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Wight of Precinct Six - A Magic the Gathering (MTG) Card Review

6/1/2017

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by  ElspethFTW, Old School Duelist

A Kitchen Table Magic favorite among Zombie players, Wight of Precinct Six once saw Standard play and still sees some play in EDH.

Wight of Precinct Six
One of the best ways to identify a hit card among Kitchen Table Magic players is not by looking at price histories. Just see what sells well on Amazon. Wight of Precinct Six is a perfect example of a casual hit in Magic the Gathering. Here’s why.

Many cards in Magic aren’t ever going to be played in top-tier competitive decks. However, in the case of Wight of Precinct Six, this Zombie did see some fringe Standard play at one point. As a creature, he’s actually quite efficient.

A 1/1 Zombie for 1B is pretty bland, but his ability allows him to gain +1/+1 for each creature in your opponents’ graveyards. So once an opponent has 2 creatures in a graveyard, your Wight is already a 3/3. This doesn’t include any buffs from popular Zombie creatures such as
Cemetery Reaper or Death Baron. Already, he’s a good card.

Most casual hits are cards that are good in and of themselves. But most of the time, they simply don’t find a home competitively for the long-term. However, Zombies, in particular, are a very popular Magic the Gathering tribe when it comes to deck-building. This is why creatures like Wight of Precinct Six tend to be such good investments. You really do want to have 4 copies of this guy if you’ll be playing him. Whenever you have a card that is best played as a full playset, they will sell much more quickly that cards that you really only need one of in your deck.

Wight of Precinct Six has sold for over $1 before. On TCGPlayer, it has often sold for closer to $0.30. The Wight also has several other printings, some of them limited ones, in Commander 2013,  Commander 2016, and Duel Decks: Jace vs Vraska. It also had a considerably larger printing in Iconic Masters.

So what is causing the higher price on Amazon? Shadows Over Innistrad introduced a few new Zombies, including Diregraf Colossus and Relentless Dead. Amonkhet introduced quite a few more, including a very good one in Lord of the Accursed, among others. Naturally, with new Zombies to build around, Wight of Precinct Six is being considered somewhat more often. As an efficient creature that gets better as the game goes along, it’s a pretty good Zombie to consider when throwing together a fun little Zombie deck.

Additionally, there are Commander decks that use him, too. Wight of Precinct Six is even better in multiplayer, simply because his ability includes all opponents' graveyards. EDHREC has the Wight listed in about 2500 decks, so there's definitely demand for him. With the Commander interest, copies drift off the market here and there from that format.


If you have copies of Wight of Precinct Six hanging around, be sure to hang onto them. While they have been more than simple bulk for a long time, in the future, this card could disappear in a hurry. Uncommons like this can hit several dollars a copy just from people buying 4 at a time over a number of years. This guy is definitely a keeper.

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Giant Adephage - A Magic the Gathering (MTG) Card Review

12/9/2016

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by ElspethFTW, Old School Duelist
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It's hard not to love a green fatty like Giant Adephage. When he was first spoiled in Gatecrash, I said that I like this guy. At the time, I said that perhaps he's not really worth ramping up to in Standard. That much proved to be true. But I could see cases in which this card could be broken, especially in Commander.

 So, he's a 7/7 Insect for 5 and 2 green (converted mana cost 7) with Trample. That already is OK enough for a good uncommon. It's his secondary ability that makes him a mythic rare. Whenever he deals combat damage to a player, you make a token that's a copy of Giant Adephage. This means that you can end up with an army of Giant Adephage.

 How can we abuse this ability? The most obvious interaction with Adephage when he was first released was an Enchantment called Infinite Reflection from Avacyn Restored. When attached to Giant Adephage, it would make all of your other non-token creatures into Giant Adephage. Although Reflection costs 5 and a Blue itself to play, this would be a situation in which your sudden army of Adephages could pummel someone to death.

 At the time, Trostani, Selesnya's Voice was the most obvious Commander to utilize Giant Adephage. Trostani's Populate ability could make copies of the Adephage tokens. Mayael the Anima decks would use the Adephage as a target for her ability to put power 5 or higher creatures directly into play. But the best Commander for Giant Adephage turned out to be Xenagos, God of Revels, who would be released a short time later in Born of the Gods.

