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The Grimore Vol 02 Issue 01
ÛßßÜßßÛ ßÛ ßÛ ÜßÛßßßß Vol. #2 Iss. #1
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³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Your On-Line guide to Magic the Gathering.
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
** The Grimore, and its staff are not in anyway officially affiliated with
Wizards of the Coast, T$R, or White Wolf. All items, or products within
are the official property of their respective companies, and copyrighted
in that way.
** Please do not reproduce or re-post this information without leaving the
Grimore staff's names on it! Don't take credit for something you didn't
write!
** Please feel free to distribute this 'zine as much, or as
far as you want! All we ask is that you leave our header on
it. And distribute it free of charge, also if people you give
it to without a modem like it, please e-mail us with their
feedback. We always want to hear suggestions!
** Copyright Notice
This publication includes card names and/or text derived from Magic: The
Gathering, a product of Wizards of the Coast, Inc. Magic: The Gathering,
Arabian Nights, Antiquities, Legends, The Dark, Fallen Empires, Ice Age,
Chronicals, and Homelands are trademarks of Wizards of the Coast, Inc.
Wizards of the Coast, Inc. does not endorse this product or its use.
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Table of Contents
-----------------
"Editor's Note"
"The Grimore Top Ten"
"A Bit of History"
"Strategemos"
"The Most Under-rated and Over-rated cards in the Game"
(Unlimited-The Dark)
"The Drawing Board"
"Your Complete Guide to Tournament Play!"
"Rating the Competition"
"Reader's Ballot"
appendix I: "Deck Submission Form"
"Subscription, and Distribution Site Information"
"Looking ahead..."
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Editor's Note
-------------
Well after a 1 year hiatus, the Grimore is back in
action (we hope) and better than ever. We've decided to
take the Grimore to a level it seems Scrye, Conjure, Inquest,
and the plethora of On-line fanzines that have popped up all
over the place couldn't reach (or at least haven't reached yet,
IMHO).
To that of the competent player. No more "Lich-Mirror
Universe" combos, or useless ranting (o.k., maybe one or two
useless ranting per-issue but that's it!). We're going to attempt
to make The Grimore the first Magic: The Gathering fanzine
that doesn't insult the intelligence of the experienced player.
To that end, you'll see a few changes around here, and in our
magazine. We still hope everyone will read, because we think
there is a lot this publication has to offer for both beginners
and veteran deulists. We'll still keep our top ten, and mention
a few prices. But the big price guide carried in issues 1-3 is
gone (look to Shadis for that!). We would like to have some
success in our contests, and we have Grimore sponsored
tournament (starting here in the west) in the works. But
more on that later. For now, let me be the first to welcome
you to our re-vamped (no Jyhad [whoops, I mean Vampire: The
Eternal Struggle] pun intended) publication. We appreciate your
support of out home-brew 'zine. And as always welcome your comments.
* We can be contacted at "zzzayxx@aol.com" If writing to us over the
Internet please include the line: "Grimore Feedback" in your title line,
if you are requesting addition to our mailing list include the line:
"Grimore Subscription" in your title line. Thank you very much, and
hope to hear from you all very soon! *
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
The Grimore's Top Ten
----------------------
** Remember, the ranking expressed below are based on the
views of the Grimore staff (usually based more on play use,
than hype, picture, or $$$ value...though the first and last
seem to go together), and players in our area, if things are
different where you play and would like to make a suggestion
on a new card to add or slot change for a card that has
already made the list feel free to e-mail us with your
suggestion! **
Unlimited/Alpha/Beta
-------------------
#1 Black Lotus
#2 Mox Ruby
#3 Mox Jet
#4 Mox Emerald
#5 Mox Sapphire
#6 Mox Pearl
#7 Time Walk
#8 Time Twister
#9 Chaos Orb
#10 Force Field
Arabain Nights
-]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
#1 Juzam Djinn
#2 Ali from Cairo
#3 Diamond Valley
#4 Jihad
#5 Ring of Ma'Ruf
#6 Iff-Biff Efreet
#7 Singing Tree
#8 Old man of the Sea
#9 Seredib Djinn
#10 Army of Allah
Antiquities
----------
#1 Candelabra of Tawnos
#2 Mishra's Workshop
#3 Argivan Archeologist
#4 Gaea's Avenger
#5 Power Leech
#6 Obelisk of Undoing
#7 CoP: Artifacts *
#8 Urza's Avenger *
#9 Shapeshifter *
#10 Mishra's Factories *
Legends
-------
#1 Mirror Universe
#2 Mana Drain
#3 Thunder Spirit
#4 Moat
#5 Nova Pentacle
#6 All Hallow's Eve
#7 Underworld Dreams
#8 Firestorm Phoenix
#9 Acid Rain
#10 Disharmony
The Dark
--------
#1 Preacher
#2 Tracker
#3 Frankenstein's Monster
#4 Witch Hunter
#5 Exorcist
#6 Psychic Allergy
#7 Reflecting Mirror
#8 Maze of Ith
#9 Ball Lightening *
#10 Dark Sphere
Fallen Empires
-]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
#1 Ebon Praetor
#2 Hand of Justice
#3 Icatian Town
#4 Icatian Skirmishers
#5 Thrull Retainer
#6 Breeding Pit
#7 Orgg
#8 Seasinger
#9 Sacrificial Lands
#10 Mana Battery Lands
3rd Edition Revised
-------------------
#1 Fork
#2 Multi-Lands
#3 Doppleganger
#4 Veteran Bodyguard
#5 Demonic Hoards
#6 Granite Gargoyle
#7 Shivan Dragon
#8 Royal Assassin
#9 Birds of Paradise
#10 Nightmare
4th Edition Revised
-------------------
#1 Ball Lightning
#2 Spirit Link
#3 Blood Lust
#4 Killer Bees
#5 Carrion Ants
#6 Strip Mines
#7 Shape Shifter
#8 Divine Transformation
#9 Kismet
#10 Shivan Dragon
Ice Age
-------
#1 Deflection
#2 Jester's Cap
#3 Jester's Mask
#4 Marton Stromgald
#5 Elder Druid
#6 Icy Manipulator
#7 Enduring Renewal
#8 Zuran Orb
#9 Ice Cauldron
#10 Mangus of the Unseen
Homelands
---------
#1 Marjhan
#2 Faerie Noble
#3 Baron Sengir
#4 Abbey Gargoyles
#5 Autumn Willow
#6 Ihsan's Shade
#7 Mystic Decree
#8 Willow Priestess
#9 Joven's Ferrets
#10 AEther Storm
* All marked cards were re-printed in 4th Edition, these
however, are their BiB (Black in Border) counterparts.
