It’s that time again. Preorders for the new core Magic set are now open!
Same great price on boxes, only 94.99. That’s $10 off the regular price!
Also, we have a new preorder price for fatpacks, only 34.99.
We will take preorders until the Prerelease begins (7/12/13).
That means get your orders in before you head to the hotel for the midnight event!
The release date is Friday, July 19th. You’ll be able to start picking up your preorders at 11am on the 19th.
Saturday, July 27, 2013
Format: Standard, Swiss Rounds w/ Top 8
Prizes: $400 cash to 1st, Product Prizes paid thru 16th
Event: SCG Super IQ
Registration Opens: 10am
Tournament Begins: 11:30am
Entry Fee: $25.00
Side Events All Day: $15 Draft Pods (8 man) with 5-3-2-2 Payout
Hotel Features: $89 suites that can sleep 6, $79 rooms that can sleep 4, Free breakfast with room rental, Restaurant/Bar on site!
For more information please visit www.denvercentralgames.com, email firstname.lastname@example.org or call @ 720/514-9911.
Modern Masters Product will be available through three different avenues:
Starting on Friday the 7th, we are introducing our “Make Mine A Master” program. Whenever you enter a sanctioned event at DCG, ANY EVENT, you can get one pack of Modern Masters for only $9.
Sunday DMZ Guildpack Sealed will start on 6/16/13. Choose your guild and play sealed with PACK ROUNDS OF MODERN MASTERS! These events will cap at 4 rounds with $40 entry.
We will be hosting Modern Masters Drafts on Wednesday & Thursday nights. The draft will be capped at 3 rounds. You will be playing for Dragon’s Maze packs each round as prize support. $30 entry and you keep your picks!
Dragon’s Maze Release Weekend is upon us! Here is a list of things that are happening starting May 3rd and running thru May 5th.
Friday Midnight! (after Thursday draft) we will be open until 1pm. You can pickup your Preorder boxes, purchase Dragon’s Maze products (packs, fat packs, boxes, intros), and buy/sell singles. Our leftover Guild Packs will be available for purchase also for only $25!
Friday ALL DAY! Pickup your preorders. FNM will feature the new standard and new draft formats that include Dragon’s Maze.
Saturday Morning! Guild Pack Sealed! $25 sealed event using the Guild Packs we have left. The event will cap at 4 rounds, but each round will be a PACK ROUND!
Sunday Morning! Same format as Saturday.
Dragon’s Maze Pre-orders go live tomorrow at 11:00 am! Call the shop to place credit card orders over the phone or drop by to pay cash or credit:
Pre-Order price only $95.99!*
*plus Denver sales tax; store credit/trade in purchases @ $119.99 pre-order, max two boxes guaranteed per person in first wave shipment
by Andrew Pomponio
Plasma-Klang: Steel the Game
This Saturday on March 16th in Colorado Springs is the Colorado State Championship for Pokemon. The event is being held at Norris Penrose Event Center (http://www.norrispenrose.com/) and registration is from 8AM-9:45AM. The event is free.
I have been looking forward to this event and am bringing a new deck to the tournament that utilizes cards from the latest set released last February, Plasma Storm. Klinklang has been around since the first Black & White set with an ability to move metal energy from Pokemon to Pokemon. The new Klinklang from Plasma Storm has an amazing poke ability that reads, “Prevent all damage done to your (steel) Pokemon by attacks from your opponent’s Pokemon-EX.” In the current format, Pokemon-EX cards are used in virtually every deck including anti-EX decks like the Sigilyph deck mentioned in my last article. Plasma-Klang is another example of anti-EX strategy, however we do need an attacker that can step up to the likes of Keldeo EX, Darkrai EX and others.
Enter Cobalion EX, a new Pokemon EX from Plasma Storm and the second metal type EX to appear in the format, the other being Registeel EX. Cobalion has a unique attack for 1 metal that deals 30 damage and allows you to discard a special energy attacked to the defending Pokemon. His Steel Bullet hits for 100 regardless of circumstance, it even ignores Plasma Steel on Klinklang. This solid and dependable 100 damage can 2-shot all EX Pokemon.
The non-EX Cobalion is there as a tech against Sigilyph and Klinklang itself and it’s Iron Breaker attack prevents your opponent from attacking next turn. He also has a decent 120HP so he can withstand a hit from the likes of Keldeo and Darkrai. I also included a single Keldeo EX to be able to use his ability Rush In after being hit by a Hypnotoxic Laser. Hypnotoxic Laser is a highly popular card that poisons the active Pokemon. You then flip a coin and if it lands on heads the Pokemon is also asleep. Using Keldeo’s Rush In with Switch allows you to shake the poison and sleep right off. The only other Pokemon worth mentioning is the other Klinklang that allows you to shift metal energy around. This can be extremely useful since the deck lacks energy acceleration, and you can clear the energy off your Pokemon before you use Max Potion to heal all your damage.
