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Laharls Magic Supplement: March
Welcome all to Laharls Magic supplement! Your monthly insight to the fascinating
and somewhat obsessive world of Magic: The Gathering. Everything will be
covered, information for pros and new players alike, the nastiest combos and the
strongest decks for the smallest investment. An explanation is order to the
different parts of the article, so here it is:
Hot Topic-A discussion of an interesting topic within the game
Advice- Help and tips for new players
Whats new in tourneyville?- The current strongest decks on the tournament
circuit
Combolicious- Your monthly evil combo, guaranteed to win you games
Deckframe- A structure for a particular type of deck, with its strengths and
weaknesses
Building on a Budget- Build a powerful deck for a tiny amount of cash
Blast from the Past- Reflecting on a super powerful card from Magics early days
Card of the Month- My personal favourite card for the month and a deck based
that uses it.
Learn Magic Terminology!- Get up to date with Magics own language
Hot Topic: Is Magic broken?
The place to start is description of what a broken card is, basically something that
is way too powerful usually due to a combination of low/fair mana cost for a
ridiculous effect, such as Skullclamp or Umezawas Jitte, cards like Myojin of
Nights Reach have very powerful effects but let down by high mana costs and no
card efficiency whatsoever, you may moan about them but you know their fair in
the end.
The answer to that question has once again been thrown into doubt with the
release of the ravnica block, most of the set is harmless yet a few cards have
already come under scrutiny, Glare of Subdual is put simply ridiculous, link it with
that constantly generates creature tokens like Ghitu-Vazi, the Tree City or
Selesyna Guildmage and your opponent is pretty much doomed. Admittedly, it is
an improvement on Opposition, the ability to tap lands has been removed and the
card is two colours, making it more difficult to splash into a deck. However the
Glare is in a token rich environment whilst Opposition only really had Squirrel
Nest to combo with, but did have access to blues control spells. Next on the
broken list is Niv-Mizzet, the Firemind a card that is just about acceptable in
Standard despite the devastation it causes with cards like Mindmoil, Teferis
Puzzle Box and Howling Mine. The high mana cost and double colour make it fair,
however take him out of standard and bad things happen, especially with cards
like Curiosity and Sleepers Robe. Lastly in Ravnica block is what I think Wizards
biggest cock up since Betrayers of Kamigawa, the horrific Leylines. Ignoring the
red the other four are devastatingly powerful, lets start with the white one,
Leyline of the Meek, creature tokens get +1/+1 a ridiculous effect to start the
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() game with, playing Fists of Ironwood will now give enchanted creature and
trample plus 2 2/2 creatures for 2 mana! Next is blue, Leyline of Singularity,
nonland permanents are legendary, again stupid swarm decks have just lost
there principle way to victory; their numbers! This one is particularly nasty as you
can play it properly for a kind of Wrath of God effect depending on whats on the
board. Black is possibly the nastiest of them all, Leyline of the Void, whenever a
permanent would be put into an opponents graveyard, remove it from the game
instead, this is just nasty, reanimator decks just died, so did Dredge decks and so
did Psychatog decks. Glimpse the Unthinkable anyone? Lastly is the green,
Leyline of Lifeforce, creature spells cant be countered, green might have actually
pulled one over on its nemesis Blue, when you consider it starts in play so it cant
be countered a lot of the blue cards are now useless. The glaring error I see with
these leylines is the lack of restriction; you can put the green leyline in a mono-
red deck and provided its in your starting hand then thats fine. The simple
answer is to simply put more Naturalize in your decks, something that should
already be there to deal with Enchantment/Artifact heavy format at the moment,
you should already have to deal with cards like Glare of Subdual, Heartbeat of
Spring, Concerted Effort, Underworld Dreams, Sunforger and Umezawas Jitte. All
this said Wizards have mostly got it right with Ravnica block (so far) and the
majority of the cards are fun and nowhere near broken.
