|
Written by Coldsteel1028
|
|
Tuesday, 08 June 2010 08:07 |
|
If Project Gotham Racing and Mario Kart were to get it on, their love child would surely be Blur. Quite frankly, Blur is for the most part, non-stop action. Run at the front of the pack and constantly find yourself under fire from the competition. Trail at the back of the pack and still have the ability to affect the outcome of the race via various "power-ups." Either way you should never find yourself bored with this game.
|
|
Last Updated on Tuesday, 08 June 2010 10:08 |
|
Read more...
|
|
A Deck a Day - Ears of the Elves |
|
|
|
|
Written by SG Jaycurl
|
|
Wednesday, 12 August 2009 13:24 |
|
Strategy isn’t really your thing, huh? You don’t want a challenge? You’d rather just take the easy way out and put forth the least thought and effort to get a victory? Well, here you go, champ. Here’s the deck for you. Okay... maybe that’s not totally fair. The Elves deck still requires a fair amount of strategy. But, I think it's fair to say that the Ears deck is arguably the best of the available decks.
Strengths
- Incredibly versatile. Lots of ways to beat your opponent.
- Potential to have a ton of creatures.
- Lots of great boosting spells and abilities.
- Potential to have a ton of creatures boosted ridiculously. Think 10 creatures about 12/12 on the board at the same time. Yeah... ridiculous.
Weaknesses
General Strategy – Overwhelm and overpower
I hate this deck for a number of reasons. For one, I assume that Wizards was going for some degree of deck parity, and that’s part of the reason they left out deck customization. Well, with the Elves deck, they screwed up royally. It’s not just that you can get a ton of creatures out, nor that they can get boosted to all be ridiculously powerful. Add to that the fact that you’ve got direct-damage spells, ways to counter enchantments/artifacts, insta-kill spells, etc., etc. The deck is just too good for a number of reasons.
Typically, when playing this deck, your goal should be to keep your weak elves alive long enough to get them boosted by Immaculate Magistrate, Elvish Champion, or, ideally, Coat of Arms (there are a couple others in there, too).
So, early in the match, you might want to take some hits from your opponent, even if it means leaving your piddly 1/1 elf to stand there looking stupid. If you get lucky, that elf may suddenly end up 11/11 or something ridiculous, and you can take your opponent out in one turn.
Now, I'm not trying to imply that this deck is unbeatable... it most certainly is. However, there are only a couple decks that can beat this one with any degree of consistency.
Killer combos and card-specific notes
Immaculate Magistrate
Her ability to add +1/+1 counters is permanent, and cumulative. So, you can keep boosting up a single elf until it’s a ridiculous 30/30 juggernaut or something. At her cost, she is way too good.
Coat of Arms
This is the key card in the deck. If you can get it out with even a small handful of elves on the field, they’re suddenly top-tier creatures in terms of power and toughness. It can mildly backfire against certain scenarios (like if your opponent has a ton o’ goblins out or something). But, for the most part, it’s going to work in your favor.
Elvish Eulogist
The epitome of a sacrificial lamb, if you’re hurting for health and your opponent is attacking, first block with her, then sacrifice her. As soon as she’s set as a blocker, your opponent’s attack is directed her way. So even if she’s not there before the attack resolves, you won’t take any damage. And, if you have a few elves in the graveyard already, you’ll get a nice boost.
Imperious Perfect, Nath of the Gilt-Leaf, Lys Alana Huntmaster
These cards can bolster your army by providing extra 1/1 elf tokens. Those elves are great for additional boosting for cards that rely on number of elves or for sacrificial lambs.
Deck matchups
Teeth of the Predator (Green)
You’ve got the advantage here for a few reasons. 1.) No fliers to worry about. 2.) If you get Elvish Champion out, all your creatures are unblockable. 3.) You’ll have plenty of blockers for the small-but-powerful army. 4.)Your Eyeblight’s Ending card can kill a big creature instantly.
Hands of Flame (Red)
Hands of Flame can actually be a bit of a threat. The direct-damage cards can take out your good elves. Prodigal Pyromancer can decimate your weaker elves and keep you from building up an army. Bloodmark Mentor can put a damper on your ability to attack or block. And Hostility’s ability could cause your Coat of Arms to backfire stupendously. To win, try and bait your opponent into wasting Shock and Incinerate on the wimpy elves. If you get Coat of Arms, Flame has no way to get rid of it. But, keep in mind that Flame has a lot of goblins, so Coat of Arms can backfire slightly.
Wings of Light (White)
Wings often benefits from a drawn-out battle where it can just accumulate life. If your opponent seems to take that route – let them have a ball. You just need to last long enough to get a Coat of Arms or somehow otherwise get your elves really strong. Getting Jagged Scar Archers out will really help you negate the major flight advantage. Beware that your opponent may have cards like Mass Calcify and Wrath of God to destroy a large army you’ve amassed. A quick win should be your goal here, typically.
