Saturday, September 28, 2013

THEROS FAT PACK



       The official release of theros is finally here. It seemed like it took long enough to get here to mess around with the new cards and mechanics to enjoy. As most of the players know, the fat pack contains a book, a dice, 9 booster packs, and a pack of land cards. Plus the box it came it is also a card holder, just provide your own dividers.

Now I’ve opened up the fat pack and got my booster packs out, my land cards, two deck boxes, book manual, and finally the ever so cool looking dice. Here are my booster packs cards I’ve opened up, and I have to say theros have exceeded my expectation as far as how cool the cards are. I realized that i made a mistake on the booster numbers and i put 3 twice (it was really late and i was tired) and counted wrong the rest of the way, so from the second #3 on its supposed to be one up higher.






























         I can say I had some nice pulls from the booster packs. Lots of defenders, enchant creatures, heroic, bestow type if creatures in the packs. I didn’t get any god type of cards, but hopefully in the future I will be able to get a few and hopefully will go with the decks I have made with the theros cards. But as of right now I’m not to worry about trying to get them, but it would be nice to have some of them.

What I love about some of the new cards in the set are the human soldier and Minotaur that are in the set. I was able to make a couple of nice decks out of those kinds of creatures. Of course they may still need to be worked on a little bit but I like how they work as of right now (I’m not saying they’re going to be the best decks ever made).

For the theros set, I have to give it thumbs up. If I had 99 hands I would have 99 thumbs up, that is just how much I like this set. The next few blogs will be about my new decks I made from the set.

Do you have the new theros? If so which ones did you buy? Booster box, Fat pack, Intro decks, or booster packs? And how do you like the cards you’ve gotten?

Thanks for reading my blog, please comment and share.

Wednesday, September 11, 2013

FLANKING, IT’S NOT A TREND

            Flanking is a trigger ability from the time spiral block. What the ability does is when a creature with flanking attacks and a creature without flanking block, the blocking creature gets a -1/-1 until end of turn. So if a 2/2 creature with flanking attacks and a 2/2 creature without flanking blocks, the blocking creature gets a -1/-1 so it becomes a 1/1 creature before any damage is dealt. Normally both creatures would die and be put into the graveyard but with the flanking, the blocking creature dies and the 2/2 stays alive and gets to hang out with its buddies on the battlefield a little bit longer.

            If there are multiple creature on the battlefield with  flanking are attacking and the other player blocks one of them, then the flanking trigger on all of the creatures attacking will trigger giving that blocking creature a -1/-1 for each creatures attacking with flanking. For example: there are five creatures with flanking out on the battlefield attacking and the other player blocks with a 4/4 creature without flanking. Then that 4/4 will be dealt with 5 -1/-1 counters on it, killing that 4/4 creature.

            Flanking hasn’t been around for quite some time now in the magic the gathering world. It would be awesome to have it back on the cards in one of the new series they would come out with in the future. I don’t know about anyone else but I certainly wouldn’t mind having it back.


            What’s your favorite trigger ability? Please leave me a comment and thanks for reading.

Thursday, September 5, 2013

DETAINED, BEATEN, AND LIFE GAIN. (The white and blue deck breakdown)

           This is a breakdown of my white and blue deck. It’s pretty much themed around detaining your creatures so it really can’t do much while I bring my creatures out to kill you and gaining some life while I’m at it. Granted it’s not a win by turn 5, 6, or 7 turn, but it’s a fun deck to play with. Also white and blue together tends to be slower than most decks than red and black, white and red, and red and green decks that are out there. Plus, it also depends on how you built the deck.

            Here is the deck list and then I’ll do the breakdown of some of the cards into why they are there and what purpose do they have to help in the game of Magic.

Creature
2x Ajani's Chosen
2x Angelic Wall
1x Azorius Arrester
2x Dawnstrike Paladin
2x Fencing Ace
1x Galerider Sliver
1x Imposing Sovereign
1x Judge's Familiar
1x Lyev Skyknight
2x Master of Diversion
2x Phantom Warrior
1x Sentinel Sliver
1x Sliver Construct
3x Soulmender
2x Suntail Hawk
1x Wall of Frost

Instant
2x Avenging Arrow
1x Dramatic Rescue
2x Essence Scatter
1x Gridlock

Land
12x Island
12x Plains

Enchantment
2x Claustrophobia
2x Divine Favor
1x Domestication

For starters, fencing ace is probably one of my favorite cards to play with. Even though it’s a 1/1 creature, it has double strike, which means it can do damage twice instead of just one. Let’s say I put a divine favor enchantment on fencing ace and give it a +1/+3, not only it would make the card a 2/4, it would do 4 damage with the double strike. Plus I also gain 3 lives to my life total just for bringing the enchantment into the battle field.

I used to not be a big fan of cards with defender ability on the card. I’ve always felt that they were a waste of a creature by just having them defending and not attacking.  I was always the players that want to do a bunch of damages and be done with it, but I kind of been changing my ways of playing the game.  Let’s talk about wall of frost. It’s a great card to be able to bring out on the third turn and it be a 0/7 defender, but here is where it gets pretty darn cool. It has the ability to tap the creature I block it with and it can’t be untapped during the next controller’s untap step. Which means if they got a creature that is powerful but not to powerful enough to kill my defender when I block, that creature that got blocked will stay tapped and can’t be used for anything for as long as the game goes on. Same goes for angelic wall with the difference of it’s a flying defender, doesn’t make any creatures be tapped when it’s block and it’s a 0/4.

Cards like Imposing Sovereign is good for making the opponent’s creatures come into the battle field tapped is a good help against creatures with haste so they can’t attack right away and prevent them from blocking with the new creature in the battlefield. Enchantments like claustrophobia enters the battlefield will enchant a target creature causing it to tap and stay tap until the enchantment is either destroyed or the game ended. Also cards like Azorius Arrester, Lyev Skyknight can detain creature until my next turn which leaves them open for attack.

       Then there’s the card Soulmender. It helps me gain life, not much, but it helps in some way shape or form. Sure I would be using up my mana and a creature card to get that life gain but if I have other creatures out that can be big hitters or big blockers, it’s ok to be using it in time of need. Also if I have Dawnstrike Paladin out on the battlefield I would gain 2 life for every time it has dealt damage, which in my case would be 4 life’s since I have 2 of the same card in the deck. Even with its high mana cost to cast, it seems pretty much worth it to pay the mana cost and put it out.

If you want to test out the deck it can be done here. CLICK HERE.

         Thanks for taking the time to read my blog, please leave me a comment about what would u do to make this deck better, and what are your favorite color decks? (Mono or multi-color).