Kokusho, the Evening Star has at times been eclipsed by the one of the great pieces of equipment which came out of the same block, Jitte. Kokusho, or as some call him Koko Puffs, is a card of amazing potential. As with many mid range decks, where it has seen play, you are in need of a card that can two for one an opponent. While this card seldom gets “card advantage” often he can gain a tempo advantage.
Kokusho’s ability aside from being a 5/5 flying dragon for two black four other, is that when he goes to the graveyard each opponent looses 5 life and you gain life equal to that. It is an excellent option in Extended in conjuction with Deathcloud, or Small pox, either of which allow you to sacrifice him, gaining you an advantage against all the other cards which will surely be lost.
Kokusho gains an advantage because he is infact a legendary creature. Example, play Kokusho, next turn swing with Kokusho, play a second Kokusho. Oh no, you have just lost two cards! But infact you just did 15 damage in one turn, and gained 10 life with two cards, an incredible tempo swing if not a game winner. Kokusho is a tempo power house.
The question to an opponent, in what way does an opponent deal with Kokusho? Answer, exile effects. Celestial purge, Path to Exile, or any number of cards. These are a few choice cards for dealing with black creatures, especially ones with go to the graveyard effects. Also cards like Pacifism, which completely disable him are alright, the he can still be sacrificed for any number of effects, and his effect will still go off.
Kokusho does well with any kind of recurrsion, such as Makeshift Mannequin, or even spell that get him back into your hand like Eternal Witness, or Reclaim which outs him on top of your library for that matter. Addionally a 5/5 flyer is almost always a must answer card, by that I mean, if left unchecked he will generally win games for you.
He really funtions best in Mid-range decks, though if you’re interested in Mono Black Control in extended he can be a very solid addition, seeing as many of them have used cards like Barter in Blood, which makes all players sacrifice creatures in order to get around protection from black and shroud creatures. Kokusho is an all around strong inclusion for Mid-range or tempo oriented black decks. He excells with the ability to sacrifice him for strong effects or even as a 5/5 beat stick.
Archive for May, 2010
Great Kamigawa Cards, Kokusho The Evening Star
Huzzah! An article about News posted on May 30th, 2010 by LaughingOwlUdon: He’s Not So Bad…Right?
Huzzah! An article about NARUTO posted on May 30th, 2010 by JRNot all of the Coils of the Snake series cards have to be extremely expensive luxuries. At first glance, though, there’s nothing at all luxurious about the Udon (N-066) ninja card. After all, he’s a snot nosed kid who doesn’t really have any stats at all. So what advantage is there, at all, to playing Udon?
The fact is you probably already have one. Udon is one of the most common cards from this series, and overall one of the most common in the game among many collectors. This means its probably a waste not to find a use for it, and cagey players will be able to spot the fact that it really does have one.
Of course, Udon could be used as a sacrifice for some cards that require you to give up a Shinobi or something similar. However, that’s usually not the most effective use of a card. Instead, Udon can actually be used to withdraw Jutsu quickly. The feature article reads that you remove the first card from your deck and display it. If it happens to be a jutsu card, you place it into your hand.
If you have things set up just right, this can be used to draw quite a few jutsu cards without much effort. In fact, in a pinch, I’ve seen Udon doubled up for this reason. For that matter, I’ve seen at least one player claim that showing the top card of your deck can psyche out your opponent, though I don’t put one ounce of stock into that kind of thinking.
It’s always a good idea to make do with what you have, and inspect lower ranking cards for a sneak attack. After all, we’ve said a few times on this blog that the look on your opponent’s face when they’ve been beat by a card like that is sweet.
Splintering Pestermite
Huzzah! An article about Magic: The Gathering posted on May 30th, 2010 by Jaco van HemertCopying things have always fascinated me. When Splinter Twin was revealed among the Rise of the Eldrazi cards, I was pretty excited. After a while, I finally thought of a combo that could finish the game on turn four or five.
The cards
For this, you’ll need Splinter Twin (obviously), and a Lorwyn common, Pestermite.
You start off by summoning Pestermite on turn three. It doesn’t matter what you tap or untap. On turn four, you play Splinter Twin on the faerie.
You tap Pestermite, creating a Pestermite token. Using the token’s ability, untap the original Pestermite. Rinse, and repeat.
When you have an infinite number of creatures on the field, you can simply attack with them, since they all have haste.
