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CardShark Content - Michael Potter (7/3/2002)

First, the other topics...

Women in Magic

Every once and a while I see an article complaining about the fact that there are very few women who play Magic. The most recent on was Brainburst, but I’ve only been reading Magic websites for a little less than two years and I’ve seen that type of article pop up with a fair amount of frequency. For the most part, what they have in them is complete crap. They’re complete crap because they talk about all the things that have to change to make it more appealing. There’s nothing that has to change.

The whole gamer/no-girl stereotype is just plain crazy. I’ve been a gamer since I started high school (grade 7 in Quebec) and I had zero trouble dating. So did most of the people in our gaming group, and the ones that did have trouble had social problems in the group as well so it wasn’t because they were gamer’s. When we all started dating, we lost Friday and Saturday nights for gaming to dating. The “shocking” thing was, we didn’t care because women were more fun than gaming. We still played on Sunday nights and sometimes our girlfriends came and played as well. They didn’t stay around all that much because, like all younger crowds, there were tons of break-ups and we had a core group of men that had known each other for a long time.

I’m a member of the SCA (www.sca.org). My main interest is armoured fighting and the fighting is mainly done by men. There are no weight classes or divisions by skill (for the most part), so women fighters are in the same pool as the male fighters. There always were ignorant male fighters who insisted on treating the women with kid gloves, not hitting them hard and not giving them a full measure of their skill. I think that is stupid. They come to compete and they’re equal in my eyes. That means that I give them a fight to my full ability. The ignorant ones were always wondering why I had the female fighter’s attention at the practices and tournaments I went to. There is no mystery. Regardless of sex, people like to be treated with respect and to be taken seriously. Since I gave them a real fight and treated them the same as anyone else at their skill level (I don’t pound on beginners, I teach them), I was a popular sparring partner.

My wife plays Magic. She’s not into the tournament scene anywhere near that I am, but she plays casually a fair amount. We had a few people over for dinner for some Team Sealed play testing. One of the other players brought his wife and she played as well. There are a few women that play time to time at the local store, I see women at Prereleases and other tournaments all the time.

My response to people that complain about not enough women playing Magic is two-fold. First, get off your ass and teach some if it is such an issue for you. Second, don’t expect the rest of us to change to “accommodate” women players. You’ll just piss of the women you’re trying to attract into the game when they see the lame “special” steps you’re trying to take. How about ignoring the fact that your opponent is a woman and just play the games against her? How about not generalizing what “women” want and understanding that if they’re attracted to tournament magic, they probably want the same as the other players. If they want something different, they’ll ask for it just like the rest of us

A correction

I updated my last article, but in case you didn’t click it again, here’s the correction again:

Sigh.

See what happens when you've only been playing since Planeshift and only
know 6th Edition rules. As it has been pointed out, I got ´´mono artifact´´
wrong. Under the old rules, the Tome was limited to once a turn as well.

Thanks for the emails pointing out the evil of my ways ....

Accounting Scandals

Seth Burn isn’t the only professional accountant that plays Magic. Now he is a much better magic player and writer than I am, and he knows more about sports (other than how to spell Lafleur) than I ever care to, but I’m not going to let him have a monopoly on commenting on the business world.

I’m wondering if Arthur Andersen was the worst auditing firm in the world. Enron was bad enough, but missing almost $4 billion in incorrect accounting for expense items at Worldcom is mind-boggling. It is also mind-boggling to me that the finance leaders at both those companies would commit the level of fraud they did, especially the Controllers.

I chose accounting (and started in Public Accounting with one of what is now the Big 4) because personal integrity is very important to me. It hits me hard when I read about the cheating that is going on at all the companies that are making the news. I take this particularly hard because I insisted that I sign all my company’s SEC filings before I accepted the job I’ve had for the last two years (I’m the Controller of a Public Company). When I sign my name, I’m giving my word that the numbers and disclosures are correct. I have a hard time grasping that others in my profession at that high a level are willing to lie and to sign their name to a lie.

I think that the CPA profession will have their worst nightmare occur. They will be regulated and watched out of Washington, D.C. and lose the one area they actually made money at – consulting. The only other avenue is to raise what they charge for audits, but most companies do not see their annual audits as being value-added, so they’ll be fought tooth and nail on any fee increases. I’m glad that I’m not in the public accounting profession anymore.

