2390 lines
107 KiB
Plaintext
2390 lines
107 KiB
Plaintext
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ÛßßÜßßÛ ßÛ ßÛ ÜßÛßßßß Vol. #2 Iss. #2
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Û Û Û Û
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Û ßÛßßßÛ ÜÛÜÜ
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Û Û Û ß Û
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ÜÛÜ Üß Üß ÜßÜÜÜÜ
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ÜßßßÜ ßÛßßÜ Û ßÛÜ ÛÜ ÜßßßÜ ßÛßßÜ ÜßÛßßßß
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Û Û Û Û Û Û Û Û Û Û Û Û Û
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Û ÜÜß ßÛßÛß Û Û Û Û Û Û ßÛßÛß ÜÛÜÜ
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Û ß Û Û ßÜ Û Û Û Û Û Û ßÜ ß Û
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ßÜÜÜÜß ß ß ßÜ Üß Üß ßÜÜÜÜß ß ß ÜßÜÜÜÜ
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|=-------------------------------------------------------------------------=|
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Your On-Line guide to Magic the Gathering.
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|=-------------------------------------------------------------------------=|
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** The Grimore, and its staff are not in anyway officially affiliated with
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Wizards of the Coast, All items, or products within are the official
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property of their respective companies, and copyrighted in that way.
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** Please do not reproduce or re-post this information without leaving the
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Grimore staff's names on it! Don't take credit for something you didn't
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write!
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** Please feel free to distribute this 'zine as much, or as
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far as you want! All we ask is that you leave our header on
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it. And distribute it free of charge, also if people you give
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it to without a modem like it, please e-mail us with their
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feedback. We always want to hear suggestions!
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** Copyright Notice
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This publication includes card names and/or text derived from Magic: The
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Gathering, a product of Wizards of the Coast, Inc. Magic: The Gathering,
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Arabian Nights, Antiquities, Legends, The Dark, Fallen Empires, Ice Age,
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Chronicals, and Homelands are trademarks of Wizards of the Coast, Inc.
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Wizards of the Coast, Inc. does not endorse this product or its use.
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|=-------------------------------------------------------------------------=|
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Table of Contents
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-----------------
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"Editor's Note"
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"The Mailbag"
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"The Grimore Top Ten"
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"Strategemos"
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"The Most Under-rated and Over-rated cards in the Game"
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(Fallen Empires-Homelands)
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"The Drawing Board"
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"Trading: How to Avoid Getting Screwed"
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"Your Complete Guide to Tournament Play!"
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(Part II, Cheez on the Battlefield)
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"The M.A.T. (Magic Aptitude Test) I"
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"Grim-Con: The Proposal"
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"Rating the Competition"
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"Reader's Ballot"
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"Mox Drawing Update"
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appendix I: "Deck Submission Form"
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appendix II: "M.A.T. Awnsers"
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appendix III: "The Complete MTG Fanzine 'Net Address Book Submission Form"
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"Subscription, and Distribution Site Information"
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"Looking ahead..."
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|=-------------------------------------------------------------------------=|
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Editor's Note
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-------------
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Whew! Welcome to issue #2 (or #5, if you've read the
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three issues that comprise The Grimore Volume One), the
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reaction to the 'zine has been great, a lot of people have
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been submitting decks, and article ideas which is what I hoped
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for, and the feedback has not all been positive (which is good
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as I wanted to put one or two negative letters in the Mailbag section
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so it didn't look like I only replied to kiss-up mail so, if you
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have a complaint about the mag. or something you think we should
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add be sure to let us know, the best way to make the 'zine more
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readable is to play to our readers, hey we're here to serve)
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so I know what needs improvement. Our subscriber list (that is,
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the people who get every issue mailed to them) jumped from 7 to 500
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in the space of a month!!!!! (shows what giving away a Mox can do :)),
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making The Grimore the most widely read MTG data fanzine around (at
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least the most widely read I know of), but that's just the
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beginning, because here at the Grimore we have GOALS! (we think
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we've been watching to many of those motivation InfoMercials,
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but they're just so darn addicting...) And since you took the
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time to download/read this article we thought we would share
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them with you, so here goes:
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The Grimore General Staff'ers Goals (v .001)
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* To have over 1,000 subscribers by the end of our first 6
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months (or 6 issues, which even comes first).
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* To sponsor a Con this summer (tentatively called
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Grim-Con) for MTG lovers, here in Utah (Salt Lake City) for
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players nation-wide (for more info on this see "Grim-Con: The
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Proposal," later in the issue).
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* To serve our readers to the best of our abilities.
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* To come out with a paper-version of The Grimore (#7 or
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#8) complete with art and everything to be given out at
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Grim-Con (probably with an admission, since we have to pay for
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printing fees :( ).
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* To finally complete our (ok my) Beta Mox set!
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* To prove that you don't have to fork over $5.00 for a
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good (or more often lame) MTG 'zine!
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O.k., I know those are some pretty lofty goals, after
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all we're just a small data 'zine from UTAH of all places (but
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hey, we have a lot of wives to help out! :) ), but if we can
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just reach the first couple we'll be satisfied. So if you
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know how we can meet them (besides the obvious ways, like buy
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the last @#$#@$@#ing Mox you need) or know someone who plays
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and hasn't signed up for his/her (FREE!!!!!) subscription drop them
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(or us) a line and let them in on our little mag, the last thing
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we want to be is a secret!!!!
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Thanks for reading, and as always your comments are
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welcome.
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--Zzzayxx
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**ERRATA**
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Obviously we that write the Grimore are human (else
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we would have these nifty opposable thumbs that allow us to
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type!), and so like most humans make mistakes (sometimes lots
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of them...see last issue) here are a few that we caught:
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- There are a LOT more than 10 new MTG fanzines on AOL now,
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more like 30!
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- The Chaos Orb, mentioned in the Cornicopia deck should
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be swapped out for a Zuran Orb.
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- You cannot deflect Counterspells with a Reflecting
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Mirror.
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- In the poll question about tournament types, Type I
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should be changed to Type II.
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|=-------------------------------------------------------------------------=|
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The Mailbag
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-----------
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** Thanks for all your replys to issue number one!!
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For the most part they were very kind, because of space
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limitations we could only print a few here, but keep them
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coming!!!! Let us know what you like about our little 'zine,
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and what you think needs improvement (or addition)!
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Thanks again! **
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----------
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Subj: The God Is Back
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From: JonPKibble
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To: Zzzayxx
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I never thought you would be back!!!!! great mag!!!!!!! You are king of
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the mags!!!!! (Now I am only #2!!!!!!!!!!!!!!!!!!!!) .
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p.s. read Library of Leng!!!!!
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your avid fan,
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JonPKibble (Jon Prywes)
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p.p.s. I believe in older player supremacy!!!!!!
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*
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Thanks for the kind words Jon, your over-use of the
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exclamation point lets us know your really sincere :). As for
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being king of the mags, I don't know if I'd go that far, after
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all Scrye and Inquest have a lot more readers than us here at
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the Grimore, but then again they've been around longer, so
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maybe in a year we'll be able to rival their readership (which
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is one of the above mentioned goals). As for older player
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supremacy, I don't know if I am with you on this belief, I
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got into Magic right after "The Dark", and now about a year
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and a half later I can routinely crush guys that have been
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playing since Beta. I think it's more how you play, and the
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strategy you use than how long you've been playing, or how
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much $$ you've put into the game (though, at times all the Moxes,
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Timethings, and a Lotus make up for a lack of a good
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strategy...unfortunately).
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Also for those of you wondering, The Library of Leng
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is an AOL based MTG fanzine (which is reviewed later in the
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mag).
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----------
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Subj: SUBSCRIPTION plus mail read this
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From: EthanAJ
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To: Zzzayxx
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I loved your mag. IT is the truely best of the magazines I've ever read.
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(and I've read every one of them) The articles were more insightful than in
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InQuest and the likes. Real professional. The overrated, under rated cards
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were very true and well put, though in my area the colossus is much more on
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the underrated side.
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*
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Thanks for the comparison to (my personal 2nd favorite
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paper-mag) InQuest, and the "professional" remark, I'd like to
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think those of us that write The Grimore do it as well (or
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better) than a lot of paper-zines out there, but that might
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just be my ego :). After all just 'cause you get this 'zine
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free, it has no pictures (or wimpy combos) doesn't mean it
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can't be a quality product! At least we hope it is...
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I thought the UR&OR (Under-Rated and Over-Rated) were
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close to the mark also, though with many of the cards being
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re-printed they have lost their under-rated status (ie Erhnam
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Djinn, Abu Jafar), but most of the over-rated cards are still
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just that (in our eyes at least).
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----------
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Subj: Grimore Zine
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From: Drool9
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To: Zzzayxx
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Hey Zzzayxx,
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I am a great fan of your grimore magazine. I have read every single issue
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since it was released last year. You mentioned you lived in Utah. I was in
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Utah last winter and I brought my cards along and I am wondering if I met you.
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I played almost every day at the store, "Comics Utah." There were several
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good players there and I was looking to pick up my second set of Mox. If that
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is where you play, then I met you.
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I am writing because I am part of a group that has created an online
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consolidated magic magazine. We have 10 writers right now and I believe if
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you contributed to the magazine it would really be better than the "printed"
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magazines. The editor of the magazine each month rotates to another person.
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This means that we are all on equal terms. The magazine is called AOL Magic
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and many of the smaller magazines dissolved and created this consolidated
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zine. It was the idea of StupidJock.
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The first issue of the AOL Magic was good for the first one. I believe it to
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be lacking in many areas but as mail comes in and we get feedback I believe
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that it will succeed to be one of the best data zines out there.
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Tuom
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*
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In response to your question, yes the Grimore is
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located in Utah (Ogden, Utah actually), unfortunately I didn't
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get a chance to meet you, since I play at a local store called
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Heros & Hobbs, some of the other staff members may have seen
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you there though since they get out a lot more than I do :).
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As for your consolidated 'zine idea, I support what
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you are trying to do. AOL (sorry, Internet subscribers, this
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probably won't make sense to you unless you have been on AOL
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recently, has been plagues by 200 line 'zines
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printing and re-printing the same combos one has seen in
|
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paper-mags months (or years!) before. Obviously no one
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wants to waste time (time they are PAYING for) downloading a
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fanzine claiming to have Super-Ultra NEW Combos, and seeing
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Lich-Mirror Universe in it! So I do think that something
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should be done to limit the number of 'zine uploaded,
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something like a quality control committee that would read the
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'zine then vote whether to allow it or not could be
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established, but the same committee would have to keep an open
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mind, and unbiased opinion (something none of us humans
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have). A more viable solution is instead of writing you own
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'zine pair up with a friend, room-mate etc... Or just pop
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into the MTG conference and ask for people who would like to
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contribute to a CCG fanzine, not only will the size of your
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'zine increase, but so will the quality!!
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Now for the facets of you (or Stupidjock's) idea I do
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not support. I have downloaded the last 10 posted 'zines in
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the Gaming Information Exchange file section, and was pleased
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to find that the quality of the 'zines is improving
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dramatically, it looks like those people with little to say,
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said it over the last few months, and have stopped
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publishing...however, I also downloaded the recent issue of
|
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MegaZine, the first (though re-named) issue of AOL Magic you
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mention above, and found it less entertaining and a lot less
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informative than most of the 'zines individuals have
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published! Admittedly this was the first issue, and I hope it
|
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will improve. I also think the idea of multiple-editors is
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kinda lacking, yes it does make you all equal. But also it
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gives the mag. a kind of jumbled look, this is just my opinion
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of course, but it may be shared by others (and it may not...).
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In summation, I think MegaZine will be a quality
|
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download once it has been tuned (of course, all the
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publication magazines need to be tuned, paper or data, the one
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your reading now included!) a little more, I like the
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idea, but some of the parts are (in my eyes) lacking. Also,
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if your even in Utah again stop by Heros & Hobbs in Ogden
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(40th and Washington) I'll meet you then :).
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----------
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Subj: Re: The Grimore Vol. 2 Iss. 1
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From: DaknBlkbld
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To: Zzzayxx
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Thanx for putting me on the list. I already got ish 1 w/ the mail you sent
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last week but I guess it would be a lot of trouble since I was already on your
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mailing list. I read it as soon as I got it. I was glad to see that it kept a
|
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lot of the feel of the origonal Grimore but without being an exact copy.