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A Bit of History
----------------
In future issues this space will be devoted to any
mail that we receive (under a different title of course),
however, this issue since we don't have any mail (a problem one
frequently runs into on a first issue), I thought it would be a
good time to give you a brief background on those of us that run
Grimore and the 'zines off-and-on distribution.
By now your probably wondering, "Who the hell is this
guy to tell ME how to play Magic?", the awnser to that is
simple, just a player. I started into Magic about 2 weeks before
The Dark came out (roughly a year and a half ago). I had been
originally exposed to the game when I had some money to blow
(a problem I haven't had since I started playing seriously by
the way) and a store clerk told me this card game (???) was
the hottest selling thing in the nation, I thought "what the
hell" and gave it a try, I was hooked. Since, I have averaged
playing between one and two hours a day, every-day, and believe
I have come to be somewhat competent in tournament play (though
much less so in melee play, emporer rules, or any of the other
hundreds of variations on Magic). Whether this makes me an
authority I don't know, I do know that I like to write, and I
like to hear feedback on my ideas and so I thought why not
take my strategies (few of which are original, but then what IS
original now-a-days?) to the most opinionated place I knew
(probably the most opinionated place on the planet) the
Internet, that's how Grimore got started for me. The other
staff members, none of which "surf the 'net" are my
friends who play, local shop owners, and players I see as
"outstanding" (meaning they win a lot more than I do, and do
it in new and unexpected ways).
The Grimore 'zine was influenced by three major
aspects of my life at the time of its creations. Wizards of
the Coast's Magic the Gathering (duh!), Comic collecting, and
my experiences on Internet, local BBS's, and America On-Line.
The game, of course, influenced me most and still amazes me at
the rate it changes, and new deck strategies rise and fall
(anyone remember Kobold decks?). The comic aspect, especially
the mainstream fanzine "Wizard, the guide to Comics!", here, I
thought, was a perfect example of some guys that loved their
hobby and influenced it through words. I had also read other
Magic 'zines (ie Scrye, and Conjure) and found them to be
lacking in everything except price-guides. I had also briefly
run a Vampire the Masquerade fanzine on a local BBS system and
so had some exposure to it there, so I thought why not try and
write something pertaining to Magic that someone with half a
brain could make use of? And so Grimore (not Grimiore, though
that is the correct spelling of the word, by hey, can't
someone be different?) vol. 1 issue 1 was born. Originally
posted (the first of its kind I know about) on America On-Line
(because I didn't have the backing to print a magazine type
'zine, and it was the fastest way to get the publication out
to the greatest amount of people for the cheapest price
[free], by use of their 10 free hour deal, and because I don't have a
local I-net supplier that I like), received what I thought was
phenomenal response over 700 downloads!!!!! (at least its a start! :))
Issue 2 and 3 quickly followed, then as issue 4 was in production my
computer crashed, and stayed crashed for 6 months (static
electricity the repair guy said!!!). When I re-logged on
downloads on Grimore had plateaued at about 800, and I had no
feedback waiting for me (the letters I had saved were lost in
the crash), I was more than a little disillusioned and put the
'zine on the back burner for awhile. About 2 months ago I
got a little free time, and logged back on AOL, to my surprise
about 10 new Magic Fanzines had sprung up. I read them
hopping that at least one editor would have something new or
useful to say about the game...they didn't, at least nothing I
hadn't heard before (or course, maybe you've heard everything
I have to offer in this issue a million times before, in which
case maybe non of us should be writing magazines like this).
It was then I decided to raise the Grimore from the ashes.
Though delayed this issue should be getting to you
Thanksgiving day (perhaps a few days after if something goes
wrong). Grimore should run monthly from now until next
November (1 year) at which time I'll decide to continue it or
just let it die depending on response, time I can devote to
it, and threat of nuclear war with Morocco.
I hope that has somewhat cleared up where this 'zine
came from (or at least confused you enough to read further).
If not, re-read it again, in a mirror and see if it makes more
sense.
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Strategemos
-----------
** In this area we want to deal with overall deck
strategies, not one or two card combos. In that spirit each
issue we are planning to take one deck strategy (ie Overrun,
or Stasis) and expand on it exploring its pros, cons, and
commenting on it. Any comments you may have on the deck
strategy we missed (hey, we're not perfect) can be mailed to
use at Zzzayxx@aol.com **
This month lets look at the "Creatureless" deck.
First you might be asking yourself, what IS a creatureless
deck? Well, it could just be a deck with no creatures (duh!),
but more appropriately it is a deck that does not rely on
creatures to do its damage but may have some "utility"
creatures thrown in for defense, or their special ability
(for example, Abu Jafar, Time Elemental, or Ali from Cairo).
But for now lets concentrate on the former,
no-creatures-at-all deck.
This deck style has become more popular recently
because of the advent of more cheap direct damage cards
(ie Incinerate) and more anti-creature cards (ie Pyroclasm).
Also this deck is nice because it is a lot more flexible than
creature decks allowing for more utility cards, color hosers,
and anti-lock cards (ie Season of the Witch). A typical
"Creatureless" deck will have red and blue as primary colors,
along with black and white as utility colors. Most of the
damage comes from the red (lightening blots, chain
lightenings, incinerates, fork), while the blue contributes
its share of damage, (Psionic Blast) some nice spoilers
(Timewalk, Ancestral Recall, Time Twister) and possibly
counterspells. The White is used for (what else?)
Disenchants, Swords to Plowshares and Circles of Protection.
The black comes in handy with its Demonic Tutor, and
Underworld dreams. Artifacts can also play a big part in
creatureless decks, vises are common as are racks. Moxes and
Loti are almost a must since many "creatureless" decks
encompass three or more colors. Also, Urza's Baubles allow
the player to get to his damage fast, as can Brainstorms, and
Portents. The sideboard is important in an creatureless deck,
because it is where the player must plan for any off-the-wall
deck he/she comes up against.
The main stay of a creatureless deck is to do as much
damage as possible, in as little time, with as little mana.
Therefore, lightening bolts, chain lightenings etc... are
preferred to Fireballs and Disintegrates, the fact that many
creatureless decks are mana short also makes more than two X
damage spells overkill. Now that the player has his damage he
will need a good defense, luckily in the last few expansions
Wizards has given the creatureless deck player plenty of
this. Holy days work very well, as do Island Sancturarys
(along with a Mystic Decree), meekstones, pyroclasms, wraths
of god, energy storms, deflections, reverse damages, and
probably a lot more I can't think of now. All this makes
creatureless decks a real pain to beat, and fun to play (its
fun to win isn't it?). But they, like everything, have their
drawbacks.
