Showing posts with label gruul. Show all posts
Showing posts with label gruul. Show all posts

Saturday, May 11, 2013

TABLETOP TALES: DRAGON'S MAZE PRE-RELEASE! PT. 4 "HOW I COULD'VE HAD A BETTER DAY TWO."

TABLETOP TALES PRESENTS
"...LEARNING FROM YOUR MISTAKES I GOLDEN!"

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


This article is all about how I could've performed better on my second day. There will be two sections in the article, each detailing a different set of edits I could've done to the deck (original article here) and my thoughts about how I will apply the methodology behind the edits in my next pre-release.

Thursday, May 9, 2013

TABLETOP TALES: DRAGON'S MAZE PRE-RELEASE! PT. 3 "HOW I COULD'VE HAD A BETTER DAY ONE."

TABLETOP TALES PRESENTS
"HINDSIGHT IS 20/20 BUT..."

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


This article is all about how I could've performed better on my first day. There will be two sections in the article, each detailing a different set of edits I could've done to the deck (original article here) and my thoughts about how I will apply the methodology behind the edits in my next pre-release.

Friday, May 3, 2013

TABLETOP TALES: DRAGON'S MAZE PRE-RELEASE! PT. 2 "AMERICAN DRAGONS"

MY 2ND DRAGON'S PRE-RELEASE DECK
RED-WHITE-BLUE 'MERICAN DRAGON DECK

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


This deck was something of a panicky mess to throw together-- I didn't finish putting the lands together until a minute or two into the first round and didn't sleeve until the first game. I chose Gruul as my guild and got Izzet as my secret guild. The only problem? My green creature pool was pretty unplayable.

So, I made due with the excellent red, blue, and white creature pool I had at my disposal, with the few rock-solid spells I had, and tried my best. In hindsight, I think I should have tried splashing some black because my orzhov, dimir pool was pretty strong and would've probably rocked faces.

Anywho, let's get to breaking down my second event's deck...

Here are links for the following sections:

Part 3: "HINDSIGHT IS 20/20 BUT..."

Part 4: Coming Soon?

Thursday, May 2, 2013

TABLETOP TALES: DRAGON'S MAZE PRE-RELEASE! PT. 1 "NAYA WAR CHANT!"

TABLETOP TALES PRESENTS
MY DRAGON'S MAZE PRE-RELEASE PT. 1

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 experiences with my fourth pre-release.


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


I took part in my first of two Dragon's Maze pre-releases on April 27th, 2013, at The Comic Cellar. It cost me $30 ($25 if I had signed up earlier) to sign up and, for that fee, each player recieved 6 boosters packs, including a special booster pack for a chosen guild, as well as a secret guild pack that shares a color with the chosen guild from the other set. For example, if you pick Selesnya, as I did for my first event, I got a Selesnya (Green-White) Return to Ravnica guild booster and my options for a secret guild were from the second set, Gatecrash, and could have been Orzhov (Black-White), Boros (White-Red), Gruul (Red-Green), or Simic (Green-Blue). I ended up with Gruul in my pool. With these packs I had to build a forty card deck (no less than forty cards), with as many basic lands provides as I needed, and then try to win my 5 one-on-one matches, each a best of three rounds, and try to make a ranking that netted me extra packs. Players who participate to the end, even if they didn't place highly, were given a "pity" pack and other prizes. All in all, the event was well worth the admission fee for 6 hours of entertainment and yet...

Everything didn't exactly go according to plan. I am stuck in a rut and actually paid twice for this event with the same result both times-- 2 wins and 3 losses. Netting me no extra packs. As if an insult to injury, I also didn't really net any money cards. Sorry to grief, but I was a little bummed out by the end of Sunday's event. But, that doesn't mean I wouldn't do it again and don't plan on going in the future. I plan to keep on going and maybe my luck/skill will improve. I still got a Gruul and Selesnya pin...so that's something. Back to discussing the vent, sorry about the vent, but I gotta be honest-- I was disappointed in my results. Maybe looking at what I played will show the problem in the first part of my coverage of my pre-release...

On the plus side, my guild did win the maze the first day. So that's something.