The problems
This combo can have a few problems, such as the Dissension Valor Made Real. Others are things like Blazing Archon.
The answer? Quite simple.
Pandemonium. It’s a timeshifted card from the Time Spiral block.
Every time you create one of your infinite tokens, you can deal 2 damage to the opponent. If you want to do this, you’ll have to push to turn five.
Random extras
A few counterspells wouldn’t hurt. I’d suggest Negate, since you don’t need to worry too much about creatures in your turn. (A well timed Haze Frog can kill your plan if you’re not using Pandemonium)
Also, make sure you can kill a fully levelled Hedron-Field Purists, or any other creatures that can prevent more than one damage per source.
You can include a few Faerie Harbingers to get your Pestermites.
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It might be a bit hard to get 4 Splinter Twins and 4 Pandemoniums, but I think it would be worth trying. That all for now. Hm.
“Junk” for people who don’t own Baneslayer.
Huzzah! An article about News posted on May 27th, 2010 by LaughingOwlRight now there are a few different decks calling themselves “Junk” this was also called “Sea Bass’s Deck”. It is a white, green, black deck utilizing landfall, card for card advantage and tempo to defeat opponents. There has been a few tweaks to the deck since its inception several months ago, originally it was Lotus Cobras, Knight of the Reliquary , Baneslayers, Ob Nixilis, Maelstrom Pulse etc. There have been uses of Abyssal Persecutor, adding or subtracting Putrid Leach and Lotus Cobra to name a few things.
Baneslayer has been one of the few mainstays of the deck. There was a deck list posted a few weeks ago, that just took out Baneslayer. It favored Emeria Angel over baneslayer. Sounds strange but when you can make a few 1/1 tokens a turn it starts making a little more sense considering you can’t take care of her with one card as easily. This is coupled with Basilisk Collar and Stoneforge Mystic to make an aggravating deck. This version isn’t as explosive but it is very good at taking an opponent’s tempo away. The build I will be playing tonight has Wolfbriar Elemental for more temp action. The deck is three color, but with Knight of the Reliquary and Noble Hierarch I’ve found that kicking Wolfbriar three times is not uncommon. Coupled with Basilisk Collar and Behemoth Sledge this can be very potent. The downside of the deck has been it needs play testing. This deck needs a lot. Here is a 60 card list.
Noble Heirarch x 4
Quasili Pride Mage x 4 (great for dealing with Equipment/Oring/ Eldrazi Monument)
Stoneforge Mystic x 2
Knight of the Reliquary x 4
Dauntless Escort x 3
Wolfbriar Elemental x 2
Emeria Angel x 4
Path to Exile x 4
Maelstrom Pulse x 4
Basilisk Collar x 1
Behemoth Sledge x 1
Martial Coup x 1
Elspeth x 2
(I don’t have Elspeth so I use Ajani Goldmane, works alright with the tokens)
Tectonic Edge x 1 (one can keep an opponent off for a while more doesn’t help much)
Bujoka Bog x 1 (deal with Knights or Vengevines)
Sejiri Steppe x 1 (great for ending a game or dodging removal)
Verdant Catacombs x 4
Salt Marsh x 3
Stirring Wildwood x 1 (I only like one but you might like more)
Sunpedal Grove x 4
Forests x 4
Plains x 4
Swamps x 1
(Lands 24)
Give this list a shot. It isn’t fast but it does win games. I was a bit too patient with it on game day and it cost me my last round. It came back well after two martial coup, but I couldn’t deal with a second Jace game one, and thats what got me, with a board that was going to win. I lost to naya, after not seeing a single removal card in two games, (I don’t know how that happens, the games weren’t even fast) he on the other hand saw as much as I had creatures. The last round I forgot to swing for the win, next round saw his second martial coup and second game went to time, I lost 1/0.
Good luck and perfect play friends.
Fun Uses For Training Grounds
Huzzah! An article about Magic: The Gathering posted on May 27th, 2010 by XiasIn a previous post I talked about one particularly fun card from the Rise of the Eldrazi set, Training Grounds, which for a mere one blue mana reduces the cost of activated abilities of your creatures in play. This means it’s easy to get out early, and serves a few interesting and fulfilling purposes for both low-cost creatures and some higher ones as well.