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With the new decks section which, while a little lengthy, is the best format
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I've seen, and the twenty page full price guide thankfully gone, the new
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Grimore has the potential to become one of the best. With all the new
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competition it may not get the 700+ downloads it got a year ago, but it
|
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will be leading the pack.
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DaknBlkbld
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*
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Sorry about the double-mailing, you weren't the only
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one to get it (and if your getting a double dose of this issue
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drop me a line and let me know!) unfortunately, I don't
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have time 'till after Christmas to go through and erase the 10 or so
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double e-mail addresses I have on the list. I agree with you
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on the deck submission section, it is the best I've seen
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(data-wise, no print 'zine offers you the chance to submit
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decks) but it is long, if I didn't have to work in ASCII and
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could layout the 'zine on PageMaker, or Word I could shrink
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the text, use italics, organize into columns and all sorts of neat stuff,
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unfortunately many of our readers can't view that type of text
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so for now I guess I'm stuck with the long-hand version :(. I
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agree the deletion of the price guide did save space, though
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another Grimore Sponsored Price Guide will see print later
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this month, not as a part of the 'zine itself, but as an
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add-on put up for download on GIX, the Etext site
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(/zines/Grimore), and sent out to all subscribers, because
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(and this might be just me) all the current price guides seem
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to be out of touch with what a card really costs!
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As for not getting the 700+ downloads, I'm not to
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worried about it, if only 200 AOL'ers pick up my magazine
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that's fine, I'm more interested now in expanding the 'zines
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readership to Internet, where no MTG fanzine (at least none I have
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seen) has gone before.
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----------
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Subject: Re: \*\* Win a Mox of your choice!! (No strings) \*\*
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From: joh6@lehigh.edu (Jon Ho)
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To: zzzayxx@aol.com (Zzzayxx)
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Hi-
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I'm interested in a free subscription of Grimore. What exactly is Grimore,
|
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are they published?
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Well here's my address:
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** Address Withheld **
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*
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The Grimore is a data based fanzine, so all of you
|
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subscribers that sent me your snail mail address I really
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didn't need them, but didn't make it clear in my posting I
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guess. Also, the subscription is FREE!! Let me repeat that
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FREE!!!!!!!!! I have had almost 50 e-mails asking me to tell
|
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them if it really was free or not and it IS!!!!!! (I still
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have one guy e-mailing me to tell him if it's free when I've
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told him 3 times!) I guess nothing is given away on the
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Internet, but we're willing to do it to increase our
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reader-base, and do not plan to charge for subscriptions as
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long as the 'zine stays in data format (which it will for the
|
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foreseable future). Of course contributions are welcome :)
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----------
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Subj: Re: The Grimore Mailing List Test!
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From: phil@miracle.com (Phil Hill)
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To: Zzzayxx@aol.com ('Zzzayxx@aol.com')
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1) If you are going to send this in MIME format, don't name the file *.DOC.
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It is a plaintext file so should have the extention .TXT. .DOC implies
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Microsoft Word or Word Perfect or some other word processor format.
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You document looks awful in MS word.
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2) Lose the ASCII graphics. You can't count on people reading the file with
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under DOS. If people don't have the correct font, it looks like garbage.
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The same goes for most of your indentations and tables, they look awful
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in a proportional font.
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3) Unlimited/Alpha/Beta
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-------------------
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#1 Black Lotus
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#2 Mox Ruby
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#3 Mox Jet
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#4 Mox Emerald
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#5 Mox Sapphire
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#6 Mox Pearl
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Why break the Moxes down, later on you say things like 'sacrifice lands'
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and lump them into a single slot.
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Besides, we all know the order is Pearl, Sapphire, Ruby, Jet, Emerald.
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The only other fast mana white has is Trade Caravan, and that's a joke.
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Blue only has Apprentice Wizard and High Tide. Red has Mana Flare, GoM,
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and the Sisters. Black has Dark Ritual, and Sacrifice. And Green has so
|
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much fast mana (Elves, Birds, Druids, Wild Growth) that often a Mox is
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too slow! (With a Orcish Lumberjack, a Forest becomes 4 mana for 0
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casting cost, better than a Lotus!)
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4) Legends
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-------
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#1 Mirror Universe
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#2 Mana Drain
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#3 Thunder Spirit
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#4 Moat
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#5 Nova Pentacle
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#6 All Hallow's Eve
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#7 Underworld Dreams
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#8 Firestorm Phoenix
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#9 Acid Rain
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#10 Disharmony
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Mirror Universe?? One of the most over-rated cards. You've got to be
|
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kidding. I've never seen All Hallow's Eve do anything useful. Most of
|
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the time it ends up helping your opponent as much as you, the rest of
|
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the time it gets Disenchanted before it counts down.
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And Firestorm Phoenix??? For the same casting cost, I could get a
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Shivan!
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5) Homelands
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---------
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#1 Marjhan
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#2 Faerie Noble
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#3 Baron Sengir
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#4 Abbey Gargoyles
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#5 Autumn Willow
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#6 Ihsan's Shade
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#7 Mystic Decree
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#8 Willow Priestess
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#9 Joven's Ferrets
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#10 AEther Storm
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I'm still rolling on the floor laughing! You are completely off here.
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Marjhan is just another big-ugly blue creature with a too-high casting
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cost and a gross untap cost. It's better then Leviatian, but not as good
|
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as Deep Spawn It doesn't even belong on the list.
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What about Primal Order? It's the best card in Homelands, and you didn't
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even put it in the top ten.
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|
|
|
And Death Speaker, a 1 casting cost creature that can safely block that
|
|
Juzam *forever* (while you opponent is still taking the 1 damage per turn
|
|
from his own Juzam)
|
|
|
|
And Sea Sprites, a 2 casting cost flying creature that will totally
|
|
neutralize that Shivan coming down your throat.
|
|
|
|
And Spectral Bears!!!! 2 casting cost 3/3. Even if you don't attack
|
|
with them, they are a wonderful blocker. And with a single Deathlace,
|
|
they become totally lost their minor drawback.
|
|
|
|
6) Underrated & Over rated.
|
|
|
|
Natural Selection is a waste of time. There are plenty of other effects
|
|
that allow you to look *and* rearrange the top three cards, and they
|
|
are all pretty much useless!
|
|
|
|
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?!?! ...
|
|
|
|
You can't reduce damage to zero with multiple Dark Spheres. The first
|
|
one would reduce 10 to 5, the second from 5 to 3, the third from 3 to 2,
|
|
the fourth from 2 to 1, and the fifth+ would have no effect. (Remember
|
|
round UP, and the effects happen sequentially.)
|
|
|
|
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.
|
|
|
|
If you can reflect back a 15 point fireball (total cost 32 mana) why don't
|
|
you just take all that mana and blast your opponent back to the stone age
|
|
with your own fireball??
|
|
|
|
You can *not* reflect Counterspells. Counterspell targets a spell you
|
|
are casting, not you.
|
|
|
|
*
|
|
|
|
WOW!!!!!!! Now that's what I call a long e-mail :),
|
|
thanks for putting the time in on it even if it does point out
|
|
my many mistakes (even if I already noticed some of them, see
|
|
the Errata). Because of the size of your mail, and the number
|
|
of questions I will take them sequentially:
|
|
|
|
1) .DOC and .TXT files are used interchangeably here in
|
|
Utah (maybe we're just a back-water state), so I didn't even
|
|
think of changing it from .DOC (Document) to .TXT (Text), both
|
|
are ASCII and if one implies the other and I didn't know about
|
|
it I am sorry, but perhaps .DOC doesn't imply the same thing for
|
|
all people (is there some guy in Hong Kong trying to view this
|
|
'zine on his Atari, because there .DOC stands for "Only viewable on
|
|
machines made before 1980," its a possibility). But just for
|
|
you, I'll send the rest .TXT, I don't think anyone will mind.
|
|
|
|
2) I like the ASCII graphics, they make me feel all warm
|
|
and fuzzy inside, but since it appears the ASCII
|
|
divider was a pain to view I've compromised by switching it to
|
|
DOS text (not weird characters), but left the "The Grimore"
|
|
header at the beginning.
|
|
|
|
3) The Moxes are separated because locally (and I can,
|
|
for now, only go off local trends) Duel Lands, and Sacrificial
|
|
Lands are valued about the same no matter what type they are,
|
|
while Moxes are valued more by color (it takes a Pearl +
|
|
Duel lands to get a Ruby out here). As for your own ratings,
|
|
I could probably poll 50 players and get at least 25 different
|
|
variations, we all have our own priorities. Your's lie in mana
|
|
production, (by they way you only get three mana per
|
|
Forest with Orcish Lumberjack) where as mine lie more in the
|
|
favorite colors, more people (sorry to break it to you)
|
|
play Red than Blue, Black than White and so the more played
|
|
Moxes are in higher demand.
|
|
|
|
4) I don't think Mirror Universe is over-rated at all (ok
|
|
maybe a little) it does exactly what it says, lets you switch
|
|
life with your opponent, now THAT is an ability. Sure it has
|
|
to stay out for a round, and COULD be Disenchanted but even if
|
|
it is 2 out of 3 times that 3rd time is going to make all the
|
|
difference in the world. All Hallows Eve is a very specific
|
|
card, but with Jokluhapps (that is spelled wrong I am sure),
|
|
and Nether Voids paired in decks it might be the only way you
|
|
ever get something out!!! Also, with the growing popularity
|
|
of creatureless decks All Hallow's is still useful, as for it
|
|
being disenchanted, just like Mirror Universe above, that 3rd
|
|
time makes all the difference. I agree with you on Firestorm
|
|
Phoenix, I don't know what I was thinking putting it on there
|
|
it is a hard-to-find collectors card but useless in playing.
|
|
And remember just because you haven't seen something used
|
|
well, or at all, doesn't mean it can't be or isn't.
|
|
|
|
5) Well I had hoped you would discount at lest 4 of our
|
|
choices for Homelands Top 10, when you told me I was totally
|
|
off...but one it ok I guess... I personally like Marjhan,
|
|
that is only requires 2 blue make it easy to bring out early
|
|
in the game (with Basalt Monoliths, Moxes, Loti, etc...), its
|
|
upkeep is the easiest to pay of all the big blues
|
|
(think...Breeding Pit, or Homarid Spawning Bed to get the
|
|
token creatures), it has a great special ability and is
|
|
8/8!!!! It's not for every deck but deffinatly suited for
|
|
more than you're giving it credit for. Primal Order is a nice
|
|
sideboard card, but if you play in an area devoid of anything
|
|
but all green decks, or if you yourself play more than 2
|
|
colors it looses a lot of its playability. Death Speaker is a
|
|
good creature, especially for white weenie, but in comparing
|
|
it to a Juzam Djinn your assuming your opponent who took the
|
|
time to get 4 Djinns is playing all black, with no pyroclasms,
|
|
swords to plowshares and/or lightening bolts and didn't plan
|
|
on playing against someone using protection from black
|
|
creatures? somehow I think not... Sea Sprites will save you
|
|
from that Shivan, for one round, then he just comes back
|
|
bigger! Hope you have a lot of Sprites. I also like Spectral
|
|
Bears, but if your slotting in Deathlaces just to make them
|
|
useful you make them worthless in a tuned deck, by requiring 2
|
|
colors of mana to use them effectively.
|
|
|
|
6) Actually only Portent does what Natural Selection
|
|
does, Visions lets you re-shuffle but that's far from
|
|
rearranging, what other cards were you thinking of?
|
|
Useless?!? I beg to differ, anything I can do to keep you
|
|
from drawing that lightening bolt when I'm at 2 is worth it to
|
|
me! The text on Dark Sphere reads "T: Sacrifice Dark Sphere
|
|
to prevent half of the damage rounded down done to you by a
|
|
single source" one of us was reading the card wrong, and it
|
|
wasn't me (this time), or maybe my Dark Spheres are just
|
|
special? You might not be playing red, so you wouldn't have
|
|
a Fireball (there are 4 other colors out there you know), and
|
|
no it cannot reflect Counterspells, I noticed that error the
|
|
day after I sent it out (see the Errata) good to see I wasn't
|
|
the only one who picked up on it.
|
|
|
|
----------
|
|
Subject: Re: The Grimore Mailing List Test!
