Wednesday, July 27, 2011

Ranking of 5 Random Cards of Gatherer:

Ranking of 5 Random Cards of Gatherer:

Today, I will be looking at 5 random cards off MTG’s Gatherer Database, and ranking them on playability now and when it was printed. I will of course be excluding basic lands. Let’s see what I get!



As Ridiculously awesome as this guy looks and sounds he just doesn’t really have a home in any kind of deck archetype I can think of. It is cool and all but, I think that it will be more of the card that looks awesome rather than is awesome.


This aura has been around since the very earliest sets, and I think that it really has a place in mtg history. That being said, this is a very lackluster aura. For the same mana you can get Holy Strength and Unholy Strength as the card Edge of the Divinity. The only drawback is that it won’t help if the creature is white nor black. But, +3/+3 sounds a hell of a lot better than just a measly +1/+2.


This is an interesting card to say the least. With some gimmicky combos, for example Myojin of Night’s reach you can potentially draw 7 cards! But, for the most part you’ll be drawing 1 or 2, and for that reason this card is just kind of meh.

#2: Unmake

Now this is a solid removal spell without any of the drawbacks of Path to Exile or Swords to Plowshares. It does however, cost 3 mana which is unfortunate, but the lack of drawbacks is always nice. Another plus it does have is that it can be used in mono-black, which would not really have access to this kind of removal normally.


Ahh here we go. Time warp. This is just a solid card all around that saw recent popularity as a staple card in Pyromancer Ascension decks. Copying it would allow someone to take 2 turns off of 1 casting which is absolutely insane. No doubt this card begs to be combed and deserves its Strong #1 spot.

So, there you have it! Five random cards that are ranked and reviewed! Just remember you can get all of these cards for low prices on www.mtgfanatic.com!

Magic: The Gathering: Card Spotlight: Karn, Silver Golem

Today we will be looking at a classic character in Magic, his name is Karn, Silver Golem. Originally from the Urza Block, he saw a somewhat recent reprint in the From The Vault Series. Let’s take a closer look at the card.

What Does he Do?

Karn is a very interesting card to say the least. He is a decently priced (5) for a 4/4, which isn’t bad. But, even better is the fact that he gets –4/+4 whenever he is blocked, which allows him to survive some nasty combat tricks or attacks from an opponent. Now to his ablility. His ablility, for just (1) allows you to turn any nocreature artifact into a creature with power and toughness equal to its converted mana cost. This lets Karn unequip any equipments because they “fall off” when they become animated. Secondly, you can destroy any 0-drop artifact or land (with Mycosynth Lattice). The land destruction can be quite deadly in EDH where he thrives quite often as an effective land-killing general. Finally, he can be used to animate large artifacts like Darksteel Forge, which becomes a deadly and indestructible 9/9 beatstick.

Karn in Legacy


Unfortunately for Karn, he is nowhere fast enough, or strong enough to compete with the othe legacy and vintage decks. He will always be a cool collecter’s item, but never anything more when dealing with legacy or Vintage.

Karn in EDH/Commander


Where you’d least expect it, Karn! In EDH, despite being colorless, Karn thrives due to the fact that he can combo quickly in an otherwise slow format. The decks that use him use lands like Rishadan Port and Stripmine to produce colorless mana, while simultaneously enabling the deck’s combos. There are a lot more of these lands then you’d think, and this leads to him being quite an effective general. If you want some very good Karn deck lists can be found here:


Well that’s all! Thank you for reading and enjoy Karn!
You too can have a Karn for only $4.99 at www.mtgfanatic.com, where there are always low prices and great rewards programs!

Thursday, May 5, 2011

Magic: The Gathering New Phyrexia Blue Infect

With the release of the final set of the second Mirrodin block, New Phyrexia, it has been revealed that infect has gotten some new toys, such as the poisoned mechanic. Poisoned gives cards extra power if an opponent has a poison counter. Some cards can be extremely potent with this mechanic, and I will review some of them with you.