Take a walk back in Magic history and you can see Wizards have had a few
accidents, at least one per block usually, Kamigawa block was Umezawas Jitte,
a terribly powerful equipment that gave abilities to colours that the colour
shouldnt have, e.g. creature removal for green. Mirrodin block was littered with
broken cards, mostly notably with Skullclamp, which turns any of your 1-
toughness minions into 2 cards for 1 mana! Onslaught block had Minds Desire
which is banned in most formats but Im not sure why. Odyssey block had
Psychatog, supposedly one of the most powerful creatures ever printed, capable
of the infamous combo with Upheaval, the tog has found a new friend in dredge.
![]() ![]() ![]() ![]() Although these cards are uber-powerful it is easy to forget they make up about
1% of the cards from these blocks and with a carefree playgroup or effective
banning, these cards shouldnt prove too much of a problem.
Advice: Getting Started
Now youre probably aware how engaging a past time Magic the Gathering can be
and probably how it can devour your bank balance. There are few rules to follow
if you want to play seriously without spending a fortune. Firstly find a set you like
and a theme of that set you like, purchase the Theme deck you want, for
example if you want an Izzet deck buy the Izzet Gizmometry theme deck for
around 7 pounds, then purchase the Fat Pack of that set, not only should it give
you cards for your kind of deck, it will give you cards your friends want, so you
can trade. You also get a full card Encyclopaedia, a novel and life counter. Not
bad for twenty pound. Now youve got your Encyclopaedia use it to find the cards
you would like for your deck, then instead of buying booster packs, go to a card
selling website such as www.psi-soft.co.uk and order the individual you want,
dont be put off by seemingly expensive prices, for example Kokusho, the Evening
Star would cost you around 9 pounds, whereas you get him in one booster or you
couldnt get him in one hundred boosters. Online ordering is the easy way to get
the exact cards you need.
When building decks of a theme try to keep to that theme, for example a
Bloodstoke Howler does not belong in a goblin deck like a Goblin King does not
belong in a beast deck. The same goes for spells, do not put Glorious Anthem in a
deck with few creatures, likewise do not put Wrath of God in a swarm deck
(unless you have a specific plan for it e.g. Ghostway). Next is the golden rule of
Magic: Quadding up. If you have a Counterspell, Rewind, Mana Leak and a
Circular Logic each in your deck as its countermagic try to pick one and use four
copies of it, which will usually be Counterspell, only using Mana Leak in a
standard deck and only using Circular Logic in a Madness/Threshold deck. The
same goes for creatures, if you have a green fatty deck and your finishers are a
single copy of Thorn Elemental, Rhox, Force of Nature and Primeval Force, then
you should choose one and use it four times in this case Thorn Element or Rhox
depending on the opponent. Although quadding up does leave you vulnerable to
spells like Cranial Extraction and Lobotomy, the benefits far outweigh such risks,
you deck will be most of all, consistent, the most important thing for a deck in
Magic the Gathering.