|
|
From: barth@wam.umd.edu (Doctor Demento)
|
|
To: Zzzayxx@aol.com
|
|
|
|
Comments on THE GRIMORE 2:1
|
|
----------------------------
|
|
|
|
First of all, thanks for letting me know about "The Grimore". I read it
|
|
over and generally was positively impressed by it. Since you complained
|
|
about not receiving any feedback to the 1st edition, I would like to take
|
|
the time to offer you my thoughts about the fanzine.
|
|
|
|
SPECIFIC COLUMN COMMENTS
|
|
------------------------
|
|
Top 10 Lists
|
|
------------
|
|
This has been done to death in every magazine from Scrye to
|
|
InQuest. While you make an original departure by doing your list
|
|
on a set-by-set basis, I have to wonder whether this list is
|
|
going to change enough on a monthly basis to make it valuable as
|
|
a continuing column.
|
|
|
|
In addition, you should make it more clear why the cards you choose
|
|
are on the list. For most of the magazines, the reason is clear
|
|
- be it reader opinion, the reports of national vendors, or
|
|
whatever. Since you and your staff are doing this alone, some
|
|
indication of what you are doing will be more useful than just a
|
|
list of cards.
|
|
|
|
***
|
|
|
|
Strategemos
|
|
-----------
|
|
Not bad. Essentially this is information that will be of use to
|
|
beginners more than experienced players, I feel, but that's not a
|
|
bad thing in and of itself. You succeed in not talking down to your
|
|
audience, and the information you provide is quite good. You
|
|
might consider demonstrating your points using one or two
|
|
specific decks of the type being featured, so players can get the
|
|
"big picture."
|
|
|
|
***
|
|
|
|
Overrated/Underrated
|
|
--------------------
|
|
Nice concept, but once again I have to question whether this is
|
|
going to change sufficiently to make it a regular feature. I
|
|
like the way you explain WHY you list each card, and some of the
|
|
explanations are quite novel. You might consider offering full
|
|
text and/or summaries of the less common cards, so those without
|
|
extensive knowledge of Legends, say, will understand what you are
|
|
talking about.
|
|
|
|
***
|
|
|
|
Drawing Board
|
|
-------------
|
|
Please, please, PLEASE reformat this. It was impossible to read
|
|
without going back several times. Place the general ratings,
|
|
colors, and price together at the beginning or end of the article so
|
|
someone who wants to skim through can do a quick and dirty comparison
|
|
of the decks that are listed that month. Limit your comments to
|
|
the end - they are rather distracting to keep breaking into the main
|
|
text.
|
|
|
|
***
|
|
|
|
Tourney Guide
|
|
-------------
|
|
Nothing I haven't seen before, but you said as much. Looking forward
|
|
to next month's column.
|
|
|
|
***
|
|
|
|
Rating the Competition
|
|
----------------------
|
|
Much too short - you missed all of the zines I read on a regular
|
|
basis. Where do I get information about subscribing to these zines?
|
|
All in all, efforts made to rate competitors tends to make you look
|
|
petty - this may not be a great idea for someone trying to
|
|
publish a zine, although it would be very welcome as something
|
|
standing alone on the net.
|
|
|
|
***
|
|
|
|
Reader's Ballot
|
|
---------------
|
|
Pretty Generic. Most zines are doing something similar, but it
|
|
makes for an outlet for reader feedback. Maybe some more
|
|
controversial questions would be interesting.
|
|
|
|
|
|
GENERAL IMPROVEMENTS
|
|
--------------------
|
|
Formatting changes would be nice to increase legibility. The
|
|
lengthy strings of ASCII characters which you used to separate the
|
|
sections did nothing to add to the document's legibility, and in fact
|
|
cluttered it up. You might try adding regular formatted headers to the
|
|
sections to make it easier to search for section headers.
|
|
|
|
An HTML version of this would be really nice, also - it seems
|
|
that this fanzine would be admirably suited for distribution on the WWW.
|
|
|
|
You should also look at doing more of interest to the collector.
|
|
Not all collectors are players, so the occasional article aimed at the
|
|
collector (such as the upcoming "trading" article) would be welcome. I
|
|
would even be interested in writing such a column if you are interested
|
|
in having it. Let me know and I can work up a proposal.
|
|
|
|
Kevin "Demento" Barth
|
|
|
|
*
|
|
|
|
Geez! Another long letter (not that I'm complaining,
|
|
I like to get them!!!), thanks for the mail Kevin allow me to
|
|
awnser/respond to some of your questions:
|
|
|
|
Top Ten Lists - I agree that this has been done to death, and
|
|
while I like my set-by-set breakdown better than an overall
|
|
list it probably won't change to often (until 5th Ed. or
|
|
Chronicles II) but, also I have to remember that we will get
|
|
new readers with every issue (at least I hope we do!) so I
|
|
want to give them an idea of what we think is hot, that's why I
|
|
keep the list in...Starting next issue (#3) we will begin
|
|
explaining why we choose the Top 10 we do (I would have gone
|
|
back an done it this issue but your mail arrived about an hour
|
|
before this is scheduled to go out, and I'm lazy), mostly its
|
|
just our opinion and that of local shop owners, I'd love to
|
|
get feedback from players/retailers from all over though so
|
|
e-mail your suggestions!!!
|
|
|
|
Stratagemos - I hope I don't talk down to my readers, a good
|
|
author doesn't (though that's about all they do in InQuest),
|
|
but there is another reason I try not to, that is that I don't
|
|
know everything!!! It's hard to be conceited when you realize
|
|
that you may know 1,001 uses for Nether Void, but couldn't
|
|
build a good land destruction deck to save your life...As
|
|
for including decks I will try to put one or two of each type
|
|
talked about in Stratagemos in the "Drawing Board" section
|
|
from now on.
|
|
|
|
Over Rated/Under Rated - This isn't an ongoing feature, it
|
|
concludes this issue, and will be replaced by the
|
|
one-issue-spanning feature "The Just Plain Stupid!" in #3,
|
|
while I don't feel that I've covered all (or even a fraction)
|
|
of the useful, and useless cards out there, OR/UR will
|
|
probably appear again around issue 5 or 6 with some new ideas
|
|
(and hopefully a new expansion to discuss). As for people
|
|
not knowing what certain cards do, since some of them are
|
|
obscure this could be a problem, I guess I'm just spoiled with
|
|
my Spoilers list, similar lists that detail what the cards do
|
|
and their casting cost can be found all over the 'Net, I'd
|
|
include one in the 'zine itself, but the sheer length would
|
|
kinda eclipse the articles, and besides some subscribers may
|
|
not need it. If you need a list like this (not you Kevin,
|
|
anyone reading this) just check any of the MTG newsgroups for
|
|
FTP or WWW addresses, should be no problem to find one.
|
|
|
|
Drawing Board - I agree on the formatting, issue #1 was out
|
|
first "test-run" of the new format and it got more than a
|
|
little messy, it has been cleaned-up and re-done hope its
|
|
easier to read!
|
|
|
|
Tourney Guide - Like I said, and you re-stated nothing I say
|
|
about tournament play is going to be new to everyone (perhaps
|
|
anyone), or original but hopefully it'll help a few readers
|
|
out, and provide a few insights or laughs for competent
|
|
tournament players.
|
|
|
|
Rating the Competition - Because this is an on going column I
|
|
limit myself to reviewing only 2 magazines per issue. As for being
|
|
petty I guess it is, the concept was to rate other home-brew 'zines on
|
|
AOL (which is choked with 100-200 line commentaries, repeating things over
|
|
and over) with one print mag thrown in to make it something Internet
|
|
readers could stomach, I tried to point out both pro and cons and
|
|
explain my complaints. I wanted to review other 'zines the way I would
|
|
want The Grimore reviewed with enough commentary to give the
|
|
Editors an idea of how to make their 'zines more reader
|
|
friendly, though I doubt the guys over at Wizards of the Coast
|
|
or Wizard Press are going to take much notice. Also beginning
|
|
next issue I'm going to try and compile the "Complete MTG
|
|
'zine Address Book" listing all the fanzines print run,
|
|
subscriber #, where you can e-mail for an subscription and a
|
|
little 3-5 line write-up by the editors.
|
|
|
|
Reader's Ballot - Yeah, it is REALLY generic, the favorite
|
|
color question among others was pretty lame. I thought the
|
|
question about the creation of a MTG association to rival the
|
|
Duelist's Convocation was semi-controversial but that's about
|
|
it. Check this month's ballot for more in depth questions.
|
|
|
|
GENERAL IMPROVEMENTS - The ASCII divider has been replaced as
|
|
per your (and other reader's) request. I would love to set up
|
|
a Grimore Web Page, but running off AOL I don't think I
|
|
can!!! I'll look into it though... An (as yet unnamed) 'zine
|
|
will be published beginning in January for those people
|
|
interested in collecting/trading (the trading article in this
|
|
issue will be the last to appear in the pages of The Grimore,
|
|
all the rest will appear in our sister 'zine), I understand
|
|
that some collectors aren't players, and some players aren't
|
|
collectors and want to cater to both sides of the fence, so
|
|
look for that publication in the near future (now if I could
|
|
only think of a good name....)...
|
|
==========
|
|
|
|
That's it for "The Mailbag" this month, hoped you enjoyed
|
|
reading it, and I hope my responses weren't too vague, keep
|
|
those letters coming it's the best way we get feedback to
|
|
serve you better!
|
|
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
The Grimore 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 Pearl
|
|
#6. Mox Sapphire
|
|
#7. Time Walk
|
|
#8. Time Twister
|
|
#9. Ancestral Recall
|
|
#10. Forcefield
|
|
|
|
Arabian Nights
|
|
-]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
|
|
|
|
#1. Juzam Djinn
|
|
#2. Ali from Cairo
|
|
#3. Jihad
|
|
#4. Diamond Valley
|
|
#5. Ring of Ma'Ruf
|
|
#6. Iff-Biff Efreet
|
|
#7. Singing Tree
|
|
#8. Serendib Djinn
|
|
#9. Old Man of the Sea
|
|
#10. Elephant Graveyard
|
|
|
|
|
|
Antiquities
|
|
-----------
|
|
|
|
#1. Candelabra of Tawnos
|
|
#2. Mishra's Workshop
|
|
#3. Argivan Archeologist
|
|
#4. Gaea's Avenger
|
|
#5. Power Leech
|
|
#6. Citanul Druid
|
|
#7. Urza's Miter
|
|
#8. Might Stone
|
|
#9. Martyrs of Korilis
|
|
#10. Mishra's Factory (Snow/Fall)
|
|
|
|
Legends
|
|
-------
|
|
|
|
#1. Mirror Universe
|
|
#2. Mana Drain
|
|
#3. Thunder Spirit
|
|
#4. Moat
|
|
#5. All Hallow's Eve
|
|
#6. Underworld Dreams
|
|
#7. Acid Rain
|
|
#8. Tabernacle at Pendrall Vale
|
|
#9. Nether Void
|
|
#10. Greater Realm of Preservation
|
|
|
|
The Dark
|
|
--------
|
|
|
|
#1. Preacher
|
|
#2. Tracker
|
|
#3. Maze of Ith
|
|
#4. Exorcist
|
|
#5. Psychic Allergy
|
|
#6. Knights of the Thorn
|
|
#7. Reflecting Mirror
|
|
#8. Frankenstein's Monster
|
|
#9. Hidden Path
|
|
#10. Dark Sphere
|
|
|
|
Fallen Empires
|
|
-]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
|
|
|
|
#1. Hand of Justice
|
|
#2. Ebon Praetor
|
|
#3. Icatian Town
|
|
#4. Icatian Skirmishers
|
|
#5. Fungal Bloom
|
|
#6. Breeding Pit
|
|
#7. Orgg
|
|
#8. Deralor
|
|
#9. Elvish Farmer
|
|
#10. Thrull Retainer
|
|
|
|
Revised (3rd & 4th)
|
|
-------------------
|
|
|
|
#1. Multi-Lands
|
|
#2. Vesuvan Doppleganger
|
|
#3. Fork
|
|
#4. Shivan Dragon
|
|
#5. Nightmare
|
|
#6. Royal Assassin
|
|
#7. Ball Lightening
|
|
#8. Mahamoti Djinn
|
|
#9. Serra Angel
|
|
#10. Sengir Vampire
|
|
|
|
Ice Age
|
|
-------
|
|
|
|
#1. Deflection
|
|
#2. Jester's Cap
|
|
#3. Jester's Mask
|
|
#4. Marton Stromgald
|
|
#5. Icy Manipulator
|
|
#6. Enduring Renewal
|
|
#7. Zuran Orb
|
|
#8. Ice Cauldron
|
|
#9. Energy Storm
|
|
#10. Ghostly Flame
|
|
|
|
Homelands
|
|
---------
|
|
|
|
#1. Baron Sengir
|
|
#2. Autumn Willow
|
|
#3. Primal Order
|
|
#4. Marjhan
|
|
#5. Faerie Noble
|
|
#6. Apocalypse Chime
|
|
#7. Koskun Falls
|
|
#8. Abbey Gargoyles
|
|
#9. Eron the Relentless
|
|
#10. An-Zerrin Ruins
|
|
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Strategemos
|
|
-----------
|
|
|
|
Even more popular than Direct Damage decks
|
|
(discussed last issue), are decks that rely on big creatures
|
|
coming out fast supported by Direct Damage, and Permission
|
|
spells. A typical deck of this type will be played with a lot
|
|
of fast mana (Dark Rituals, Orcish Lumberjacks, Lotus, Moxes),
|
|
and big creatures, usually with only 1 (or less) colored mana required
|
|
to cast (Deralor, Ernham, Juggernaut). Once the player has a
|
|
creature on the board (usually round 2 or 3 at the latest) he
|
|
will attempt to keep it alive while stopping his opponents
|
|
creatures with Counterspells, Lightening Bolts, Pyroclasms,
|
|
Mind Twist, or Hymns to Tourach. Land Destruction and Hand
|
|
Destruction spells really help this type of deck, as do Nether
|
|
Voids, Blood Moons, AEther Storms, Feroz's Ban, or Invoke
|
|
Prejudiced anything that slows your opponent down (and you,
|
|
but only after you have a creature or two on the board)
|
|
will work here, single cards are the best, double card combos
|
|
may be slow in coming (ie Relic Barrier/Winter Orb) but since
|
|
a lot of them don't hurt you they might not be a bad idea.
