Archive for May, 2006

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Ruling

May 7, 2006

Here is an interesting link for oldschool magic players. Oracle is a website that Wizards created for players who like to use the old cards even if they weren’t reprinted in later sets. It contains all the “updated” text and errata and rulings and things of that nature. This is a very helpful tool!

I recommend everyone to bookmark this page, or at least keep it handy. There always comes a time in game play where the way the card is worded changes everything.

Plus, if you ever get into a stupid argument (I know, I know, Nerds getting arguments of the text on a stupid card in a stupid game…. hard to think that ACTUALLY happens from time to time) you can “tap” into this resource and get the latest rulings. Excellent!

Most players dont really care about rulings and such, but when you spend countless hours constructing that perfect deck combination and lay the smack down on your opponent, only to find that the latest ruling nullifies all that time and efforts you put into your deck….. oh the horror!

NOT ZESTY!!

Blog on!

-Defrag

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A Bit of Old School Knowledge.

May 4, 2006

I was reading on Wizards.com earlier and found some cool stuff in the Saturday School section. Although it talks about some newer cards it still uses an oldie and a goodie in Safe Haven. Well I figured I would let you guys have a look. Enjoy.

Q: I have a Shifty Doppelganger and a Safe Haven in play. I activate the Doppelganger to bring a creature into play, removing the Doppelganger from the game. I attack with it and before the end of the turn I put that creature into my Safe Haven. If I sacrifice my Safe Haven next upkeep to bring back my creatureSafe Haven do I have to sacrifice the creature at the end of the turn to return the Doppelganger back into play?
–Michael Bernhardt

A: When you put the creature into Safe Haven, it loses all memory of what it was before (like all cards that change zones do), and when it returns to play after sacrificing Safe Haven, the creature comes into play without the need to sacrifice it at end of turn. Unfortunately for the Doppelganger, if you can’t sacrifice the creature for some reason (such as the Safe Haven scenario you outline), the Doppelganger won’t come back. That’s what the “if you do” part means in the Doppelganger’s text.

You can find the rest here.

Brandon

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Blue/Black Combo for Norritt

May 1, 2006

Tradewind RiderNorritt is also very effective in a blue / black control combination. Black has a lot of creature removal, and blue is loaded with manipulation. It would only seem fit to allow Norritt to play along in the grand scheme of things. Hehehehe. Lets make it fun and throw a twist into the mix for this combination. Lets use the "untap a blue creature" ability and focus on a bounce deck combo. The Tradewind rider(s) from the Tempest set allows you bounce any permanent your opponent controls by simply tapping two other blue creatures. At the end of your opponents turn, you can bounce one, then untap, and bounce another. This is all done without having to spend any mana. WOW!!! That is very powerful. Also, coming out of the Tempest set is, one of my personal favorites, Capsize. This card also bounces back any permanent your opponent controls, but youBlack Vise can buy it back. So, between the Norrit, Tradewind Riders, and Capsize, six land is all you need to bounce three of your opponents permanents back to their hand every turn. And just for a little old school fun, throw in a few Black Vise, that way they will continue to take damage for every card in their hand over four. So…. lets re-cap. End of your opponents turn, you send three lands back into their hand. End of your turn, you bounce three more. That is six cards in their hand on top of how ever many they already had. That will result in lots of damage from the Black Vise, beacause they can only play one land per turn, and you are sending back a minimum of three every turn. Yea buddy, slow and agonizing death, a recurring nightmare for your opponent.  That is old school magic.

-Blog on!

-Defrag