 Xenagos has an ability that allows you to give a target creature haste and +X/+X where X is that creature's power until end of turn. Considering that you get to give the Adephage haste, you can do a lot of damage in a hurry. While it's hardly a staple in Xenagos decks, it is one card to consider for the deck.

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Deathpact Angel from Gatecrash - A Magic the Gathering Card Review

2/21/2015

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by ElspethFTW, Old School Duelist
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Deathpact Angel is an interesting Angel aligned with the Orzhov guild. She costs 3WBB (3 colorless, one white, 2 black) to cast. She’s a 5/5 flyer that when she dies you get a 1/1 white and black Cleric creature token onto the field. That token has its own ability to tap and sacrifice itself to return a card named Deathpact Angel from your graveyard to the battlefield; this ability has the same cost as Deathpact Angel originally costs to cast (3WBB).

Besides the fact that she's an awesome looking Angel for collection purposes, Deathpact Angel isn't the most impressive card. For 6 mana, only getting a 1/1 token when she dies with an ability to essentially to recast Deathpact Angel from the graveyard doesn’t feel like a mythic rare, honestly. While you’re not technically recasting her, it essentially costs you the same. She was honestly a very good Limited card during the Return to Ravnica block.

She's also not bad in Commander, especially if you pop her into play off with Kaalia of the Vast's effect to put an Angel, Demon, or Dragon into play when attacking. Some Commander players have played her alongside Teysa, Orzhov Scion for some synergy with her effect, since both the Angel and her token are both white and black.

Her artwork is pretty awesome, but I wouldn’t play her perhaps ever outside of a Kaalia or Teysa deck. She's a bulk mythic rare at this point, seemingly only printed at that rarity to not become overpowered in the Limited environment.



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Magic the Gathering - Mages of the Guild - Simic Guildmage VS Zameck Guildmage

1/24/2015

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by  ElspethFTW, Old School Duelist
In the final installment of Mages of the Guild, we take a look at the Simic guild. The blue/green guild is one of the more interesting guilds mechanically – although from a Constructed standpoint, only recently as Simic been able to stand alone as a semi-competitive deck thanks to the Evolve mechanic. In the past, blue/green was a combination that required a third color, usually white or black, to be widely successful.
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To be fair, Simic Guildmage is probably one of the more under-powered of all the Guildmages. His two abilities are quite interesting, but a bit underwhelming. The first costs 1G (1 colorless, Green) and it allows you to move a +1/+1 counter from a target creature onto another target creature with the same controller. This can be an interesting, if not a bit awkward combat trick.

The second ability is actually rather fascinating: for 1U (1 colorless, Blue) you attach target Aura enchanting a permanent to another permanent with the same controller. That’s actually an interesting ability, considering that Bant Enchantments has been a deck for a very long time. Where this would find a spot in that deck is a bit beyond me, however. It’s borderline playable in a Commander deck, especially if it’s running a lot of enchantments and +1/+1 counter shenanigans, in which he could prove to be a useful piece.


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Not only is  Zameck Guildmage  strictly better than his Dissension counterpart, but he’s even seen some fringe Standard play in Tier Two Simic Evolve decks. What’s so great about this Guildmage, in addition to being an Elf Wizard (like his predecessor, actually), he has the ability to both pump your creatures and draw you cards.

Each of his abilities costs GU (1 Green, 1 Blue). The first is an ability that you would play before playing any creatures, as each creature you control enters the battlefield with an additional +1/+1 counter on it. This also works for creature tokens. The even better part about this first ability is that because it mentions “additional”, you can stack this ability multiple times if you have the mana to do so. It interacts with Flash creatures, as well, since it doesn’t have to only be played on your turn.

The second ability allows you to remove a +1/+1 counter from a creature you control to draw a card. Drawing a card for only 2 mana is pretty awesome, and the fact that you can play this at instant speed means that you can draw cards off of a creature that is in the process of being destroyed in combat or by removal.

This match isn’t even close.  Simic Guildmage  does two interesting things that are not exactly incredibly relevant from a competitive standpoint and are extremely situational.  Zameck Guildmage, on the other hand, pumps up your forces and draws you cards. The winner is fairly obvious here.

Winner:  Zameck Guildmage, and it’s not particularly close.



