Card Me: Nessian Wilds Ravager

Standard


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Card Me: A favorite hobby of mine is playing card games. There is just something really remarkable about how laying cardboard onto a table can bring people together for lots of fun/frustration. As a naturally shy person in real life, I enjoy how card games can bring me out of my shell for quite the social activity.
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So I went to some prereleases for Born of the Gods, a new set of cards for Magic: The Gathering.

And of course, this was a chance to get my hands on some goodies in the set. With green being my color of choice, getting ahold of Nessian Wilds Ravager was guaranteed at my prereleases.

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Card Name: Nessian Wilds Ravager
Mana Cost: 4GreenGreen
Converted Mana Cost: 6
Types: Creature — Hydra
Card Text: Tribute 6 (As this creature enters the battlefield, an opponent of your choice may place six +1/+1 counters on it.)
When Nessian Wilds Ravager enters the battlefield, if tribute wasn’t paid, you may have Nessian Wilds Ravager fight another target creature. (Each deals damage equal to its power to the other.)
P/T: 6 / 6
Expansion: Born of the Gods (Rare) Born of the Gods
Rarity: Rare
Card Number: 129
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Nessian Wilds Ravager is one of many cards that introduce a new mechanic called tribute. Basically, tribute puts your opponent in a tough situation by forcing them to decide if they want to deal with a larger creature or something bad is going to happen.

In the case of Nessian Wilds Ravager, your opponent either settles to make it a giant 12/12 creature or they let it duke it out with a creature of theirs (in which case, their creature will probably lose to this hydra’s 6/6 stats.)
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Card Me: Plummet

Standard


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Card Me: A favorite hobby of mine is playing card games. There is just something really remarkable about how laying cardboard onto a table can bring people together for lots of fun/frustration. As a naturally shy person in real life, I enjoy how card games can bring me out of my shell for quite the social activity.
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Finding “counters” in Magic: The Gathering is crucial for making a good mainboard and sideboard for your deck.

And oftentimes, even a simple card does wonders.

Plummet is one of my favorite sideboard cards when I need to adjust for specific matchups. My green deck has an inherent weakness against creatures that fly, but throwing in a few Plummet cards for the second/third match can drastically alter the final outcome.
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Card Name: Plummet
Mana Cost: 1Green
Converted Mana Cost: 2
Types: Instant
Card Text: Destroy target creature with flying.
Flavor Text: “Let nothing own the skies but the wind.”—Dejara, Giltwood druid
Expansion: Magic 2014 Core Set (Common) Magic 2014 Core Set
Rarity: Common
All Sets: Magic 2011 (Common)Magic 2012 (Common)Magic 2013 (Common)Archenemy (Common)Magic 2014 Core Set (Common)
Card Number: 188
Artist: Pete Venters
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For two mana, Plummet brings down just about anything in the air.

In particular, some prime choices for Plummet targets in the Standard scene are things like Desecration Demon and Nightveil Specter.

Scary threats in Magic often take to the skies, so Plummet makes sure they are sent crashing back down to earth.

Card Me: Miming Slime

Standard

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Card Me: A favorite hobby of mine is playing card games. There is just something really remarkable about how laying cardboard onto a table can bring people together for lots of fun/frustration. As a naturally shy person in real life, I enjoy how card games can bring me out of my shell for quite the social activity.
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I love my “Ghetto Green” cards in Magic: The Gathering. Miming Slime is one of my sneaky cards I like to pull on people because NO ONE will expect it in a regular tournament.


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Card Name: Miming Slime
Mana Cost2Green
Converted Mana Cost: 3
Types: Sorcery
Card Text: Put an X/X green Ooze creature token onto the battlefield, where X is the greatest power among creatures you control.
Flavor Text: “We paid the Simic very well for this capability, but we should quickly recoup our expenses in saved wages.”
—Milana, Orzhov prelate
Expansion: Gatecrash (Uncommon) Gatecrash
Rarity: Uncommon
Card Number: 126
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Basically, you cast this card, you check the strongest power among the creatures you have out in play and then you make an X/X Ooze creature token with the same power. For example, if you have a 5/7 creature out in play, you would get a 5/5 Ooze creature token after you cast this card. Nothing too complicated, but a lot of people would never put this in their deck.