Whats new in tourneyville?: Owling Mine
Owling Mine decks use Howling Mine and Ebony Owl Netsuke to fill the opponents
hand and punish them for it. It is a sort of revival of an old kind of deck that used
the same format, just using Black Vise to deal damage. These decks are pretty
![]() ![]() ![]() ![]() risky as a full hand could hold lots of unpleasant surprises so the decks are
usually based in blue to encourage card drawing and to use Counter and Bounce
magic to deal with any threats. This deck is especially effective against decks
from the Saviours of Kamigawa set which like having a large hand, making it
effective against pretty much every control deck. Underworld Dreams is even
more potent in this kind of deck, encouraging black splash. Few creatures are
needed in an Owling Mine deck, although that force people to draw cards like
Seizan, perverter of Truth and Lore Broker are very effective. The alternative to
splashing Black, is to splash red and use cards like Pyroclasm to kill your
opponents creatures and cards like to Sudden Impact to further punish your
opponents large hand. This kind of deck did surprisingly well at the latest Pro-
Tour event in Honolulu, heres the deck list of the highest finisher:
Land
4 Shivan Reef
4 Steam Vents
11 Island
1 Mountain
2 Mikokoro, Centre of the Sea
Creatures
4 Kami of the Crescent Moon
Spells
4 Eye of Nowhere
4 Boomerang
4 Ebony Owl Netsuke
4 Sudden Impact
4 Remand
4 Gigadrowse
4 Exhaustion
4 Howling Mine
2 Pyroclasm
Sideboard
1 Evacuation
2 Goblin Flectomancer
2 Twincast
2 Pyroclasm
4 Gaze of Adamaro
4 Cerebral Vortex
![]() ![]() ![]() ![]() Combolicious: Izzet Guildmage+Lava Spike+Desperate Ritual
Izzet Guildmage+Lava Spike+Desperate Ritual. Doesnt look much does it? Yet
with a little stack manipulation, this turns into a lethal 6 mana infinite damage
combo, which is sending shockwaves through the Magic world. To pull it off you
need an Izzet Guildmage in play, and six untapped mana, three of which must be
Red. Play Lava Spike and Splice Desperate Ritual onto it, this costs 3, then use
the Guildmage to copy it. Now heres the clever part, copying a spell copies all
the Arcanes spliced onto it without having to pay the splice cost again. So now
you have a Lava Spike with a Desperate Ritual and a copy of it on the stack.
Allow the copy to resolve, adding RRR to your mana pool and before the original
can resolve use this mana to copy it again with Guildmage, repeat as many times
as necessary.
Now youre asking how do I stop such a combo? Each colour has an answer
fortunately; White can use cards like Faiths Fetters and Arrest on the guildmage
stopping its activated ability and cards like Ivory Mask prevent you being the
target of it. Blue can use a counterspell on the first copy in the chain stooping it
in its tracks or play the ever-useful Timestop. Black can use cards like Cranial
Extraction to remove parts of the combo, or just place a death spell like Dark
Banishing onto the stack in the same place Blue would put a counterspell. Red
must do the same with a burn spell like Shock after the first copy. Green has the
most difficulty a card like Lure can be used to make the guildmage block
something much bigger than its self.
Perhaps the best part of this combo is the availability of the cards, Lava Spike
and Desperate Ritual are both commons from Champions of Kamigawa and the
Izzet Guildmage is an uncommon from Guildpact.
Deckframe: Poisonbelly Ogre.
Poisonbelly Ogre, a seemingly harmless common from Guildpact has some nasty
combo potential. Cards that give opponents creature tokens like Forbidden
Orchard and Hunted Phantasms give your opponents lots of creatures, hence
they lose lots of life. Even better cards like Engineered Plague and Night of Souls'
Betrayal kill all the tokens before they can even do anything! Poisonbelly Ogre
also deters your opponent from mass token spells like Saproling Symbosis and
especially Storm Herd. To make a deck in this style youll need to get your Ogre
out as quickly as possible, cards like Elvish Piper and Aetherplasm make this
easier, also ways to drain even more of your opponents life will prove useful such
as Undermine, Clutch of the Undercity and Underworld Dreams. This deck is best
suited to fighting Selesyna tokens decks, which are already producing hordes of
tokens. It will have difficulty with decks that can easily dispose of the ogre, such
![]() ![]() ![]() ![]() as Boros decks and decks with few creatures and countermagic, such as
Magnivore decks. Not bad for a common that normally wouldnt get a second
look!