Just getting the cards to build a deck like this will
cost you a lot. The only way to ensure you don't get mana
screwed is to pack your deck with multilands (old or new),
then good luck getting the Psionic Blasts, Forcefields, Moxes,
Lotus etc... Needless to say this is a deck for people with a
lot of cards, a lot to trade, or a lot of money! Also,
overrun, if its quick enough, can pound a creatureless player
into the ground before he gets off too many spell. Remember
to that in this deck with no X damage spells (except maybe a
few earthquakes in the sideboards) you only have a set amount of
damage to dole out, if you spend your time zapping creatures you
won't have enough to kill your opponent (of course Feldon's, recall,
and time twister take care of this). Land destruction decks are
perhaps the most hampering because your mana is so varied the experienced
player will hit one color with all he spells (if he's smart, red) until
you run out of that type of mana and can't do much to him. So
if you play creatureless play cautiously!!!
That concludes this segment of Strategemos, next issue
we'll look at the advantage of putting a few creatures in that
"creatureless" deck of yours :), until then comments are
welcome as always! (Also, a creatureless deck will be
showcased in the Drawing Board next month, do you have a
kick-ass creatureless? Submit it!)
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The Most Underrated
And,
Overrated Cards
In MTG!
-------------------
** Note: This article was originally written by me before
Chronicles came out, the reprinted cards mentioned are still
useful (or useless) but now just a little easier for everyone
to find! **
Alpha/Beta/Unlimited
-------------------
-----------
Over Rated:
-----------
Ancestral Recall -
O.k, I know its only one blue, GREAT with
Vises. But for 3 extra cards the $75.00 price tag is a tad to
much! Unless your playing a Zap deck (and there aren't to
many Zapish things in blue) this card seems useless until
mid-game when you have enough mana to the cards you get from
the spell!
2-Headed Giant of Foriys -
Unless your opponent is played a weenie deck where you could
kill 2 creatures blocking for 2 damage each. Other than that
it's just an expensive 4/4 trampler that can be Psionic Blasted
out of existence. And the $30.00 price tag doesn't help much
either.
Blaze of Glory -
O.k. this is awesome with an Abu Jafar, or Basilisk...but a
lure works just as well doesn't it? Unless its a color
problem, in which case if your willing to pay $30-$40 for a
white lure, and not $5-$8 for some Savannahs be my guest.
-----------
Under-Rated
-----------
Natural Selection -
O.k. Everyone says this card sucks. Visions can let you look
at 5 cards, Orcish Spies 3 and they are both low dollar
cards. But Natural selection allows you to RE-ARRANGE these
cards, which is awesome especially when you need mana, when
you don't want them to have any mana or a specific card (these
are a must in all my land destruction decks), or when your
just about to cast Darkpact and want to exchange the Mox you
anted with that Counterspell. And as one of the lower priced
OOPs they are still easy to get. When more people realize how
useful these cards can be, you can count on their prices shooting up!
Cyclopean Tomb -
With all the craze over land destruction I'm surprised this
card isn't more expensive ($35 or so right now!). Since its
only 2 colorless to change any land to a swamp (good w/
Karma!!!) and it can be hacked to any other land if say, they
do play black (proving again Blue is the best color around!
:)).
Raging River -
Yes the $35.00 price tag is a little much, but if you live in
an area plagued by overrun, and white-green weenie decks this
card works great. Low casting cost, great effects...attack
where your opponent is most vulnerable! Works especially well
with Goblin War Drums, Tramplers, and Eternal Warriors (or
Windseeker Centaurs).
Arabian Nights
-]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
----------
Over-Rated
----------
Guardian Beast -
I can understand protecting one's Moxes, but devoting a
creature (a $60.00 creature non the less!) to protecting them
is a bit much, if this guy protected artifact creatures it
would be different but as it is he's just a show piece and
little else! I've never seen one used in tournament play, nor in
a game now that I think of it (effectively at least). But his
price keeps going up and up (but hey, it IS a cool picture!).
Ali from Cairo -
O.k. he probably DOES have the best ability in the game for a
creature. Its great not to go below one life (and with Jade
Monolith out he's almost immortal). But if your
opponent in a match hasn't planned on facing at least 1 Ali
today he probably doesn't deserve to win. Fact is a simple
sword to Plowshares, boomerang, or unsummon, and Ali fails
you, and since all can be used as instants its no good hiding
behind him (Unless he's spectral cloaked in which case
Tranquilitys or Disenchants come in handy!). And if you've built your
entire deck on protecting Ali, well you must not be playing a
competitive tournament. Or have some way to ensure that you draw
him!
Old Man Of The Sea - His 2 blue one colorless is actually
pretty good for a 2/3 creature, especially in blue which lacks
smaller creatures for lowish casting costs. But lets face it,
his special ability really bites. Sure you can take control
of Llanlower Elves, Scryb Sprites, and Thallids all day. But
that Shivan, or Scaled Wurm is a little out of reach for this
geriatric wonder. Of course loading him up with Unstable
Mutations could allow you to take control of almost anything
but then he's just a ticking timebomb waiting to, not only
loose the creature but die himself. Unholy/Holy strengths
help also, but if you build a deck around your 4 Old Men your
going to be hurting when you come up against a creatureless
deck. His high (actually its gone down recently, locally
anyway) price of about $30-35, makes him a nice card for
collectors. But almost tournament useless...Use a $10
Preacher or $2.00 Seasinger instead.
-----------
Under-Rated
-----------
Ernahm Djinn -
With all the hype over the ever popular Juzam Djinn. His
vegetarian cousin the Ernahm seems to have been left (sadly)
in the dust. Though this 4/5 for one green and 3 colorless is
on of the best Power/Toughness to Mana ratios in the game, and
he tends to come out earlier in a Multi-colored deck (without
moxes, lotus, etc...) because of the 3 colorless and only 1
colored mana requirement. Even his "drawback" isn't really
anything to be worried about, with Juzam at least your
guaranteed to take 1 point per round (I know, I know, unless
its Spirit Linked). But with the release of Legends and The
Dark, the Ernahm's "drawback" is almost non-existent. There's
Deadfall a Legends uncommon you can pick up for about $5.00 to
stop Forest Walk all together. Maze of Ith does a great job
also. As does Scarwood Hag which removes Forest Walk from a
target creature. Or even better simply give your opponents
Royal Assassin, Birds of Paradise, or Time Elemental Forest
Walk every round, its doubtful he'll be attacking with any of
them anyway!
