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MDV Featured Article:
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MDV Featured Article - CELIXIA 101. - by Lionden_56 - posted 10/8/05 - discuss here

While most of the Magic community is dissecting the Ravnica spoiler, looking for what cards look like the standout “chase” rares or limited bombs, the members of Magic Deck Vortex are scrutinizing a different set.

That’s right- Celixia has officially been released. For those of you who haven’t been keeping up with the set’s assembly and revisions, this article will bring you up to date on some of the expansion’s themes and mechanics. For those of you who have been keeping up with the set, this will be a brief primer for what to expect while playing with these cards.

Celixia has four main mechanics or themes: Ambush, Reclaim, Chaos, and Orbs. We’ll be breaking these down 2 at a time. Today, we take a look at Ambush and Orbs.

[EDITOR'S NOTE: CELIXIA is a fictional set of Magic: the Gathering cards by John Streetz.  It is no way a real set of Magic cards.  Please see the legal statements at the bottom of any page.]

CELIXIA TOURNAMENT

Want to try your skill with a complete new set of Magic: the Gathering cards that isn't a real set, but that definitely will prove if you are a skillful player? 

Lionden_56 is hosting a CELIXIA tournament using MWS.  You can find more information about this in the forums in this thread. A link to the visual-text spoiler is here.

Mechanic #1 - Ambush

Ambush (cost): (Whenever one or more creatures attack you, if this card is in your hand, you may play it as an instant for it's Ambush cost. If you do, return it to your hand at end of combat.)

Green and White mages rejoice! While this mechanic is definitely not just limited to White or Green, those two colors are generally the best with combat tricks. Krilian Syphon is the poster boy for a great Green/White combat trick. He’s a 2/3 for GW, and ambushes for GW. The ability to take down 2/2’s for only 2 mana makes the Syphon one of the best combat tricks in the set. His ability isn’t too shabby either. Green also has ways of making the ambush even more painful, namely in the form of Rapid Aggression. This green instant says, “Target creature gets +3/+3 until end of turn. If that creature came into play this turn, it gets an additional +2/+2 until end of turn.” This means you little Syphon turns into a 7/8 creature for the whopping cost of 1GGW. Not bad.

While the Green and White seem to be the best at this mechanic, Red adds its own little flavor to the idea, as seen on Mountaintop Alegus. He’s a 4/1 for 2RR, ambush for 3RR, and the ability “whenever this comes into play, destroy target artifact.” So Shatter may be more cost effective in destroying artifacts, but it can’t block anything for you. Alegus fits both bills. Red also gets some fun combat tricks via the ambush mechanic. Zynthdel Stealthblade is a good example. 2/1 for 2R isn’t all that good in itself, but throw in two more abilities, and you’ve got one heck of a creature. First, Ambush RR. Second, sacrifice it to deal 2 damage to target creature or player. Thanks to Sakura-Tribe Elder, most players now know how to stack damage then use the sacrifice ability. In my opinion, the best use of this card is to step in front of 1 creature, shoot something else. If you kill the second creature, you have removed two cards from combat for RR and 1 card from your hand.

Overall, the Ambush mechanic is very fun. Your opponent thinks his creatures will get through scott-free, then you slap down a blocker out of nowhere. Green, White, Red, and Artifacts are the places you will find ambush, so be ready for it if your opponent is playing one of those color combinations, namely Green-White.

Below is a quick deck designed by Lionden_56 using the ambush mechanic.

This deck usues a lot of combat tricks to win. First, all your creatures have ambush, so they can show up as surprise blockers. Second, Natural Exchange lets you put an ambush creature into play, have it block, then sac it to get a different creature permanantly into play. Keeping ground lets you turn your chump blockers into card drawing engines. This deck is pretty aggro, but always make sure you have a combat trick up your sleeve.



(Theme/Mechanic) #2 - Orbs

While not technically a mechanic, Orbs are one of the main themes for the artifacts in Celixia. Streetz defines them like this:

Orbs are simply a type of artifact that hold quite a bit of influence in some races and legends. Orbs generally are a powerful artifact although there are some that are quite simple. Some creatures get bonuses from the Orbs while others have quite the opposite.

Orbs become the second type of artifact with a subtype. They have a plethora of abilities, which makes them some of the most flexible cards in Celixia. Their abilites range from mana to card drawing to lock down effects. Celixia also has cards that interact with orbs in play, such as Orb devourer. Its an extremely undercosted big beater (a 7/7 for 3RG) but you have to sacrifice an orb every turn or sac it.

While Celixia doesn’t have that many orbs, orbs can have a big influence on the game.

Below is a quick deck designed by Lionden_56 using Orbs.

 

 [back to top]

 

Circular Madness.
THEME: Orbs - Orb Devourer (CELIXIA)

4 Sol Ball
2 Transparent Orb
4 Stasis Orb
4 Orbling Generator
4 Monolith of Nimm'r
3 Dax Turbine
3 Crystalscape Sphere
2 Chaos Sphere

4 Orbling Glider
4 Orb Devourer
4 Zerst, Orb monitor
3 Syntek Mongrel
10 Forest
9 Mountain
by lionden_56

Pretty straightforward. Get as much mana as possible, get out as many orbs as possible to get a big Zerst, or orbling generator with Devourer. Use the orbs' abilities to get out of jams.

 


That’s all for the first half of the breakdown. Next time, We’ll get into blue and black’s revenge for not getting any Ambush cards, and we’ll see how the set gets “chaotic.” It’ll be fun; you won’t want to miss it.

You can discuss this article in the MDV forums here.

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Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. All art is property of their respective artists and/or Wizards of the Coast. This site is not produced or endorsed by Wizards of the Coast, Inc. 

Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

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