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Magic the Gathering - Mages of the Guild - Orzhov Guildmage vs Vizkopa Guildmage

1/24/2015

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by ElspethFTW, Old School Duelist
Today, on Mages of the Guild, we take a look at the Guildmages from Orzhov, the black/white guild of Ravnica. First, here's the original  Orzhov Guildmage.
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Orzhov Guildmage hails from the set of  Guildpact. He also saw a reprint in the original Commander pre-constructed product in 2011. He has two interesting abilities. The first for 2W has target player gain 1 life. The second ability has each player lose 1 life. There are cases where this ability could prove rather relevant, especially in Commander where you have a lot of mana floating around, and plenty of ways to abuse life gain and life loss effects. However, from a Constructed standpoint, Orzhov Guildmage doesn’t do a whole lot.


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Vizkopa Guildmage, from Gatecrash, on the other hand, is a part of some particularly nasty infinite combos, one of which is with an Enchantment from Avacyn Restored called  Exquisite Blood. Vizkopa Guildmage has two abilities, both which cost 1WB (1 colorless, 1 White, 1 Black). The first gives a target creature lifelink until end of turn, which seems nice enough. But the second ability says “Whenever you gain life this turn, each opponent loses that much life.”


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That Enchantment, Exquisite Blood, costs 4B, and reads “Whenever an opponent loses life, you gain that much life.” Since Vizkopa Guildmage’s second ability and Exquisite Blood’s ability work in tandem, as soon as you deal 1 damage or gain 1 life, it creates an infinite loop which runs until every opponent is at zero life and you win the game.


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There are some other infinite life combos that the Guildmage can also turn into a win condition. Boros Reckoner has a very nifty ability that many people might be aware of: whenever he is dealt damage, he deals that much damage to target creature or player. If you find a way to make the Reckoner indestructible, give him lifelink, and target him with a card that deals damage (or if he’s blocked by someone unaware you have the combo), it creates the ability to target himself an infinite number of times. As long as he’s indestructible, you can deal as much damage as you want off of a single target, since his ability will trigger endlessly, giving you infinite life.

What Vizkopa Guildmage in this case can do is one or two things. First of all, the Guildmage can give a creature lifelink until end of turn, which is an important part of the combo, although there are certainly other ways to do this. But when you do pull off the combo, if you activate the Guildmage’s second ability, that infinite life combo also becomes a win condition, draining your opponents down to zero. (Note that Guildmage’s ability says “each opponent” so this win condition works in multi-player, as well.)

It’s fairly easy to see who wins here. You might play Orzhov Guildmage in a Commander deck, even one with this combo in it, but Vizkopa Guildmage is the enabler. This is an easy win for the new kid on the block.

WINNER:
Vizkopa Guildmage, for enabling infinite combos that lead to win conditions.


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Magic the Gathering - Mages of the Guild - Dimir Guildmage VS Duskmantle Guildmage

1/24/2015

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by  ElspethFTW, Old School Duelist
In this mini-series, we've been taking a look at the Guildmages of the various Guilds in both the new Ravnica block and the old Ravnica block and compare and contrast them. Yes, some are far superior to others, and while some of the newer ones have way cooler abilities, let’s just see how much better they are compared to their predecessors in their respective guilds, shall we? 

Today, we take a look at the two from the blue/black guild of Dimir: Duskmantle Guildmage from Gatecrash and Dimir Guildmage  from Ravnica: City of Guilds.

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First up, we have the newer Guildmage from Dimir: Duskmantle Guildmage. For one blue and one black, you get a 2/2 body with a couple of interesting mana abilities. First for 1UB (1 colorless, 1 Blue, 1 Black), whenever a card is put into an opponent’s graveyard from anywhere this turn, that player loses 1 life. Honestly, with the mill strategies being played in Standard today, that’s pretty relevant. Not only that, this ability affects cards going to the graveyard from ANYWHERE. So, if your opponent plays an instant, they lose a life. If your opponent has a creature die for any reason, they lose a life. If they’re forced to mill cards, they lose a life for each card that hits the bin. I will say: a mana sink of only 1UB for that powerful of an effect is pretty darn good, especially if you have a way to make them mill a whole bunch of cards.