Pyramids -
With the evergrowing popularity of land destruction (and land
stealing now that IA is out) and the slight boost it got in
Ice Age the 6 colorless casting cost on this artifact suddenly
doesn't seem to high! The fact that they are a poly-artifact,
and save land for 2 colorless a piece, make them a nice card
to keep in your sideboard, just in case. Still realitivly
cheap (compared to all the OTHER Arabains) at $10-15, pyramids
couldn't be hard to find for any player, veteran or
beginner. Now all you have to do is find the 6 mana to get
them out before your opponent blows it up!
Abu Jafar -
In tournaments plagued by twice Unholy Strengthed, Thrull
Retainered, Juzam Djinns (now a 10/8, regenerator!). This
little one casting cost white 0/1, which prevents all those
nasty things like regeneration and acts as a basilisk to
anything is a live-saver. Though certainly not a "must" in
every deck. He's certainly a sideboard card (a White utility
just like Disenchant, and Swords to Plowshares), that in at
the right time can save you from being eaten alive! Relitivly
easy to find, and not TO expensive ($8-$10). But most of all
quite easy to trade for since most people look at him as a
waste of cardstock. Another white weenie (0/1 no less!) where
a Juzam could have been in that $50.00 pack they bought.
Antiquities
----------
----------
Over-Rated
----------
Colossus of Sardia -
O.k.. should you ever manage to actually get one of these big
boys out in a tournament game, you should be commended. Of
course it can be done (first turn even!; Mox Jet, Swamp,
Lotus + 2 Dark Rituals and crack the Lotus = Colossus) but
seldom is. Lets face it 9 for a 9/9 wall (unless you want to
play the 9 a round to untap him) is quite a bit. Of course
there are other ways to untap him, Twiddle, Jandor's
Saddlbags. And perhaps the best Elder Druid! But over all,
as a tournament card Colossus sucks!! Wouldn't you rather use the
above mentioned 9 Mana to do something more spectacular like:
Mox Jet, Swamp, Black Lotus + 2 Dark Rituals = Juzam Djinn +
Ancestral Recall + 2 Unholy Strengths + Thrull Retainer! Now
you have a 10/8 Djinn that untaps EVERY round, but hey there's
still that one point of damage...
Obelisk Of Undoing -
The Obelisk is cheap to get out, but a bugger to use! The 6
colorless activation cost makes it tough to use per-round, the
fact that it only returns your cards to your hand makes it
useless against attacking heavily enchanted creatures.
Wizards of the Coast made this card almost worthless by
printed Time Elemental in Legends, then re-printing it in 4th
Edition. Its low price ($8-$10) is huge compared to a Time
Elemental you can pick up for $4 or pull for $2.50. Possibly
one of the most useless cards in the game, and totally
worthless in tournament play.
-----------
Under-Rated
-----------
Powerleech -
With the re-printing of 4th Edition and the massive insurgence
of all artifact, or artifact dependent decks. This Antiquities
common should be a staple of every green players side board.
Not only is it cheap to cast (GG), and requires no upkeep.
And give you LIFE all contribute to make this one of the most
useful, yet least used cards in the game.
Ashnod's Transmograte -
This card is great in an overrun deck. Not only is it +1/+1
for only 1 mana. It also makes your creature and artifact
creature, and immunizes them from terrors (of course they can
now be disenchanted, shattered, shatter stormed, and
detonated). Still early in the game one point of damage can
make all the difference. The fact that these cannot be
tranqilitied away makes them nice also. And that they can be
held back for the 1 creature that made it through and used as
fast effects make them great. Even if you only sideboard
them, just in case, Ashnod's Transmograte is a little used,
potent card.
Legends
-------
----------
Over-Rated
----------
Sword of the Ages -
Yeah, this artifact is awesome when you attack with your Craw
Giant, Giant Growth him twice and Berserk him. Then use Sword
of Ages to sacrifice him and shoot him at your opponent (48
point of damage right there!). Also great for Thallid or
Thrull or Goblin decks, where you can shoot off hoards of
your 1/1's to kill you opponent. But, its the build up time
needed get the sword out, much less get anything substansel to
shoot from it that makes it almost useless in tournament play. In
a common Thallid deck the sword itself would probably come out
on the 3rd or 4th round (w/ Wild Growths, Llanowars, and
BoPs). The Thallids themselves would take almost 5 rounds to
duplicate themselves 10 times (this is assuming you have all 4
of them out, and no Fungal Blooms). So by we'll say round 6
your ready to use the Sword. Assuming it hasn't been
disenchanted by now. No 1 point earthquake has been cast, or
you opponent hasn't been pummeling you with his Shivan dragon
for 2 rounds now! The fact that the Sword lists at $25.00
makes it a hard acquisition for many players, and the raw time
required to use it effectively make it just extra baggage in a
good tournament deck.
Elder Dragons -
The fact that these boys have neat boarders, fly, are all 7/7's,
and awesome special abilities. Doesn't make them great, or
even half-decent. Sure for multi-player games maybe they are
nice. In a Eureka Deck they are o.k. if you can pay the
upkeep. But in a run-of-the-mill 3 color deck, the chances of
getting any of these guys out, without him being immediately
Swords to Plowshared, Countered, or Terrored is scarce. The
fact that only a few of these guys have trample, make them
easy to block, and they usually just get used as expensive
blockers.
Gold Bordered Legends -
I may be prejudiced, but I HATE gold-bordered Legends, oh
sure there are a few exceptions (Rubina Soulsinger, Adun
Oaksheild, Angus Mackenzie, Gwendlyn Di Corci, Johan, Ragnar,
Tetsuo Umezawa, and Xira Arien) but most of these are the 3
casting cost ones, still require diverse mana to activate
them, and are only useful in certain types of decks. On the
whole GBLs (Gold Bordered Legends) are while pretty,
incredibly over rated especially in tournament play. How often
have you seen Dakkon Blackblade come out in time to use him
and stay out for long effectively!? Mostly they are just prime
Maze of Ith targets, or expensive blockers (see Elder Dragons)
and nothing more.
-----------
Under-Rated
-----------
Forethought Amulet -
Semi-Expensive to get out, and the 3 colorless upkeep can
sometimes REALLY bite. But as a sideboard card against those
people that insist on playing with 4 fireballs, 4
disintegrates, 4 infernos, 4 meteor showers, and 4 lava
bursts. This artifact works wonders!!! Not as effective
against chain lightenings, or lightning bolts but then against
just put out you conservator and prevent that damage also!