Type 2 White Weenie

(I’m sure you’re all glad I’m on to a Magic deck topic – remember, not sanctioned and we allowed Judgment)

I had really good intentions of getting out of work a little early on Friday night so I could spend time looking at different WW builds. Of course, I get out later than I hoped and then the traffic was horrible (an accident with one car’s back-end pushed into the front-end). So I arrive home with about 10 minutes to throw the deck together and then head out. I had been running WW in OBC testing so I had most of a deck together, but I needed to make it into more of a Type 2 deck.

I had looked at a list Jarrod Bright had published on Brainburst and was planning on reworking it to suit the local store a little more and to change out some of the card choices that I just didn’t agree with. I was expecting a heavy GU field with fast GR as well. I didn’t have too much time to fiddle around with the list, so it wasn’t much changed from the original list.

(As an aside, there are a few Internet writers that attract lots of flack and Jarrod is one of those. I’ve been exchanging emails and message board posts with him since before he started getting articles published. For the most part I don’t think his decks are tuned quite right or have quite the right choice of cards, but there almost always is a decent deck inside the list. I treat his lists like I treat anyone’s – as a starting point for me to work with. That’s exactly how I view the decks I post – a starting point for others to look at and think about. What you will never see me do is claim that any deck I come up with is the best or that it kills the strong decks that are already proven. If and when I win a Pro Tour or when a deck I design does so, then I’ll brag about it a little. Since that is highly unlikely, I can pretty safely predict that I wouldn’t be making that brag.

What I try to do when I present a list is present something that I’ve actually played and have some experience with. I try and make lists that can win and can give some of the tougher decks a run for their money. If I find that my ideas have problems handling certain decks or certain cards, I try and state it right in my article.

For the most part, the people that complain about writers do not write anything themselves. I would take their criticism more seriously if they did. I also think that if people took some of the time they put into message board posts and polished up what they were going to say a little more, there would be even more articles published than there are today.)

W/u Weenie

4x Tireless Tribe
Tireless Tribe
Tireless TribeSet: Odyssey
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Nomad
Rarity:
C
Number:
56
Artist:
Carl Critchlow
Power:
1
Toughness:
1
Text:
Discard a card from your hand: Tireless Tribe gets +0/+4 until end of turn.

4x Suntail Hawk
Suntail Hawk
Suntail HawkSet: Judgment
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Bird
Rarity:
C
Number:
28
Artist:
Heather Hudson

Power:
1
Toughness:
1
Text:
Flying

4x Patrol Hound
Patrol Hound
Patrol HoundSet: Odyssey
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
38
Artist:
Daren Bader
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Patrol Hound gains first strike until end of turn.

4x Meddling Mage
Meddling Mage
Meddling MageSet: Planeshift
Cost:
2
Color:
Multicolor
Type:
Creature
Sub Type:
Wizard
Rarity:
R
Number:
116
Artist:
Christopher Moeller
Power:
2
Toughness:
2
Text:
As Meddling Mage comes into play, name a nonland card. The named card can't be played.

4x Phantom Nomad
Phantom Nomad
Phantom NomadSet: Judgment
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Nomad Spirit
Rarity:
C
Number:
17
Artist:
Jim Nelson

Power:
0
Toughness:
0
Text:
Phantom Nomad comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.

1x Pianna, Nomad Captain
Pianna, Nomad Captain
Pianna, Nomad CaptainSet: Odyssey
Cost:
3
Color:
White
Type:
Creature
Sub Type:
Nomad Legend
Rarity:
R
Number:
39
Artist:
D. Alexander Gregory
Power:
2
Toughness:
2
Text:
Whenever Pianna, Nomad Captain attacks, attacking creatures get +1/+1 until end of turn.
(experiment – should be more)
4x Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.


4x Aether Burst
Aether Burst
Aether BurstSet: Odyssey
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
C
Number:
60
Artist:
Adam Rex
Text:
Return up to X target creatures to their owners' hands, where X is one plus the number of Aether Burst cards in all graveyards as you play Aether Burst.

4x Glorious Anthem
Glorious Anthem
Glorious AnthemSet: Urza's Saga
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
15
Artist:
Kev Walker
Text:
All creatures you control get +1/+1.