The second ability for 2UB is a bit underwhelming compared to the first ability. You just mill the top two cards of your opponent’s deck into the graveyard. There are much more effective ways of doing this in Constructed, but it has Limited applications, and if nothing else, you have four mana open to do it, and nothing better to do, it can’t hurt, really. In Commander, however, if you get infinite mana, you can mill everyone for game. Of course, that’s only true as long as one or more of your opponents doesn’t play an Eldrazi in their decks. Then again, the good news is that if you use his 1UB ability before-hand, which would make lots of sense, you’ll probably kill them with the life drain anyway.

Overall, Duskmantle Guildmage is a pretty nice little uncommon. For Constructed, it fits very well into the Dimir strategies, and three mana for a potential major life drain is pretty darn good, I must say. Also, in multi-player formats, EDH especially, that first ability can do serious harm in multiple situations, as it affects any of your opponents.



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So what about Duskmantle’s older brother, the original Dimir Guildmage? First off all, he has a hybrid mana cost of 2 blue or black, so he may drop on turn two more often than his newer counterpart on the basis of his more convenient casting cost. After that, though, his abilities are a bit underwhelming. For 3 and a blue, target player draws a card. For 3 and a black, target player discards a card.

Don’t get me wrong, they’re not bad abilities, especially considering that if you have the mana open you can draw and discard a few cards, especially in Commander. However, you can only play them any time you could play a sorcery, as in during your own main phases.

For Constructed purposes, the new Guildmage blows this one away, but I can see this card still being relevant in Commander as a decent mana sink. But not being able to play those abilities at will really makes this card nowhere as good as it would be if they didn’t have that limitation of being only played at sorcery speed.

Winner:  Duskmantle Guildmage. He’s just a great solid card and he has great utility in Standard, Limited, and EDH. It remains to be seen how and if he is utilized in other Constructed formats, but in any case, he’s just a great card to have in your deck-building arsenal.


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 Magic the Gathering - Mages of the Guild - Boros  Guildmage VS Sunhome Guildmage

1/24/2015

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by ElspethFTW, Old School Duelist
Today on Mages of the Guild, we look next at the red/white Guild of Boros. In the ring today, we have Sunhome Guildmage and his earlier counterpart, Boros Guildmage. While both certainly have their strengths, one is clearly better than the other.
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So we’ll start with the newer Guildmage first.  Sunhome Guildmage  has a casting cost of 1 Red and 1 White for a 2/2. Pretty standard. His mana abilities are good, but not great. For 1RW, creatures you control get +1/+0 until end of turn. As it’s not a tap ability, you can activate it as many times as you have the mana. It’s not a bad ability, but that mana is perhaps better invested into creatures that have Haste, or three-drop lords like Rageblood Shaman.

His second ability is a bit underwhelming. For 2RW you get a 1/1 red and white soldier creature token with haste onto the battlefield. Now that 1 damage may be enough to put the game away, but for 4 mana, especially in Boros, you will have better options. Heck, just play a Lightning Strike for 1R if the game’s that tight!

Overall, Sunhome Guildmage may be an OK card in Limited, but in Constructed he’s one of the weaker Guildmages. He’s not even really great in Commander, unless you find someway to get ridiculous amounts of mana to pump your creatures for a game-winning alpha strike. While that’s doable, there are far better combos. Then again, if you can find a way to get that sort of mana, you could also get ridiculous amounts of tokens. It’s something to think about, but again, there are far more efficient cards that can do these things than this can.



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Boros Guildmage, on the other hand, from the original Ravnica block, is actually hands down a better card than Sunhome. She’s been played in Commander for quite some time (hence her inclusion in the Commander pre-constructed decks released a couple of years ago – the reprint which is shown above.) First of all, her casting cost is easier, because of the hybrid red/white mana cost. So you can get stuck on one color and still play her on turn two.

Her casting cost is far from the best part about her, as her activated abilities are just plain silly. For 1R, you can give target creature haste until end of turn. We’ll use a good example from Commander. Say you play a Balefire Dragon or something else big that doesn’t have haste. Well, for 1R, it now does. In the case of Balefire: goodbye, opponent’s creatures – as Balefire deals damage equal to his power, usually 6, to all of that player’s creatures. There are plenty of creatures that you would not mind paying 1R to have haste and swing for great effects or for game. That ability is just fantastic. You can use that ability on Guildmage herself, although you probably wouldn’t.