|
|
Stay away from any combos over three cards (not just here, but
|
|
in an competitive deck!!!).
|
|
This deck type, while being quick has damage from varied
|
|
sources (both creature, direct, and artifact) almost assuring
|
|
you some damage during the game. The fact that it can
|
|
encompass almost any combination of colors makes it hard to
|
|
sideboard against. Add to this the fact that this deck type
|
|
can be either Type I or Type II makes it one of the most
|
|
versatile around. A Type I deck of this genre could include;
|
|
4-5 Moxes, Lotus, Juzam Djinns, Chain Lightenings, Nether
|
|
Voids, Relic Barriers, Seredib Djinns, Ali From Cairo, and the
|
|
Blue spoilers. While a Type II version can be just as deadly
|
|
by combining; Orcish Lumberjacks, Incinerates, AEther Storms,
|
|
Winter Orbs, Goblin War Drums, Smokes, Winters Chills and Dark
|
|
Spheres. Of course these Types can be combined into a number
|
|
of crushing combinations. All that coupled with the fact that
|
|
this deck type doesn't rely on 3 or 4 certain cards to make it
|
|
work (making it Jester's Cap proof), and the varied colors
|
|
make sideboard really effective allowing the player to deal
|
|
with virtually every situation!
|
|
The major fear one needs to have when playing a deck
|
|
like this is land oriented. The fact that Mana/Card ratio
|
|
tends to be low makes tuned Land Destruction a threat. Primal
|
|
Order and Blood Moon can hurt, but Disenchants and
|
|
Tranquilites can take care of them no problem. Another big
|
|
fear is playing another deck of this type, when this happens
|
|
the game is more a matter of luck and play skill than cards.
|
|
Forgetting to attack for even 1 point one round may cost you
|
|
the game.
|
|
This deck type is incredibly effective, hard to
|
|
play, and even harder to beat. Effective side-boarding is a
|
|
must! The White, Red, and Green utilities (Swords to
|
|
Plowshares, Disenchant, Smoke, Goblin War Drums, Ali from
|
|
Cairo, Tranquility, Primal Order etc...) are a must. While
|
|
playing this deck in Type I is VERY expensive Type II variants
|
|
should be easier to make, and be just as effective (if a round
|
|
ot two slower). Overall possible the best deck type out there!
|
|
|
|
** In "The Drawing Board" the first to decks profiled
|
|
"Steel" and "Null and Void" are good examples of Type I takes
|
|
on this theme, check them out!**
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
The Most Underrated
|
|
And,
|
|
Overrated Cards
|
|
In MTG!
|
|
-------------------
|
|
(FE-Homelands)
|
|
|
|
|
|
Fallen Empires
|
|
-]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
|
|
|
|
----------
|
|
Over-Rated
|
|
----------
|
|
|
|
Fungal Bloom -
|
|
|
|
While its hard to find anything really over-rated about Fallen
|
|
Empires (it's the most under-rated expansion out there!)
|
|
Fungal Bloom does qualify in the "it-looks-good-at-first"
|
|
category. Sure Fungal Bloom is great for putting that last
|
|
minute spore counter on your Spore Flower, or maybe giving you
|
|
a couple extra life via your Elvish Farmer (eating it, not
|
|
making it, he is not a fungus after all!), but in a tournament
|
|
level game, while Thallids aren't a bad idea, Fungal Bloom
|
|
usually is. It has the right casting cost (GG) allowing it to
|
|
come out early, but its activation cost (also GG) and the fact
|
|
that it can only effect a target fungus make it almost useless
|
|
unless you have 6 mana to spend every round fogging your
|
|
opponent. The only time I have seen Fungal Bloom used
|
|
effectively is in an all Green tourament (where most of the
|
|
damage comes from creatures) in an all Thallid deck, the game
|
|
was probably in its 40th round, and they guy had about 500
|
|
Thallids in play (of course his opponent had Spore Flowers,
|
|
Fogs, and Spore Clouds in reserve so it was more like a boring
|
|
stand-off) and couldn't do ANYTHING with them (he refused to
|
|
sacrifice them for life of course), see preceding
|
|
parentheses. Not the most fortunate of situations, so while
|
|
the Bloom can be useful (rarely) it is usually just a slot in
|
|
your deck where a Craw Giant, or Ernahm Djinn could have gone.
|
|
|
|
Hand of Justice -
|
|
|
|
Like the Fungal Bloom, Hand of Justice falls into the
|
|
"it-looks-good-at-first" category, I mean who wouldn't want to
|
|
destroy any creature in play just for tapping 3 white
|
|
creatures and the Hand? But, playing with a HoJ (Hand of
|
|
Justice) in your deck you might never get to kill anything
|
|
with him! First theres the problem of getting the 3 creatures
|
|
out needed to use his ability, no problem with White Weenie
|
|
right? Wrong, with Lightening Blots, Fireballs, Pyroclasms,
|
|
Jovial evils, and Winter's Chills all avalible for you
|
|
opponents deck or sideboard the chances of him/her letting
|
|
you have three creatures on the board (especially with a few
|
|
Crusades and/or Jihads in play) are slim to say the least.
|
|
Then theres the fact that HoJ very slooooooooow to get out,
|
|
his casting cost (one White, 5 colorless) keeps him in your
|
|
had for a least the first 3-4 turns, so hope you opponent
|
|
isn't playing a quick deck! Then, what if your opponent
|
|
isn't even playing creatures? HoJ looses a lot of its
|
|
playability right there. But ok, lets say your opponent is at
|
|
1, has an Ali from Cairo (with Anti-Magic Aura) out against your
|
|
Red/White weenie hoard and you have a Lightening Blot in your
|
|
had, it doesn't help against Ali but wait! You just drew a
|
|
HoJ, you cast him out with a grin and declare you turn over,
|
|
next turn you can use the HoJ and finish your opponent off.
|
|
But if you think your opponent is going let that HoJ live until
|
|
your next turn (or just kill off all but 2 of your creatures)
|
|
you've been playing for too many straight hours my friend! If
|
|
its in the other players power the HoJ is dead, he's even a
|
|
bigger target in Multi-Player (Melee) games!!!!!! But hey,
|
|
2/6 isn't a bad (if expensive) blocker...
|
|
|
|
-----------
|
|
Under-Rated
|
|
-----------
|
|
|
|
High Tide -
|
|
|
|
While it's true this card isn't incredibly useful in the first
|
|
2 turns of the game, nor after about round 6. For the
|
|
in-between rounds High Tide adds something Blue doesn't have a
|
|
lot of, speed mana. Sure there is Black Lotus, Mox Sapphire,
|
|
and Apprentice Wizard, but the first two are kicked out
|
|
because of scarcity and the fact that most players haven't
|
|
been in the game since Unlimited, and don't have the money to
|
|
buy them at current prices and Apprentice Wizard isn't the
|
|
mana producing stud some people hype him to be, he only
|
|
produces colorless, and his casting cost requires two blue
|
|
making him hard to bring out on turns one and two. High Tide
|
|
however is easy to get (its a common!) but just like the
|
|
Wizard useless in the first two rounds, but then round three
|
|
rolls around, how just a Juggernaut sound? Round four, a
|
|
Mahamoti? Round 5 a Marjahn? And so on, the fact that High
|
|
Tide is an instant make is useful for countering that 14 point
|
|
Fireball with a Power Sink, or Spell Blast. In a color like
|
|
Blue with little fast mana, High Tide is a must especially
|
|
with creature decks, and when playing against Winter Orb-Relic
|
|
Barrier combos, or Nether Voids. Who says Fallen Empires was
|
|
a Useless expansion?
|
|
|
|
Spore Flower -
|
|
|
|
A great sideboard card for almost any type of deck (assuming
|
|
it has Green in it of course!). Who wouldn't want a fog every
|
|
three rounds? The fact that more than one of them in play
|
|
(assuming you put them in play in the right order, that is one
|
|
on turn two, one on turn three, and one on turn four) can give
|
|
you a fog every round! While Spore Flower is easy to kill
|
|
with Lightening Bolts, Fireballs etc.. it is not so easy to
|
|
get rid of with say, Royal Assassins. Still having one on the
|
|
board makes it a target (sometimes a Disenchant target if your
|
|
playing someone inexperienced) for all kinds of things, so
|
|
Spectral Clock wouldn't be such a bad idea! This card is
|
|
especially effective in all creature tournaments because of
|
|
its ability and the fact that it is hard to kill with the
|
|
creature-killing staple Royal Assassin (whoops, repeating
|
|
myself there). Not for everyone (but what card is?) but still
|
|
a nice card that not a lot of people use.
|
|
|
|
|
|
Ice Age
|
|
-------
|
|
|
|
----------
|
|
Over-Rated
|
|
----------
|
|
|
|
Jester's Cap -
|
|
|
|
Now I'm not saying this card isn't useful, it is! Really
|
|
useful in some cases, but not every case and infact not more
|
|
than a few. For example, if your playing someone with a
|
|
discard deck and the only damage in the deck is Racks, then a
|
|
Cap is great for getting rid of three of them, and taking
|
|
little or no damage the entire game, same thing goes for
|
|
Vices. But in most cases deck strategies are varied enough to
|
|
allow someone to remove three cards from your deck without
|
|
ruining it. The point is that all the hype that has been
|
|
going on about this card is not deserved, play a tournament
|
|
level, competitive deck and the Cap won't do much to hurt you
|
|
(unless your opponents Archeologist brings it back again, and
|
|
again, and again etc...). Wizards knows this (that's why the
|
|
Cap hasn't been restricted yet), and by making the Cap they
|
|
have tried to make deck strategies more varied and not let
|
|
them rely on just one or two cards. Also, adding to the
|
|
ineffectiveness of the Cap is that most people that use them
|
|
don't know how to use them (redundant isn't it?). The Cap
|
|
usually comes out late in the game (it really isn't a card
|
|
that needs to come out and be used in the first 5 rounds) so
|
|
can be used the turn it is brought into play, if you opponent
|
|
is smart he will go for the sideboarded cards, and/or utility
|
|
cards (Ghostly Flame, Disenchant, Pyroclams, Swords to
|
|
Plowshares) that can hurt his deck or one-of-a-kinders
|
|
(Underworld Dreams, Timewalk, Ancestral). But most players
|
|
will go for creatures (removing 3 creatures from an all
|
|
creature deck won't hurt it!), direct damage (he can get rid
|
|
of 3 of your 12 lightening bolts!), or $$$ (its round 30 and
|
|
he decides to toss out 3 Moxes...whew!). So while at first
|
|
glance Jester's Cap might look like a God card, upon closer
|
|
inspection one finds it deffinatly is not...
