Sylvan Caryatid is a remarkable card in Magic: The Gathering.
Card Name: Sylvan Caryatid
Card Text: Defender, hexproof
: Add one mana of any color to your mana pool.
Flavor Text: Those who enter the copse never leave. They find peace there and take root, becoming part of the ever-growing grove.
Besides being a mana dork who can bring any color of mana to your pool, Sylvan Caryatid is sturdy with her built-in hexproof. Any decent opponent will consider using their spot removal on a mana dork when they can, but Sylvan Caryatid protects herself from targeted spells and abilities.
Sure, she has the defender aspect, but you are not going to be attacking with her anyway. Sylvan Caryatid is seeing lots of play in multi-colored decks at the moment for her mana-fixing prowess, but I find she is still useful in my mono green deck.
An excellent card.
Boon Satyr is a must-have for any green-oriented deck in Magic: The Gathering.
Types: Enchantment Creature — Satyr
Card Text: Flash
Enchanted creature gets +4/+2.
First and foremost, this satyr is a 4/2 body for three mana. With flash
, no less. The flash allows you extra versatility in the form of doing things like throwing out an emergency blocker, or there are cases where you want to play this satyr at the end of your opponent’s turn after a board wipe.
Nonetheless, the main attraction of Boon Satyr is how it is easily the strongest bestow-based creature you can play at the moment. Bestow itself is a nifty mechanic, but many creatures have overpriced costs and are thus difficult to play practically. Continue reading
Built-in utility with extra benefits on the side are always great things to look for in Magic: The Gathering.
Witchstalker is a great example of lots of useful qualities, but not in an overpowered way that makes you feel like you’re cheating for running it in your deck.
Card Name: Witchstalker
Converted Mana Cost: 3
Types: Creature — Wolf
Card Text: Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
Expansion: Magic 2014 Core Set
So you get a 3/3 body with self-Hexproof for three mana, plus it has the means to gain extra +1/1 counters on its own for blue or black spells played on your turn. Though the secondary effect seldom happens, the Hexproof alone is totally worth it.
In Magic, lots of spot removal run rampant in a variety of decks for various formats, but Witchstalker will never fear the targeted effects. Its 3/3 stats also mean it will be a solid fighter, while always having the option of being pumped up for some extra bite.
This wolf card is a solid choice for any green deck.
Gyre Sage is one of my favorite cards in Magic: The Gathering. She is a vital piece in my mono-green deck.
Types: Creature — Elf Druid
Card Text: Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
to your mana pool for each +1/+1 counter on Gyre Sage.
Besides being relatively easy to evolve as a 1/2 creature initially, she serves a dual purpose of being a good mana dork with potential of being a decent fighter later on if necessary.
Any opponent who lets my Gyre Sage stick around usually encounters trouble later when I cast my stronger creatures quickly due to Gyre Sage’s mana-ramping ability.
A wonderful card. Plain and simple.
Nylea, God of the Hunt has been a high-impact card for me in Magic: The Gathering.
Card Name: Nylea, God of the Hunt
Converted Mana Cost: 4
Types: Legendary Enchantment Creature — God
Card Text: Indestructible
As long as your devotion to green is less than five, Nylea isn’t a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
I primarily play Standard
in Magic, which meant I lost a lot of vital cards in my previous deck when cards got rotated out of the format.One important element I needed as a Green player
was to find ways to grant trample
to my creatures. No matter how powerful my creatures were, trample proved necessary to deal chipping damage to my opponent to win more consistently. Otherwise, I would just run into random walls that prevented my creatures from being useful.
With Nylea, I am capable of granting my other creatures trample with her presence out in play. If I can build up enough devotion, I end up with a 6/6, indestructible creature for combat purposes. Not to mention, the extra bonus of granting a target creature +2/2 is a decent option for a mana sink.
I just love having Nylea in my deck. It’s a really slick card, especially when paired up with her weapon: Bow of Nylea.
Green is definitely my color in Magic: the Gathering. The good, ol’ Forest card is thus very vital for my decks. Green mana for the win.
Mean green. Ah yeah.
Ranger’s Guile in Magic: The Gathering is hands down my favorite Instant spell in the game. It falls in the line of “ghetto green” cards I like to use, and being a common card makes it easy to find.
Card Name: Ranger’s Guile
Card Text: Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can’t be the target of spells or abilities your opponents control.)
Flavor Text: “You don’t survive in the wild by standing in plain sight.”—Garruk Wildspeaker
mana is all it takes for the magic to happen. At Instant speed, I can use it on either turn during a regular match. Ranger’s Guile grants a creature of mine a subtle +1/1 boost and the handy-dandy hexproof
for the rest of the turn.
I am genuinely surprised this card is not used that much for any deck that has green.
I actually run a full set of Ranger’s Guile in my Mono Green deck in the mainboard. People are shocked that I run four copies of a dinky common in my deck, but this means I often see Ranger’s Guile throughout my games for the element of surprise.
“Staples” in card games exist because they are universally effective in just about any deck.
In Yu-Gi-Oh!, Effect Veiler is a powerful card that sees itself wedged into many decks for its versatility. At the very least, having a few copies in your Side Deck is always a smart move.
During your opponent’s Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target’s effects until the End Phase.
Effect Veiler has a variety of advantages as a card.
Its main effect of “veiling” an opponent’s monster to negate their effects is the No. 1 reason why this card sees play.
Let’s say your opponent summons their boss monster like Superdreadnought Rail Cannon Gustav Max, whose effect can chunk your Life Points for devastating damage.