2x Divine Sacrament
Divine Sacrament
Divine SacramentSet: Odyssey
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
19
Artist:
Ray Lago
Text:
White creatures get +1/+1. Threshold - White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)

3x Battle Screech
Battle Screech
Battle ScreechSet: Judgment
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
U
Number:
3
Artist:
Randy Gallegos

Text:
Put two 1/1 white Bird creature tokens with flying into play. Flashback - Tap three untapped white creatures you control.


11x Plains
Plains
PlainsSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add W to your mana pool.

4x Adarkar Wastes
Adarkar Wastes
Adarkar WastesSet: Fifth Edition
Color:
Land
Type:
Land
Rarity:
R
Artist:
Gary Leach
Text:
T: Add one colorless mana to your mana pool.T: Add W or U to your mana pool. Adarkar Wastes deals 1 damage to you.

2x City of Brass
City of Brass
City of BrassSet: Fifth Edition
Color:
Land
Type:
Land
Rarity:
R
Artist:
Tom Wänerstrand
Text:
Whenever City of Brass becomes tapped, it deals 1 damage to you.T: Add one mana of any color to your mana pool.

3x Skycloud Expanse
Skycloud Expanse
Skycloud ExpanseSet: Odyssey
Color:
Land
Type:
Land
Rarity:
R
Number:
327
Artist:
Rob Alexander
Text:
1, Tap: Add WU to your mana pool.

2x Island
Island
IslandSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add U to your mana pool.


Sideboard:

3x Gainsay
Gainsay
GainsaySet: Planeshift
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
U
Number:
26
Artist:
Roger Raupp
Text:
Counter target blue spell.

4x Longbow Archer
Longbow Archer
Longbow ArcherSet: Classic Sixth Edition
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Soldier
Rarity:
U
Number:
30
Artist:
Eric Peterson
Power:
2
Toughness:
2
Text:
First strikeLongbow Archer can block as though it had flying.
s
3x Disenchant
Disenchant
DisenchantSet: Revised Edition
Cost:
2
Color:
White
Type:
Instant
Rarity:
C
Artist:
Amy Weber
Text:
Target enchantment or artifact is destroyed.

2x Aegis of Honor
Aegis of Honor
Aegis of HonorSet: Odyssey
Cost:
1
Color:
White
Type:
Enchantment
Rarity:
R
Number:
1
Artist:
Ron Spears
Text:
1: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.

3x Morningtide
Morningtide
MorningtideSet: Torment
Cost:
2
Color:
White
Type:
Sorcery
Rarity:
R
Number:
10
Artist:
Tony Szczudlo
Text:
Remove all cards in all graveyards from the game.


The Longbow Archer
Longbow Archer
Longbow ArcherSet: Classic Sixth Edition
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Soldier
Rarity:
U
Number:
30
Artist:
Eric Peterson
Power:
2
Toughness:
2
Text:
First strikeLongbow Archer can block as though it had flying.
s are in the deck to deal with flying Wurms. If you didn’t have to worry about Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
being in the graveyard, U3BlY3RyYWwgLynx
Lynx
LynxSet: Portal Second Age
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Cat
Rarity:
C
Artist:
Rebecca Guay
Power:
2
Toughness:
1
Text:
Forestwalk (If defending player has any forests in play, Lynx can't be blocked.)
would be better (and the Cities of Brass give you some painful access to Black mana for regeneration for non-Green attackers). I would have played Spurnmage Advocate
Spurnmage Advocate
Spurnmage AdvocateSet: Judgment
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Nomad
Rarity:
U
Number:
27
Artist:
Ron Spears

Power:
1
Toughness:
1
Text:
T: Return two target cards in an opponent's graveyard to their hand. Destroy target attacking creature.
instead (tap, remove attacking wurm from the game. Take the Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
and put it back into your hand where it does no good, or remove the attacking Mongrel and let the wurm hit so it doesn’t fly any more and there’s no discard source on the table), but I couldn’t find where I had put them in the short time I had before the tournament started.