The trainers for the deck are straight forward. Heavy Ball is used to help you set up your Plasma-Klang. I used the Klink and Klang from Dark Explorers because they have the retreat cost of three colorless energy which allows them to be searched out by heavy ball. N, Juniper, and Colress are all draw support cards and Skyla is there to fetch Rare Candy and Heavy Ball out of your deck. The Ultra Ball is best saved for Keldeo since he can’t be brought out with Heavy Ball. I put in 2 tool scrapper for the increase in Garbodor that I’ve seen online and in YouTube videos of other Sate Championships. Garbodor can cripple this deck very quickly so Tool Scraper is an essential tech card.
This deck is a bit more manageable to build cost wise since there is now a tin that contains Keldeo EX and the Klinklang from Team Plasma is a fairly common pull. I’m excited to see how the deck performs against the best players in the state of Colorado. Hope to see you there! Click here for the deck list.
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One of my biggest pet peeves as a magic player is when people complain about the large amount of variance(read: luck) involved in the game. More often than not these are the people who aren’t doing quite well, and they can be pretty vocal about it. For instance, someone at a Gatecrash release I attended was talking about how he always draws terribly and his opponent always has the nut draw. While this is the case sometimes, if you’re always performing this way it might not be variance that’s the problem. Sometimes what one would call variance, isn’t even variance at all.
The goal of this post is to look at what you as a player can do to reduce both true variance and play mistakes. I feel the most common type of “variance” that can be avoided is what you draw in your game. If you’re drawing too many lands consistently, maybe you should reduce the land count. If you’re running into clumps, you could easily shuffle more. Shuffling is never bad. When you think you’ve shuffled enough, shuffle again, it won’t hurt. Keep in mind that sometimes variance is involved, and that 17 land, 40 card deck has the right land count, and you are just getting screwed over. Land counts shouldn’t be reduced until a large amount of gameplay.
Another common misplay I see is with mulliganing. Yeah, that 1-land hand would be pretty sweet if draw a land and can vomit out all your 2-drops . But what happens if you don’t draw a land? Especially if on the play, you could easily lose the game straight up if you miss a land drop. Even more common is when you keep a land that’s gonna be really sweet on turn x, but you’re playing against the deck that kills you on turn x-1. Think about the matchup, how your deck performs, and whether or not you’re on the play.
Perhaps the hardest and most crucial part to performing better is deckbuilding. Card evaluation is pretty big. Knowing the set and power of different archetypes is pretty big. You may have opened [mtg_card]Gideon, Champion of Justice[/mtg_card], but your white pool might not be good enough to play. On the other hand, that [mtg_card]Aurelia’s Fury[/mtg_card] is powerful enough and could easily be splashed in your Orhzov pool. I also find knowing the cards in the format extremely helpful. Knowing what’s in your opponents deck can do wonders to how you play.
Sideboarding is also very crucial to how you perform. You need to know which cards go in verses which deck and know what cards to board out. Some cards are also bad on the draw but good on the play, and vice versa. One of the biggest examples is [mtg_card]Huntmaster of the Fells[/mtg_card] and how priority works. If both you and your opponent have a Huntmaster out, the player whose turn it is will have their Huntmaster dead before it can even trigger.
Variance is a thing, and sometimes it takes you and puts you in a place you don’t want to be in. But if it’s happening every game, every match, get real. You can do more than you think you can. Playing the best deck and playing your deck the best you can does wonders to your game. I know, I’ve been there before.
Troll Country Games Presents: The Mile High Melee: Spring
Date: March 9th 2013
Format: Standard; Swiss w/top 8
Prizes: $250 Cash & $750 in product prizes
Event Series: TCG Silver & Starcity IQ!
Registration Opens: 8:30 am
Tournament Begins: 10:30am
Entry Fee: $20.00
Side Events All Day: $15 Draft pods of 8 & $5 Commander pods of 4
Hotel Rooms (including breakfast): $89 suites sleep 6; $79 rooms sleep 4
For more info Visit our facebook or give us a call at 720 514 9911
It’s Brian again… just wanted to give an update and some guide lines for the Deck Doctor thing that we are going to try and get to take off. Ill just lay down some suggestions in a few bullet points and hopefully this thing takes off!
Thats pretty much it! Send in those deck Lists!