Probably one of the least used, most useful cards in the game.
Al-abara's Carpet -
Just like the Forethought Amulet above, Al's Carpet is an awesome
(but unused) card especially against all the over-run decks that
abound today. Play it with a gravity sphere and creatures become
less than a problem for you. The 5 colorless activation/casting
cost can be a nuisance but for what it protects you against Al's
Carpet is more than worth it! Deffinatly worth its space in
any deck, or at least sideboard.
Telekinisis -
The closest thing to a fog WotC has given blue. Telekinisis
is more like a Feint, but more effective. Why wouldn't you
like to not only prevent that Ernahm from dealing damage this
round, but also have him "paralyzed" for 2 rounds?! This card
is very useful against almost any creature deck. Its lowish
casting cost, and low (for a Legends rare) price of about
$8.00 makes them easy to find. Telekinisis is a great
sideboard card, while it might not be wise to give it a place
in every deck. It deffinatly deserves a place in sideboards,
and its a lot more useful than that Nicol Bolas that's just
taking up space!
The Dark
--------
----------
Over-Rated
----------
Frankenstein's Monster -
The low (BB) casting cost is nice to have, but the fact that
Franky relies on your DEAD creatures (creatures that SHOULD
have been doing damage to you opponent!), fact is Franky is
just no good in any deck (especially a tournament one!). Sure he
can be used with a Lord of the Pit deck and re-used those puny
1/1's. But getting enough creatures in the graveyard to make
Frank worth it is difficult to do....besides that late in the
game he'll probably just be countered or StoP'd (Swords to
Plowshared), perhaps the most useless used card in Dark!
Leviathan -
If you CAN'T figure out why this card is over-rated you should
be drug out into the street and shot! The HUGE casting cost
aside, the upkeep is a bitch to pay. Not to mention a maze of
ith makes this guy useless. If your really sadistic enough to
to want to sacrifice something as important as land for a big
creature. Use a polar kraken instead, at least there its only
life!
Stone Calander -
O.k. I admit this card is really nice if you need to get that
Force of Nature out, but lets face it just the 5 casting cost
on this guy is to high! Something like Planar Gate, costs 6
but takes the cost down 2 instead of one. In a multi-player
game, or "friendly" match this card might work wonders. But
in a tournament game its simply a waste of time.
-----------
Under-Rated
-----------
Dark Sphere -
I'm incredibly surprised more people don't play with these
wonders! Not only is the casting cost just right (0), its
ability is one of the better ones in the game. How many times
haven't you wanted to half that 10 point fireball? Or with
multiple spheres reduce it to 0?!?! The low price of these
artifacts, and their usefulness should give them a place in
almost every deck, or at least sideboard! Especially good for
direct damage, and big creatures, this artifact doesn't cut it
against weenie decks (unless the difference between one damage
and zero is the difference between life and death). But then
that's why you can sub them out for earthquakes, right?
Reflecting Mirror -
Possibly the MOST under-rated card in the game, the only thing
that makes the mirror even close to clumsy is its casting
cost (4), but its still a easy 2nd round card. More useful
now than even now that Wizards has seen fit to give red a
potential of 12 (!!!!!!) lightning boltish things in a single
legal deck! Not to mention the chance of reflecting something
big like a 15 point fireball with the use of Basalts, Mana
Vaults, and a High Tide or Two! Even Counterspells can be
reflected, mind twists, hymns to tourach and many more! While
not good against a creature deck the Reflecting Mirror should
find a comfortable place in many decks.
Season of the Witch -
I can't be the only one tired of all those Stasis Decks, how
many times have you wished WotC had just not printed (much
less re-printed) Time Elemental? Well this card takes care of
that problem quite easily. Great in a sideboard, your
opponent can watch his Zypher Falcons, Serra Angels, and
Windseeker Centaurs destroyed. Not to mention those untapped
Time Elementals (almost as good as nettling them!!!). The 2
life upkeep, however, makes timing crucial (wait till he has
all 4 Serras out! :) ), but should you ever get this card out,
it'll mean an end for his whole deck's concept (especially if
you can get it back every round with Skull of Orm, and avoid
paying the 2 life!).
** Fallen Empires, Ice Age, Revised, and Homelands MOR&UR (Most
Over-rated and Under-Rated) will be presented next issue,
though we have most of our candidates for Over-rated and
Under-rated already chosen if you have any suggestions we
would be glad to hear them! **
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
The Drawing Board
-----------------
This area is for the exchange of some winning deck ideas
(tournament legal decks only please, and only submit decks you
have played, not ones you think would be a "good idea" prove
it first, then share it). In future issues we would like to present
deck designs from our readers. But since this is our first try at this we
will present a few of the winning decks we play/have played
locally for your perusal. And so you can learn the format we
would like your decks to be sent to us in (a blank Deck
Submission Form, is included at the end of the 'zine for your
cut-&-paste pleasure).
Deck Name; Cornicopia
* Notes: Since some decks bear semi-creative, and sometimes even
hilarious names (ie, 'A-Blue-vion', 'Are you laughing yet?', and
'Hey its just a game!') this area is offered, that and how
else are we going to keep track of them?
Primary Color(s); Blue, Red, Green
Support Color(s); White
Win-Loss Ratio; 4 (wins) to 1 (losses)
* Notes; These are local standards, haven't had a chance to
test it on IRC, but its won me a few mini-tournaments, and a lot
of ante matches!
Average # of Rounds to kill; 6
Fastest # of Rounds to kill; 4
Artifacts; Jester's Cap
Sol Ring
Icy Manipulator
Mox Sapphire
Chaos Orb
Pentagram of the Ages
Mana Vault x2
Jester's Mask
Enchantments; Copy Artifact
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Spirit Link x2
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Unstable Mutation x2
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Goblin War Drums x2
Instants/Interrupts; Brainstorm
Blood Lust x2
Giant Growth x2
Incinerate x4
Lightning Bolt x4
Sorceries; Wheel of Fortune
Time Walk
Recall
Regrowth
Chain Lightening x4
Creatures; Wind Spirit
Juggernaut x3
Llanowar Elves x2
Birds of Paradise x2
Johtull Wurm x2
Lands; Maze of Ith
Havenwood Battleground
Dwarven Hold
Savannah x4
Tropical Island x3
Volcanic Island x4
Total Cards; 61
Sideboard; Pyroclasm x3
Blue Elemental Blast x4
Swords to Plowshares x2
Disenchant x4
Deflection x2
* Notes: This sideboard is geared toward current deck-building
trends here in Utah, ie the Fireball Deck (BeB's, and
Deflections), and Overrun (Pyroclasms). I don't have any of
the color hosers in here because A) no room, and B) when you
play 4 of the 5 colors you'll probably hurt yourself more than
your opponent.