Anywho, Dragon's Maze is the third and final set in the Return to Ravnica block. The machinations of the ancient dragon Niv Mizzet have been revealed-- he has discovered a maze that the solution of which will determine the future of Ravnica. In order to win, each guild has chosen a champion to complete the maze and create a new order/disorder in the City of Guilds. A fairly fun-themed small set, Dragon's Maze has all ten of the new mechanics of the set return, alongside a new mechanic that capture the flavor of the guilds and their conflicts. Let's give a short breakdown of it before we move onto talk about my deck...

FUSE- Found on split cards, cards that are technically two cards that can be cast on their own, Fuse allows them both to be cast and resolve from left to right, rather than just casting one of the spells on the card.

MY 1ST DRAGON'S PRE-RELEASE DECK
GREEN-WHITE-RED NAYA WAR CHANT DECK

This was an easy choice, but I wish I had better stuff to work with in my pool (got hosed on my creatures, both days). I chose Selesnya as my primary guild for the first day and was ecstatic to find Gruul as my secret guild. With that in mind, I hoped my non-creature spells would do enough to get my creatures through to killing blow and win me the day. I even splashed blue at one point, something I might talk about in another part of this coverage because there are some things I would've changed (could've used more creatures and less spells, I reckon).

Anywho, let's get to breaking down my first event's deck...

Here are links for the following sections:

Part 2: "AMERICAN DRAGONS"

Part 3: "HINDSIGHT IS 20/20 BUT..."

Part 4: "...LEARNING FROM YOUR MISTAKES I GOLDEN!"

Tuesday, January 29, 2013

TABLETOP TALES: GATECRASH PRE-RELEASE!

TABLETOP TALES PRESENTS
MY GATECRASH PRE-RELEASE!

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 experiences with my fourth pre-release.


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

I took part in the Gatecrash pre-release on January 27th, 2013, at The Comic Cellar. It cost me $30 ($25 if I had signed up earlier) to sign up and, for that fee, each player recieved 6 boosters packs, including a special booster pack for a chosen guild-- including Orzhov (White-Black), Dimir (Black-Blue), Gruul(Green-Red), Boros (Red-White), and Simic (Green-Blue) (symbols pictured above)-- a promo card for your guild (which you could use in the event) and with the materials each player was expected to build, with all the lands they needed, a no less than 40 card deck.  They were 5 one-on-one matches, each a best of three rounds, and a ranking (the top 16 get increasingly more packs until you get to 1st place which gets a whole box of packs). Each player also received a "pity" pack at the end of the day. All together, the event was well worth the admission fee, and a blast that began at 10 AM and went late into the afternoon.

We also got a life dice unique to our guild, a sticker of our guild symbol, a letter from our guild leader, and an achievement card.

Gatecrash is the second part of the Return to Ravnica set, continuing a trilogy of set releases to end with the spring release, Dragon's Maze. This expansion set pushes the plots developing in the massive city plane of Ravnica forward with evidence of the Guild Compact breaking down as all the guilds seem to be conspiring with rumors of Niv Mizzet, head of the Izzet Guild, up to something big involving some sort of maze. The first card set that took place in Ravnica was introduced in 2005 and was a very popular setting. Ravnica has several minor themes, from the artistic and flavor themes of cities and technology, to a mechanic for each of the guilds.

Some of the cool mechanics and themes to look forward to with Gatecrash include special lands (gates and shocklands), land enchantments, multi-color spells, and new mechanic for each guild:

Extort (Orzhov, Black-White) - Found on creatures and enchantments. (Whenever you cast a spell, you may pay White or Black. If you do, each opponent loses 1 life and you gain that much life.)
Cipher (Dimir, Blue-Black) - Found on sorceries and instants. (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Bloodrush (Gruul, Red-Green) - Found on creatures with X being a variable cost, Y/Z variable bonus to power/toughness, and Q being a possible added effect. (X, Discard this creature: Target attacking creature gets +Y/+Z and Q until end of turn.)
Battalion (Boros, White-Red) - Found on creatures with X being a variable effect like creature getting a power/toughness and ability bonuses until end of turn & other effects. (Whenever this creature and at least two other creatures attack, X.)
Evolve (Simic, Blue-Green) - Found on creatures. (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
My ending record, unfortunately, has taken a dip; with two wins and three losses. I'm not sure if it was bad luck, the fact that I lost a night of sleep, or my pool of cards. I didn't place near the top, but I still had a great time. If there is anything I could have done better it would be have about four more creatures since, on reflection, I didn't have enough frequent creature drops. I definitely rocked and rolled as I said I would in the article I wrote before the event (check it out here) and to discuss that let's look at my...

