Category Archives: mtg

Amuseum’s Lands: Devotion Manlands

Amuseum's Lands: Devotion Manlands is part of a series of articles for my land creations.

Devotion Manlands are rare lands that can tap to produce one mana of two colors. They enter tapped, and is a creature while your devotion to those colors are five or greater.

This is a cycle of ten cards for each pair of colors. They all have an evergreen keyword (including new keywords that are evergreen in my cards and sets) primary in those colors.

Amuseum’s Lands: Domains

Amuseum's Lands: Domains is the first in a series of articles for my land creations.

Domains are rare lands that can produce three mana in any combination of three specific colors. Their drawbacks are they enter tapped, and you must sacrifice it unless you phase out two other untapped lands.

This is a cycle of ten cards. Five cards are named after Alara shards, while other five are named after Tarkir khans.

New Vogon Deco frames

The new Vogon Deco frames are now available on the Shena'Fu's Card Creator.

The symbols appear quite large, like some other CCGs. Vogon Deco is great frame if your CCG or card uses a lot of symbols. You can put even more (smaller) icons in the extra bar (which behaves like rules, so use rules syntax.)

In Vogon Deco, the P/T now also acts like Mana Cost. Use Mana Cost and P/T to display symbols in fixed positions on the card. Use space in Mana Cost or P/T to levae a position blank and advance to the next position. Mana Cost surrounds the art; P/T surrounds the rules.

Recommend you utilize Custom Mana to use your own symbols.

Even for Magic, you can use icons for evergreen keywords, like flying, haste, trample, etc.

Continue reading New Vogon Deco frames

[MTG deck] Singularity Natural Order

Use Natural Order to bring in ridiculously powerful green creatures, including Apex Altisaur and Terastodon--which are one-sided Wrath of God and Armageddon, respectively.

Mana--24
4 Tropical Island
2 Savannah
4 Misty Rainforest
2 Windswept Heath
1 Gaea's Cradle
1 Nykthos, Shrine to Nyx
1 Karakas
1 Minamo, School at Water's Edge
1 Lumbering Falls
1 Celestial Colonnade
1 Mobilized District
1 Black Lotus
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring

Others--13
4 Leyline of Singularity
1 Future Sight
1 Sylvan Library
1 Batterskull
3 Natural Order
1 Green Sun's Zenith
1 Time Walk
1 Ancestral Recall
Creatures--23
-- 1cc
1 Birds of Paradise
1 Deathrite Shaman
1 Noble Hierarch
-- 2cc
1 Bloom Tender
1 Gyre Sage
1 Lotus Cobra
1 Sylvan Caryatid
1 Tarmogoyf
1 Stoneforge Mystic
-- 3cc
1 Callaphe, Beloved of the Sea
1 Deputy of Detention
1 Edric, Spymaster of Trest
1 Selvala, Heart of the Wilds
1 Thassa, God of the Sea
-- 4cc
2 Captain Sisay
1 Nylea, Keen-Eyed
1 Elvish Piper
-- 5cc+
1 Murkfiend Liege
1 Primeval Titan
1 Elesh Norn, Grand Cenobite
1 Terastodon
1 Apex Altisaur
Sideboard
1 Aura of Silence
1 City of Solitude
1 Cold-Eyed Selkie
1 Dovescape
1 Geist of Saint Traft
1 Kataki, War's Wage
1 Kira, Great Glass-Spinner
1 Kitchen Finks
1 Linvala, Keeper of Silence
1 Ray of Revelation
1 Rest in Peace
1 Shalai, Voice of Plenty
1 Teferi, Mage of Zhalfir
1 Thalia, Guardian of Thraben
1 Thalia, Heretic Cathar

Continue reading [MTG deck] Singularity Natural Order

[MTG Deck] Azorius Skies

18 Creatures
4 Healer's Hawk
4 Siren Stormtamer
4 Resplendent Angel
2 Shalai, Voice of Plenty
4 Sphinx of Foresight

7 Mods
3 Prying Blade
4 Curious Obsession
16 Spells
4 Opt
4 Depose / Deploy
4 Warrant / Warden
4 Mission Briefing

19 Lands
2 Plains
5 Island
4 Hallowed Fountain
4 Glacial Fortress
4 Azorius Guildgate
Sideboard
2 Remorseful Cleric
4 Negate
4 Kinjalli's Sunwing
2 Sinister Sabotage
3 Deputy of Detention

[MTG Deck] Esper Skies

12 Creatures
4 Pteramander
4 Siren Stormtamer
4 Dimir Spybug

20 Lands
3 Island
4 Watery Grave
4 Drowned Catacomb
4 Hallowed Fountain
4 Glacial Fortress
1 Godless Shrine
28 Spells
4 Opt
2 Duress
4 Mission Briefing
4 Thought Erasure
4 Depose // Deploy
4 Discovery // Dispersal
4 Warrant // Warden
2 Sinister Sabotage
Sideboard
2 Duress
4 Negate
3 Consecrate // Consume
3 Deputy of Detention
2 Shalai, Voice of Plenty
1 Nightveil Predator

Esper aggro-control with focus on Surveil and filling graveyard with instants and sorceries. Finishers are Pteramander, Dimir Spybug, Warden--all of which can become dangerous 4/4 or 5/5 flyers; or a bunch of flying Thopter tokens via Deploy.