Total Sideboard Cards; 15
Total $$$ Cost; $513.75
* Note: Of course I didn't PAY that much for it, nor would I
sell for that price, but adding all the local values together
that's the total. Of course depending on area your total my
differ drastically (Sideboard cost was no added!). This whole
price slot was added for a new player that doesn't know how
much you actually have to invest in a competitive deck. Mine
was done with only 1 Mox, and no lotus. Most of the winning
decks locally would run anyone well over $800.00 if they
bought every card individually at a medium price! Of course
many of these are easier to get in trade, so don't think this
deck is impossible to build because of the price you'll find
things in here are easier to get than you thought! (I spent
$82.00 on it and traded for the rest)
-= Ratings =-
* Note: This area is for us, the Grimore staff to fill out after
we read your deck idea, it lets us rate it in originality,
playability, simplicity, and chances of it actually winning
something! Ratings go from;
* - You based this deck on a combo you saw in Conjure
didn't you?
** - A 3 year old, who has been playing for 2 weeks
could come up with this much depth in a deck!
*** - You actually had to use a brain cell for this one!
**** - Hmmmmm, this just might work.
***** - We bow to you oh great Magic god!!!!
We will always play your deck before rating it (unless its a
Stasis deck, then we throw it away), its to hard to grade stuff
on paper 'cides you might play it better than us!
Originality; **
* Note: Lets face it. Bloodlusting a Juggernaut, then Lightning
Bolting your opponent 8 times isn't exactly cutting edge!
Playbility; ***
* Note: Timing is quite important in this deck, making it
difficult for someone new to the game it use correctly. But
its still easy for a veteran to pick up this deck and use it
well.
Basic Coolness; ****
* Note: Some of the combos you can get off with this thing kick
butt!! Wheel of Fortune, then fire off your Jester's Mask (he
got LAND!) is fun, not to mention the basic annoyance factor
of the Jester Stuff, and 12 Lightning Boltish things!
Overall; ***
* Note: This deck is really just a beefed up starter deck with
some direct damage, but most creature stuff. The Goblin War
Drums make it so more things get through, and the Time Walk,
Orb, Cap, and Mask slow down/annoy your opponent enough to get
them frustrated and make some REALLY dumb mistakes!
-=Staff Comments =-
Pro; Nice when it gets going, the lightening bolts keep most
creatures down till you can get out your bigges, the Goblin
War Drums and Wind Spirits make the creatures more difficult to
block. Also the deck is quite flexible, with cards put in for
a variety of deck types from Anti-Creature, to Overrun.
Con; If the deck doesn't get rolling right off the bat a
quicker deck (overrun), or land destruction deck might
overtake it. Pyroclasm's help this but the Deck and sideboard
lack land destruction preventers. Also, seems the deck has a
lot of Red cards, and only about 5 sources of red mana,
because of this about 1 in 10 games the player gets mana
screwed and just has to die gracefully.
Suggestions; Expand the sideboard to include a more varied
strategy, think about adding some non-red direct damage
(psionic blasts for example). Also, try subbing the
Jothull Wurms out for Ernahm Djinns, they come out
quicker, even if they aren't quite so big. As always a
lotus and more moxes would help the deck, but might be
hard to get. Try at least to pick-up a Berserk,
and/or Forcefield (if for nothing else then for the
Eureka decks that are becoming more and more vicious).
-= Reader Comments =-
Pro; None
Con; None
Suggestions; None
* Note: We're assuming part of the reason you even submitted
a deck for our perusal, is that you wanted suggestions right?
Well since we don't know EVERYTHING (yet) we invite our
readers to write in and comment/suggest about your deck.
Every 6 months a complete Database of all our
submitted/rated/commented upon decks will be released for
those people that can't find a copy of early newsletters or
just don't want to take the time to c&p them for themselves
(cut and paste).
-----------
Deck Name; Black Warp-Speed Deck I
* Note: This is an example of a generic deck name, these will
be given to all decks submitted without names, or with
repeated names *
Primary Color(s); Black
Support Color(s); White
Win-Loss Ratio; 10 (wins) to 1 (loss)
Average # of Rounds to kill; 5
Fastest # of Rounds to kill; 3
Artifacts; Black Lotus
Mox Jet
Zuran Orb
Enchantments; Thrull Retainer x4
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Unholy Strength x4
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Bad Moon x4
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Underworld Dreams
Instants/Interrupts; Dark Ritual x4
Disenchant x3
Swords to Plowshares x2
Sorceries; Mind Twist
Demonic Tutor
Creatures; Stone Throwing Devils x4
Erg Raiders x4
Hypnotic Specteres x4
Black Knights x3
Order of the Ebon Hand x4
Lands; Scrubland x4
Swamp x10
Total Cards; 60
Sideboard; Disenchant
Swords to Plowshares x2
Terror x2
Energy Storm x3
Simulacrum x3
Darkness x4
Total Sideboard Cards; 15
Total $$$ Cost; $384.57 (Deck)
$15.00 (Sideboard)
* Note: The major part of the deck coast comes from the Lotus
and Mox, without them, though it slows a little, the deck
is relitivily easy (and cheap) to make.
-= Ratings =-
Originality; **
* Note: The only thing that keeps this deck from getting a *
rating here is the use of white as a support color, and the
fact that most * decks exceed 75 cards. The premise is to kill
you opponent ASAP, how original is that?
Playbility; ****
* Note: Very easy for beginners to play and do well with (if
they remember to attack every turn), also nice for experienced
players to experiment with since it doesn't revolve around a
5 card super combo (or any combos really), a breath of fresh
air for people tired of flipping coins, messing with counters,
and taking their entire turn in their upkeep.
Basic Coolness; ****
* Note: Scores well here because of the speed if nothing else,
its rare to find a deck tuned this well that acts and reacts
this fast, the balanced sideboard is also an asset. And who
doesn't like to beat on their opponent with demon spawned
creatures?
Overall; ***
* Note: Quick, lethal and hard to stop, this deck makes
mincemeat of a lot of decks. Its most important aspect is, of
course, speed, but the flying creatures, first strike (!!!),
and slotted (ie not just in sideboard) utility cards make it
semi-flexible and harder to stop.
-=Staff Comments =-
Pro; As mentioned about twenty times above speed is this decks
big advantage, pit it against a deck with the same speed and
its more a matter of the best draw than good playing skill.