Gainsay
Gainsay
GainsaySet: Planeshift
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
U
Number:
26
Artist:
Roger Raupp
Text:
Counter target blue spell.
is in the sideboard to make it tougher for a Tog opponent to Upheaval
Upheaval
UpheavalSet: Odyssey
Cost:
6
Color:
Blue
Type:
Sorcery
Rarity:
R
Number:
113
Artist:
Kev Walker
Text:
Return all permanents to their owners' hands.
and cast Tog in the same turn.

Meddling Mage
Meddling Mage
Meddling MageSet: Planeshift
Cost:
2
Color:
Multicolor
Type:
Creature
Sub Type:
Wizard
Rarity:
R
Number:
116
Artist:
Christopher Moeller
Power:
2
Toughness:
2
Text:
As Meddling Mage comes into play, name a nonland card. The named card can't be played.
is less useful in a smaller tournament where the decks can be somewhat random, but it can still seriously shut down a combo-deck and can hurt most of the net decks that are out there.

Tireless Tribe
Tireless Tribe
Tireless TribeSet: Odyssey
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Nomad
Rarity:
C
Number:
56
Artist:
Carl Critchlow
Power:
1
Toughness:
1
Text:
Discard a card from your hand: Tireless Tribe gets +0/+4 until end of turn.
and Patrol Hound
Patrol Hound
Patrol HoundSet: Odyssey
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
38
Artist:
Daren Bader
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Patrol Hound gains first strike until end of turn.
get Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
into the graveyard. At times, they also dump Battle Screech
Battle Screech
Battle ScreechSet: Judgment
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
U
Number:
3
Artist:
Randy Gallegos

Text:
Put two 1/1 white Bird creature tokens with flying into play. Flashback - Tap three untapped white creatures you control.
into the graveyard as well. Tireless Tribe
Tireless Tribe
Tireless TribeSet: Odyssey
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Nomad
Rarity:
C
Number:
56
Artist:
Carl Critchlow
Power:
1
Toughness:
1
Text:
Discard a card from your hand: Tireless Tribe gets +0/+4 until end of turn.
also is a decent blocker, even if the attacker has trample. In general, I tend not to block with WW as I’m trying to smash in for the most damage as fast as I can.

Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
and the flyers provide the evasion you need to get damage through. You have three sources of pumping all your creatures and you can drop many creatures and do a great deal of damage very quickly. With a normal start, WW can race both Quiet Roar’s 6/6 wurms and most GR decks. The Phantom Nomad
Phantom Nomad
Phantom NomadSet: Judgment
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Nomad Spirit
Rarity:
C
Number:
17
Artist:
Jim Nelson

Power:
0
Toughness:
0
Text:
Phantom Nomad comes into play with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
s plus a pumping enchantment create an undying blocker.

Morningtide
Morningtide
MorningtideSet: Torment
Cost:
2
Color:
White
Type:
Sorcery
Rarity:
R
Number:
10
Artist:
Tony Szczudlo
Text:
Remove all cards in all graveyards from the game.
is in the sideboard to hurt decks that dump spells into the graveyard and then flash them back. It actually is pretty good protection against Haunting Echoes
Haunting Echoes
Haunting EchoesSet: Odyssey
Cost:
5
Color:
Black
Type:
Sorcery
Rarity:
R
Number:
142
Artist:
Arnie Swekel
Text:
Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way, and remove them from the game. Then that player shuffles his or her library.
as well and can take a bite out of how much damage Tog can do to you. Of course, it messes with Threshold as well.

Match 1 vs. Rishi Kripalani playing UB with Togs and Shadowmages

Like his brother, VJ, Rishi beat me quite a bit when I started playing Type 1.5 in the store. Then one game once I was playing a better deck he made a play error. I think it shook his confidence because he hasn’t played as well against me since that game. I think he’s second guessing himself too much and he’s remembering the cool tricks I’ve pulled on him much more than the other times he’s done well. Maybe he’ll read this and shake off the funk he has fallen into while playing me.