Eyes of Shadow (Black)
Eyes seems to have the best matchup vs. the Elves that I’ve seen so far. Black’s ability to disrupt with discards can really cause trouble as can the insta-kill abilities of Terror, Consume spirit, and Deathmark. Final Revels also can wipe out a majority of your creatures right away if they aren't boosted. Plus, with a good number of fliers, they can pick away at the elves. This one often comes down to who has the best first couple of turns. But, Eyes has no way to directly eliminate Coat of Arms, so you've got a big advantage if you get it out. Also, your Moonglove Winnower can avoid Terror and halt any ground-based creatures from attacking.
Thoughts of the Wind (Blue)
You can really hose Wind with Gaea’s Herald. It effectively negates Wind’s ability to cancel out your creatures. However, you’ll still have to worry about Wind’s ability to counter your non-creature spells. They also have the flight advantage. Even without a boosted army, though, you have a good shot to build up enough peons to take out Wind quickly.
Claws of Vengeance (Red, White, Green)
Your only significant threat here is Naturalize on Coat of Arms. There are a few direct-damage spells that can cause problems, and Pacifism can be a thorn, though it only stops attacking/blocking – not your creatures’ abilities. An Elvish Champion and Forestwalk can really put you in the driver’s seat.
Ears of the Elves (Black & Green)
This can end up a ridiculous juggernaut matchup. Many of the cards you’ll play will benefit both teams, no matter who played it. Eyeblight’s Ending is useless, as it can’t be used against Elves. So, your only real direct-attack option will be Essence Drain.
Scales of Fury (Black, Red, Green)
Your ability to get a small army quickly will probably give you the advantage here early. If you get it, run with it. As soon as Scales gets their army built up, you’re in for a world of hurt. Scales has a number of direct damage or insta-kill spells and abilities that can take out your best creatures. Scales also has Naturalize, which can destroy your Coat of Arms. It's definitely between Scales and Eyes for the best chance to face the elves. |
|
Last Updated on Wednesday, 23 September 2009 15:18 |
|
A Deck a Day - Wings of Light |
|
|
|
|
Written by SG Jaycurl
|
|
Sunday, 09 August 2009 09:52 |
|
Are you the type of person who always plays the good guy? In Mass Effect, did you always choose the Paragon options? Do angels sing as you open the door for old ladies at the store? Do you want to rain righteous judgment down upon your foes? If so, the Wings of Light deck is the deck for you.
|
|
Last Updated on Monday, 10 August 2009 09:58 |
|
Read more...
|
|
|
A Deck a Day - Claws of Fury |
|
|
|
|
Written by SG Jaycurl
|
|
Thursday, 13 August 2009 11:09 |
|
The last deck in my series is certainly not the least. If you like the Teeth deck, but didn’t think it was quite evil enough, Scales might be the deck for you. It comes chock full o 'big creatures and plenty o’ ways to make your opponents angry that they’re playing you. This deck has definitely caught on in popularity, and I've been seeing it used about as much as any other deck.
Strengths
- Decent variety of spells/creatures.
- Good disruption cards.
- Some direct-damage and insta-kill cards.
- Many strong creatures.
- Usually good Mana flow.
Weaknesses
- Potential for getting mana-screwed.
- Not much for boosting
General Strategy – Stockpile and Scorch.
Scales’ strength lies in getting out its big, mean dragons… and there are a few of them. Luckily, there are a decent number of opportunities for getting extra mana with four each of Civic Wayfinder and Rampant Growth. In fact, for whatever reason, this deck seems to regularly get really good "mana" flow. I don't know why it would be any different than Claws, but I rarely have quite the same problems with Scales as I do with that deck.
The trick for you is to stick around long enough to get to the point where you can get your big beasties out. The nice thing is that you’ll also have a few decent roadblocks to throw at your opponent, though fliers can be a major pain early on. You can really thwart an opponent, though, with Blightning. Get two of those early, and you’ve got a good shot to make it long enough to get out some nasty dragon action.
You've also got a lot of options to just throw blockers at grounded opponents with your Sprouting Thrinax and Dragon Fodder cards.
Killer combos and card-specific notes
Gravedigger and…
Gravedigger’s ability to bring back creatures from the graveyard can come in really handy. If you’re getting a little mana starved, try to sacrifice Civic Wayfinder by attacking or defending when you know he’s gonna die. Then, bring him back to life for an extra land.
My favorite Gravedigger combo, though, is with Broodmate Dragon. Bait your opponent into killing off the main dragon (not the "marker" that comes with it). Then, bring Broodmate back, and now you’ve got three 4/4 dragons instead of two. Ouchie.
Sprouting Thrinax
This guy is a real pain. A 3/3 creature for three mana is pretty decent as it is. However, putting him out there also puts your opponent in a quandary of whether to attack. Going from one to three attackers/blockers isn’t an easy decision to make. This is another pretty good pairing with Gravedigger, as you can rack up an army of annoying Saprolings that can hold off your opponent until your big guns arrive, or give you a lot more attacking options.