Scavenging Ooze may not be the prettiest card in Magic: The Gathering, but its sheer power makes up for its appearance.
Card Name: Scavenging Ooze
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and you gain 1 life.
Flavor Text: In nature, not a single bone or scrap of flesh goes to waste.
Aside from being easy to bring out as a two-drop, Scavenging Ooze is prominent in many formats at the moment for both its potential and flexibility as a card.
Being able to exile any card in a target graveyard for a measly is quite deadly in itself because it hoses any graveyard-focused deck. However, its secondary effect of gaining a +1/1 counter and an extra life if it eats a creature is what makes this card dangerous.
Early in the game, Scavenging Ooze is still a decent 2/2 fighter, but it easily becomes stronger as a regular game plays out. Later on, there will definitely be plenty of floating around for Scavenging Ooze to trigger multiple uses of its effect. Plus, you can bet a lot of creatures will exist in the graveyards for Scavenging Ooze to munch on.
In other words, having a fed and beefy Scavenging Ooze later in the game (and we’re talking at least 5/5 stats from its effect alone and with extra life gain to boot) is easy for this card to pull off consistently. When you’re hungry for wins, Scavenging Ooze certainly boosts your chances with its appetite for graveyard cards.
The element of surprise is always handy to use in any card game. Catching your opponent off-guard with an unexpected move can improve your odds of winning drastically. In Yu-Gi-Oh!, this concept is no different.
The card called Honest is one of the strongest cards in the game, and it is an essential staple in any deck that uses many LIGHT monsters.
During your Main Phase: You can return this card from the field to its owner’s hand. During either player’s Damage Step, when a face-up LIGHT monster you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to the ATK of the opponent’s monster it is battling, until the End Phase.
The first effect of this card is more of a bonus. There are situations where you want to fight with Honest on the field, so the effect of returning this card to your hand is a nice option.
Honest’s second effect, however, is why this card is restricted to one per deck. Basically, the card gives any LIGHT monster you control a significant edge in battle.
For instance, let’s say I have a Blue-Eyes White Dragon card out in play (everyone knows the Blue-Eyes White Dragon). Continue reading
Going “mono green” in Magic: The Gathering has proven itself to be quite powerful in the current format. The No. 1 reason I chose to switch from my Simic deck to mono green stemmed from an abysmal performance at local tournaments with an alarming inconsistency.
To put it bluntly, Simic was just a crappy archetype without its money cards, and even then it was not even a high-tier archetype.
Stripping my deck of its blue color and going pure green meant I could streamline my strategies. Instead of running into situations where I would be screwed by an absence of a given color, just having green in my deck means I only need to draw lands to supplement my deck.
Of course, as a result, my deck lost its share of built-in tricks and potential versatility in favor of relying on what the one color (green in this case) had to offer.
Injection Fairy Lily in Yu-Gi-Oh! is quite a silly card in a few ways.
First off, she is listed as a Spellcaster when she should be a Fairy type (it’s in her name for goodness sake).
She is an angel nurse who fights with a giant needle. If you are someone who is afraid of their shots, then you better watch out!
If this card attacks or is attacked, during damage calculation (in either player’s turn): You can pay 2000 Life Points once per battle; this card gains 3000 ATK during that damage calculation only.
But on a serious note, Injection Fairy Lily actually has a strong effect for the game. She gains a huge power boost for a giving up a chunk of Life Points. The way her effect triggers means you only pay the cost AS damage is being dealt, meaning you do not have to risk the hefty price in many situations.
Overall, this is a cutesy card with an outrageously impactful effect. Looks certainly can be deceiving.
“Value” in Magic: The Gathering is something you want to look for when constructing a deck. Every slot in a standard 60-card deck needs to serve a purpose. Can a card help you win? And by how much? How easily?
A common trap some players in cards games fall for is getting drawn in too much by the potential of a given card versus its practicality. Technically, any card CAN be good in the appropriate situations, but how often can these ideal circumstances occur? Cards may lose a lot of points in this department if you cannot find useful consistency.
When it comes to cards like Kalonian Hydra, however, the in-game value is as plain as day.
Card Name: Kalonian Hydra
Card Text: Trample
Kalonian Hydra enters the battlefield with four +1/+1 counters on it.
Whenever Kalonian Hydra attacks, double the number of +1/+1 counters on each creature you control.
Flavor Text: Even baloths fear its feeding time.
P/T: 0 / 0
This is a strong card in so many ways. The built-in trample
is great and very fitting for its green color.
Get Dolled Up!
“Fantasista Doll” is an anime that incorporates cute girls doing cute things and card games. Quite an interesting combination, don’t you think?
Uzume Ono is a young student and former champion of a trading card game competition. She is trusted with a special device containing six powerful Fantasista Dolls. These dolls are sentient virtual beings who reside in cards, which are now controlled by their new master, Uzume.
So I played Magic: The Gathering this weekend at my locals. I participated in a really big tournament in particular (seven+ rounds with two full booster boxes as prize support for the top eight to split).
I did well at the tournament at first, but then I ended up losing three straight in my last three rounds, unfortunately.
In this type of trading card game, your “sideboard” becomes very important against trickier matchups. Basically, your sideboard has up to 15 “extra” cards you may choose to substitute or add toward you deck for your second/third game of a given tournament match. It is paramount in many cases because your main deck may or may not be suitable for combating your opponent’s deck strategy, so switching in the correct cards can mean the difference between victory and defeat.