The first game was somewhat of a struggle. I dropped a Mages (naming Recoil
Recoil
RecoilSet: Invasion
Cost:
3
Color:
Multicolor
Type:
Instant
Rarity:
C
Number:
264
Artist:
Alan Pollack
Text:
Return target permanent to its owner's hand. Then that player discards a card from his or her hand.
) and it was bounced by Aether Burst
Aether Burst
Aether BurstSet: Odyssey
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
C
Number:
60
Artist:
Adam Rex
Text:
Return up to X target creatures to their owners' hands, where X is one plus the number of Aether Burst cards in all graveyards as you play Aether Burst.
(I’m going from memory here), it might have been Repulse
Repulse
RepulseSet: Invasion
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
C
Number:
70
Artist:
Aaron Boyd
Text:
Return target creature to its owner's hand.Draw a card.
). I get a dork or two down and start hitting him, but he’s wearing me down faster. I finally get a decent amount of creatures in play with my lone copy of Pianna. I cast Glorious Anthem
Glorious Anthem
Glorious AnthemSet: Urza's Saga
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
15
Artist:
Kev Walker
Text:
All creatures you control get +1/+1.
after I had run him out of counters and I swing for the 13 exactly that I need to win. With his cards in hand and his graveyard, he probably would have won next turn.

Game two was much harder for him as his only Blue source was a Cephalid Coliseum
Cephalid Coliseum
Cephalid ColiseumSet: Odyssey
Color:
Land
Type:
Land
Rarity:
U
Number:
317
Artist:
John Avon
Text:
Tap: Add U to your mana pool. Cephalid Coliseum deals 1 damage to you. Threshold - U, Tap, Sacifice Cephalid Coliseum: Target player draws three cards, then discards three cards from his or her hand. (Play this ability only if seven or more cards are in your graveyard.)
. Between the pain from the Coliseum and my couple of evasion creatures, I put him on a clock. I got a Mage down again naming Recoil
Recoil
RecoilSet: Invasion
Cost:
3
Color:
Multicolor
Type:
Instant
Rarity:
C
Number:
264
Artist:
Alan Pollack
Text:
Return target permanent to its owner's hand. Then that player discards a card from his or her hand.
and Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
in the Graveyard and a boosting enchantment in play. Even with two Shadowmages attacking, he couldn’t find more Blue mana until it was too late.

Games 2-0, Matches 1-0

Match 2 – Stephen Hubbard playing UG with Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.


Stephen is the opposite of Rishi . When I first started, I beat him with whatever deck I played. I beat him with a BR IBC-Zombie theme deck when he was using a Type 1.5 deck. I beat him in every game with just about any deck I played. About three months ago, that completely changed. He started staying in the winner’s group and when I played him, he won. I’m not 100% positive, but I don’t think I’ve won a match against him in the last three months. I’ve out trash-talked him (he started it one game as a test of it as a strategy. I ignored it and then decided to show him that people over twice your age can be much more cutting with talk than you are likely to be when he tried it the next time we played). I was happy in the knowledge that he had the worst haircut in the store (he recently fixed that), but he smacked me around when we played.

Stephen is the type of player that I like to play against. He’s friendly before, during, and after the game, win or lose. He’s become a technically good player that doesn’t make too many mistakes, so you don’t get many free wins off of him. Finally, he has a decent grasp of deck building and card values, so he’s a good person to bounce ideas off of. I haven’t won much against him the last few months, but I’ve enjoyed all the games.

I was feeling reasonably confident going into the match as I think that Wu Weenie has a decent chance against GU Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
Wurms. It is basically a “Deep Dog” deck with Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
in it. I don’t think he runs Quiet Speculation
Quiet Speculation
Quiet SpeculationSet: Judgment
Cost:
2
Color:
Blue
Type:
Sorcery
Rarity:
U
Number:
49
Artist:
John Avon

Text:
Search target player's Library for up to three cards with flashback and put them into that players graveyard. Then that player shuffles his or her library.
, and I don’t disagree with that decision if so as I think the deck is strong without it and it gives you 4 more slots to run other cards. WW decks are fast and the Wu one runs Meddling Mage
Meddling Mage
Meddling MageSet: Planeshift
Cost:
2
Color:
Multicolor
Type:
Creature
Sub Type:
Wizard
Rarity:
R
Number:
116
Artist:
Christopher Moeller
Power:
2
Toughness:
2
Text:
As Meddling Mage comes into play, name a nonland card. The named card can't be played.
and Aether Burst
Aether Burst
Aether BurstSet: Odyssey
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
C
Number:
60
Artist:
Adam Rex
Text:
Return up to X target creatures to their owners' hands, where X is one plus the number of Aether Burst cards in all graveyards as you play Aether Burst.
main deck and they can wreck wurms. Morningtide
Morningtide
MorningtideSet: Torment
Cost:
2
Color:
White
Type:
Sorcery
Rarity:
R
Number:
10
Artist:
Tony Szczudlo
Text:
Remove all cards in all graveyards from the game.
out of the sideboard helps get rid of Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
and I had Longbow Archer
Longbow Archer
Longbow ArcherSet: Classic Sixth Edition
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Soldier
Rarity:
U
Number:
30
Artist:
Eric Peterson
Power:
2
Toughness:
2
Text:
First strikeLongbow Archer can block as though it had flying.
s that could block Wurms as well.