For me, though, I use Miming Slime for its potential. As a three-mana spell, it won’t break the bank when I am running low on mana. When I really get this card to work, then the amount of value I can squeak out can be quite absurd in my Green deck.

In some extreme cases, I can make Miming Slime spawn a pretty strong token. One time, I managed to make a 19/19 (a really weird number, I know) after my Kalonian Hydra attacked a few times and got pumped up from other sources.

Kalonian Hydra

Let’s just say a 19/19 token is hard to deal with for most players.

Miming Slime is awesome. Ghetto Green FTW!

Card Me: Mono Green Midrange

Standard


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Card Me: A favorite hobby of mine is playing card games. There is just something really remarkable about how laying cardboard onto a table can bring people together for lots of fun/frustration. As a naturally shy person in real life, I enjoy how card games can bring me out of my shell for quite the social activity.
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Mean Green
As I promised, reithena, here is my current deck recipe for my Mono Green Midrange deck in Magic: The Gathering that I use in Standard play. The green color is definitely my jam in Magic. Green represents the power of life and nature.

My deck utilizes the shell of a standard green ramp deck, but with my own spin on things. You’ll notice I like to toss in my “Ghetto Green” cards to catch opponents off-guard. A lot of people would try to criticize my build for being a bit jenky (supposedly), but I have won a lot of difficult matchups by springing unusual spells like Enlarge out of nowhere for the finishing blow.

Enlarge

Silly cards are silly. :p
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The Deck
Without further ado, on to the deck recipe. For further information on the deck, please click here.

I will also throw out there that I am proud that most of this deck was literally put together through trades and placing well in tournaments and events.

Sorcery (3)

Enchantment (2)

Land (18)

Artifact (1)

Planeswalker (2)

Sideboard (15)

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MOBA Monday: A Change of Heart

Standard

Note: MOBA stands for Multiplayer Online Battle Arena.

I have had a change of heart many times when it comes to League of Legends, particularly when it comes to my viewpoints on certain champions.

I often “hate” some champs for a long time for whatever reason. I don’t like their look, their gameplay design, their voice … Whatever it may be, I am stubborn about my stance on champs until I finally give them a genuine shot to win my affection.

In many cases, I am pleasantly surprised as to how incredible some characters are. Below are five random champs who started off in my “I think you’re a stupid champ” category before naturally moving on up to the “You’re an awesome character!” distinction.
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1. Wukong, the Monkey King

Initial Impression: I honestly thought Wukong was a boring design in terms of style and flair. It also did not help Wukong’s case that Heroes of Newerth’s own Monkey King was released around the same time as well (I really hate HoN, but at the time I thought HoN’s Monkey King was totally more interesting.)

Upon release, Wukong was actually leaning toward the underpowered side, with his skills being a tad weak. Not to mention, the clone he created from Decoy was buggy and did not “deceive” anyone properly.

Current Impression: Wukong rocks! There is no monkeying around when you utilize his skills properly. His ultimate, Cyclone, is super underrated. Not only does it do a lot of damage, its effect of knocking everyone up for a second is quite disruptive because not many things can handle displacement crowd control.

Wukong is just a crafty and fun champ to play.

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Card Me: Gatecreeper Vine

Standard

As someone who focuses on playing green in Magic: The Gathering, making sure I can have enough mana out in play to cast my spells is very important.

Gatecreeper Vine falls in the line of “Ghetto Green” stuff I like to use because 1) they’re cheap and easy to find, 2) they’re cards basically 9/10 other players would never use and 3) I can beat many opponents with them.

Of course, reason No. 3 often sparks a lot of personal motivation and satisfaction for me when the guy/gal on the other side of the table scoffs at me for using a “trash” card.

