yeah, thanks) -> Slightly angry while plays second
tenderfoot [8] uses redeemer [10], swings for 5 -> Go.
--------
[13] Draws -> plays Island -> Darien, King of Kjeldor, Swings for 8 again, I
block his Field Marshall with both Tenderfoot. So the power is an instant loss
after combat. I take 6 hard.
Turn Eight
[4] Draws (Plains) -> Serra's Advocate {7th Edition art is so pretty} -> I
swing for 3 with True Believer and Champ, he "Unified Strike" the both of
them, damn.
----------
[13] Draws -> Attacks with Eesha
Turn Nine
[3] Draws Wing Shards! THANK THE HEAVENS! -> I swing with Auriok Champion, he
doesn't block it, I use Advocate's ability to boost him. I use redeemer, but
it's tapped down by the trapper (about time!) -> Go.
----------------------
[10] Draws -> plays another Field Marshal -> Swings with Darien and Eesha, I
shard them out of here. giving my self another turn.
Turn Ten
[4] Draws Disenchant number 2 -> I swing with Auriok Champ/True Believer
keeping Serra's Advocate untapped for now. -> Envoy blocks Champ, Field
Marshall stays put, damn. I boost Champ and he takes two. -> Go.
-------------
[8] Draws -> Plays Haazda Shield Mate, this is no longer a game that I believe
I could win, he has 3 plains, although 2 goes to upkeep, and it's close. ->
Swings with 1 Flying, he tries to tap down my Ghost-Lit again, although by now
we both know what's gonna happen. I tap Ghost-Lit Redeemer in response and
gain 2 life and take my 1, leaving me at 6. -> Go.
Turn Eleven
[6] Draws Plains -> Plays Plains, doesn't know what to do because of nothing
sitting in my hand called Akroma and 2 Disenchants, but I use Ghost-Lit and
leave it at that. -> Go. Life at 8.
--------
[8] Draws his card -> Plays Plains -> Plays Catapult Squad, and now I know the
end is near, he swings with Field Marshal, Mate, and that blasted Envoy. I use
Serra's Advocate to block the envoy, Champ to Marshal, I take Mate for 2, but
I use Serra's Advocate's ability to the Champ, killing the second of the
Marshals.
Turn Twelve
[7] Draws Plains (One more land until Akroma, and he has only 3 to my 3),
I play Plains, and swing for 2 flying by Advocate but he taps her down in
response to my declaration (so she can't attack or use her ability, oops), but
I do get off my Redeemer, who's been a life-saver right now, brings me to 9.
------------------
[8] Draws -> Plays Plains (man is down on blue, but he's back at 6 free), and
plays Aven Brigadier his creatures get yet another boost. He Swings with 2
with Mate, 3 with Squad, taps down True Believer. I take 5, dropping my ass to
two quick.
Turn
Thirteen
[2] Draws Divine Transformation -> I play it on Serra's Advocate (she's a 5/5
flyer now with Vigilance!, she's a Archangel!) -> She swings with a vengeance
and is out for blood, bird-blood. He cringes and blocks with Brigadier and I
boost her to a 7/7 taking out the Brigadier with a vengeance, I've hated that
Bird for a long-long while.
---------------------
[8] Draws a card and says, "Full Circle" -> He plays another Brigadier! AUGH!
-> He makes another swing for 5, he tries to tap down Redeemer and I do what I
do best and tap it. I block the squad and end up where I started. with one
True Believer less, and him with one less Squad.
Turn Fourteen
[2] Please if their is ANY supernatural force in the world, you will give
me a land, allow me to win, and just look good for once, please, just this
once. -> I draw, Not a damn thing, Holy Day, wait, that's a good thing. -> I
swing with Serra's Advocate. I use Redeemer and gain 2 life, praying. He uses
the Brigadier once more as block.
---------------------
[8] Draws -> plays Daru Warchief -> He then swings with his Mate for 2, I take
it, keeping me at 2.
Turn Fifteen
[2] This is the turn, I hope so. I draw Guardian Magemark -> I play it on
my Redeemer making him a 2/2 and my Angel a 6/6 and I swing with her. He takes
and I boost her to an 8/8. Game... or that's at least what I thought when he
pulled out a Swords to Plowshares, she's gone, and I'm now at 10. I use
Redeemer to boost me to 12, but it's tapped down.
-------------
[8] Draws -> Cloudreach Cavalry -> Swings with Warchief, Trapper -> I take 4.
Turn Sixteen
[8 - Me] I have a 2/2 Redeemer, and need some help. Draws Plains -> Plays it
-> Akroma, The Angel Swings for 6, nothing he can do about it. Than all that
is Angelic and Holy.
---------------------------
[2] Now he's feeling the pressure of 2 life, the only difference is he needs
to pull a Flyer with 5 toughness or a combat trick. He says good game and show
his Unified Strike.
We congratulate each other for a game filled with terror,
fear, and pleasure. He picks up his deck and says, "next time."