|
|
|
|
Elder Druid -
|
|
|
|
Now this is a card I need explained to me, I can see hundreds
|
|
of uses for it, but with its high casting cost, and high
|
|
activation cost in a quick game who has the mana? In an all
|
|
Green deck it is possible to get the Elder Druid out by round
|
|
2 or 3 since his casting cost includes a lot of colorless (3
|
|
colorless 1 Green), but most Green decks rely on speed, and
|
|
supporting this guy for 3G a round doesn't exactly speed up a
|
|
deck! The fact that he is 2/2 only makes him more susceptible
|
|
to Lightening Bolts and other creature killer things if you
|
|
even do make him useful. It seems simple Ley Druids, Icys,
|
|
Relic Barriers etc... would be a lot more useful, and mana
|
|
economic than the Elder Druid. While it's true most people
|
|
don't play with them, some people do (for some unknown
|
|
reason). I can see it being in demand because it's an Ice Age
|
|
rare and needed to complete sets, but can't see another
|
|
reason anyone would put one in a deck...
|
|
|
|
-----------
|
|
Under-Rated
|
|
-----------
|
|
|
|
Jester's Mask -
|
|
|
|
While still in demand (more for its trade power, than
|
|
playability) the Jester's Mask seems to spend a lot of its
|
|
time in its twin's (the Jester's Cap) shadow. Why? The main
|
|
reason is that the Mask is even harder to use than the Cap.
|
|
What if you give you opponent exactly what they want? Or
|
|
what if they draw the card to make their new hand work? What
|
|
if there isn't anything you can give them they don't already
|
|
have in their hand?!?!?! There are a lot of variables when
|
|
using the Mask, and so most people don't bother with it. But
|
|
in many cases the Mask can slow your opponent down a lot more
|
|
than the Cap. The Mask's 5 colorless casting cost make it
|
|
easy to bring out by turn 3, it comes into play tapped so
|
|
unless you have a twiddles or (god forbid) an Elder Druid in
|
|
play it'll probably be a big Disenchant/Shatter target until
|
|
your next turn. But should it survive, the Mask is a great
|
|
one for making your opponent sweat. Just leave it untapped
|
|
until you do a Wheel of Fortune, Armegeddon, Jokkulhaups
|
|
etc... use the Mask as a fast effect and replace his hand with
|
|
whatever you want (all mana, no mana, etc...). But still one
|
|
runs into a problem with a lot of tournament decks, they are
|
|
the same all the way through! So while you may have gotten
|
|
rid of your opponents Fireball for now, it will probably be
|
|
back in short order. When this is the case it is best to wait
|
|
and use Jester's Mask after your opponent draws and gets that
|
|
evil gleam in his/her eye, when you see it (or hear him
|
|
chuckling under his breath) use the Mask (hope he doesn't
|
|
have an instant!) and replace it. That should give you at
|
|
least one round of safety if not more. Other strategies
|
|
include filling your opponents hand with a all his/her good
|
|
cards and Mind Twisting them away. But instead of going after
|
|
the 3 Shivans and 4 Juzam's go for his land (especially if he
|
|
plays a lot of multi-lands), then choose one color, ie Red,
|
|
fill his hands will all Red producing lands then Mind Twist or
|
|
Wheel of Fortune them away, you won't have to worry about
|
|
Lightening bolts, Shivan Dragons, or Disentigrates anymore...
|
|
|
|
Urza's Bauble -
|
|
|
|
One of the best (and least played) cards from Ice Age,
|
|
especially for tournament play! Slotting in four Urza's
|
|
Baubles can turn your 60 cards deck into a 56 card deck no
|
|
problem. While that might not be useful for big creature
|
|
decks, or denial decks. For direct damage, and land
|
|
destruction there is nothing better for getting you to the
|
|
card you need fast (except perhaps Jalum Tome). The Bauble's
|
|
casting cost is perfect (0), it ability to let you look at one
|
|
card in opponent's hand sucks, but that's not why your using
|
|
it! Urza's Bauble is the first deck-overdrive card printed
|
|
(Brainstorm and Portent could be also, but they are to color
|
|
specific and have a casting cost), and while it remains to be
|
|
seen if Wizards will print more cantrips, if they do
|
|
tournament decks will deffinatly be speeding up! Not only
|
|
that but Urza's Baubles are nice to sideboard out when needed
|
|
since they take little (except speed, which isn't important if
|
|
your being crushed!) out and open a slot in your deck.
|
|
|
|
|
|
Homelands
|
|
---------
|
|
|
|
----------
|
|
Over-Rated
|
|
----------
|
|
|
|
Feast of the Unicorn -
|
|
|
|
Sure the +3/+0 isn't bad, but it isn't great either. First of
|
|
all the casting cost is high (3 colorless 1 black), sure with
|
|
Black's Dark Rituals its not hard to get 4 mana by round 2,
|
|
but you have to decide what you want to do, have a first round
|
|
Juzam or a second round 3/1 Will-o-Wisp? If that weren't bad
|
|
enough Feast doesn't increase a creatures toughness, making
|
|
that 5/2 Black Knight an easy Lightening Bolt target. Lets
|
|
face it Unholy Strength a better addition to your deck, not
|
|
only is it cheaper, it provides all the bonuses Feast does
|
|
(minus +1 to power and plus +1 to power) for 3 mana less!!!!
|
|
Feast may have a place in some decks, but just hope you play
|
|
against them, not with them!
|
|
|
|
Primal Order -
|
|
|
|
This card is a great addition to any sideboard, with the
|
|
abundance of all multi-land decks, Mazes of Ith, Librarys of
|
|
Alexandira, Arenas, and Legendary Lands. Primal Order could
|
|
do some serious damage to your opponent. But it's not all
|
|
its cracked up to be, since in most competitive tournaments
|
|
both you and your opponent will probably by playing at least a
|
|
few non-basic lands, also since White is the most popular
|
|
"support" color for tournament play the Order will probably
|
|
just end up being Disenchanted before it can do any read
|
|
damage. Primal Order becomes even more useless in Type II
|
|
tournaments, when the only none basic lands include the Fallen
|
|
Empires lands, Ice Age pseudo-multi's and the Homelands triple
|
|
lands (*gag*), needless to say these are the most played with
|
|
card out there. So while Primal Order (like almost any other
|
|
card) is great in specific situations slotting it into your
|
|
deck may just lead to you holding a useless (or harmful) card
|
|
in your hand for the entire game...
|
|
|
|
-----------
|
|
Under-Rated
|
|
-----------
|
|
|
|
Marjhan -
|
|
|
|
O.k., lets face it no new expansion would be complete without
|
|
an all new big Blue creature, and for Homelands Marjhan is
|
|
it. But unlike Leviathan and Polar Krakan, Marjhan's upkeep
|
|
isn't lethal. With Merfolk, Breeding Pits, Hives, Homarid
|
|
Spawning Beds etc... you can keep token creatures coming to
|
|
feed him forever! No only are his 8/8 stats impressive but he
|
|
even has a cool ability, and doesn't even enter play
|
|
tapped!!!! Deffinatly one of the best cards in Homelands, and
|
|
potentially one of the best Blue creatures avalible, pair him
|
|
with a High Tide and give your opponent a round 4 surprise.
|
|
Back to the upkeep, no only is it (relatively) cheap but if
|
|
don't (unlike Leviathan and Polar Kraken) pay it Marjhan stays
|
|
in play and does no damage to you!! While he may not pack the
|
|
punch of his bigger forebearers Marjhan makes up for this
|
|
heavily in raw playability!!
|
|
|
|
Faerie Noble -
|
|
|
|
You've probably got boxes of extra Scryb Sprites, Shelkin
|
|
Brownies, Aisling Leprechauns, Argothian Pixies, and Fire
|
|
Sprites sitting around somewhere, and with the addition of
|
|
Willow Faeries and Sea Sprites to your army you've got the
|
|
makings for a competitive deck! Not only all are the creatures
|
|
low casting cost (from 1 to 4 mana), all but 1 of them is
|
|
Green which (as everyone knows) means fast mana, fast mana
|
|
means fast creatures, and fast creatures means a fast kill.
|
|
Toss in 4 Faerie Nobles (which is the card we're here to talk
|
|
about) some Willow Priestesses, a few Cockatrices (for that
|
|
annoying Shivan), and some Counterspells (just incase) and
|
|
you've got everything you need. With the avalibility of
|
|
Faeries (28 total), the Faerie Noble is effective
|
|
no matter when he's brought out, the permanent toughness bonus
|
|
he gives (and the fact that they are cumulative) helps to foil the ever
|
|
threatening Pyroclasm, the power bonus can make Vampires run
|
|
from your innocent little Brownie, and the fact that a good
|
|
number of these Faeries fly makes them great for getting
|
|
through unblocked (having trouble, just throw in some Goblin
|
|
War Drums). A few Giant Growths, Fanatical Frenzies, a
|
|
Berserk, and of course 4 Stampedes and your unstoppable Faerie
|
|
hoard will make your opponent wish he hadn't made that "Oooooh
|
|
a Scryb Sprite I'm sooooooooo afraid" crack after the first
|
|
turn!
|
|
|
|
|
|
The Revised (3rd-4th)
|
|
---------------------
|
|
|
|
----------
|
|
Over-Rated
|
|
----------
|
|
|
|
Nightmare -
|
|
|
|
O.k. O.k., I know Nightmare is HUGE when you get him out on
|
|
like round 30, with an Aggression and Fear on him, but lets
|
|
face it how many tournament level games do you play that even
|
|
go to round 30!?!? (how many do you play that go to round 15?)
|
|
Nightmare is a classic "wow" card, when a new player sees on
|
|
he goes (appropriately) "wow!" and tries to trade his 5 mint
|
|
Giant Growths for it, when really he should be keeping the
|
|
Giant Growths because they will be a lot more useful to him
|
|
than this over-glorified pony. Nightmares high casting cost
|
|
make him hard to get out (even with Black's Dark Ritual)
|
|
before the 3rd round, and even then he's just Lightening Bolt
|
|
fodder until round 4 or 5. Hypnotic Specteres, or Sengir
|
|
Vampires would be better for a deck, not only are they cheaper
|
|
but they have a useful ability to boot. Nightmare is just a
|
|
waste of card stock (unless you can trade him off for a Shivan
|
|
Dragon), and remember anything that can be killed with a
|
|
Magical Hack is probably lame...
|
|
|
|
Royal Assassin -
|
|
|
|
More a sideboard card than an deck card (unless your playing
|
|
in an all creature tournament), this little guy is in high
|
|
demand now since everyone want to get four of him. But is he
|
|
really worth it? In most cases, no, lets face it if your
|
|
opponent has a way to get rid of the Assassin he will whether
|
|
it be Lightening Bolt, Pyroclasm, Paralyze, Drain Life,
|
|
Control Magic, Counter Spell, Brainwash etc... if the
|
|
Assassin poses some threat. Unfortunately with the advent of
|
|
creatureless or low creature decks the Assassin might just end
|
|
up being another 1/1 creature for 3 mana. Sure he is great
|
|
with an Icy Manipulator to back him up, but lets face it that
|
|
doesn't happen often in duels (though it seems to pop-up more
|
|
and more in Multi-Player, and Melee games). You almost need
|
|
an Anti-Magic Aura on the Assassin to protect him at all and
|
|
even that doesn't work for a lot of "mass effect" spells.
|
|
While the Assassin is great in some situations (all-creature,
|
|
multi-player) he's downright useless in most others...