The spells perform one or more of these:

- surveil to improve your next draws
- control ala countermagic, discard, removal
- tempo to slow down opponent
- protection via counters (Siren Stormtamer), hexproof
- creature tokens as finishers

The Azorius split cards Depose // Deploy and Warrant // Warden are amazing. Early they can be tempo, and later they create tokens to finish the game. So they count as creatures, but also fill the grave for Pteramander. Furthermore, they can be flashbacked with Mission Briefing--it's absolutely sick. Recast Deploy to gain more Thopters and gain huge amounts life; or recast Warden for another 4/4 flying vigilant.

[MTG deck] Singularity

Spells - 13
2 Eladamri's Call
2 Enlightened Tutor
1 Future Sight
2 Garruk Wildspeaker
1 Jace, the Mind Sculptor
4 Leyline of Singularity
2 Swords to Plowshares

Mana - 26
1 Black Lotus
1 Celestial Colonnade
1 Faerie Conclave
4 Flooded Strand
1 Forest
1 Island
1 Karakas
1 Lumbering Falls
4 Misty Rainforest
1 Mox Diamond
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring
4 Tropical Island
2 Tundra
Creatures - 21
1 Artificer's Assistant
1 Birds of Paradise
2 Captain Sisay
1 Cold-Eyed Selkie
1 Edric, Spymaster of Trest
1 Elesh Norn, Grand Cenobite
1 Empress Galina
1 Kira, Great Glass-Spinner
1 Kitchen Finks
1 Nightveil Specter
1 Noble Hierarch
1 Nylea, God of the Hunt
1 Primeval Titan
1 Rhox War Monk
1 Selvala, Heart of the Wilds
1 Sylvan Caryatid
1 Tarmogoyf
1 Thassa, God of the Sea
1 Vendilion Clique
Sideboard - 15
1 Aura of Silence
1 Aura Shards
1 Azorius Guildmage
1 Eladamri's Call
1 Geist of Saint Traft
1 Glen Elendra Archmage
1 Jace, the Mind Sculptor
1 Kataki, War's Wage
1 Knight of the Reliquary
1 Kruphix, God of Horizons
1 Linvala, Keeper of Silence
1 Michiko Konda, Truth Seeker
1 Rafiq of the Many
1 Teferi, Mage of Zhalfir
1 Venser, Shaper Savant

I discovered the Leyline of Singularity deck concept when playing Forge. I felt the potential and coolness of this idea, and transformed it into a real powerhouse far different from the original.

Continue reading [MTG deck] Singularity

Hierarchy: A Magic Variant

Rarity Matters = 'Hierarchy'

Consider that 60 cards is same amount as four 15-card booster packs. Then consider the rarity of the cards you'll get from opening those fresh packs.

With four packs, you get 1 mythic, 3 rares, 12 uncommons, and the rest commons. These new rules similarly restricts deck building by following the same ratios for a minimum 60-card deck. A deck can have any amount of commons and Basic Lands.

Additional rule: no more than three (3) copies of any card except Basic Lands.

Each additional 15 cards in your deck beyond 60 cards grants another 1 rare and 3 uncommons. For each additional 60 cards of your deck size, you may include a mythic instead of a rare.

You can trade from higher rarity for same ratio of lower rarity, or vice versa. That means you can omit 1 mythic for 3 more rares or 12 uncommons. Omit 1 rare to add 3 more uncommons. In reverse, you can trade in 3 uncommons for 1 rare or 12 uncommons for 1 mythic. Likewise, trade 3 rares for 1 mythic. Fill vacancies with commons or basics.

A card's rarity is based on its latest printing in a core, expansion, or draftable set that are legal for that format. This includes supplemental draftable products like conspiracy and masters.

These rules can be applied to official and unofficial formats. So you can have Hierarchy Standard and Hierarchy Modern, etc.

Hex vs Magic

Part 1

12/23/2015

Just got a hold of Hex: Shards of Fate. While the core engine is very similar to Magic, the mechanics and card designs and deck archetypes are so much more daring, complex, fun. Count it as my review after a few hours of gameplay.

For the longest time, WotC has been half-assing, half-stepping the creative possibilities of Magic. Partly because of limitations of physical cards (e.g. tracking complexity), and partly dumbed down to cater to the masses and new players. Thus progress and innovations are stunted. (Just look at the bare-bones mechanics in Battle for Zendikar.)

On the other hand, even the Hex starter decks, archetypes, and tutorials are so much more complex, yet grokkable and fun. Given the choice of 8 decks, I chose the weirdest one (none of that human, dwarf, elf generic tropes for me). This deck's strategy is to put Spider Eggs into your opponent's deck. When he draws it or puts in his crypt (graveyard) from deck (Hex calls this bury, cf. mill), you get a 1/1 creature unblockable. Fill his deck with so many that you get a bunch of free creatures and overwhelm him.

This and many more ideas are simply not possible with Magic. There are so many taboos and restrictions that forbid Wizards from fresh ideas. Such as putting cards into opponents' decks, upgrading cards with equipment and gems during deck construction--thus reusing and customizing the same card for different strategies, permanent effects from one-time cards (Hex calls them Actions, equivalent to Instants and Sorceries)--even across zones, multi-layered tracking, etc. I've only played a few hours, so probably more that I haven't seen yet.

Continue reading Hex vs Magic