~AND THE MAIN ATTRACTION!~
| Time Out Mister vs. "THE GW NASTY" GW Wake deck
featuring more rares than deck. |
Ring Announcer:
"In this corner, in the white and blue tops, the challengers, weighing
1 white mana, she's a master of disaster from the Legacy, she is the "MOTHER
OF RUNES!" and her partner, weighing 1 and 2 Blue mana, she's the mistress of
control from the Dark-Dark days of THE DARK, it's "SEASINGER!"
In this corner, in the White and Gold Armor, She's made
from clay but she's stronger than steel, weighing 5 and 3 white mana, the
Angel of Wrath, AKROMA! and her partner it comes from the tangle and has
plated skin, weighs 4 plus 3 white mana, it's PLATED SLAGWURM!"
First turn goes to me. (thankfully)
Turn
One
[20] Urza's Tower -> Go.
-----
[20] Temple Guardian (tapped) -> Go.
Turn Two
[20] Draw (Loxodon Gatekeeper) Island -> Howling Mine
------
[20] Draw-x2 -> Forest -> Selesnya Guildmage -> Go.
Turn Three
[20] Draw-x2 (Toils/Plains) -> Plains -> Go.
-------
[20] Draw-x2 -> Selesnya Evangel -> Selesnya Sanctuary (returns forest to
hand) -> Discards Selesnya Signet -> Go.
Turn Four
[20] Draw-x2 (Reef Shaman/Island) -> Island -> Reef Shaman
-------
[20] Draw-x2 -> Forest -> Krosan Drover -> Evangel Ability, I counter it by
using Toils of Night and Day on it and Selesnya Guildmage -> Go.
Turn Five
[20] Draw-x2 (Minister of Impediments/Plains) -> Plains -> Minister -> Go.
--------
[20] Draw-x2 -> Plains -> Mirari's Wake [Damn it] -> Makes Token using Evangel
in Drover, then swings for 2 with Guildmage, I take it.
Turn
Six
[18] Draw-x2 (Island Sanctuary/Reef Shaman) -> Boreal Shelf -> Island
Sanctuary -> Go.
---------
[20] Draw-x2 -> Plains -> Akroma, Angel of Wrath, I counter with Rethink and
he's didn't like that -> Swings for 8, I tap down his guildmage using Minister
and block the token with a Shaman and take damage from Drover.
Turn Seven
[15] Activates Island Sanctuary.; Draws (Minister#2) -> Loxodon Gatekeeper
-> Go.
-----
[20] Draws-x2 -> plays Krosan Verge -> Plated Slagwurm (tapped) -> he makes
another token (tapped) -> Go.
Turn Eight
[15] Activates Island Sanctuary.; Draws (Another Island Sanctuary.) ->
Minister#2 -> Reef Shaman#2 -> Go.
------
[20] Draw-x2 -> plays Forest -> Activates Krosan Verge's Second ability ->
Disenchants my Sanctuary, then we have a small argument of if he can attack me
with that Plated Slagwurm this turn or not. He can't but I might be wrong tell
me in this Forum... -> Go.
Turn Nine
[15] Draws-x2 (Grand Arbiter/Beacon Hawk) -> Grand Arbiter -> Island
Sanctuary -> Go.
--------
[20] Draws-x2 -> plays Plains -> Reya Dawnbringer (tapped) [uh-oh] -> Swings
with Slagwurm for 9 hard, I Holy Day the field.
Turn Ten
[15] Activate Sanctuary.; Draws (Shelf#2) -> Shelf (tapped) -> Beacon Hawk
-> Go.
---------
[20] - Uses Reya to get Akroma back (tapped) -> Draws-x2 -> Forest -> Wake#2
-> Doubling Season -> makes token using Evangel -> Swings for 4 with Reya, I
tap her down with a Minister. -> Go.
In hindsight from my friend after the game is done he says:
"This deck, is weird, it's passive-aggressive it doesn't seem to be doing
anything until it's too late, I should of Wrath'd him this turn, or the turn
before Reya, but I didn't even feel the slight bit threatened and I viewed the
entire game wrong up until I noticed what really was going on..."
Turn
Eleven
[15] Activate Sanctuary; Draws (island) -> Island -> Go.
---------
[20] - Nothing in graveyard to use with Reya -> Draws-x2 -> Plains -> Plays
Orochi Hatchery (38 charge counters, when he activates it that means 76 3/3
green snake tokens) -> makes a token using the last mana in his mana pool
using Evangel/Drover -> Swings for 14 with his Angels, I tap them both down
with my Ministers -> Go.
Turn Twelve
[15] Activate Sanctuary; Draws (Steam Catapult) -> Steam Catapult -> my
friend looks at it and Minister and then realizes this part of the combo, but
he's uses "political power" that I wouldn't go for his Reya or Akroma. -> Go.
---------
[20] Draws-x2 -> Plains -> Decree of Justice for 38 Angels that would be 6/6s
thanks to the Wakes (all tapped) -> he sees the field and doesn't swing this
time -> Go.