Game 1 was a close one. We traded shots and I got him down to 1 with me at 8 and it being his turn. If he drew a Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
, he could discard it and fly in for the win. He couldn’t find one and I took game 1. One reason why I won was by attacking every chance I could to get damage in. I’ve played WW a fair amount in Type 1.5 (obscene with Land tax and Scroll Rack
Scroll Rack
Scroll RackSet: Tempest
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
R
Artist:
Heather Hudson
Text:
1, T: Choose any number of cards in your hand and set those cards aside. Put an equal number of cards from the top of your library into your hand. Then put the cards set aside in this way on top of your library in any order.
legal) and I also played 10-land Stompy a fair bit, so I’m used to weenie-based decks. You need to attack and do damage.

Game 2 was one-sided. I mulliganed, was land light, and he drew an extra Wonder
Wonder
WonderSet: Judgment
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Incarnation
Rarity:
U
Number:
54
Artist:
Rebecca Guay

Power:
2
Toughness:
2
Text:
Flying As long as Wonder is in your graveyard and you control an island, creatures you control have flying.
after I Morningtide
Morningtide
MorningtideSet: Torment
Cost:
2
Color:
White
Type:
Sorcery
Rarity:
R
Number:
10
Artist:
Tony Szczudlo
Text:
Remove all cards in all graveyards from the game.
d the first one away. He completely stopped any momemntum I had by using Circular Logic
Circular Logic
Circular LogicSet: Torment
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
U
Number:
33
Artist:
Anthony S. Waters
Text:
Counter target spell unless its controller pays 1 for each card in your graveyard. Madness U
on a Flash
Flash
FlashSet: Classic Sixth Edition
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
R
Number:
67
Artist:
David Ho
Text:
Put a creature card from your hand into play. You may pay its mana cost reduced by up to 2. If you don't, sacrifice it.
backed Battle Screech
Battle Screech
Battle ScreechSet: Judgment
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
U
Number:
3
Artist:
Randy Gallegos

Text:
Put two 1/1 white Bird creature tokens with flying into play. Flashback - Tap three untapped white creatures you control.
, and it was on to game 3. I kept a one land hand because I had low casting cost creatures and a Meddling Mage
Meddling Mage
Meddling MageSet: Planeshift
Cost:
2
Color:
Multicolor
Type:
Creature
Sub Type:
Wizard
Rarity:
R
Number:
116
Artist:
Christopher Moeller
Power:
2
Toughness:
2
Text:
As Meddling Mage comes into play, name a nonland card. The named card can't be played.
in hand. I draw the second mana on turn 2 and was one step behind the whole game. I probably would have won the game otherwise as I would have named Wild Mongrel
Wild Mongrel
Wild MongrelSet: Odyssey
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
283
Artist:
Anthony S. Waters
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.
and that would have stalled Stephen out enough that my other draws would have overwhelmed him. A bad decision by me, I should have mulliganed. Stephen made no mistakes, kept rolling with a fairly full hand via Repulse
Repulse
RepulseSet: Invasion
Cost:
3
Color:
Blue
Type:
Instant
Rarity:
C
Number:
70
Artist:
Aaron Boyd
Text:
Return target creature to its owner's hand.Draw a card.
s, and won the match.

I had bad draws games 2 and 3, but the deck still didn’t just roll over and play dead, so I’m still happy about this match-up.

Games 3-2, matches 1-1

Match 3 Rob Jordon playing GR

Rob’s one of my teammates for team Sealed and he has been trying to build a decent GR deck for a while. He was playing a deck that had done well in his casual group he usually plays in and he decided to try it out in a tournament.