The Orders of the Ebon Hand are great because they are cheap,
and pumpable (foiling Power Surge decks), the creature
enhancers are nice especially the under-rated but indisposible
Thrull Retainers. This sideboard is very well
balanced, but what about Hellfires? They would be great to
get rid of big creatures (see below).
Con; Like I said, this deck against a similar black
warp-speed deck and its more a matter of luck to see who
wins. Also the mana ratio in this deck can be choking if not
mixed well, though only 3 mana is required to run the deck
effectively its drawing only 1 mana in the game that gets
frustrating. Also, big creatures can be problems early on, ie
you opponent manages to get out a first round Shivan, until a
creature comes out with enough enhancers to kill it.
Suggestions; If you come into a lot of money soon, try subbing out
your Erg Raiders for Juzam Djinns or Kabal Ghouls, the
former would be great to end games soon the later nice
for prolonged games (especially against Saproling decks!).
Think about acquiring the Pearl Mox, and maybe toss in a
few mana to see how it works.
-= Reader Comments =-
Pro; None
Con; None
Suggestions; None
---------
** There were some deck samples, in the correct format. Each
month we will present a few decks of our own design, and we
invite our readers to submit deck ideas also **
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Your Complete Guide to Tournament Play!
Part I "Building"
---------------------------------------
O.k. by this time everyone and their dog has written
an article about building a good deck. from former Champion Zak
Dolan, to (I am not kidding) a kid that has played a total of
eight games. So a lot of the stuff in this article will
probably be a repeat of what you have heard, but then
again...maybe not.
First myth to dispel, you don't need a specific theme
to a good deck. Only one theme need apply; WIN! However you
can, if that means playing the most annoying deck ever know to
man (stasis deck incase your wondering) as long as you come
out on top. You don't need a multi-card combo, you don't need
moxes or Loti, you do need a good strategy, some workable
cards and at least some knowledge of the rules. The later
applies the most, nothing is more annoying than playing against
a kid and having him take 10 minutes just to cast a Llanowar
elf! If your not clear on all the rules pick up a Pocket
Player's Guide, and read the Spoilers list so you know what
the cards do. Once you've got a basic understanding of the
game, play a few one-on-one duels with someone, learn some of
the more intricate timing rules etc... Ask you opponent to
switch decks for a match, nothing helps you learn how to build
a good deck then actually playing one, if he/she refuses
either they've had cards stolen in this way (stuff like that
is ruining the game!) or is to conceited to know that he/she no
matter how long they have been playing, not matter how many
Moxes they have stock piled, can learn something from playing
someone else's deck (or if not, at least it'll bring back some
nostalgia for when he/she was a beginner). So now we'll
assume you've played for about a month, and lo and behold a
tournament is gearing up for next weekend. You decide to
enter, even though the chances of a beginner taking a field
of experienced players are slim, you'll learn more from
watching tournament players than anywhere else, look at the styles
you like, copy cat one if you want to no one has patents on
deck ideas, 'cides then you can play around with it, maybe add
a few twists and spring it as a surprise next time around.
So we'll say the tournament is Type II (which makes
knowing what the cards do essential) and you've decided to
play 3 colors (two of which don't really matter, but one of
which should be white if only for Disenchants). Now comes
picking the cards (remember our strategy; win) you can do this
a variety of ways, pretty pictures, same artist, dice rolls
but probably the best way is just going through your cards and
picking out those cards that appeal to you and you think would
work with your strategy (which differs from a theme in that
your strategy just deals with HOW you kill your opponent)
whether that be black warp-speed, blue counter, or red zap.
You should have picked out around 80-90 spell cards, lay these
out on a table stacking like with like, remember no more than
4 of each card and all the other rules (they are in your
rule book). Toss out cards that are to specific (ie Typhoon,
Acid Rain etc...), save them for sideboard or kindling. Don't
overlook commons and uncommons!!! I've seen guys with all
rare decks loose to some 8-year old playing a goblin deck
(with no Goblin Kings). Now you should have narrowed you
field of choice down to about 50 cards. You should have 40
spell cards minimum, so narrow until you get there, if your
having a hard time, remember 3 of something is almost as good
as 4 (sometimes better), and that after play testing you can
add/remove cards. This basic deck should be just skin and
bones, the bare essentials. Now slap in some mana, 20 to
start out with, though you should find that as you tune your
deck the card:mana ratio will go down (my most competitive
deck only has 15 mana producers in it). Shuffle up your deck
and try it out, against someone else, or by dealing yourself 3
turns worth of hands. Too much mana? To little? Not the
right color? Re-mix and try it again, if you encounter the
same trouble consider taking out some mana (don't be afraid to
take out mana sometimes you don't always need all 20 though most
people out there will tell you that you do), adding some, or searching
out those last two desired multi-lands.
60 CARDS!!!! MAXIMUM!!! 60 CARDS!!!! MINIMUM!!!!!
Do not go over 60 cards unless your deck HAS to (ie its loaded
with Howling Mines and your goal it to run you opponent out
of cards), and even then do it only if completely necessary.
In choosing these cards you need to look into getting the
most bang for your mana. Creatures with ability are the
best, though usually a little tougher to get, creature
enhancers that mirror another creatures ability (ie a Grey
Ogre with Flight vs. a Granite Gargoyle) should be tossed out
unless its impossible for you to get the card on short
notice. Now comes the two most important parts of tuning the
deck; play testing, and sideboard construction. Ideally you
will have this test deck built about a week before the
competition, now just spend some time at the store the tournament
will be held at (or a place where some of the other entries
play) test your deck. If asked tell them this is just your
"fun" deck and your super-mondo-destroyer deck is under wraps
till the tournament if it works they won't sideboard against you.
Gauge the types of decks being played by each player, a lot of
players stick to one or two colors or (worse) have themes they
like to play. They will be the easy ones to beat since you
know exactly what they will be playing. Tune your deck as
needed, swap out cards and try other in their place, get some
ideas for your sideboard. We will assume the tournament is
scheduled for a Saturday, tune up until Thursday night then
construct your sideboard (do NOT construct it in an all-night
tuning session with friends, nothing is more embarrassing than
falling asleep as you move in for the kill). Go to sleep
early, say your prayers, etc... The next morning pick up any
cards you have arranged to buy/borrow, and head to the
competition.
To Be Continued in "Cheez on the Battlefield"... wherein the
author will weigh the pros (winning) and cons (getting
beat-up) of cheezy tactics.