Corrupted Resolve is a must have for any blue deck utilizing the infect mechanic. This 2 mana ({1}{U}) counterspell acts has a hard counter when the opponent has received a poison counter. This kind of low cost non-completely blue hard counter has not been seen since the days of mana drain, and it will make any player wary of playing cards against a blue infect deck. We have yet to see how strong infect will be in this metagame, but cards like this definitely prove it will be a forced to be reckoned with.

Blighted Agent is a 2 mana drop for a blue infect creature with unblockable. This card can be extremely powerful with cards like giant growth and other boosting cards. It also fits right in with equipments, utilizing the unblockability to hit for massive poison damage.

Viral Drake is a new blue flying infect creature that costs 4 mana for a 1/4 body. What makes it more special than that is its ability to pay 4 mana and proliferate instantly. Having this creature sitting there can make a very nice safety net, and can also help out your planeswalkers, such as Jace, Tezzeret or Venser.

Tezzeret's Gambit is a simple draw spell. For three mana and two life you can draw two cards and proliferate, and you can use any color for that cost. It is unfortunate it is a sorcery, but it may see use in certain decks, such as Pyromancer Ascension.

You can get these cards and more on http://www.mtgfanatic.com where you can find discount prices and great rewards programs. It is definitely worth checking out. Enjoy!

Wednesday, May 4, 2011

Magic: The Gathering Card Review: The Red Praetor

With the release of the Praetors, none has looked cooler than the Red Praetor, Urabrask, The Hidden. Today I will discuss its synergy with red and the decks out there and its effects in the metagame and in limited play.

As with all Praetors, Urabrask has a positive effect for the user and a negative effect for the opponent. Being red, his effect focuses on the ability of a card to attack right after being played. He grants all your creatures haste and forces your opponent's creatures to come into play tapped. This can give you an edge in landing powerful attacks from creatures that would have otherwise had to wait a turn. That can mean the difference of a game when your dragon comes in and wrecks havoc on that same turn, and then another because your opponents cant set up a blocker. Also in the vein of a typical red card, Urabrask also costs the least of any other Praetor at a modest five mana, compared to the other Praetors who run from 7-10 mana. 


Urabrask can be a huge asset to certain red and green decks that rely on a heavy beatdown. No deck would appreciate having a Primeval Titan hitting them the turn it came out and then also not being able to set up any form of defense. However, past this point, Urabrask has fewer uses. Despite his low cost, he probably wont see much use and his price will probably remain stagnant at 5 dollars, unless a card from a future set comes in and gives this card new life.


As a limited pick, Urabrask doesn't fulfill any desirable roles like the other Praetors. He isn't that much of a color commitment, meaning that he can be splashed, but he doesn't compare to his brethren in the limited format.


If you would like to preorder Urabrask or any of the any cool new cards from New Phyrexia, you can go to www.mtgfanatic.com where you can get these cards for excellent prices with excellent rewards programs and excellent service. Enjoy!

Tuesday, May 3, 2011

Magic: The Gathering Card Review: Green Praetor

With the announcement of the name of the third and final set in the second Mirrodin black being named New Phyrexia over Mirran Pure, wizards had also released info about the five colored leaders, or "Praetors" of New Phyrexia. Today, I will go over and review the strengths and weaknesses of the green Praetor: Vorinclex, Voice of Hunger.

Vorinclex's cool name is not undeserved at all. Like all the other Praetors, Vorinclex has a positive and negative ability for you and your opponent, respectively. His ability focuses on mana production, something readily available for green. When he is in play, he will double the amount of mana you produce and will make your opponent's mana untap only every other turn. This is a great addition to any ramp deck, because after it is cast, with one more mana you can play any creature in the game of Magic, most notably, Emrakul. He can also disrupt the strategy of the opponent by potentially neutralizing every other turn your opponent has with his mana freezing ability. In limited he can severely hurt your opponent's game too. He disrupts the flow of your opponents cards while doubling your output, and doesn't have an intense color commitment from green. At seven mana, he is certainly playable and competitively viable, and can definitely see use in some green decks. When paired with genesis wave, you can also double the output of the card, which is commonly seen in Valakut decks. Another card seen in many green decks that would benefit from Vorinclex is Green's Sun Zenith. With Vorinclex out you can pull virtually any green card straight from your deck with the zenith.

