Sunday, December 16, 2012

Super Secret Sunday #8

Welcome back to Super Secret Sunday! Underplayed Cards. Under the Radar Strategies. Under-thought thoughts!
Today we're talking about reach. Not the ability to block flying. The ability to win a game that has become stalled. 


Invasion PlansInvasion Plans is kind of gross. It usually only takes one attack for you to make up the 1 card investment this requires. Combat can sometimes get pretty complex and doing things the wrong way can make a world of difference in how the game pans out. With this you can make sure your opponent blocks like a total n00b.





Dirge of Dread
Dirge is a great common that puts in hard work in aggressive decks. This card can provide the finishing blow on a clogged board, but it also has subtle value applications at every stage in the game. Punching through with just one creature can be huge. What if it has a Sword? Or maybe you want to protect your Titan, but still get the attack trigger. Dirge is perfect for me because I love to get extra value. Getting an unblockable guy is only sometimes worth a card. This gives the option of extra damage or a replacement card. This is the kind of combat trick I can get behind in constructed formats.

Next up we have a pair of similar Red cards that are the backbone of my previous forays into mono R beats.
PyromancyRed deck wins is tough to play in a format where the starting life total is so high. Spells are expensive, slow, and high-impact. Red cards typically lack the necessary power level to compete with the best cards in other colors.
Knollspine InvocationThankfully though, Red has plenty of expensive nonsense to toss out for free damage.
Pyromancy in particular is an all-star because the cost is low enough that you can start to spit out huge balls of fire early in the game. Combine with a card drawing effect like Howling Mine or Otherworld Atlas you can generate a steady stream of damage each turn that will easily outrace the clunky, slow decks that inhabit the format.
These are better suited to 1v1 games where you only have to do 40. Multiplayer games where you potentially have to deal 200+ damage are just not feasible to take down with an all-in Pyromancy strategy.




Magnetic WebToday's pick for Super Sketchy Tech is an interesting one. The applications of this card are many. Obviously it requires an investment of a card and time to 'tick up' per se, but once you have established the proper number of magnet counters on the proper number of creatures you can start to dictate combat Master Warcraft style. Or maybe regular Warcraft style. Either way. This card is interesting in that it can play both as a game-ending Lure effect and a long term ground control device. You get some control over what attacks and blocks; letting you pick off your opponents creatures or create advantageous trades.


Well that's all for today youngins! It's sad to see that most of these jewels have just been rendered obsolete by Rogue's Passage, but what can you do.

I have mentioned before that I am an avid fan of limited. I love to draft just about whenever I get the chance. It really helps sharpen your Magic skills in every format. On December 19th, the MTGO Cube will return to Magic Online, with some awesome new additions: The Power Nine. That's right, if you have ever wanted to play with Black Lotus, well now you can get a chance to do it! It is only going to be online for a short time so make sure you get in on the action while it is still around. More info can be found here: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/other/11272012d

I am excited to announce that there are going to be some changes coming to The General Zone. Part of these changes will expand the amount and variety of content that I am providing to the blog! There is much more to the story so make sure you stay tuned to TGZ; your Uncle Landrops will be providing more details soon!

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