So why do I like Gatecreeper Vine so much? Well, its effects are pretty good in my book.
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Card Name: Gatecreeper Vine
Mana Cost: 1Green
Converted Mana Cost: 2
Types: Creature — Plant
Card Text: Defender
When Gatecreeper Vine enters the battlefield, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle your library.
Flavor Text: Every inch of Ravnica is home to something.
P/T: 0 / 2
Expansion: Return to Ravnica (Common) Return to Ravnica
Rarity: Common

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Essentially, Gatecreeper Vine helps me fetch a Gate/basic land card from my deck and add it to my hand. As a green player, I like to snag a Forest card when I can. Continue reading

Card Me: Sylvan Caryatid

Standard

Sylvan Caryatid is a remarkable card in Magic: The Gathering.
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Card Name: Sylvan Caryatid
Mana Cost: 1Green
Converted Mana Cost: 2
Types: Creature — Plant
Card Text: Defender, hexproof
Tap: 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.
P/T: 0 / 3
Expansion: Theros (Rare) Theros
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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.

Card Me: Boon Satyr

Standard

Boon Satyr is a must-have for any green-oriented deck in Magic: The Gathering.
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Card Name: Boon Satyr
Mana Cost: 1GreenGreen
Converted Mana Cost: 3
Types: Enchantment Creature — Satyr
Card Text: Flash
Bestow 3GreenGreen (If you cast this card for its bestow cost, it’s an Aura spell with enchant creature. It becomes a creature again if it’s not attached to a creature.)
Enchanted creature gets +4/+2.
P/T: 4 / 2
Expansion: Theros (Rare) Theros
Rarity: Rare
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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

Card Me: Witchstalker

Standard

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.

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Card Name:
 Witchstalker
Mana Cost: 1GreenGreen
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.
P/T: 3 / 3
Expansion: Magic 2014 Core Set (Rare) Magic 2014 Core Set
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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.

Card Me: Gyre Sage

Standard



Gyre Sage
 is one of my favorite cards in Magic: The Gathering. She is a vital piece in my mono-green deck.

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Card Name: Gyre Sage
Mana Cost: 1Green
Converted Mana Cost: 2
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.)
Tap: Add Green to your mana pool for each +1/+1 counter on Gyre Sage.
Watermark: Simic
P/T: 1 / 2

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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.

Card Me: Nylea, God of the Hunt

Standard

Nylea, God of the Hunt has been a high-impact card for me in Magic: The Gathering.
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Card Name: Nylea, God of the Hunt
Mana Cost: 3Green

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 Green in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
3Green: Target creature gets +2/+2 until end of turn.
P/T: 6 / 6
Expansion: Theros (Mythic Rare) Theros
Rarity: Mythic Rare
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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.

Bow of Nylea

The Play-setter and Playmaker Part 4

Standard

How does one naturally choose their player type in “League of Legends?” I believe people gravitate toward play-setter or playmaker characteristics based on which champions they typically select.

A quick recap of what I mean by the play-setter and playmaker terms: a play-setter complements good plays, whereas a playmaker is the one who makes the big plays happen.

Though it may appear obvious, there is more to it than meets the eye.

For instance, let’s use my favorite jungler in the game as an example: Sejuani, the Winter’s Wrath.

I consider Sejuani to be the best jungler up my sleeve, but I automatically dub myself a play-setter whenever I select her for a given match. Despite how well I may play Sejuani, she never quite reaches the point of being a playmaker-caliber character.

But why is this the case? Continue reading

Card Me: Ranger’s Guile

Standard

Ranger's Guile

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.

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Card Name: Ranger’s Guile
Mana Cost: Green
Converted Mana Cost: 1
Types: Instant
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
Expansion: Magic 2014 Core Set (Common) Magic 2014 Core Set
Rarity: Common
All Sets: Innistrad (Common)Magic 2014 Core Set (Common)
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So one Green 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.
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Card Me: Effect Veiler

Standard

“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.

EffectVeiler-ORCS-EN-SR-LE
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Effect
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.
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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.

SuperdreadnoughtRailCannonGustavMax-CT10-EN-SR-LE Continue reading