Level Up: Arguably one of the most powerful uses for Training Grounds is the ability to let you level up your creatures easily. Take this seemingly innocuous Adept for example. At 3 mana a pop he’s going to take awhile to reach his full potential, but at only one mana per level he suddenly becomes a whole lot more interesting. There are a lot of cards out htere with similar effects, just be sure to pick those who level up for colorless mana and not blue in particular.
If you’re thinking that Training Grounds is an early play kinda card that won’t help you much in later rounds, I present to you the Magosi Sphinx. Although his high mana cost means you likely won’t be seeing him till later in the game, an already powerful 6/6 flyer that can give you more cards and a permanent +1/+1 boost for only one blue mana is a force to be reckoned with.
Feel free to experiment with the card and find uses that suit you best. As usual, I’m not really a min/maxxer type of guy, but prefer to beat opponents in ways they may not have thought before. Still, I’d imagine you’ll see a lot of players out there using these 2 combinations.
Sarkhan the Mad and fun with dragon tokens
Huzzah! An article about News posted on May 26th, 2010 by LaughingOwlThese days we all have a favorite planeswalker. Some of us like the new Jace, some of us like Elspeth. Sarkhan Vol never found a home. Sharkan the Mad on the other hand, is amazing. The standard deck I am playing these days is called machine head. Its creatures that discard when they hit, burn, removal, blighting and Sarkhan the Mad.
So I use cards like Sedraxis Specter, which if it doesn’t get blown up, does pretty well. It also has unearth, so when Sarkhan hits, I can sack him after I attack, and I have 5/5 dragon on the board. Next turn, unearth…
There are a few neat things about the new Sarkhan. The card draw is at least a little nice, because you don’t see that much in black and red. After that is the 5/5 dragon making action. This can end games. You have a little 2/1? Sack it, and blam, an early game beater becomes a potential game ender. Though to be honest, I have never used his ult, it seems like it could be pretty sick if you had a few dragons.
Sarkhan the Mad could see some interesting plays in Extended as well. If you wanted to be very creative, you could use Mirror Entity with Sarkhan the Mad make all your creatures x/x shapeshifters, (which makes them dragons too) and pop out Sarkhan the Mad, use his ability, and swing for the win.
Any time a new card comes out that is as potentially useful as Sarkhan the Mad I like to ask myself, where can he fit in, and is it worth building a deck around him? I beleive he can fit into any tempo deck, and quite a few mid range decks. He is not prohibitively expensive for either of those types of decks, and he can add a fair amount of punch to early game creatures.
My Top 3 Rise of the Eldrazi Cards
Huzzah! An article about Magic: The Gathering posted on May 26th, 2010 by XiasA favorite past time of mine is looking through the latest MTG expansion set and picking out cards that are just plain fun. Sure they won’t always win tournaments, but they’re interesting, crafty, powerful, or all three if I’m lucky. The most recent release of Rise of the Eldrazi is no different, so let’s take a look at my favorite cards so far.
All is Dust

There’s something intimidating about hitting the reset button on a game even if you know your opponent has to throw away just as much as you do. It can be handy in a lot of scenarios, particularly if you’re barely holding onto a game and need a clean slate to make a come back from. All is Dust is that card, it’s wildly destructive and the fact that it only affects colored permanents makes it that much more interesting.
Training Grounds

I’ve always had a soft spot for blue decks, and the plethora of activated abilities that the creatures of this color provide are one of the many reasons. Training grounds is a simple yet powerful spell and it’s low mana cost coupled with powerful creature effects can actually be pretty effective.
Wall of Omens

I know what you’re thinking, it’s a big old sissy wall. But despite the fact that I’ve always been a turtle at heart from RTS games to trading card strategy, Wall of Omens is a cheap defender that allows you to draw a card, too. I think it’ll still see a lot of play, particularly so since it’s so easy to get.
Getting down with Earthbound part 2
Huzzah! An article about News, Yu-Gi-Oh! posted on May 26th, 2010 by BurningLandBrawlerHey all,
Last time I talked about four godly creatures that require a field spell to be active. These creatures are known as the Earthbound Immortals.
Since I covered four of the seven creatures (this was incorrectly reported as eight) last time, I’ll finish off with the other three here:
Earthbound Immortal Ccapac Apu – While 3000 attack should end the battle quickly, this creature’s ability encourages you to attack your opponent’s creatures. By destroying an opponent’s creature in battle, you’re able to deliver an equal amount of damage to your opponent’s life points. While you won’t be able to force a creature to attack your immortal, you can either increase the power of your immortal or decrease the power of their creature (though that’s less desirable).