|
|
|
|
-----------
|
|
Under-Rated
|
|
-----------
|
|
|
|
Zombie Master -
|
|
|
|
There's this big craze over all Faerie decks, but so far I
|
|
haven't seen an all Zombie deck. This was understandable when
|
|
the only Zombies out there were Scathe (ick) Zombies, but with
|
|
Ice Age we got Gangrenous Zombies and Lim-Dul's Cohorts (not
|
|
to mention the Dark's addition of the Drowned) while this only gives
|
|
us 15 Zombies max, along with 4 Zombie Masters (giving all our
|
|
undead Regeneration and Swampwalk), a few Evil Presences, some
|
|
Paralyzes, Drain Lifes, Dark Rituals, Unholy Strengths, Thrull
|
|
Retainers, and Feasts of the Unicorn (ugh!) you've got yourself
|
|
one kick-ass All Zombie deck with enough Swampwalkers to inflict
|
|
damage and some defense thrown in to boot. The fact that Zombie
|
|
masters aren't exactly in high demand (people give them away locally!)
|
|
makes them easy to get, and considering all the Zombies printed
|
|
so far are common they should be no problem to acquire also.
|
|
While the deck might not be tournament level it should at
|
|
least provide a few fun duels to teach beginners, or at least
|
|
a good multi-player game or two. Who says Zombie Masters are
|
|
useless??
|
|
|
|
Mijae Djinn -
|
|
|
|
Someone explain this to me, the Mijae Djinn is a 6/2 for three
|
|
Red. Why don't more people play with them?!?! They can come
|
|
out on the second round with no problem (third max.), and
|
|
while they do have their drawback (he's prime Lightening Bolt
|
|
material), and he only hits your opponent roughly half the
|
|
time. But still his low casting cost and high power make him
|
|
a great tournament card (even if you just use him as a
|
|
blocker). Toss on an Aggression and/or a few Blood Lusts and
|
|
he becomes a rolling death-machine, much easier to outfit
|
|
than that Shivan. While I'll admit he might not be useful for
|
|
everyone in every deck, he sure is a lot more useful than
|
|
people give him credit for...don't be scared away by flipping
|
|
a coin...
|
|
|
|
|
|
That's it for Over Rated/Under Rated, obviously we
|
|
didn't cover all the cards we could have (in both categories),
|
|
but we think we covered a good number of them. Next issue
|
|
this space will be filled by one-issue-spanning column "The
|
|
Just Plain Stupid", so be watching for that. Also OR/UR will
|
|
return sometime around issue #6, so if you have a suggestion
|
|
about a card we should include (Under or Over Rated) drop us a
|
|
line and let us know!
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
The Drawing Board
|
|
-----------------
|
|
|
|
** Note: The format has been changed a little to make this
|
|
feature more reader-friendly, hope you enjoy. And if you have
|
|
a killer tournament deck submit it (see appendix I), we'd love
|
|
to see it! **
|
|
|
|
This month we present 3 decks for your perusal, feel
|
|
free to build and play them yourself, tell us how they do!!
|
|
|
|
Ratings:
|
|
--------
|
|
|
|
* - 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!!!!
|
|
|
|
|
|
Deck Name; "Steel"
|
|
Overall Rating; ***
|
|
Primary Colors; Black, Green
|
|
Support Colors; White, Blue
|
|
Win-Loss Ratio; 5 to 1
|
|
Average # of Rounds to kill; 5
|
|
Fastest # of Rounds to kill; 3
|
|
Artifacts; Mox Sapphire
|
|
Mox Emerald
|
|
Mox Jet
|
|
Mox Pearl
|
|
Black Lotus
|
|
Mana Vault x4
|
|
Enchantments; Sylvan Library
|
|
Instants/Interrupts; Counterspell x4
|
|
Disenchant x2
|
|
Swords to Plowshares x4
|
|
Dark Ritual x4
|
|
Sorceries; Demonic Tutor
|
|
Regrowth
|
|
Creatures; Derelor x4
|
|
Erhnam Djinn x4
|
|
Juzam Djinn x2
|
|
Sengir Vampire x4
|
|
Lands; Mishra's Factory x2
|
|
Bayou x4
|
|
Tropical Island x3
|
|
Underground Sea x3
|
|
Tundra x3
|
|
Scrubland x3
|
|
Savannah x2
|
|
Total Cards; 60
|
|
Sideboard; None Provided
|
|
Total Sideboard Cards; ?
|
|
|
|
-= Comments =-
|
|
|
|
Pro; This deck is a perfect example of what is becoming more
|
|
and more popular in tournaments (it is also a good example of
|
|
deck types discussed in Stratagemos this month), its main
|
|
weapon is speed, and lots of it. The Lotus, Moxes, Rituals,
|
|
and Mana Vaults make a creature first round almost guaranteed,
|
|
and the fact that the aforementioned creature will be at least
|
|
4/4 takes it out of Lightening Bolt range, at least for the
|
|
first round. The Swords to Plowshares, Disenchants, and
|
|
Counterspells beef up the defense and provide a few early
|
|
rounds of dominance. This deck is very well tuned, a lot of
|
|
the extra cards that could have been added haven't, and some
|
|
staples of quick creature decks (ie Juggernauts) have been cut
|
|
to make room for more versatile attackers (ie Vampires). The
|
|
use of the Mishra's Factories is good also because they are
|
|
cheap blockers, and if push comes to shove can inflict a few
|
|
points of damage.
|
|
|
|
Con; This deck's primary weapon is speed, and if it looses
|
|
momentum it really gets bogged down. A few well placed
|
|
Terrors, Swords to Plowshares, or Abu Jafars and the attackers
|
|
that are supposed to be inflicting mucho damage are in the
|
|
graveyard with nothing but one Regrowth the bring them back.
|
|
Also, all the damage is creature based, what about Island
|
|
Sancturarys or Moats? (remember only a 1 in 30 chance of
|
|
drawing that Disenchant) Relying only on one specific type of
|
|
damage to kill you opponent always leads to trouble. If this
|
|
deck gets going early on, and is unopposed for the first
|
|
couple of rounds it works incredibly well, but once slowed
|
|
down it stays slowed down.
|
|
|
|
Suggestions; Move 2 of the Swords to Plowshares into the
|
|
Sideboard, and replace them with the final 2 Disenchants.
|
|
Instead of Counter Spells use Power Sinks, you've got more
|
|
than enough mana! Replace the 4 Mana Vaults with 4 Eurekas
|
|
(if possible) this will really make the first round
|
|
interesting. Toss in some direct damage, Psionic Blasts, or a
|
|
Hurricane or two, nothings worse than pummeling your opponent
|
|
down to 3 life and then loosing the game because none of your
|
|
creatures could get through! Try replacing 2 of
|
|
the Vampires with Serra Angels while you can't Dark Ritual
|
|
them out as fast they offer both defense and offense. Also
|
|
replacing 2 of those Deralors with two more Juzam Djinns
|
|
wouldn't hurt either :).
|
|
----------
|
|
|
|
Deck Name; "Null and Void"
|
|
Overall Rating; ****
|
|
Primary Colors; Black, Red
|
|
Support Colors; White, Green
|
|
Win-Loss Ratio; 5 to 1
|
|
Average # of Rounds to kill; 6
|
|
Fastest # of Rounds to kill; 4
|
|
Artifacts; Black Lotus
|
|
Sol Ring
|
|
Jalum Tome
|
|
Zuran Orb
|
|
Feldon's Cane
|
|
Enchantments; Nether Void x3
|
|
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Underworld Dreams
|
|
Instants/Interrupts; Lightening Bolt x4
|
|
Incinterate x4
|
|
Dark Ritual x4
|
|
Disenchant x2
|
|
Sorceries; Chain Lightening x4
|
|
Demonic Tutor
|
|
Wheel of Fortune
|
|
Regrowth
|
|
Mind Twist
|
|
Eureka x2
|
|
Fireball x2
|
|
Creatures; Juggernaut x3
|
|
Serra Angel
|
|
Sengir Vampire
|
|
Ernham Djinn x2
|
|
Deralor x2
|
|
Lands; Bayou x4
|
|
Plateau x4
|
|
Badlands x4
|
|
Taiga x4
|
|
Total Cards; 60
|
|
Sideboard; Arboria x3
|
|
Disenchant x2
|
|
Terror x2
|
|
Swords to Plowshares x2
|
|
Pyroclasm x3
|
|
Forethought Amulet x2
|
|
Tabornacell at Penderall Vale
|
|
Total Sideboard Cards; 15
|
|
|
|
-= Comments =-
|
|
|
|
Pro; While this deck lacks the speed of "Steel" above, but it
|
|
still has its fair share. Also, the fact that this decks
|
|
damage comes from more than just creatures (or just direct
|
|
damage) make it harder to deal with, couple that with the
|
|
Nether Voids (guaranteed to slow your opponent down) make this
|
|
deck pretty well rounded. Another perk is that this deck can
|
|
make for a really fast game when it gets rolling, and if
|
|
needed it can slow down to "Permission Deck" speed if needed.
|
|
Also the sideboard covers all the normal bases, which is
|
|
always a plus. On the whole a really well-rounded,
|
|
competitive deck.
|
|
|
|
Con; Timing is important with this deck, if you bring out the
|
|
Nether Void to early it will probably hurt you more than it
|
|
hurts your opponent. Also, if you enemy is playing a weenie
|
|
deck the Nether Void probably won't effect him/her at all.
|
|
Blood Moons are a big problem also, since the only think that
|
|
can save you from it is the Lotus (after it is cast of
|
|
course). CoP: Red may be annoying also, in the direct damage
|
|
area but shouldn't be too big a problem if you can get big
|
|
creatures out early.
|
|
|
|
Suggestions; If you can, get the Moxes to go with the 4 colors
|
|
your playing, a few Juzams wouldn't hurt either. Think about
|
|
putting in one Ernahm and taking out a Juggernaut both can
|
|
come out on the first or second round but the Jug. is a lot
|
|
easier to kill. Replace the Forethought Amultes with
|
|
Simulacrums and/or Reverse Damages, they are more of a
|
|
surprise and don't take a 3 mana upkeep. Think about swapping
|
|
the Jalum Tome out for a Sylvan Library, no discard.
|
|
Something cool to add to this deck would be Chains of
|
|
Mephistopheles and Howling Mines (this would be better for
|
|
multi-player games however). One more Eureka wouldn't hurt
|
|
either.
|
|
----------
|
|
|
|
Deck Name; Mind Games
|
|
Overall Rating; ***
|
|
Primary Colors; Blue, White
|
|
Support Colors; Black, Green
|
|
Win-Loss Ratio; ?
|
|
Average # of Rounds to kill; 30
|
|
Fastest # of Rounds to kill; 30
|
|
Artifacts; Black Lotus
|
|
Sol Ring
|
|
Mox Sapphire
|
|
Mox Emerald
|
|
Mox Ruby
|
|
Mox Jet
|
|
Mox Pearl
|
|
Jayemdae Tome x2
|
|
Disrupting Scepter x2
|
|
Chaos Orb (Replace with Zuran Orb, or N's Disk)
|
|
Enchantments;
|
|
Instants/Interrupts; Counterspell x4
|
|
Mana Drain x4
|
|
Psionic Blast x4
|
|
Swords to Plowshares x4
|
|
Disenchant x2
|
|
Ancestral Recall
|
|
Sorceries; Mind Twist
|
|
Demonic Tutor
|
|
Recall
|
|
Regrowth
|
|
Balance
|
|
Timetwister
|
|
Time Walk
|
|
Creatures; Serra Angel x2
|
|
Lands; Library of Alexandria
|
|
Maze of Ith
|
|
Tundra x4
|
|
Scrubland x3
|
|
Underground Sea x3
|
|
Savannah x3
|
|
Tropical Island x3
|
|
City of Brass x2
|
|
Total Cards; 60
|
|
Sideboard; Moat x3
|
|
Blue Elemental Blast x4
|
|
Control Magic x2
|
|
Disenchant x2
|
|
Tranquility
|
|
Lifeforce x3
|
|
Total Sideboard Cards; 15
|
|
|
|
-= Comments =-
|
|
|
|
Pro; Talk about a slow down deck, this apparatus looks like it
|
|
has a lot of possibilites. The slotted cards, along with the
|
|
balanced sideboard make it very versatile. Damage is little,
|
|
but varied enough to make it hard to deal with. All the Moxes
|
|
and a multitude of dual lands make it hard for you to get mana
|
|
screwed in any game. The sideboard is really well done, and
|
|
should be useful when facing any type of deck.
|
|
|
|
Con; This deck seems to rely WAY to much on Blue, while its
|
|
true Blue is one of the harder colors to hurt, it's still a
|
|
bad idea to stake so much on one color. The fact that you
|
|
only have 8 Counterspells, 2 Serras, and 16 points of direct
|
|
damage (in the form of Psionic Blasts) limit what you can and
|
|
can't do quite a bit. Land destruction decks (especially if
|
|
they get going on round one) can be a real pain, as can over
|
|
run decks (Moats in the sideboard help, though Disenchants and
|
|
Tranquilites can take care of them quite easily). You side
|
|
board is really color specific to Red and Black, but what
|
|
about Green and White? Those are the chief weenie colors and
|
|
you should have some defense against them (Holy Days? Fogs?).
|
|
|
|
Suggestions; Replace the Jayemdae Tomes with Jalum Tome, while
|
|
they require discarding they are cheaper to cast and to use.
|
|
Why the Disrupting Scepters, while its nice to make your
|
|
opponent discard, Amnesias will do this better, or you could
|
|
just throw in 2 more Angels. Swap the Mana Drains for some other
|
|
type of Counterspell (Power Sink for example, or even better
|
|
Deflection) excepting the Serras, and Tomes you have no place to
|
|
put the mana. Move 2 Swords to Plowshares to your sideboard
|
|
(loose the Lifeforces there, Black shouldn't be a huge threat
|
|
with Moats out), and replace them with 2 Mahamoti Djinns (or
|
|
some other big creature) with your quick mana these guys will
|
|
come out quick and are a lot more effective than Serras. Vices
|
|
or Racks might be a good idea also. If you want to slow down
|
|
the game nothing works better than Nether Voids, or (since you
|
|
Mana/Card ratio isn't very high) the old Winter Orb/Relic
|
|
Barrier combo, with Disrupting Scepters this is devastating.