MY GATECRASH PRE-RELEASE DECK:
RED-GREEN-BLUE EVASIVE AGGRO!

I think I was inspired by the fact that I was torn between going with Gruul or Simic with which guild to rock in the Gatcrash pre-release or the fact that I had some pretty sweet blue spells that would help me evade blockers and hit my opponents full force with my big stompers. Its funny that I mostly played two-colors in the last pre-release, with some three-color exploration of bant, but in this pre-release I really pushed it thanks to having a pretty decent mana base (two guildates and two keyrunes) that allowed me to play what I wanted to play and, while I had some trouble with it, I loved playing RUG Aggro!

The only question I have now is... what the heck am I gonna play in Dragon's Maze? In that set, every guild is an available option with an interesting twist-- secret guild alliances so that I'm thinking you wind up playing three colors. Now, I gotta wonder, do I choose Selesnya or Gruul?

Anywho, I don't have much to say, but I'm glad to have played what I played and wouldn't have changed much (but perhaps my pool of cards). Keep reading and check out what spin I had to spin to play this three color deck..

Saturday, January 26, 2013

WORD OF THE DAY! 1/26/13.

rubble [ruh-buhl]
noun
1. Broken bits and pieces of anything, as that which is demolished.
2. Any solid substance, as ice, in irregularly broken pieces.
3. Rough fragments of broken stone, formed by geological processes, in quarrying, etc., and sometimes used in masonry.
4. Masonry built of rough fragments of broken stone. 

 EX.  Gather round the fire and listen up or I'll throw you into the fire.Today we're talking about this weekend's pre-release, on the 26th and 27th, for the newest MTG set and second part of the Return to Ravnica Block, GATECRASH! I explained how I felt about choosing those pacifists gardeners last time with my Selesyna article (CLICK HERE) and this time I went with the Alpha guild, Gruul! This is the guild to choose if you want to live by only two commands from our leader, the cyclops Borborygymos, "Crush them!" and "We eat!" This guild is about crushing your opponent with your superior might-- unlike Selesnya's focus on cooperation and the greater good, the Gruul Clans don't focus on anything but freedom. In our guild, might = right. Lemme explain what I'm looking forward to.

Instead of looking at the Gruul Charm (which I like but don't really love like I do Selesnya Charm), lets look at the Gruul Guildmage! Every guild has its own guildmage and Skarrg definitely represents what his guild is all about-- first, Gruul's gonna have the biggest creatures (which need trample to really shine), secondly, Gruul knows how to use lands (ramping up, using them to make creatures, and using them to burn (cuz thirdly Gruul loves to burn). This is the guild to choose if you wanna be roflpwn your opponent's with big fat sledgehammers until they're a pile of rubble. This bloodlust needs a little boost and that's what Gruul's new mechanic is all about!

Ghor-Clan Rampager is probably my favorite card with the Gruul mechanic Bloodrush. Bloodrush allows you to trade a creature, usually for a bargain price from your hand, for a boost to one of your attacking creatures. This would seem like a drawback except for the fact that this mechanic cannot be countered by spells and Gruul has ways to creatures back from the graveyard. Turning your fatty monster into an even fatter monster to crush everything in its path is what Gruul is all about because its what green/red is all about!

I'm hoping that Gruul is gonna do what G/R does best-- giving you the fattest creatures with the best advantages in combat. The most important part of that formula is red and green's ability to ramp up mana, ramp up destruction, and crush everything! Green and Red are about instinct, passion, impulse, and with two most aggressive colors in my arsenal I should be able to see a millions faces and rock them all!

Like our Alpha says, "Not Gruul? Then die!"