Tuesday, September 8, 2015



To check out my other decks, hit the link below:

This article serves two purposes: To share the nerd entertainment around with anyone who might find it interesting and, in this case, to share my experience with Magic the Gathering: Origins.

You can find Magic Cards in super stores (Ex. Walmart, Target) but the best place you can buy your cards, meet other players, and play in events is at your local comic book store or hobby shop. I buy most of my cards at The Comic Cellar. Here is a link to its Google Maps location at 3620 Austin Peay Highway #2 Memphis, TN 38128.

And here is a link to Comic Cellar's Website
This year marks the last core set with Magic the Gathering: Origins, a set covering the origins of 5 of the most prolific Planeswalkers, the planes that transformed them when they got their spark, and the other characters/events of their past. I'm excited for this to be the set where I'm rejoining the fold and can't wait to see what sort of deck I can build by the time Return to Zendikar hits. I have feeling it is going to involve elves!

...but anyway, let's talk about what you get and do in a draft.
In the draft, we had a pod of eight players. In order to draft, each player received three packs. You take a card from the pack and pass it to the right/left with each players taking turns taking a card from each pack until there are no more cards. Rinse and repeat twice. Everybody ends up with 45 cards and uses those materials to create a 40 card or greater deck with available lands. The draft is best of three against three opponents. Based on your outcome, you are placed higher in the standing and the winner gets a prize.

And I wanted to win! So, using my knowledge of the set and lessons from the pre-release, I set out to play a fun and competent deck. This often means turning down cards that seem like obvious picks in order to pick out cards that fit your theme. My theme?


I didn't pull any planeswalkers or money cards. I didn't force an archetype that I knew would be popular-- looking at you elves and artifacts! I chose to pick an unpopular archetype, an underdog, and draft heavily into strong commons and uncommons with decent removal and even more decent combos. The core of my strategy creature base with a full set of Fetid Imps, a couple bombs and auras that overwhelm and control the battlefield. Let's check it out!


(16 Creatures: 1 Colorless Creature, 5 Black & 10 White Creatures)
Deck contains. 1.
Reasons? This is a great creature in limited as it hits the ground at turn 1 and can turn a stalemate into a more complicated duel in your favor.
Deck contains. 2.
Reasons? With 5 enchantments, this card had great value and helps counter mill & discard strategies by helping you get your removal spells and buffs back.
Deck contains. 1.
Reasons? Not exactly the best card but, against decks with or without flyers, it is a nice creature to have in your arsenal. Combining it with an enchantment and you got some serious timeclocks against deck strategies without many flyers.
Deck contains. 4.
Reasons? This card slipped past the radar of all of my opponents and I managed to play a full set in my deck! Fetid Imp is deceptively strong as removal on a stick with evasion! He can trade with anything in this set without first strike so, ideally, you get a few Fetid Imps and keep one handy to block at any time. It worked out in stalling opponents with zombie deck strategies and anything else that allowed them to get beefy beasts or board states. Fetid Imp is a two mana equalizer if you can keep an extra swamp open for the kill.
Deck contains. 1.
Reasons? This colorless limited bomb is an obvious pick-up for any deck! The ability/drawback of paying 7 to untap this creature might turn off some players but, by the time he enters the battlefield, your opponent will have to deal with him! Especially if you combo him with Rogue's Passage, since it allows you to kill something every combat phase and deal 7 damage. Noice!
Deck contains. 1.
Reasons? This guy was a common swap out for this deck but, with all my Fetid Imps, he usually could get to some decent value and was a decent distraction against opponents concerned about his potential.
Deck contains. 1.
Reasons? A 4/4 flyer for 5 is always gonna be good in limited.
Deck contains. 1.
Reasons? This card is an awesome bomb in limited with a body that is hard to deal with and an ability that gives you the advantage on your combat phase. Tapping out a creature and swinging for 4 with Sentinel is a great value for 6 and you can still block with her on the next round.
Deck contains. 2.
Reasons? These renown vigilance bears are a great filler card in any white deck and, like Malakir Cullblade, they do combo off of Patron for extra counters. In a format with few midranged and late game creatures, a 3/3 body is good enough.
Deck contains. 2.
Reasons? The ability to pull a Suppression Bonds out of your deck is good enough to make it worth it for 2/5 body that can block a lot of common threats with ease.
(7 Non-Creature Spells: 2 Black Enchantments, 1 Black Sorcery, 3 White Enchantments, 1 White Instants)
Deck contains. 1.
Reasons? A little expensive but removal is removal and very necessary against the right decks.
Deck contains. 1.
Reasons? This card is overcosted but the fact I can pull it with Hartebeest and get it back with Auramancer gives this card a lot of replay value.
Deck contains. 1.
Reasons? Any enchantment is decent in this deck and the ability to make my flyers deal more damage and get another card if they die is sweet.
Deck contains. 1.
Reasons? Limited superstar! Knightly Valor nets you a 2/2 vigilance token and bufs one of your bombs to net you super combat advantage. 9/9 vigilance Mage-Ring Responder is going to be a big headache for any opponent.
Deck contains. 1.
Reasons? This card isn't always the best value in this deck but, in a pinch, it lets you turn an unfavorable board state back in your favor or at least level the playing field.
Deck contains. 2.
Reasons? This is one of the best removal spells in the set and netting two was a great pick up that meant lots of value with other aura tech cards.
(17 Lands: 8 Plains, 8 Swamps and 1 Other)



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