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Trading: How to Avoid Getting Screwed
|
|
-------------------------------------
|
|
|
|
** This article really shouldn't be here, but we
|
|
promised it last issue and so we delivered. We want to cater
|
|
to collectors as well as players, and to do this a sister
|
|
'zine to the Grimore dealing just with trading, selling, and
|
|
market trends will be coming out in January about the same
|
|
time Grimore #3 hits you mail box (this 'zine will also
|
|
include a price guide for those people e-mailing me to include
|
|
one in The Grimore) this way if you don't want one or the
|
|
other 'zine you don't have to get it. **
|
|
|
|
An interagal part to the game of Magic is trading,
|
|
because A) You probably don't have the $$ to buy all the cards
|
|
you need, and B) The specific cards you need change often,
|
|
sometimes weekly! And so in writing this article we will
|
|
assume you have traded some, for those of us reading this
|
|
there are to major places we trade in person (at a store, Con,
|
|
wedding, wherever...) and on the Internet (in newsgroups, or
|
|
IRC). In both venues you need to do things a little
|
|
differently to avoid getting ripped off, or sending 8 dual
|
|
lands for a Timewalk and never getting them back!!! (not that
|
|
I'm bitter...), and to get the best trade possible. They
|
|
include:
|
|
|
|
In Person - Trading in person is the easiest most reliable way
|
|
to get cards without getting ripped off, because you see the
|
|
cards first and get them without waiting for them. The only
|
|
real danger is that the cards are either counterfieted, in
|
|
which case you should do what WotC tells you look for
|
|
inflexible card backs, thicker cards, and creases. Or stolen,
|
|
you can never really tell if a card is stolen or not (by
|
|
looking at it) so you just have to play this one by ear and
|
|
hope the guy/gal your trading will isn't a jerk. Other than
|
|
those ways, trading in person is pretty safe. Sure you might
|
|
end up giving more than you wanted to for that fourth Eureka,
|
|
but if you want it bad enough, and the deck works well enough
|
|
you'll get over it.
|
|
|
|
Via Computer - In moving from Person-to-Person, to
|
|
Person-to-Modem-Network-Modem-Person you loose a lot of
|
|
security. Because there are people out there looking to rip
|
|
unsuspecting people off, and they do do it often. There are
|
|
several ways to aviod getting screwed via the 'net though;
|
|
|
|
References - While these can be faked (or even the same
|
|
person's other alias!) they still are pretty
|
|
reliable. Mail one or two of them at random,
|
|
tell them you have a trade in the works with
|
|
so-and-so and should you do it.
|
|
They'll probably respond yes (why else would he
|
|
have named them as references?) but it's still a
|
|
good idea to make sure they exist!
|
|
|
|
Verify - Make sure to get the person's address
|
|
AND telephone number (with area code), call and make
|
|
sure they exist not only does this give you some
|
|
reassurance, it also makes it hard for the person to
|
|
avoid you (since you'll be calling him all the time)
|
|
if he does stiff you.
|
|
|
|
Contact - Make it, and keep it. It would be
|
|
ideal if the person your trading with lived 10 miles
|
|
away and you could meet to make the trade but
|
|
unfortunatly this is usually not the case. Make
|
|
initial contact through the phone (see Verify above),
|
|
and keep it via e-mail even if your talking about
|
|
first round kills, or side-boarding. Not only will
|
|
this give you a chance to remind the person of the
|
|
trade (something like "P.S. Still eagerly awaiting
|
|
that Beta Shivan!") it will also allow you to make
|
|
sure Mr. X doesn't all of the sudden cancel his
|
|
account!
|
|
|
|
Sending - Ideally the person your trading with
|
|
will send his cards first, then once you've received
|
|
them you can send yours. But, since everyone that
|
|
has traded extensively on the 'net has probably been
|
|
shafted at least once this probably will not happen.
|
|
Suggest alternate sending methods like sending
|
|
one-half the cards then when you get what
|
|
your trading for send the other half. Send at the
|
|
same time, this isn't guaranteed though since some
|
|
people will wait until what you sent "at the same
|
|
time" arrives before they send. Send your cards
|
|
certified mail, this way you can make sure Mr. X got
|
|
them (and it counts as evidence if he scams you).
|
|
Finally if you are paying for your cards instead of
|
|
trading for them you can wire the money via Western
|
|
Union, and set a password on the account. The person
|
|
will get a letter telling him WU has his cash but he
|
|
needs the password to get it out, all he has to do
|
|
is send you the cards to get the password.
|
|
This should only be used in extreme cases (like when
|
|
you shell out $2,000+ for 4 Mox Sets), and it costs
|
|
money ($25-$35).
|
|
|
|
Suspicion - O.k., not everyone who wants to trade with you
|
|
over the modem is going to be out to get you
|
|
(probably). But if you suspect everyone, you
|
|
will take enough precautions to ensure that you
|
|
don't get scammed. Be especially wary of people
|
|
posting or sending messages saying things like
|
|
"Trade with me I have EVERYTHING!!!", "Looking to
|
|
trade Moxes for Fallen Empires" and "My Lotus for
|
|
your 5 Dual Lands". Also watch out for people
|
|
who are willing to make incredible deals fast,
|
|
while you should be looking for a good deal you
|
|
probably won't get an outlandish one just because
|
|
you go into a chat forum. People making trade
|
|
offers on multiples of the same card (especially
|
|
if that card is restricted or banned) should also
|
|
be watched either he's going to turn someone down,
|
|
or he really needs that 5th Chaos Orb.
|
|
|
|
Threats - As a last resort, if you haven't gotten your cards
|
|
after 2 weeks, or if you got them and they were
|
|
counterfeit, make threats (this only works if you
|
|
have his real name, home address, and verified phone
|
|
number). Not coming through on trades is Mail Fraud,
|
|
and because he scammed you via the modem over state
|
|
lines he has just committed a Federal offense that
|
|
at the very least carries a stiff fine.
|
|
If he still doesn't respond notify his local Police
|
|
(only if your looking at near or over $100 in losses,
|
|
anything less and you'll just be wasting their time)
|
|
they won't send in the S.W.A.T team, but a uniformed
|
|
officer giving him a visit (especially if he's a
|
|
teenager) will probably be enough to get him
|
|
straightened out. If the cards you received were
|
|
counterfeited notifying the Police probably won't
|
|
help, instead notify Wizards of the Coast themselves
|
|
via phone call or e-mail. They have been working to
|
|
stop card counterfeiting for awhile now and will
|
|
help you if they can (again only do this if you have
|
|
his real name, address, and verified phone number).
|
|
|
|
Hope these tips help, scamming over the Internet is an
|
|
everyday occurance and is killing trading! The more we can
|
|
do to prevent it the less people will try it and the greater
|
|
your chance will be of getting the desired card. The Internet
|
|
is the best place to trade because of the variety and
|
|
avalibility of cards, don't let a few jerks ruin it!
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Your Complete Guide to Tournament Play II
|
|
"Cheez on the Battlefield"
|
|
-----------------------------------------
|
|
|
|
The ultimate "Cheez" combo has been eliminated!!!!
|
|
*waits for applause to die down* Yup, Channel/Fireball is
|
|
gone, does that mean all "Cheez" will follow??? Doubtful...
|
|
The banning of the cheez'd out cards Chaos Orb and
|
|
Channel are just making cheezheads think more creatively, not
|
|
getting rid of them all together. But is Cheez all that bad?
|
|
The awnser to that has two parts, if you are playing a "fun"
|
|
game with friends or a kid that's been playing for a week
|
|
bringing out your all Lightening deck isn't the best idea, it
|
|
shows a lack of creativity and will probably get you ganged up
|
|
on. In a tournament situation however Cheez can be a matter
|
|
of life and death. If everyone else is playing their first
|
|
round kill deck there is no reason you shouldn't, when you
|
|
want to win and win quick nothing works better than a healthy
|
|
serving of Cheez.
|
|
The best idea is to keep two decks handy, your "fun"
|
|
deck and your "competitive" deck (or if ante is heavily played
|
|
in your area your "4 Dark Pact, 4 Demonic Attourny, 4 Demonic
|
|
Consultation, 48 Swamp Deck" might be a good idea also), this
|
|
will enable you to play both types of game without
|
|
dismantling and re-building a new deck for each game. Most
|
|
of all don't let yourself be talked out of playing Cheez, what
|
|
is considered Cheez at your local comic shop's daily ante
|
|
tournament is probably considered fair game at major Cons. And
|
|
more than likely the guy trying to talk you out of playing
|
|
will be playing something just as Cheezy or worse, if it works
|
|
play it, if it helps you win play it, if it makes another
|
|
person loose and feel worthless well...buy their cards when
|
|
they decide to quit. I know it sounds harsh, but you don't
|
|
think you local champ got to the top by playing his semi-fast
|
|
all Dwarf deck do you?
|
|
While Cheez is scorned all over (and different brands
|
|
of Cheez are scorned in different areas) it does have its place.
|
|
|
|
To Be Continued in "The Art of the Game"...wherein the author
|
|
will discuss playing tips, bluffing, and how to get your
|
|
opponent mad/irritated enough to make mistakes (which is also
|
|
Cheezy, but hey, it works!)...