You can find Vorinclex, Voice of Hunger and other New Phyrexia cards on http://www.mtgfanatic.com for discount prices with great rewards programs. It is definitely worth checking out. Enjoy!

Magic: The Gathering Card Review: White and Blue Praetors

Along with the introduction of the name New Phyrexia, the new and final set of the second Mirrodin block has also been revealed to run a Phyrexian leader of every color, otherwise known as a Praetor. These Praetors range from 5 to 10 mana, but mostly around 7 mana. Today I will be reviewing the White and Blue Praetors specifically.

The White Praetor, also known as Elesh Norn, Grand Cenobite, is one of the two femininely formed Praetors. Her ability is a lot like Massacre Worm's, but more more intense. Not only does she permanently give your opponent's creatures -2/-2, she grants yours +2/+2. She gives the player controlling her a power increase of +4 over your opponents creatures, a huge advantage. She herself has a pretty solid body, a 4/7 equipped with vigilance. This makes her difficult to be killed by red, although at 7 mana red may have a resourceful way of dealing with her. She is however, a little too expensive for a lot of decks, and she is susceptible to many forms of removal, such as black removal (both Doom Blade and Go for the Throat), blue removal (No one wants to have to play her again, and wont likely have the mana to resist a leak), and white removal such as Oblivion Ring and Journey to Nowhere.

The Blue Praetor, also known as Jin-Gitaxias, Core Augur, is the king of card advantage. Like all the other Praetors, he has two abilities, one that helps yourself, and one that hurts your opponent. He lets you draw Seven Cards at the end of each of your turns, granting you major card advantage, while forcing your opponent's maximum hand size down to zero, forcing them to have an empty hand on your turns, and the start of theirs. The blue Praetor is a tad expensive, at the cost of 10 mana, to make him really worth playing without cheating him out. He isn't very competitively viable due to this, but he will certainly give your opponent a scare when he hits the field.

You can get these cards and the other Praetors for discount prices on http://www.mtgfanatic.com. With many great rewards programs it is definitely worth checking out. Enjoy!

Magic: The Gathering Card Review: Surgical Extraction

Surgical Extraction is a card in the upcoming last set of the second Mirrodin block, New Phyrexia. It features some of the new toys that cards have: Phyrexian Mana. It costs one black Phyrexian mana, meaning you can pay one black mana or two life to pay its cost. The implications are that you can but this into any deck that could utilize its effect, because it only costs two life to play. When cast, you can choose any card in a graveyard and exile it, then you search through the rest of the deck and hand to get rid of the others. This combo killer has giant implications, because any deck that has removal can deal a lot of damage to a lot of decks. Against a Valakut deck, a Valakut in a graveyard or a Primeval Titan taken out by a Despise can totally throw a deck into chaos. Even a Jace, The Mind Sculptor hit by a duress can lead to the removal of all of them from the deck. When paired with Duress, Despise, and Inquisition of Kozilek, they turn into a major deck killer. In red decks, they can remove annoying counterspells or creatures from a game, and in white decks they can prevent certain removal cards from hurting your game. The ability of this card to be in virtually any deck at the cost of two life is astounding, and a lot of combo decks will have to be ready for any of their cards to be taken right from the deck. This card will defiantly have an outstanding effect on the metagame, with Surgical Extraction and other one Phyrexian Mana cards like it popping up in all other decks.

You can preorder Surgical Extraction and other New Phyrexia cards at discount prices on http://www.mtgfanatic.com with many different possible rewards programs. Enjoy!

Tuesday, February 22, 2011

Magic: The Gathering Multi-Planer Draft

Recently, my friends and I decided to do a three-pack draft. The one stipulation of the draft was, however, is that each participant was not limited to one specific set or block. All six of us brought all different packs and then drafted with those. The packs I had brought to the draft were Saviors of Kamigawa (In hindsight Champions would’ve been better), Future Sight and Darksteel.

