Archive for April, 2010

Jiraiya the Game Changer

Huzzah! An article about NARUTO posted on April 30th, 2010 by JR

While relatively rare, the Jiraiya (N-027) Naruto card is a useful addition to any deck that’s built around the lesser-used lightning trait. The so-called ‘pervy sage’ was the long time mentor of Naruto. Therefore, it only makes sense that this card can match up relatively well with that younger ninja. In fact, to activate the ‘Instruction of the Hidden Technique’ ability, one needs to have an instance of Naruto Uzumaki in play already.

I’ll always get criticized for playing cards for the reason that I simply have an appreciation for the art, but what can I say? I’ve already admitted that I’m a fan of Masashi Kishimoto’s manga series, and everyone ends up playing some of their favorite characters. However, the ability that Jiraiya has more than makes up for this kind of lack of forward thinking. In fact, the ‘Hidden Technique’ can be used to correct mistakes.

By allowing one to remove a Jutsu card from the discard pile and replace it in the hand, it’s very simple to make up for accidentally loosing a card that shouldn’t have been lost as easily as it was. However, careful planning can prevent those kinds of mistakes. That same careful planning can also lead to some interesting uses of this card.

For instance, an opponent can be seriously misled as to what a player’s greater strategy is. After deploying several cards, and discarding a Jutsu, the other player will probably feel they have an idea of what is going to be used, and thus will set up a defense against it. This entire defensive tactic is compromised once that card is resurrected out of the pile with Jiraiya, and if its played right, will having a devastating effect on the opposing Shinobi. This can often lead to an exciting turn around in a game that’s otherwise been lost.

Assemble your own Wolf Pack

Huzzah! An article about NARUTO posted on April 29th, 2010 by JR

The Double-Headed Wolf (N-273) card has a sort of strategy that can be applied to many fire decks. Lately I’ve been discussing cards that I have found to be particularly popular among fans for various reasons. Often times, these cards can be used as part of a particular strategy to tie up your enemy’s resources. The Double-Headed Wolf card can do just that, but also be an important offensive piece at the same time.

I will admit that I am a bit partial to this card because I feel the art is certainly a lot cooler than many other ninja cards. However, it lives up to its image. It’s a leaf village ninja animal that can only be deployed after both Kiba Inuzuka and Akamaru have been moved to the Chakara area. The entrance cost of the card still has to be equal or less than that of your turn marker, however.

N-273

Once it is in play, however, you have something of a berserker in your possession. The Double-Headed Wolf probably won’t last all that long in combat with a 5/4, 4/3 stat. However, wise players can use the time that it’s in play to quickly take down opposition. Just like a real wolf running over the prey, this card goes for the throat and takes no prisoners.

Remember that though there is a limit, you can have multiples of the same Shinobi in a deck. Therefore, a decent set of Kiba Inuzuka and Akamaru cards will allow you to replenish your wolf pack as much as you can be sure to draw them. Admittedly, the N-273 card does come from the Battle of Destiny set and is relatively rare. However, it makes an appearance on trading card forums from time to time. Are you ready to try out the Risky New Jutsu?

Emrakul, The Rigged

Huzzah! An article about Magic: The Gathering posted on April 28th, 2010 by FallenWolf

Emrakul, The Aeons Torn, what can we say about this card? Holy crap this thing is so easy to abuse.

Let us first analyze what this big guy does. First thing you’ll notice is he’s a 15/15. So he’s really, REALLY, big. He cannot be countered, so right away you cannot stop him from entering the field which wouldn’t be too bad I guess if it weren’t for the fact when he enters the field you get to take another turn. From this point in the text it really just becomes ridiculous. Flying, so not only is he big but he has evasion and can dodge non flying creatures. Protection from all colored spells, this means that you cannot remove him as soon as he comes onto the field and he will be able to attack you before you can do anything to prevent him. The only way possible to remove him of course being a field sweeper like day of judgement or martial coup unless there is some colorless removal spell I am somehow unaware of. Annihilator 6, which is a nice way of blowing up half your field before he even applies damage, and finally we have the typical graveyard shuffle of the Eldrazi creatures. This makes him impossible to kill and makes your deck entirely immune to being milled.

But the 15 manas a pain I’ll admit, making him seem fair. Even with all the Eldrazi based mana ramp, harrow, and everlasting chalice 15 is a huge number to pull off. Unless you know the T2 format well enough to abuse a few cards that exist.

Let us look at a couple of good cards in the T2 format that never see play.

Elvish Piper: You can use it to drop Emrakul on turn 5 or before if you have mana ramp without a hitch so long as she isn’t countered or killed after she comes out.

Summoning Trap: Pay 6 and hope to god you pull Emrakul because this is the other affective way of dropping him turns before your opponents would ever suspect him to hit the field.