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
The M.A.T. (.001)
|
|
-----------------
|
|
|
|
** This is a new ongoing feature, you think you know
|
|
everything about the game? Test your skills against the
|
|
Grimore staff, see if your a REAL Magic-Fanatic!! **
|
|
|
|
------------------------------------------------------
|
|
Rate yourself! Each question is worth one point:
|
|
|
|
15 You either work for Wizards of the Coast, or
|
|
took this test with reference material in hand.
|
|
|
|
10-14 Not bad, you know your stuff!
|
|
|
|
5-10 Average, your not a complete idiot.
|
|
|
|
0-5 You took this quiz without reference material,
|
|
and apparently without a frontal lobe...
|
|
------------------------------------------------------
|
|
|
|
1. How many creatures have Protection from Red?
|
|
|
|
A. 5
|
|
B. 3
|
|
C. 4
|
|
D. 6
|
|
|
|
2. What creature is the hardest to kill, without inflicting
|
|
any damage?
|
|
|
|
A. Shivan Dragon
|
|
B. Black Knight
|
|
C. White Knight
|
|
D. Granite Gargoyles
|
|
|
|
3. Which of the following cards stops Mountainwalk?
|
|
|
|
A. Gauntlet of Might
|
|
B. Smoke
|
|
C. Crevasse
|
|
D. Caverns of Despair
|
|
|
|
4. Which Legend has Legendary Landwalk?
|
|
|
|
A. Livonya Silone
|
|
B. Pavel Maliki
|
|
C. Ramses Overdark
|
|
D. Lord Magnus
|
|
|
|
5. Rampage originated with what expansion set?
|
|
|
|
A. The Dark
|
|
B. Antiquities
|
|
C. Arabian Nights
|
|
D. Legends
|
|
|
|
6. Lord Of Atlantis gives all Merfolk +1/+1 and which special
|
|
ability?
|
|
|
|
A. Regeneration
|
|
B. Islandwalk
|
|
C. First Strike
|
|
D. Trample
|
|
|
|
7. According the Duelist Convocation rules you may use Ring of
|
|
Ma'ruf to get cards from where during a tournament?
|
|
|
|
A. Anywhere!
|
|
B. Inside your deck.
|
|
C. Your Sideboard.
|
|
D. Both B & C.
|
|
|
|
8. Righteousness give attacking creatures what bonuses?
|
|
|
|
A. +7/+7
|
|
B. +3/+3
|
|
C. +4/-4
|
|
D. None of the above
|
|
|
|
9. How many Enchant World cards can be in play at any one time?
|
|
|
|
A. None, they are banned
|
|
B. 1
|
|
C. 2
|
|
D. There is no set limit
|
|
|
|
10. How many cards have the word "Mana" in their name?
|
|
|
|
A. 5
|
|
B. 7
|
|
C. 12
|
|
D. 9
|
|
|
|
11. If you have 2 Kobold Drill Seargents in play along with 3
|
|
Taskmasters, 1 Overlord, and one normal Kobold what is that
|
|
Kobold's power, toughness and special abilities?
|
|
|
|
A. 3/4, First Strike, Trample
|
|
B. 3/4, First Strike, Trample, Mountainwalk
|
|
C. 3/3, First Strike, Trample
|
|
D. 3/2, First Strike, Trample
|
|
|
|
12. Red is to Blue as White is to...
|
|
|
|
A. Blue
|
|
B. Red
|
|
C. Black
|
|
D. Green
|
|
|
|
13. Can you Disenchant a Chaos Orb once is has been activated,
|
|
but before it is flipped?
|
|
|
|
A. Yes
|
|
B. No
|
|
|
|
14. What abilities does Moorish Cavalry have? What is its
|
|
power and toughness?
|
|
|
|
A. 4/4, First Strike, Trample
|
|
B. 3/2, First Strike
|
|
C. 3/3, Trample
|
|
D. 4/4, First Strike
|
|
|
|
15. How many creatures are Avatars?
|
|
|
|
A. 0
|
|
B. 1
|
|
C. 2
|
|
D. 3
|
|
|
|
** Awnsers are given in Appendix III **
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Grim-Con: The Proposal
|
|
----------------------
|
|
|
|
Recently I went to a local Con, to play in their Type
|
|
I tournament (lost to a Zuran Orb! Damn that card!). I have
|
|
been to Cons in the past (mostly for Role Playing) and while
|
|
since I live in Utah I haven't been in any of the really
|
|
big/prestigious ones (ie Gen-Con, Origins), I have gotten
|
|
around a little bit. One think I notice about these events,
|
|
while on the whole they are pretty well run (with a few
|
|
hitches) but they try to cater to a really wide variety of
|
|
people and so alienated some of us. So back to the recent
|
|
Con, after it I got to thinking that while this Con wasn't
|
|
geared toward Magic enthusiasts we were in the majority, and
|
|
while comic and collectable dealers abounded the ones that got
|
|
the biggest crowds sold MTG or MTG related items! So, I
|
|
thought why not organize an all MTG Con!!! If they can do it
|
|
so can we (this is also the line of thinking that brought me
|
|
to write The Grimore after seeing Scyre and Conjure, so maybe
|
|
it's not such a good idea...), and so we are.
|
|
|
|
Grim-Con will be held in Salt Lake City, in one of two
|
|
convention centers either the Delta Center, or the Expomart.
|
|
It will be a 2-3 day event (in these early stages everything
|
|
can change though, plans will be firmed up 3 months prior to
|
|
the event), centering mostly on the Master's Tournament (see
|
|
below) with enough contests, dealers, and other stuff to keep
|
|
people who are waiting for their matches or already eliminated
|
|
busy. Entry will be about $10-$15, that'll get you entry into
|
|
all 3 parts of the tournament (it will be reduced if you don't
|
|
want to play), Get you a free copy of the Grimore (paper!!),
|
|
and get you in (of course).
|
|
The Master's Tourament will be a point based system
|
|
consisting of three parts, probably held one a day the parts
|
|
are:
|
|
|
|
Type I Tournament
|
|
|
|
Type II Tournament
|
|
|
|
*Variable*
|
|
|
|
In the variable slot can go anything from a
|
|
one-of-a-kind tournament, to sealed deck, to single color
|
|
(it's pretty much up to you readers). Points will be awarded
|
|
for how far you advance, with the winner of each tournament
|
|
being awarded the highest amount of points. Prizes include
|
|
(so far) a complete set of dual lands, and an UL Black Lotus
|
|
(this is the "prize pool" prize packages will be awarded for
|
|
the top 3 point getters). We are planning to ask retailers
|
|
from across the country to "sponsor" this event, by donating
|
|
prizes, the bigger the prize the bigger the plug they get
|
|
during the Con, and in The Grimore. Dealers interested in
|
|
coming will be able to rent tables for $25.00 each.
|
|
|
|
What do you think? This is the first time I've tried
|
|
this and am hoping I can pull it off!!! Not only would it be
|
|
great to meet some of my readers, but I'd love to see how
|
|
different regions compete against one another. Also you will
|
|
not need to be a Duelist Convocation member to play (since
|
|
some MTG players aren't), give me your opinions what can we do
|
|
to get this idea off the ground?
|
|
Those people who want to come can RSVP me starting in
|
|
April, and I'll get complete map packets, air fare info, and
|
|
hotel info to you ASAP.
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
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 $$ (or download time).
|
|
***** = A must read!!!
|
|
|
|
|
|
InQuest -
|
|
|
|
Pro; The people that brought you Wizard strike again! Their
|
|
foray into Gaming (Collectable Card Gaming to be specific) is
|
|
not only an enjoyable read but also informative (something you
|
|
can't say for a lot of 'zines out there!). The Wizard staff
|
|
carries its humor and irreverence over to this mag well, and
|
|
while it doesn't have near the readership Wizard does, chances
|
|
are it will sooner or later. Their price guide is the most
|
|
reliable (though that isn't saying a whole lot) of those put
|
|
out in paper 'zines. Overall a quality publication.
|
|
|
|
Con; Unfortunately the "irreverence" while entertaining can
|
|
sometimes venture into the pompous side, add to this the fact
|
|
that almost all InQuests "Combos" are either copied from old
|
|
issues of Duelist or things everyone has heard off months
|
|
before. Also for a mag. that claims to be a guide to
|
|
"collectable card games" it sure has a lot of computer, and
|
|
misc. fantasy articles (like the recent Werewolf one). Now
|
|
these things are good reads, but not what I bought the
|
|
magazine for! Also, why the artist reviews? We get enough of
|
|
those in Duelist, if they need something to fill pages slap in
|
|
another contest (god knows they have the $$ backing to do
|
|
it!). Still one of the best mags out there but Wizard Press
|
|
needs to decide if InQuest is going to be a CCG Mag. and
|
|
Computer Mag, or a Fantasy RPG Mag. Not all three!!
|
|
|
|
Overall Rating; ****
|
|
|
|
Library of Leng -
|
|
|
|
Pro; This 'zine is very well presented and deffinatly one of
|
|
the top data 'zines out there (for info on how to subscribe
|
|
see next issue's "The Complete MTG Faznine 'Net Address
|
|
Book"), this mag not only has some work put into it (the last
|
|
issue was about 25 pages long), but, more importantly, it
|
|
actually has some original thought! Worth taking a look at!
|
|
|
|
Con; Now it might just be me, but it seems the Editor of LoL
|
|
has a chip on his shoulder (or he did in the issue I'm basing
|
|
this review on), it's understandable considering something of
|
|
his was plaugerized (though it is just a copyright thing
|
|
nothing big) and he got bashed in another 'zine. But still
|
|
it's not very professional to rage on for 200 words yelling at
|
|
someone and bragging about subscriber lists, # of downloads
|
|
etc.. I know the guy, and I am sure it won't happen again
|
|
he's a nice fellow. The 'zine has some PC graphics that I
|
|
can't read, and if he wants to expand to a broader audience he
|
|
might want to think about putting the 'zine in straight
|
|
ASCII. The articles are nice, but short and could use a
|
|
little fleshing out. The fiction is entertaining, but kinda
|
|
simplistic. A little more tuning and this 'zine will be
|
|
better than a lot of paper ones your shelling out $3.50 for!
|
|
|
|
Overall Rating; ***
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
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. **
|
|
|
|
? #1
|
|
----
|
|
|
|
If you had the choice between being on a date with a hot
|
|
male/female, or playing Magic for 4 hours which would you do?
|
|
Why?
|
|
|
|
? #2
|
|
----
|
|
|
|
Should Wizards make the change complete and only sponsor Type II
|
|
tournaments?
|
|
|
|
( ) Yes Why?:
|
|
( ) No
|
|
|
|
? #3
|
|
----
|
|
|
|
Should the "Duelist's Convocation" be the only international
|
|
association of MTG players?
|
|
|
|
( ) No Why?:
|
|
( ) Yes
|
|
|
|
? #4
|
|
----
|
|
|
|
What is your favorite Magic Munchie?
|
|
|
|
? #5
|
|
----
|
|
|
|
What is the longest stretch of time you've ever played Magic
|
|
continuously?
|
|
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Mox Drawing Update
|
|
------------------
|
|
|
|
The drawing for the Mox of your choice will be held Jan. 1,
|
|
1996. Current chance to win is 1 in 451. Good luck!
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Appendix I: Deck Submission Form (for the "Drawing Board" column)
|
|
-----------------------------------------------------------------
|
|
|
|
Deck Submission Form
|
|
--------------------
|
|
|
|
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;
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Appendix II: Magic Aptitude Test Awnsers
|
|
----------------------------------------
|
|
|
|
#1. A #8. D #15. D
|
|
#2. B #9. B
|
|
#3. C #10. D
|
|
#4. A #11. A
|
|
#5. D #12. C
|
|
#6. B #13. A
|
|
#7. D #14. C
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
Appendix III: The Complete MTG Fanzine 'Net Address Book Submission Form
|
|
------------------------------------------------------------------------
|
|
|
|
** Do you write for or or Edit an on-line MTG
|
|
fanzine? Do you want to broaden your subscriber base? Just
|
|
fill out the form below and send it it Zzzayxx@aol.com, and
|
|
you'll be included in next issue's 'Net Address Book!! **
|
|
|
|
'Zine Name:
|
|
|
|
Editor:
|
|
|
|
Subscription Service Mail Address:
|
|
|
|
Current Issue:
|
|
|
|
Average Length (in pages):
|
|
|
|
Format:
|
|
|
|
Frequency:
|
|
|
|
Brief Description:
|
|
|
|
|=-------------------------------------------------------------------------=|
|
|
|
|
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]Subscription, and Distribution Site Information
|
|
]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]-----------------------------------------------
|
|
|
|
Subscribers:
|
|
|
|
We have started a mailing list, recipients 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
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about card selling, or magic variations. However articles on
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card trading, magic related fiction, tournament play, current
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card/deck building trends etc.. are accepted whole heartedly.
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Just send your proposal with SUBMISSION in the title line and
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we'll get back to you within 48 hours.
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Looking Ahead...
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----------------
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Whew!!! Done with issue #2, and just in time for
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Christmas! Be on the lookout for next issue, in which we plan
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to; include "The Complete MTG Fanzine 'Net Address Book",
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comment on the dumbest cards ever made for Magic. We ask
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ourselves why? WHY? WHY!?! Zuran Orb? Explore ante games, and
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how to make a profit at Magic (possible?). Also (of course)
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|
Your Complete Guide to Tournament Play, Stratagemos, The
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|
M.A.T. and all out other on-going columns return better (we
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hope) than ever, until then see you in 30...
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