Dragon Roost
Get this out with enough mana to use it, and you’ve got a freaking badass creature factory. Plus, if you happen to have Crucible of Fire in play at the same time... yeesh for your opponent.
Violent Ultimatum
Tricky to get the right mana out to use this, but can completely devastate an opponent. Wings deck has three Glorious Anthems out? Not any more. Or, uh oh, here come three badass creatures from the Teeth deck! Never mind… there they go!
Threaten
Though it only lasts for one turn, the ability to take over an opponent's creature can open up some pretty sweet options for you. Imagine taking over a Royal Assassin long enough to use him to kill off an opponent's biggest creature, for example.
Flameblast Dragon
This guy is a good creature at 5/5 with flight, but his direct-damage ability is just devastating. To get him out in the first place, you have to have a fair amount of mana out as is. So, each turn you attack, there's a good shot that you're going to kill a creature with his ability, or lay an extra heaping of blah-dow on your opponent.
Deck matchups
Teeth of the Predator (Green)
This one might prove to be a slugfest. You’re both going at a very similar strategy, which is to hold out until you can get your big creatures out. In the meantime, Teeth probably has some better mid-level creatures. But you’ve got Terror and Blightning to thwart your opponent. Plus, your big creatures have flight. You've also got ways to counter Blanchwood armor, which is nice.
Hands of Flame (Red)
If Hands has any mana troubles, you should have a major advantage. After you get past your Thrinax, your creatures will mostly outslug their creatures. And you’ve definitely got air superiority. Hands does have some thorns, like Goblin King can make those piddly goblins into a Mountainwalking pain in the butt. If you don’t lose early, though, you’ve got a good shot.
Wings of Light (White)
If you can make this battle lag, you should be able to win. Even if Wings gets a lot of health, or some boosting, your big dragons should be able to take care of ‘em. Pacifism can be a beeyatch, but you can consider using Naturalize on it… Though you might want to save that for Glorious Anthem.
Eyes of Shadow (Black)
This is a pretty even match. Your Terror will be useless, as will theirs for many of your creatures – though you still have a few that can fall victim. Blightning can offset the Mind Rot advantage a bit. Their strong creatures can often stand up to many of yours. This should be a good one.
Thoughts of the Wind (Blue)
You’ve got a significant creature advantage, though Wind always has some tricks up its sleeve. If Wind is able to counter a Dragon Roost or Persuade a big creature, it could do some major damage to your plans. Though most of the abilities on your creatures require red or black mana, so they’ll generally have no option to use those abilities even if they do take a creature over. Get in licks early with Civic Wayfinder, Plague Beetle, and the crew, and he’ll probably be weak enough to succumb with a couple swats from a bigger dragon.
Claws of Vengeance (Red, White, Green)
For some reason, it seems like Scales always has the advantage here. You’ve got a bunch of ways to thwart Claws, but Claws doesn’t have as many options to reciprocate. Plus, when you’ve got your big baddies out, they’re bigger and badder than your opponent’s.
Ears of the Elves (Black & Green)
As always, a tough matchup. The main issues are that the Elves can get quite a force as you’re building up to your toughest dragons. Also, Elvish Champion = Forestwalk, and that’s really bad news for you. However, you've got Terror and a couple direct-damage spells to take out the key elves. And you also have Naturalize to thwart the Coat of Arms. When you get fliers out, the advantage will likely shift in your favor, as the Elves may not be able to do anything about it.
Scales of Fury (Black, Red, Green)
Another same-deck matchup means that the best draw will often win. Terror loses some of its power because many of the opposing creatures are black. As usual, Blightning can cause a major disruption here. If you can somehow manage to stop your opponent from getting out one of the three mana colors they need, it can make for a frustrating match for them. |
|
Last Updated on Wednesday, 23 September 2009 14:03 |
|
A Deck a Day - Claws of Vengeance |
|
|
|
|
Written by SG Jaycurl
|
|
Monday, 10 August 2009 14:36 |
|
Oh, so you’re a tough guy, eh? “Yeah, Jaycurl… I know all this dumb stuff you’ve been posting for the last few days. I could beat you blindfolded!” Well, Mr. Smartypants, if you’re so awesome, it’s time to try out your skills with the Claws of Vengeance deck. Even if you’re not arrogant, and you’d like a challenge – or you just like the colors of Italy’s flag – Claws may be the deck for you.
|
|
Last Updated on Tuesday, 11 August 2009 08:46 |
|
Read more...
|
|
A Deck a Day - Teeth of the Predator |
|
|
|
|
Written by SG Jaycurl
|
|
Saturday, 08 August 2009 07:22 |
|
Do you spend a lot of time outdoors, trying to become one with nature? Do you like big, intimidating monsters... and hugging trees? If so today’s deck is the deck for you. Teeth of the Predator combines quick addition of mana, big creatures, and some useful boosting cards.
|
|
Last Updated on Saturday, 08 August 2009 08:02 |
|
Read more...
|
|