Of course perhaps Emrakul could be a new pawn in blue white control. Theres a lot of potential for him. As soon as he hits the field though the game is over. I would watch out for this big guy because he means business.

Giveaways Continue!

Huzzah! An article about Giveaways, Pokémon posted on April 27th, 2010 by B-Ric

We are still giving away free stuff! All you have to do is post your haves/wants trading list in our forum. You can have your choice of:

Toploaders!
A 25-pack of Ultra Pro toploaders, mailed to your doorstep.
Toploaders

Heart Gold/Soul Silver Booster Pack
HGSS
The latest Pokemon series booster pack is proving to be one of our most popular giveaways!

Join the forums, post your H/W list, and send a private message to moderator Geektronica to request your toploaders or booster pack.

We are considering a Rise of the Eldrazi booster pack giveaway for M:TG fans. Are you interested?

Rise of the Embermage

Huzzah! An article about Magic: The Gathering posted on April 27th, 2010 by Jaco van Hemert

Some time ago, FallenWolf made a post about Cunning Sparkmage. A few days ago, I created a similar combo in a casual game, using Wojek Embermage, and that led to very awesome results.

At the time, I used a Quietus Spike, but if one combines Basilisk Collar with the Embermage, there will be some serious mass-removal and some life-gaining for a mere tap.

After some additional research on the subject, I realised there is a great potential for Wojek Embermage.

Take for example, Charisma, a Marcadian Masques rare. One tap, and boom. All the creatures of one colour are under your control.

Can’t find Charisma? Your enemies regenerating? No problem, just pop on your Sword of Kaldra, and exile your problems away. (If Sword of Kaldra is too hard to find, just use a Betrayers of Kamigawa Neko-Te to eternally tap your opponents’ creatures.)

Obviously, this could be problematic if your creatures can be hit by the effects as well. So, if you make a deck, pick creatures that are colourless. Artifact creatures and even the Eldrazi that is newly released. Be sure to include a Moonlace or two to protect your Embermage though.

Having problems with opponents using shroud or Privileged Position? Easy, just summon a chump creature and use Distorting Lens to make it the right colour, and tap away.

To make this deck, I would use a red-blue artifact deck. The colours should mainly be used for spells, (blue can even be used for bouncing your own creatures if they are in trouble) and your creature base should consist mainly out of colourless creatures.

That’s all for now. I might post the deck if it turns out well. Hm.

The Power of The Fourth Hokage

Huzzah! An article about NARUTO posted on April 26th, 2010 by JR

Many individuals claim that the lightning card set is underdeveloped as a whole, so The Fourth Hokage “Hero of the Village” (N-129) card is something of a gift to the game. The ability to have a strong anchor around this attribute is a definite plus. However, the card certainly has its dark side.

On one hand, it is probably the best card from the Curse of the Sand Singles set. The effect of the card is excellent; this lighting ninja is able to deal out health through a form of symbiosis. For one damage to the Fourth Hokage, each injured shinobi one already has in play can be healed. This is one of those cards that can allow you to keep out an impenetrable army of shinobi that are constantly assaulting your enemy to no avail.

In fact, your opponent will probably be reduced to devoting all of their attack onto one target, so that they can knock it out. The ability to tie up your enemy’s resources with this card is quite impressive. Many strategies can actually be developed with this in mind, and a significant portion of your opponent’s offensive shinobi will end up tied towards attacking one target, while you’re left free to dole out massive damage.

On the other hand, it seldom sells for under $12. I’ve actually seen it go well over $25, depending on the condition and if its already in a top loader. This has caused it to become a card that commands a lot amongst people who make trades. However, for some the cost is probably worth it. It’s like trading a number of players off of a team to grab an established athlete; sometimes it’s a necessary deal to improve a deck. Especially, of course, with the dearth of strong Lightning attribute cards that some players will find.

Opening the Eight Inner Gates to a Better Naruto Game

Huzzah! An article about NARUTO posted on April 21st, 2010 by JR

Last time I was talking about how Sakura’s Decision (M-080) was an interesting pick for a favorite card among many fans, though this time I would like to cover a favorite card of many players that I wholeheartedly agree with: the Opening the Eight Inner Gates (J-398) jutsu card. While relatively rare, it’s certainly not as rare as the abovementioned Sakura’s Decision card, and it’s common enough for most players.

For Taijutsu deck building, the card can really devastate your opponents. Building a deck mostly or solely around this physical art is a lot more common than it might initially seem, and Hyuga clan cards also work well as part of such a scheme.

While the card only works on Rock Lee and Might Guy, almost every single Taijutsu-based deck is going to have these two as important combatants. Therefore, the boost of this jutsu card is certainly going to be felt. Being that they are the two ‘faces’ of Taijutsu methods in the manga, it only makes sense for these two cards to be a fixture. With the formula +Y/+0, the value of Y is the card’s base times three. That means that a Might Guy card is able to have a Y value of 18, which is more than enough to tear through most defenses that even the above average player is going to put up.