When I play WW against GR, I always worry about two things. The first is the speed of my opening hand as Green usually drops big creatures that dramatically swing the damage race. The second is Haste. If the deck is running Haste creatures or Haste effects, you have to pay much more attention to your life totals. Rob was running both big creatures and Haste (Reckless Charge
Reckless Charge
Reckless ChargeSet: Odyssey
Cost:
1
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
215
Artist:
Scott M. Fischer
Text:
Target creature gets +3/+0 and gains haste until end of turn. Flashback 2R (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
), so I had both to worry about.

Game 1 was close. I hit him for a flurry of initial damage and got him down to 14. He surprised me with a main deck Hull Breach
Hull Breach
Hull BreachSet: Planeshift
Cost:
2
Color:
Multicolor
Type:
Sorcery
Rarity:
C
Number:
111
Artist:
Brian Snoddy
Text:
Choose one - Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.
that took out a pumping enchantment and then a FTK took out one of my guys. Suddenly, the damage race was going his way and he took me down to 8 life in two swings. At the same time, I kept attacking and did not hold back to block. I basically was trading my life total for a few more points of damage to him. I got lucky and top decked a couple of Aether Burst
Aether Burst
Aether BurstSet: Odyssey
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
C
Number:
60
Artist:
Adam Rex
Text:
Return up to X target creatures to their owners' hands, where X is one plus the number of Aether Burst cards in all graveyards as you play Aether Burst.
s that stalled his attack for just long enough for me to do the last point of damage to him – including Aether Burst
Aether Burst
Aether BurstSet: Odyssey
Cost:
2
Color:
Blue
Type:
Instant
Rarity:
C
Number:
60
Artist:
Adam Rex
Text:
Return up to X target creatures to their owners' hands, where X is one plus the number of Aether Burst cards in all graveyards as you play Aether Burst.
ing a Reckless charged creature. One more turn and the game would have been his. I won the game because I was willing to attack into blockers, lose creatures, but force damage through.

Rob made a few small play errors in game 1 that probably cost him the game. He realized what they were and was much better prepared for my deck game 2. What he wasn’t ready for was the massive swarm that hit the table, a swarm that was pumped and then protected by Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
. My last attack did 8 points of damage for the win. Rob hadn’t played against WW in a while and I think he forgot just how much damage a bunch of pumped weenies could do, and how quickly they could do it.

His deck also was tuned to a more casual environment. In my experience, casual play often focuses on getting a “cool” effect to happen. Casual decks are tuned to get that effect or theme, not to win as fast and with as little risk as possible. A slightly slower GR deck can do well there because you have the extra turn to cast your larger creatures.

Games 5-2, Matches 2-1

Match 4 – Mike Hensen playing BRW

Mike has played a few different deck designs over the last few months. He probably had the biggest swing with the same deck. He finished in last place one week, played the same deck with one card swapped out for one more land the next week, and went 4-0 in matches and won the tournament. That was the type of swing that proves you can’t give up on a deck just because of one bad showing. Magic has enough luck in it, even to the point where what decks you get matched against matter a great deal, that it takes a fair amount of playing with a deck to see how it will really do. Some decks are just terrible, but if you can’t figure out why a deck did poorly, I often suggest you just try it again.

I got a very good jump on Mike in game 1. He fought back hard, including Vindicating a Glorious Anthem
Glorious Anthem
Glorious AnthemSet: Urza's Saga
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
15
Artist:
Kev Walker
Text:
All creatures you control get +1/+1.
and Void
Void
VoidSet: Invasion
Cost:
5
Color:
Multicolor
Type:
Sorcery
Rarity:
R
Number:
287
Artist:
Kev Walker
Text:
Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards from it all nonland cards with converted mana cost equal to the number.
ing for 2 (look at my deck list, that hurts the deck very badly). I finally got a Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
in the Graveyard and Mike messed up and tried to Death Grasp
Death Grasp
Death GraspSet: Apocalypse
Cost:
3
Color:
Multicolor
Type:
Sorcery
Rarity:
R
Number:
95
Artist:
Eric Peterson
Text:
Death Grasp deals X damage to target creature or player. You gain X life.
one of my creatures when I had enough damage on the table to kill him and open mana to activate Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
. I gave them all Pro-Black and won.