I am normally a very unlucky person when it comes to opening packs, so of course my rares were as follows:

Darksteel: Shunt
Future Sight: Nix
Saviors: Scroll of Origins (I almost tore this card to shreds on sight)

Now, I kept shunt so it could be possibly useful to redirect a kill or draw spell, but dropped the other two.

I decided to start the game by drafting blue, but I later expanded to white. I also saw a lot of red bouncing around, so I picked up a bunch of nice burn spells like Carbonize, Searing Blaze and Forked Lightning. I also got a Journey to Nowhere and a Lumithread Field, both of which helped me a lot. The Field wasted my opponent’s kill spells and gave my creatures a nice little boost.

The first round went very well for me. I played a Neurok Commando and my removal kept my hand fresh. The second round went rather poorly, with my first game being lost to a Vampiric Link. The second game gave me no lands, and it was a downhill battle from there.

To rub salt in the wound, the winner’s pack had a Tezzeret, Agent of Bolas in it.

Overall, I thought the multi-planer draft was a cool experience with a lot of mechanics and creatures bouncing around. If you want to participate in a draft, you can order your packs on http://www.mtgfanatic.com/ and have a draft with your friends today! Enjoy!

Tuesday, January 18, 2011

Magic: The Gathering Future Sight (Part 4)

This is the fourth part in my blog installments about my favorite set: Future Sight. You can read my reasons for liking this set so much on the original post (http://mtgdeckblogaura.blogspot.com/2011/01/magic-gathering-future-sight-part-1.html), but if that is where you came from, then enjoy these next cards.


New Benalia is a great alternative to a plains card because it gives white a little opportunity to scry, a very useful ability in virtually any deck. Your opening hand has too many lands? Well play this and make sure the next card isn't. Late game it can also protect you from unwanted draws so that you can get what you really need.


Nix is a rather unique counterspell. It only costs 1 to play and it counters anything that was played without a mana cost. In the context of the Time Spiral block, this makes perfect sense because of all the threats with suspend out there. Nowadays, it can be useful to stop your opponents from cheating things into play with cascade or something, but isn't much use over its brethren: Counterspell.


Patrician's Scorn is a white instant that costs 4 and destroys all enchantments. Its use comes with its second ability, which allows you to play it for nothing if you have played another white spell this turn. If you have no enchantments, mass enchantment removal can be more useful than singular enchantment removal, and the 0 cost is the icing on the cake.


Quagnoth is an interesting creature with an ability that protects your hand from some discard spells, and makes a nifty all around creature. This card is virtually uncounterable with its split second ability and has shroud, protecting it from a lot of removal. It is nice to have out, but a little costly for what you get.


Riddle of Lighting is a pretty powerful card for red, giving a scry 3 mixed in with a damager, maybe turning an Eldrazi in your deck into a 12 damage lightning bolt.


Rift Elemental is a cheap card and may help any suspend deck you have. For two mana, you can remove a time counter from a permanent or suspended card you own, and then on top of that, Rift Elemental gets +2/+0. 


You can buy these cards above and more that you like from the Future Sight set from http://www.mtgfanatic.com, where you can find great discounts and amazing rewards programs to enjoy the game of Magic: The Gathering without hurting your wallet. Stay in tune for the next installment! Enjoy!

Monday, January 10, 2011

Magic: The Gathering Future Sight (Part 3)

This is the second part in my blog installments about my favorite set: Future Sight. You can read my reasons for liking this set so much on the original post (http://mtgdeckblogaura.blogspot.com/2011/01/magic-gathering-future-sight-part-1.html), but if that is where you came from, then enjoy these next cards.


Llanowar Reborn is a strange land because of the fact it has the graft mechanic, even though it is a land. It gives a nice boost to a creature you play, protecting it from Contagion Engine or giving it just enough toughness to survive a burn.


Lucent Liminid is a weird enchantment because it is a creature and an enchantment at the same time. It may have the disadvantages of being both, but you must admit it is pretty cool to have a creature enchantment out in play.


Lumithread Field is another weird enchantment, but because it has a morph cost without being a creature. I would love to see the look on an opponent's face to see his pyroclasm fall flat because your "creature" is not only dead because it is no longer a creature, but because your other creatures will likely survive too.