Even though a Rock Lee ninja card is only going to be gifted with half that value, that doesn’t make it any less devastating. Imagine having either of these doling out damage, and you can probably see why the Opening the Eight Inner Gates jutsu is so harmful to your opposition. It certainly seems that a lot of people haven’t forgotten that fact that Taijutsu can be every bit as destructive as Ninjutsu.

Opening the Eight Inner Gates to a Better Naruto Game

Sakura’s Decision (M-080): The Sleeper Hit

Huzzah! An article about NARUTO posted on April 21st, 2010 by JR

How many fans of the Sakura’s Decision (M-080) card are out there? I recently learned something about this card, and how it has far more fans than I would have initially thought it would.

I browse a lot of forum posts, and recently noticed that there are a lot of unending favorite card and favorite deck threads. These are the kinds of Internet messages that tend to go on a long time with each fan arguing the merits of one card or another, often mentioning how different each person’s style of play is. This, of course, tends to erupt into an even greater discussion about what type of play is the best.

However, I was quite shocked at what I found from reading these. As I had mentioned, one of the cards that was consistently rated highly among all groups was the Sakura’s Decision (M-080) mission card. Now, I always like to give every single card its fair chance, but the Sakura’s Decision isn’t common at all and so I wouldn’t put it on a lot of lists. On the other hand, its effect is extremely interesting. As one injures a female ninja, they draw cards equal to the mental power of that shinobi.

When used by a cagey player, this can be done with devastating results. You simply have to find the right time to deploy it. Nevertheless, I am guilty of simply not giving the card as big a chance as I probably should have. Of course, this has got me in quite a rut; I keep asking myself how many other cards I’ve been missing out on. Surely if a single rare wind mission card can weasel its way into so many player’s strategies, then there must be yet another card out there for me to discover.

Buy a Box, Get A Guul Draz Assasin!

Huzzah! An article about Magic: The Gathering posted on April 18th, 2010 by Xias

If you’re a long time Magic: the Gathering player it’s likely that you’re already aware of the “buy a box” promotions Wizards of the Coast has ran in the past. If you’re unfamiliar, however, the concept is fairly simple. Each participating store out there would love to get a good initial push for the game’s new expansion set Rise of the Eldrazi, so the first 20 players to buy a booster box from said store get a promotional foil card for free along with their purchase. This expansion’s card is the Guul Draz Assassin, who you can see below.

Now previous expansions have had the same promotion and if you’re thinking some of the free foils that came with them were better than this…well you’d probably be right. On the other hand it’s a free card, so don’t bite the hand that feeds you, eh?

The expansion will officially prelease this Saturday on April 17. Your best bet is to contact your local comic book/card store and see if they’re running an event you can get to. If not you’ll just have to wait!

Revamping your MtG Deck – 2

Huzzah! An article about Magic: The Gathering posted on April 16th, 2010 by Jaco van Hemert

Here are some further possibilities to increase the effectiveness of your deck.

Number of Cards and Synergy

When you include cards that work well with your deck, very often there are way too many cards for one deck. When this happens, one tends to put in more cards than is useful, simply because one cannot decide which to take out.

Now, this isn’t a must, but try to keep your card count to a minimum. I am aware that some decks, such as an all-colour deck (as I myself have said) will probably have to have more than 60 cards. However, on average, a deck with fewer cards work much better than one with a lot.

Try to keep a deck between 60 and 65 cards, preferably 60. It will be hard to take out cards that you like or that is powerful, but it should be done.

When selecting the cards to be taken out, ensure that you do not remove cards that are vital to your strategy. While this may seem obvious, there will be some cards that are vital, even if you don’t realise it. You will only be able to see this in playtesting. With the testing, you can also identify the cards that don’t have good synergy with your deck, even though they form part of your strategy. Take them out.

Mana curve

B-Ric wrote a piece on this a while back, so I’ll only quickly touch the subject. Check your deck to ensure that your mana curve is not too steep. Having no creatures on the field for the first four turns can cost you the game.

There is no need to add one creature of every converted mana cost number, but make sure you include cheaper monsters.

On the other side of the argument, having a bunch of cheap creatures is not a must. However, it is important that you will be able to do something early game. If you include only spells that cost 6 or more mana, you will lose against any aggro deck. Even a well-constructed control deck could take you out before you can play your second spell.

A possibility is to add burn, bounce, or creature removal spells for your early game, so as to keep the other player away from you.

(Okay, so that wasn’t as brief as I thought it would be…)

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To conclude, a lot of playtesting will be involved to get these two things right. If you have no other players to play immediately, play against one of your other decks or guppy. That’s all. Hm.