I mulliganed game 2 and kept a one land hand. I scooped with one land on the table five or so turns later as no lands revealed themselves and Mike’s deck started to lift off.

Game 3 was closer than game 1, but again I got a good jump on Mike and quickly took him down to 8 life. I started having trouble keeping men on the table once his removal kicked in, but I seemed to manage to chip away at him. After he had gained a little life, he was at 6 and I was at 13. I had a lone Patrol Hound
Patrol Hound
Patrol HoundSet: Odyssey
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
38
Artist:
Daren Bader
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Patrol Hound gains first strike until end of turn.
on the table, a Divine Sacrament
Divine Sacrament
Divine SacramentSet: Odyssey
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
19
Artist:
Ray Lago
Text:
White creatures get +1/+1. Threshold - White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)
in play with threshold, and Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
in the graveyard with open mana. I was holding another Divine Sacrament
Divine Sacrament
Divine SacramentSet: Odyssey
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
19
Artist:
Ray Lago
Text:
White creatures get +1/+1. Threshold - White creatures get an additional +1/+1. (You have threshold as long as seven or more cards are in your graveyard.)
in my hand, so I knew I could attack for 6 next turn. Mike had sided in Earthquake
Earthquake
EarthquakeSet: Revised Edition
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
R
Artist:
Dan Frazier
Text:
Does X damage to each player and each non-flying creature in play.
to try and clear out my weenies and he cast it for 4. He forgot that Earthquake
Earthquake
EarthquakeSet: Revised Edition
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
R
Artist:
Dan Frazier
Text:
Does X damage to each player and each non-flying creature in play.
gets around the targeting problem the Protection creatures give removal, but it doesn’t get around the damage prevention ability. I activated Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
and saved my Patrol Hound
Patrol Hound
Patrol HoundSet: Odyssey
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Hound
Rarity:
C
Number:
38
Artist:
Daren Bader
Power:
2
Toughness:
2
Text:
Discard a card from your hand: Patrol Hound gains first strike until end of turn.
. We each took 4 damage, I untapped, and he scooped.

Games 7-3, matches 3-1

My finish was good enough to get me into 4th place out of 19 and I was pretty happy with the way the deck performed. I have some other WW ideas I want to try for OBC and getting the chance to play that type of deck in Type 2 helped get my mindset right for it.

I have gone back and forth on Glory
Glory
GlorySet: Judgment
Cost:
5
Color:
White
Sub Type:
Incarnation
Rarity:
R
Number:
11
Artist:
Donato Giancola
Power:
3
Toughness:
3
Text:
Flying 2W: Creatures you control gain protection from the color of your choice until end of turn. Play this ability only if Glory is in your graveyard.
in WW. The card is potentially bad in that you need to keep mana open for it and it uses up 4 slots or so that could be other threats. However, the Evasion that Pro-Colour gives has won me too many games and it completely messes up my opponents attacking decisions so much that I’ve decided that I need it.

Battle Screech
Battle Screech
Battle ScreechSet: Judgment
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
U
Number:
3
Artist:
Randy Gallegos

Text:
Put two 1/1 white Bird creature tokens with flying into play. Flashback - Tap three untapped white creatures you control.
is a card I’m not 100% sold on, at least to the point of running 4 copies. The best time to flash it back appears to be turn 2 after you’ve cast 3 one-drops. If you wait until turn 3 to flash it back, you miss a whole turn of attacking and WW relies on speed.

This Friday and next Friday they’re doing OBC at Pleasanton Sportscards and we’ll be doing our first Sunday draft as well. I’ll be trying hard to get OBC games in to get ready for the next PTQ season. Sanctioning applications have been sent in, so there should be sanctioned Type 1.5 tournaments soon as well. The store has been drawing close to 20 people on Friday nights and 30 people on Type 1.5 Sundays, so that is lots of token cards that will be earned in our group.

** I received a few emails with interesting OBC lists since my last article. I tried to respond to all the emails I received, but quarter-end close has taken up enough of my time that I haven’t had time to examine the deck ideas in any detail. I have a 4 day weekend ahead of me, so I’ll try and get to it then.


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