 Lymph Sliver is cool because it gives a name to an already existing mechanic: Absorb. Whenever any sliver is dealt damage, prevent 1 of that damage. Simple, yet effective, and keeping up with the flavor of white protection.


Mesmeric Sliver is another sliver with a name-giving mechanic: Fateseal. Like one of Jace, the Mind Sculptor's abilities, when the sliver comes into play you may look at the top card of an opponent's library, keeping up with the reputation of blue control.


Muraganda Petroglyph is a niche enchantment that gives creatures without abilities +2/+2. You can use this card to either boost your vanilla creatures or make your tokens godly strong. Probably the later.


Narcomoeba isn't a particularly amazing card, although it does let you laugh as your enemies mill this bad boy into play. It may possibly be used in a threshold deck where you can mill cards off of your library, but is too situational to be good.


This is the second of my multi-blog installment of my favorite future sight cards. Check out http://www.mtgfanatic.com for all these cards and much, much more for low prices and awesome discounts. Enjoy!



Magic: The Gathering Future Sight (Part 2)

This is the second part in my blog installments about my favorite set: Future Sight. You can read my reasons for liking this set so much on the original post (http://mtgdeckblogaura.blogspot.com/2011/01/magic-gathering-future-sight-part-1.html), but if that is where you came from, then enjoy these next cards.

Force of Savagery is one of those low cost cards with high power with a drawback. The drawback of this card is its 0 toughness, which is quite strange, meaning it will instantly die upon its summoning. You must have a card that can grant your field universal toughness, and if you do, enjoy your 9/1 trample for free.

Ghostfire is a card that's awesome in more ways than one. It may cost 2 more than lightning bolt, but it does have the added bonus of being colorless, and thus avoids protection and other card restraints. The other awesome thing is that in the storyline, the ghostflame is the way that Chandra and Jace defeat Sarkon, also inadvertently activating the Eye of Ugin, a plot that wouldn't be released until years after this card's printing. As a side note this card even mentions the Eye of Ugin in the flavor text.

Grinning Ignus is a reusable ritual card, granting two free mana with its ability. Even though its ability was nerfed by M10, it is still an invaluable card, giving a player 6 possible mana by turn 4.

Grove of the Burnwillows is a pretty decent land, but what makes it awesome is its art. Like a few other lands of the set, it has full color, and a grove of fiery trees makes a pretty sweet field too.

Imperial Mask is a very useful enchantment, especially if you enjoy the two headed giant game. This card, which is the only card to mention teammates, gives you and all of your allies shroud from the enemy, without a heavy color investment. You will find yourself enjoying the shielding from burn and discard this gives your team in any 2v2.

Imperiosaur is a great 4 drop creature for a 5/5. Like all amazing creatures, the catch is that you have to pay this cost with only basic lands. I personally like this, because I do not have a very lucrative money supply, so all I can afford are basic lands. Like most of these cards, it is an amusing stipulation.


This is the second of my multi-blog installment of my favorite future sight cards. Check out http://www.mtgfanatic.com for all these cards and much, much more for low prices and awesome discounts. Enjoy!

Magic: The Gathering Future Sight (Part 1)

My favorite set of all time is Future Sight, for a few reasons. First of all, I like the card design that some of them have, although we shall see if that is forewarning of things to come. The second thing was the weird one trip mechanics they threw in, stuff like Aura Swap. The last one being the hints into the future the set gave us, like the Planeswalker card.

I will discuss some of my favorite cards from this set, and why.

Aven Mindcensor is an awesome card for a few reasons. First, it allows you to shut down your opponent’s fetchlands, and also do it the moment they activate the ability, taking them off guard. The same goes for decks that rely on tutors and other such cards to win.

Bitter Ordeal is a nail in the coffin card (no pun intended). With its ability gravestorm, you can Damnation the field and then remove a multitude of awesome cards from your opponent’s deck, completely shutting out aggro decks with the Damnation and combo decks with the card that follows.

Boldwyr Intimidator has arguably one of the best rules text ever, and is extremely useful in any red deck, especially a warrior one. It was a very nice card and I hope to see more of cowards and warriors.

