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Legendary cycles

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A few months ago, we looked at the worst mana fixers in 93/94. This time we'll look at my personal top5 "worst cycles" from Legends. It is kind of amusing that there are enough weak cycles in the set to make a list like this btw :)

Legends is a very large set. For one, it is larger than Beta. It is also larger than the three other legal expansions in 93/94 combined (Arabian Nights, Antiquities, and The Dark). There is a handful of very powerful cards in the set; like Mana Drain, Mirror Universe and The Abyss, but there's also a vast amount of sub-par cards in there. Lets dive into some of the more infamous parts of Legends.

5. Mana Batteries

The Mana Batteries aren't as horrible as the other cards on the list here, it's just that their casting cost makes them utterly unplayable in every conceivable format. The cards would be actually good if they costed half as much to cast (two mana for these isn't an unreasonable wish either, they were printed betwe…

Thunder TaxEdge

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Christmas coming up! This week we'll take a quick look at a sweet deck in the seasons colors.

There are two main approaches to Tax Edge we've seen a the top tables thus far. One is pretty much just an extension of traditional White Weenie, with some Plateaus and a mountain added to support Land's Edge and Lightning Bolt. The other approach is creatureless, and uses cards like Ivory Tower and full sets of Howling Mine.

The Thunder Tax Edge is somewhat in between those two. It only supports 6 creatures (4 Thunder Spirit and 2 Serra Angel), but is still much more aggressive than the creatureless version, and have a better late game than the version supporting White Knights and Savannah Lions. This "midrange version" of Tax Edge have not been represented in the last few tournaments, but I think that it has a pretty good matchup against most of the decks that we've seen in the last top8s. It may need some tweaks, but it's nonetheless really fun to play :)


CREAT…

The arguments on Fallen Empires

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Two topics about legality have been discussed vividly since the format started 2007. One was regarding Chaos Orb, and how we could legalize it while both maintaining the flavor of the card and avoiding messy play areas with spread out cards. The other one is regarding the legality of Fallen Empires. The issue with Chaos Orb was solved about two years ago, and we haven't looked back. The topic with Fallen Empires is still being discussed, and was brought up again during last BSK.

At its most basic, the arguments against Fallen Empires are the facts that it was easy to obtain as sealed product after 1994, and that it's inherent attainability makes the deck building process much less involved. You can still buy a sealed box with 60 FE boosters for about $150-200, and that very fact makes it less appealing as "true old school". Complex card searching and suboptimal deck building is an important part of the format, and legalizing an overprinted expansion is not really in …