Turn Thirteen
[15] Activate Sanctuary; Draws (Mystic Decree! YEAH!) -> I play it and my
friend says while looking at Island Sanctuary.
"Oh Jeez, does this mean roughly I can't attack you,
because you decided to NOT draw a card?" I nod.
"What just happened?" he asks me. "I think unless you draw
your last Disenchant, Akroma's Vengeance, or I decide to draw that second card,
I win" I said to him. He then says, "Alright, that's pretty harsh."
-> I then go and kill his Reya, then use Toils and kill
his Akroma -> Go.
---------------------
[20] He top decks his next two cards (Forest/Akroma's Vengeance) -> He wipe's
the field clean and we are now top decking for the win however it happens.
Turn Fourteen
[15] Draw (Island) -> Go.
---------------
[20] Draw -> Forest -> Go.
Turn Fifteen - see Turn Fourteen - replace basic lands names with
"Plains"
Turn Sixteen
[15] Draw and plays Howling Mine -> Go.
---------------
[20] Draws-x2 -> Land -> holds card in hand -> Go.
Turn
Seventeen
[15] Draw [Plains/Azorius Chancery] -> Chancery (bounces Island) -> Go.
--------
[20] Draws-x2 -> Plains -> Jareth, Leonine Titan (a.k.a Big-Kitty) -> Go.
Turn Eighteen
[15] Draw [Steam Catapult/Mystic Decree] -> Plains -> Steam Catapult ->
Go.
------------
[20] Draws-x2 -> Forest -> Mageta the Lion (a.k.a. Boom-Kitty) -> Attacks with
Jareth "pro-white" -> Go.
Turn Nineteen
[11] Draws [Island/Mother of Runes!] -> Island -> Mother of Runes ->
Mystic Decree -> Go.
------------
[20] Draws-x2 -> Selesnya Sanctuary. (takes Forest) -> Swings with both cats
for 7 (he's not taking another chance now) -> Go.
Turn Twenty
[8] Draws [Holy Day/Rethink] -> Island -> Steam Catapult kills the Lion ->
Go.
-----------
[20] Draws-x2 -> Forest -> Primordial Sage, I Rethink it and it still happens
-> Jareth swings and I call a Holy Day -> Go.
Turn Twenty-one
[8] Draws Mother of Runes/Auriok Champ -> plays both to where I gain one life
-> Go.
----------
[20] Draws-x2 -> He swings with both I block with Mom and tap her for
Pro-Green against the Sage -> Jareth hits against for 4.
Turn Twenty-two
[5] Draws [Plumes of Peace/Benthic Behemoth] -> Plays the Behemoth as just
a vanilla 7/6 -> Steam Catapult kills the Sage -> Go.
-----------
[20] Draws-x2 -> Krosan Verge -> plays Chorus of the Conclave -> plays
Tolsimir Wolfblood (with 7 +1/+1 counters) -> the cat swings for five, ending
the game.
So, that's what happened, he really had no idea what was
happening until he got the entire field into view, and if he didn't get that
Vengeance, he would of been up a creek. I felt that I did well for a first
outing of these decks and maybe I'll find a fan of them. I have decided not to
post up the decks of my friend's because they asked me not to... :(. Other wise
I would of.
So that's all I have to say about two
"almost-lost-in-the-sands-of-time" cards. Remember to have fun first, and
compete second.
As last notes, don’t forget to say “Mom, Dad, I love you”
to your parents (or parent) they really do help you, even when they seem to be
holding you back. Sometime there holding you back from a cliff, maybe just
trying to teach you a lesson in discipline, I don’t know. I think it’s just that
since I’m using Mother of Runes it makes me think about my mom and how she’s a
saint to me and my family. So as final words; hug your parents kids, and kids
hug your parents.
~Author's Note~
Well, I don't know what to say for myself in the
above part of the article, maybe I was feeling creative; maybe I was feeling a
bit exhausted, I don't know. I just know that I wasn't taken completely
seriously, which is something I've come to do to myself once in a while, and the
Review/Edit process cleaned it up a bit, and then this was coined...quoted from
Tynion:
"I think I am confused. I thought I was going to read a
Magic article, and I think I was fooled into reading a Yu-Gi-Oh! cartoon
script."
I suppose I have to roll with the punches and I enjoy when
I can even laugh at myself, even though laughing at someone else is so much
better. I don't mean it this to be spiteful, no, don't even begin to think that.
I enjoyed this article writing, reviewing, testing, editing, and finalization,
not in that exact order though.
These decks are NOT FOR TOURNEY Play, these decks are
biased on a heavy-combat-orientated style and metagame. The games above are
legit, within my play-groups rules, which I've laid out.
You can discuss this article in the MDV forums
here.
Articles
Spotlights from 2006
The Games People Play - Tactical Magic. If I worked at R&D The Beginner’s Guide to Rogue Druid Week Primer Opting In: Ravnica MDV Idol: Finale! Avatar Week Primer Delusions of Mediocrity: Getting Stuffy in Here. Lands-More than Mana: Part One Raiding Ravnica: Guildmages and You!
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