Darksteel Garrison is a nice way to counter pesky land removal on your most valuable lands, while providing the game with yet another artifact subtype: Fortification. Plus, anything with the name Darksteel instantly makes it awesome.

Dryad Arbor is the only land in the game to permanently be a creature and a land at the same time. Although this gives it some inherent weaknesses such as pyroclasm, it is a pretty cool combination of cards we haven't ever seen again.

Fleshwrither was a card whose keyword ability made him completely amazing. For just three mana, you could take any creature in your deck with a mana cost of 4 and put it right into play. This makes cards such as the Nephlim actually playable.

Flowstone Embrace is one of the strangest auras the game has ever seen. (We will get to the strangest one later). For the first time in Magic, it mattered whether that aura was tapped or not, making players look twice after reading it. 

This is the first of my multi-blog installment of my favorite future sight cards. Check out http://www.mtgfanatic.com for all these cards and much, much more for low prices and awesome discounts. Enjoy!

Magic: The Gathering R/G Pyromancer Ascension Deck

Recently, I’ve been inspired to create a deck around the card Pyromancer Ascension. It is a quest card that when the user casts an instant or sorcery copy that player puts a quest counter on that card. If that player casts an instant or sorcery spell, and the Pyromancer Ascension has 2 or more quest counters on it, you copy that spell and choose new targets for that copy. Being able to do this to your spells will almost always create a win condition, because every spell you cast doubles.

In building this deck, I realized it would become seriously flawed against white and green because of enchantment removal, and flawed against blue because it’s ability to bounce cards, removing all counters from them. Then I decided to rely on mana acceleration to get out heavier cards like Chandra Ablaze and Kazuul, Tyrant of the Cliffs. I then looked for cards that would also benefit from mana accel and I found the land Valakut, the Molten Pinnacle and the creature Dragonmaster Outcast. The Valakut turns every mountain into a Lightning Bolt and Dragonmaster Outcast gives me a strong creature base, much like Kazuul.

So, all there was left for me to do was to decide what spells I wanted. I obviously went first for Lightning Bolt because it is a very potent card that can get rid of an annoying creature or deal damage to an opponent or a planeswalker. I then went to other burn spells like Chandra’s Outrage. Dealing 4 damage to a creature and then 2 to its controller was very appealing, especially as an instant. Pyroclasm and Cerebral Eruption also were good options for the deck because they both do damage to mass amounts of creatures, to control swarms. Cerebral Eruption may be a little unpredictable and it may cost a little more, but it only deals damage to your opponent and his creatures, and it gives you a peek at his top card.

I then went to find the green cards to put in my deck. Cultivate was a must, allowing an extra card out and one into my hand. Explore was also an attractive option, granting another land onto the field and giving a draw. The last green card that I put in my deck was Slice in Twain. This card also granted a draw, and destroyed enchantments such as Leyline of Sanctity or Aestheticism that would otherwise run amuck with my deck.

I decided on the planeswalker Chandra because she could a) Deal 4 damage with a more useless burn spell, b) Use her second ability to let me put cards into my graveyard and let me draw a new hand of cards, making it easier to play activate Pyromancer’s Ascension, and c) Using her ultimate to take all the burn spells and launching them into the face of my opponent.

I brought these cards for cheap on the website http://www.mtgfanatic.com, where you can find low prices and great rewards programs.