Building on a Budget: Golgari Beatdown (Standard Legal)
The mechanic of the Golgari is dredge and although it is useful it is not
massively important to this kind of deck, it can have uses. The first thing youll
need for this is to establish a consistent, effective mana base. However youre on
a budget, which rules out most rares, say Birds of Paradise or Utopia Tree. Fear
not, there are plenty of alternatives, try experimenting with Llanowar Elves, Elves
of Deep Shadow, Farseek, Golgari Signet, Rampant Growth, Sakura-Tribe Elder,
Kodamas Reach, Civic Wayfinder; all of these are common. Now youve
established you can concentrate on your creatures, which youre going to have a
lot of because its beatdown. Look for low costing efficient creatures such as
Shambling Shell, Trained Armodon, Takenuma Bleeder and Greater Mossdog. You
can also try low cost creatures that are hard to block or have powerful abilities
such as Silhana Ledgewalker and Golgari Guildmage. You should also include a
pretty big finisher: Golgari Rotwurm is perfect, not only is it a 5/4 for 5 mana its
ability can finish off opponents stalling the game on low life.
The next part is your other spells; a golgari beatdown needs a mixture of threat
removal and spells that make your own creatures bigger, doing more damage.
Threat removal is plentiful in standard at the moment; the best two on budget
are probably Last Gasp and Putrefy. Other possibilities include Dark Banishing,
Rend Flesh/Spirit, Kikus Shadow, Cruel Edict, Eradicate, Horobis Whisper,
Darkblast, Brainspoil and Disembowel. Then theres creature enhancement;
Moldervine Cloak is an absolute must, it turns any creature into a potential game
winner, other possibilities include Giant Growth, Gather Courage, Kodamas
Might, Strength of Cedars, Unchecked Growth and Roar of Jukai. There is also the
slightly more unorthodox Vigor Mortis, which technically enhances the creature, it
just needs to be dead first.
The final part to the deck is the rares, there isnt a lot available without having to
pay a fortune, if use elves for your mana base and also use Silhana Ledgewalker
and the guildmage, why not use Elvish Champion? And sticking the creature
enhancement theme Might of Oaks is very cheap, a total surprise and very, very
painful. Neither guildleader is particularly expensive, however Sisters of Stone
Death fits much better into this kind of deck, whereas Savra goes better into a
control deck.
Heres a deck I made for less than 10 pounds using the guidelines mentioned
above:
![]() ![]() ![]() ![]() Budget Golgari Beatdown (Standard Type 2 65 cards)
Mana (30)
11 Forest COMMON
9 Swamp COMMON
4 Llanowar Elves COMMON
4 Elves of Deep Shadow COMMON
2 Golgari Signet COMMON
Creatures (13)
4 Shambling Shell COMMON
4 Silhana Ledgewalker COMMON
2 Takenuma Bleeder COMMON
2 Golgari Rotwurm COMMON
1 Sisters of Stone Death RARE
Creature Removal(9)
4 Last Gasp COMMON
1 Putrefy UNCOMMON
2 Dark Banishing COMMON
2 Darkblast UNCOMMON
Creature Enhancement (13)
4 Moldervine Cloak UNCOMMON
4 Giant Growth COMMON
1 Might of Oaks RARE
2 Vigor Mortis UNCOMMON
2 Elvish Champion RARE
All you need to do is get a decent creature out and put Moldervine Cloak on it,
and then proceed to beat the hell out of your opponent with it, Silhana
Ledgewalker makes a good target because your opponents cant target her but
you can. Use your removal to kill enemy blockers and creature enhancement to
rack up to damage, someone blow up your Moldervine Cloak? Not to worry,
simply dredge it next turn and put it back on! Elvish Champion ensures other
green decks dont stand a chance thanks to the forestwalk.
Blast from the Past: Time Walk
![]() ![]() ![]() ![]() Part of the Legendary P9 cycle from the early days of Magic, this beast is feared
by all and players in Legacy and Vintage play are limited to a single copy of each
of the P9 in there decks. At a mere two mana giving a ridiculous like taking an
extra turn a card like this would never be printed in todays format, although
Wizards did try in Guildpact with Stitch in Time, this is a lot fairer, firstly it costs
3 mana and the players needs Red and Blue mana, then there is the coin flip
element, cards that rely on coin flips are generally not very good. Wizards have
attempted other TimeWalk clones, Odyssey had Time Stretch, which although it
gave the player two extra turns it cost 10 mana! Later that block in Judgement
Seedtime tried again, was Green and it cost 2 mana but you can only play it in
your turn, further more an opponent must have played a blue spell that turn,
making it much more difficult. Time Walk remains the king of the extra turn
takers by a long way (excluding Time Vault, another of the P9). The sheer
amount of turns the play got with this cards and combo it with other P9 cards like
Black Lotus and your opponent doesnt stand a chance.
