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MDV Featured Article - Forgotten Power: Mother of Runes, Seasinger. - by Michael Zeora - posted 10/4/06 - discuss here

"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.

 

 [back to top]

 

~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.

 

 [back to top]

 

~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.

 

 [back to top]

 

~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
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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.
Raiding Ravnica: Guildmages and You!
Lands-More than Mana: Part One

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