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Rating the Competition
----------------------
** This column is meant to rate other Magic the Gathering
'zines out there digital and paper. Remember, this is all in
OUR opinion if you don't agree and just love X 'zine drop us a
line and tell us why, you might even convince us, **
Rating System
-------------
* = A waste of paper/hard drive space.
** = Might help mentally retarded beginners.
*** = One or two redeeming qualities.
**** = Worth the $$ (or download time).
***** = A must read!!!
The Duelist
-----------
Pro; The best paper mag. on the market for Magic (its put out
by the people who make the game what do you expect?), not much
on combos, or price-guides (thank god!) but still the up and
coming columns are nice. Mr. Suitcase is good for beginners
while some of the more advanced rule discussions are
invaluable (plus this is where the rules get
updated!). Magic the Puzzling is fun, if a little easy at
times. All and all probably the best mag. out there for the
serious player.
Con; One thing I've always wondered when reading Duelist is
why they bill themselves as the "Official Deckmaster
Magazine" and then go ahead and review other CCGs! I mean the
only people reading their mags are Magic junkies anyway what
are they trying to do lose business? Also some of the combos
they have are things that I heard of a year ago (ball
lightening, time elemental anyone?). They need a little
update, or at least a few new ones each time around, I mean
they make the rules if they're hard up for a combo just change
them!!!!! (Well...maybe that isn't the BEST idea....)
Overall Rating: ****
MageZine
--------
Pro; Probably one of the best data mags out there, the
editor seems to know what he's doing (or at least fakes it
well). Plus it has been around awhile this is nice because
the 'zine gets more contributing writers, and has even started
offering subscriptions (just hope they don't start charging for
it!). The fact that StupidJock takes time to put his creation
out bi-weekly demonstrates his dedication (or lack of life :) ),
and it's nice to know at least one of the number of home-brew's out
there will be around for awhile. Repeat contributing authors
like SpectreMge and Arawyn give the mag a sense of consistency
(and they aren't bad writers). For the most part MageZine is
worth the download time.
Con; The editor (StupidJock) has some good ideas, take for
example his wanting to start up "MageZine Duels" good idea,
but it got almost no response. Why? Well first he limited
application by only inviting AOL'ers, second he's competing
with OGF Diamond's annual tournaments which are run much more
effectively and better than his would be (if for no other
reason than Di's been doing them longer and has worked out
some of the kinks). The deck-building articles are a step
above some paper 'zines (ie Conjure) but still leave something
to be desired. The plethora of contributed decks are nice,
but lack explanation and play stats, something that sounds
good on paper may not work well in a duel. The 'zine lists
some combos but most of these are old (spotlighted card Time
Elemental??? That came about a year late!) and ways have been
found to defeat them that even the most novice player can
think of. Some of the contributed articles are plain crap
(won't mention any names) but most are worth at least a
glance. One of the better 'zines, but it could be a lot better.
Overall Rating: ***
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Reader's Ballot
---------------
** Got an opinion? Wanna voice it? Just fill out the ballot
below, cut and paste it into mail and send it off to us
(zzzayxx@aol.com) with "VOTE" in the title line, results of
each ballot will be posted in the mag the issue after it is
presented. Also please use extra space in your
e-mail to awnser the "Why" portion of the question if
necessary we want to hear your views. **
Ballot #1
---------
What's your favorite Magic color?
( ) Blue
( ) Green Why?:
( ) Red
( ) Black
( ) White
( ) Puce
Ballot #2
---------
Should
Wizards make the change complete and only sponsor Type
I tournament?
( ) Yes Why?:
( ) No
Ballot #3
---------
IYHO (in your humble opinion) what are the top three most
playable cards? Bottom three?
Best:
_________________ Why?:
_________________ Why?:
_________________ Why?:
Worst:
_________________ Why?:
_________________ Why?:
_________________ Why?:
Ballot #4
---------
What is the best expansion set?
( ) Homelands
( ) Ice Age
( ) Fallen Empires Why?:
( ) The Dark
( ) Legends
( ) Antiquities
( ) Arabain Nights
Ballot #5
---------
Should the "Duelist's Convocation" be the only nations
association of MTG players?
( ) No Why?
( ) Yes
Thanks for participating!
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Appendix I: Deck Submission Form (for the "Drawing Board" column)
----------------------------------------------------------------
Deck Submission Form
--------------------
** Feel free to add any notes under these headings as needed,
preferably set off by asterixs ("*") **
Deck Name;
Primary Colors;
Support Colors;
Win-Loss Ratio;
Average # of Rounds to kill;
Fastest # of Rounds to kill;
Artifacts;
Enchantments;
Instants/Interrupts;
Sorceries;
Creatures;
Lands;
Total Cards;
Sideboard;
Total Sideboard Cards;
Total $$$ Cost;
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Subscription, and Submission Information
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]----------------------------------------
Subscribers:
We are planning to start a mailing list as soon as we
have 50 names to put on it, recipients will get the 'zine over
e-mail the day it's released, they will also get updates about
Grimore sponsored tournaments, contests, and will be entered in
our year-end drawing for a Mox (winner's choice of color). If
your interested in subscribing simply drop us a line at
Zzzayxx@aol.com with SUBSCRIPTION in the title line, you'll be
notified ASAP of your addition to the list!
Submissions:
We here are Grimore would be very happy to get all the
submissions we could. However there have to be a few
guidelines (as always). Therefore we suggest you submit you
idea for an article, or perhaps a short excerpt from it, we'll
let you know if were interested and ask you to send us the
whole thing or complete it. We are always looking for
consistent contributing authors, and as long as you've put
some thought into your article, and it doesn't have to much
profanity ( :) ) it'll probably see print. Please no articles
about card selling, or magic variations. However articles on
card trading, magic related fiction, tournament play, current
card/deck building trends etc.. are accepted whole heartedly.
Just send your proposal with SUBMISSION in the title line and
we'll get back to you within 48 hours.
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³
Looking ahead...
----------------
Coming at you next issue; hopefully a real letters
section :), The Most Under-rated and Over-rated cards in Magic
series concludes. Your Compete Guide to Tournament Play Part II
(Cheez on the Battlefield). How to Avoid Getting Screwed, an article
about trading on-line and in person. Strategemos looks into
creatureless decks...with creatures, more decks in The Drawing
board. And anything else we can thing of between now and
then!!!!
Hope to see you then! And drop us a line! Did you
like the publication? hate it? format your hard drive just
to get rid of it? WHAT?!?!?!?!?!?! We're dying to know!
Thanks for reading, and see you next month.
³ð=ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ=ð³