Card of the Month: Djinn Illuminatus
Now this guy is one cool card, with it being a hybrid card he fits into Red decks
and Blue decks, not to mention Blue/Red Izzet decks like hes intended for. Get
this guy on the board and thinks get interesting, in a mono-red deck, one Shock
becomes seven! Likewise in a mono-blue deck one Unsummon becomes seven!
Admittedly the djinn is fairly useless in Ravnica block as most things already have
replicate or arent worth using in the first place, you could try replicating spells
like Telling Time and Dogpile. However take the djinn out of block and the fun
really begins, a simple Lava Spike becomes enough to kill most players, Reds
Land destruction becomes particularly nasty, Stone Rain and Pillage at least
double in potency, also Blues countermagic can benefit from Replicate, this is
only usually useful against copy effects like Replicate and Storm. Of course in you
combine the colours you can create a rather evil land destruction deck. Try a deck
like this:
U/R Land Destruction (Standard Type 2 60 cards)
Land (21)
10 Mountain
9 Island
2 Izzet Boilerworks
Creatures (6)
4 Magnivore
2 Djinn Illuminatus
![]() ![]() ![]() ![]() Spells (33)
4 Stone Rain
4 Eye of Nowhere
4 Boomerang
3 Demolish
3 Annex
2 Confiscate
4 Pyroclasm
3 Sleight of Hand
2 Compulsive Research
4 Volcanic Hammer
A simple theme to this deck. Simply stop your opponent playing things! If you go
first play an island, let them have a turn they play a land, you play another land
and play a Boomerang or Eye of Nowhere on one of their lands, then on your next
turn destroy a land with Stone Rain. Your opponent will now be on turn 3 still
with one land. The primary tool for victory in this deck is the Magnivore, who gets
bigger with each Sorcery any player plays! Notice how your deck is full of sorcery
spells to pump up your Magnivore(s). Bar the Magnivore and Djinn this deck is
fairly cheap to order, try www.Psi-Soft.co.uk, the djinn is here to spoil your
opponents fun if there is late game at all, Replicated Pyroclasms will wipe out
your opponents forces, and Volcanic Hammers quickly reduce the life total of your
opponent and in the late game your opponent does manage to get anything
threatening out take it for yourself with Confiscate.
Learn Magic Terminology!: Timmys broken Top Deck
Broken: A term given to a card that is way too powerful for play and can be easily
abused, quickly draining the fun out of the game e.g. Umezamas Jitte,
Skullclamp.
Efficiency: An efficient creature is one that typically has power matching or
exceeding its converted mana cost.
Beatdown: A style of deck that focuses on pounding your opponent with efficient
huge creatures.
Standard: A magic format that only uses cards from the two latest blocks and the
latest Core Set, so at the moment Standard consists of Champions of Kamigawa,
Betrayers of Kamigawa, Saviours of Kamigawa, Ravnica: City of Guilds, Guildpact
and 9th Edition.
Bounce: A term given to effects that return cards to their owners hand
Mulligan: If you are unhappy with your starting hand, you may mulligan, that is
reshuffle your deck and draw one less card than your previous hand
Top-Deck: A card you have drawn from the top of your library.
Timmy: Refers to a player who is impressed by big stats and powerful effects
regardless of any downfalls.
Mana Lock: A term given to a complete lack of lands and mana, this is one of the
most common factors that lead to defeat.
Mana Flood: The opposite of Mana Lock, where you get far too much land and
mana, it is preferable to Mana Lock but still not very useful.
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