Sunday, January 9, 2011

A red/blue coin flip deck

COIN FLIP DECK


As we know, coin flip decks are a very casual archetype that sees relatively little mainstream play in Legacy. However, with the right cards you can pilot one of these decks to as early as a 4th turn win. The card that makes this all possible is the Mirrodin artifact: Krark’s Thumb. With this card you are allowed to re-flip an unfavorable result on a coin toss. Based on the number of coin-dependent cards in this deck, that is a very important card to have in play. Some of the main cards that will make this kind of deck win are Goblin Bomb and Chance Encounter. With Goblin Bomb, after each successful upkeep coin toss, you get a fuse counter; keep in mind you lose a fuse counter for each lost flip. At five fuse counters, you can sacrifice Goblin Bomb to do 20 damage to your opponent, you can pretty much assume you’ve won at this point. To get to five fuse counters even faster, you can use Clockspinning to add an extra existing counter of your choice to your Goblin Bomb to get to that magic number five even faster. With this in mind I would strongly advise using a Red-Blue Coin Flip deck. You gain access to cards like Stitch in Time and Squee’s Revenge, Which both give you massive card and turn advantage, if you’re lucky of course. Another card you absolutely need in your coin flip deck is Chance Encounter. With Chance Encounter out, all you need is 10 successful coin flips you win the game! What could be better? But, as you have probably guessed there is in fact an instant-win combo that you can get done by turn 4. With Frenetic Efreet, you can generate an endless number of flips no matter what the results of the flip before are. Because you can use the ability even when it phases out. This was updated in a later card Frenetic Sliver that specifically says that it must be in play to use its effect (no stacking coin-flips). The errata for Frenetic Efreet got a similar update around Odyssey that was later changed back. To this effect Wizards said (If you care):

This card got power-level errata when Chance Encounter was printed in Odyssey. Frenetic Efreet lets you play its activated ability as many times as you want in response to itself (since the cost is just ). When the first such ability resolved, you'd flip a coin and Frenetic Efreet would go away (either to the graveyard or the phased-out zone). According to Frenetic Efreet's original wording, all the rest of the abilities would still resolve, causing you to flip a coin each time. Nothing would happen to Frenetic Efreet (it's gone by now), but you'd get the easy opportunity to win lots of irrelevant coin flips and put plenty of luck counters on Chance Encounter, allowing you to win the game when your next upkeep started. To combat this combo, and the otherwise pointless free coin-flipping this card facilitated, Frenetic Efreet got errata stating that you flipped the coin only if it was in play.

In keeping with our current policy regarding power-level errata, the Efreet is going back to its printed functionality. If this proves to be broken, it'll be addressed with bannings and/or restrictions.







So with these basic combos you can basically construct a very fun coin flipping deck that might actually do quite well. These are the cards you absolutely need:

4X Frenetic Efreet (you don’t need this but it’s only 37 cents on: www.mtgfanatic.com, plus it’s a good combo)



These are cards that you should really put in your deck:



The rest is up to you…and luck! Have fun deck building!

And if you need cheap cards go here: www.mtgfanatic.com
I’m not even kidding.

Magic: The Gathering card spotlight: Prismatic Omen

Prismatic Omen is a card that makes all your lands every basic land type, allowing them to produce any color of mana and become affected by any spells that involve those types. This opens the door to many combos, and I will discuss them with you.

Draco- With the highest mana cost in the game, Draco is certainly hard to cast. However, his Domain ability makes him cost 2 less to play for every basic land type you control, letting you hardcast a 9/9 flier for 6. His second ability makes you pay 10 during your upkeep or sacrifice him, but this cost is also reduced like his converted mana cost, making it nothing.

Voices from the Void- This card forces your opponent to discard cards equal to the number of basic land cards on your field. With the omen up, it will force your opponent to discard 5 cards for 5 mana.

The Bringers- The Bringers from the Fifth Dawn set normally would cost 9 converted mana cost, but with one of every color, it can be played for five. My personal favorite is Bringer of the Blue Dawn, allowing you to draw two additional cards at every upkeep.

Clearwater Goblet- This card comes into play with a charge counter for every mana used to play it, and at the beginning of your upkeep, you gain 1 life for every charge counter. It is very nice to have gain 5 life per turn, starting at your fifth turn.

Coalition Victory- This card makes you win if your control a land of every type and a creature of every color. If you own an every colored creature, you win the game for 8 mana.

Last Stand- This card has numerous effects, and they all increase for every land you control on the field. Lets say you had 5 mana and you played this, target opponent would lose 10 life, you would deal 5 damage to target creature, you would put 5 saprolings into play, you would gain 10 life and draw then discard 5 cards.

Overall, this is a very powerful card, and its uses are numerous, from sunburst to domain. You can get these cards and more on http://www.mtgfanatic.com, with discounts and great rewards programs.