Her second ability, while more tactical, is also incredibly good. For 1W, you can give a target creature first strike until end of turn. This can lead to some interesting blocking situations. If you have the open mana, some players simply will let your attack through because giving first strike a lot of times will kill their creature and not yours. It’s also a fine combat trick for when they do block. While not quite as exciting as giving something haste, it’s a great ability that can serve you probably just as well.

The only issue is now that Boros Guildmage isn’t in Standard. I don’t know if any Modern Boros lists will ever be running her, considering how easy it is to remove her. In Constructed today, while those abilities are pretty darn good, you won’t often use them until much later in the game since they are what players like to call “mana sink” abilities. The best application for her is in Casual Boros decks and in Commander, where you often have mana to spare on many turns, and giving things haste in Commander can be a potential Win Target Game depending on what creature you’re giving it to. So she’s a really good card to have.

So while neither Boros Guildmage is especially fantastic in Constructed, there’s little doubt that Boros Guildmage wears the crown for better card here. Sorry, Sunhome Guildmage, you’re just not quite good enough, although you can make a whole bunch of tokens…

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Lazav, Dimir Mastermind from Gatecrash - A  Magic the Gathering Card Review

1/13/2015

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by ElspethFTW, Old School Duelist
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While he is certainly not the premier Ravnican guild leader in Gatecrash, Lazav, Dimir Mastermind  is an extremely interesting card for Dimir decks. For 2 blue and 2 black mana, you get a 3/3 Hexproof Shapeshifter Legendary Creature with a fairly awesome ability. Similar to the Shapeshifter from Shadowmoor, Cemetery Puca, he can copy creatures as they leave play and hit the graveyard, and can then choose to become another creature that hits the graveyard later.

The major differences between  Lazav and Cemetery Puca are where this guy really shines, however. First of all, Lazav can copy a creature when it is put into a graveyard from anywhere! This includes being discarded from the hand, being milled from the top of the deck, or even being sent to the graveyard (like by a  Life’s Finale  effect) that sends creatures from your opponent’s deck to the graveyard. Also, unlike the Puca, his ability costs you nothing, where Puca’s ability costs you one colorless mana each time. Finally, the copy that Lazav becomes gains hexproof, which is especially interesting.

About the only downside to this card is that the name remains Lazav, Dimir Mastermind and it is still Legendary. So, you can only have one on the board at a time. To be honest, though, to have an ability as great as his, being Legendary is perfectly fine and understandable. Keeping the name is just a part of that Legendary aspect. Also, because of the Legendary rule change from Magic 2014, an opponent can’t simply get rid of Lazav by playing a Clone effect or another Lazav (as you could when he was first released). The idea that Lazav can copy not only your best creatures and your opponent’s best creatures, but also has hexproof makes this a pretty valuable weapon in any blue/black control deck, including Grixis (red/blue/black).

Lazav is especially great if you plan to use him in as a Commander. You may have your Sheoldred, Whispering One hit the graveyard and have Lazav copy her. Because of the fact that the new Sheoldred is actually called Lazav, you then have a way for Sheoldred to come back. Suddenly, you have two Sheoldred triggers every turn! In Commander, he just has so many ways to copy your own Legendary Creatures’ effects, including being able to potentially control two  Olivia Voldarens  (in a red/blue/black deck) or two  Oona, Queen of the Fae. There’s a lot of shenanigans that can go down with this guy.

While his double blue and double black casting cost may not make him quite as versatile as his Modern counterpart, Cemetery Puca, they could certainly complement one another in a Modern deck. Lazav hasn’t yet found his way into a Standard deck, however. There’s a possibility, though, that he may see play with Phenax, God of Deception, as he provides 4 devotion and can actually copy Phenax or other Gods like  Thassa, God of the Sea  and Erebos, God of the Dead! He could be quite the force in that sort of deck, allowing you a bevy of options that you could have only before imagined. He’s still one of the most underrated mythic rares in Gatecrash, and he’s a greatly under-utilized Commander card, as well.

Don’t be surprised if he shows up in blue/black Tempo/Control in Modern at some point. After all, who doesn’t want two Vendilion Cliques? Probably won't happen, but it would be pretty neat!

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