Earthbound Immortal Chacu Challhua – Rather than swinging in with this creature for 2900 damage, you can switch this creature to defense mode to deal direct damage equal to half othe fish’s defense points. In addition, while this creature is in defense mode, you cut out your opponent’s combat phase. The most practical way of utilizing this damage is to get around cards such as Gravity Bind or Messenger of Peace which will hinder any attack attempts to your opponent’s life points. Another way to use the Chacu is to revive him through Revival of the Immortals. By doing so, you’re able to get the earthbound into play and have it deal damage through its ability. Just dump it into your graveyard through Armageddon Knight or Foolish Burial and you’re ready to go.
Earthbound Immortal Wiraqocha Rasca – What’s interesting about this creature is that it’s initially a 100/100 body, meaning it can be searched out by Sangan and Mystic Tomato. While Mystic Tomato won’t trigger his other ability, it will provide an unattackable creature to stall your opponent. When this creature is normal summoned, you can return up to 3 cards you control to your deck. Each card returned will boost this cards attack power by 1000 points. The return ability can be used positively, returning cards such as Swords of the Revealing Light. While it doesn’t pack as much initial power as the other immortals, it makes up for it in technique.
There you have it, the remaining Earthbound Immortals.
Which one of them is your favorite? Have you tried any of them to success?
Drop a comment in the box below.
Till next time,
@blbrawler
Wizards of the Coast Announces 2011 Core Set M11 Intro Packs Details
Huzzah! An article about Magic: The Gathering posted on May 25th, 2010 by XiasThere’s been a lot of anticipation regarding the upcoming M11 core set (the official site lists July 16, 2010 as the official release date) and Wizards of the Coast was nice enough to release some additional details as to what we should expect when the time comes.
One important note is that the intro packs will contain 60 cards rather than players received with the M10, which was only 40. Apparently there was some confusion for new players who took losses in some tournaments because they assumed the intro pack’s 40 card deck was standard. Regardless of knowing what exactly will be in the next standard set, the intro packs will continue to serve as a great learning tool for new players, or as a gift to friends that you’d like to teach to play.
There will be 5 intro pack sets, each detailing their own unique flavor and theme:
Blades of Victory: Knights and Soldiers along with “righteous power” cards like the Angelic Arbiter.
Power of Prophecy: A control deck used to stop opponents in their tracks while gaining advantages with cards like Conundrum Sphinx.
Reign of Vampirism: I think you get the idea here, but I’ll give you a hint: Horde of undead.
Breath of Fire: Who doesn’t like a good old fashioned burn deck? Big fire-breathing beasts and direct damage spells.
Stampede of Beasts: Another classic green-based more creatures than you could possibly handle theme.
All told the set will have 249 cards.
Two Rare cards of the Coils of the Snake Set
Huzzah! An article about NARUTO posted on May 25th, 2010 by JRThe Coils of the Snake series of cards have several super rare cards, though they are very difficult to get a hold of, as one might expect. The majority of the regular cards from this set are considered to be strong and playable, but the most rare are of this set are among the game’s finest. Take, for instance, the Orochimaru (N-084) shinobi card.
He has at least relatively strong statistics on his own, and this third level mental power sannin level ninja could be considered for many different patterns if it were not for the fact that the card retails well over $40. However, the valid position of moving the card to the bottom of the deck, if used by an exceptional competitor, could very well be the center of a strategy in which one hides their highest value card.
Another super rare card that would be a real heavyweight, if you could affordably find it as part of a trade, is the Anko Mitarashi ninja card (N-083). She allows for water justu symbols to be paid by lighting, speeding up the heavy knock out punch that can be dealt out. If cost were no object, either of these cards would be a physically powerful addition to a deck built solely on their respective attribute, and the Coils of the Snake series has proven to be very well set with mono-attributed decks.
Most of us aren’t that lucky; when working with any super rare cards, a mixed attribute deck is usually a wise move. In fact, a card like Anko Mitarashi may work best when played alongside both water and lightening attributed cards. However, whenever an investment in a card of this kind of value is considered, one should think long and hard. They may not be easy to use, and some players may even fear loosing or wrecking the physical card itself!





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