Hello, everyone! This is my first of hopefully many articles that I get the privilege of writing for Troll Country Games, so let’s start with an easy topic that I am sure that everyone is already brewing with: Boros Human aggro! We (well, those who follow the top 8 listings) have seen how well both RDW and aggro decks in general have been doing. I plan on combining both the RDW plan and the Naya Humans plan (minus green) and see what popped out… Here’s the list that I have so far:
[mtg_deck title=”Boros Humans”]
4 Champion of the Parish
3 Thalia, Guardian of Thraben
4 Precinct Captain
4 Truefire Paladin
4 Frontline Medic
4 Silverblade Paladin
4 Spark Trooper
3 Sublime Archangel
4 Boros Charm
4 Sacred foundry
4 Clifftop Retreat
4 Cavern of Souls
2 Slayers’ Stonghold
3 Rest in peace
4 Mizzium Mortars
4 Pillar of flame
Now I’m sure a few of these cards need some explanation as to why they made the cut or not. Here’s a breakdown of each card and why I choose them…
Champion of the Parish: Pretty obvious, deck is called Boros HUMANS so why not play one of the best? Great early game beats, grows huge over time… overall solid pick
Thalia, Guardian of Thraben: Actually not to huge on this card… Control is kinda dead but what it does do is make reanimator a few turns slower and cripples Bant Auras. First strike is still a thing, it’s a human, and has little to no impact on our deck so decided to give it a go…
Precinct Captain: If he only popped out humans… *sigh* well he doesn’t, but what he does do is make you have to block him, or he creates even more synergy with some other aspects of the deck that I will get into further… Did I mention first strike is a thing?
Truefire Paladin: Another card I’m not 100% sold on but I was surprised at the lack of good aggro humans that are present. I do enjoy the fact that for his 4 mana pump he pretty much can kill 75% of the creatures used right now… Vigilance is also very helpful… Another human too
Frontline Medic: Now were getting to the meat of this deck! I mostly enjoy this for the indestructability part and I see that usually being more relevant than the “make a sphinx revelation or bonfire 3 more.” Might be wrong in that but with 33 creatures, I seldom see indestructability be a bad thing…
Silverblade Paladin: Probably the second best card in the deck… Everyone knows how deadly this guy can be… combined with Frontline Medic, Precinct Captain, Spark Trooper, Sublime, just gets dumb… did I mention that he’s a human?
Spark Trooper: A card a lot of people aren’t talking about and I’m not 100% sure why not… this is anywhere from a 12 to 24 point life swing for 4 mana. Biggest weakness is first/double strike, but with all of the double strike enablers and indestructability that we have as well it shouldn’t be a problem…
Sublime Archangel: Has amazing synergy with Silverblade, Boros Charm, and Spark Trooper… Just might be that last little bit of damage that is needed to take someone out… has the added benefit of flying as well. Could see the justification in changing this out for Firemane Avenger, but remember Firemane doesn’t trade well with a Restoration Angel.
Hellrider: Card that takes everything over the top. Again with 33 creatures your going to be doing a lot of damage… Yea he’s not a human, but I shouldn’t have to explain why I am running this guy… Only issue I see is that the 2x red MIGHT be a problem especially with Slayers’ Stronghold and Cavern of Souls…
Boros Charm: One question… why was this card printed? Without a shadow of a doubt the best charm in the game… Supreme Verdict? Nope! Combat tricks? Get there! Double strike for the win? GG! Need 4 more damage to win? GG! Let’s take the 2 best cards in this deck (Frontline medic and Silverblade) and put it on one card…bonkers…
Slayers’ Stronghold: That extra 2 damage and/or the haste effect might just end the game is some places
Now I am not the best side boarder in the world, and of course every meta is a bit different… The one that I made was just for the general best decks in the format and what is getting played the most… go ahead and tailor your sideboard to whatever you see fit!
That does it for my first article for Troll Country! Nothing to flashy or fancy, just another aggro deck to sit in the pool with all the rest of the aggro decks in the format.
Now on a side note, I would LOVE to see the website take off like a channelfireball or gatheringmagic.com and be a standout in the magic community, but my experience and expertise is limited. So please, if you could submit ideas as to things that you would like to see on the site that would encourage you to traffic here daily that would be appreciated. Also if you can help me make my articles better than would be helpful too! Be gentile this is my first time writing articles. One idea that I had was to copy what Conely Woods did and do a “Deck Doctor” type thing where you submit your decks and an experienced player would sit down and see what we could do to make it better! If you have any other ideas of think that deck doctor re-hash would be a good idea, please leave a message in the comments and let us know!
P.S. went ahead and set up the deck doctor email its email@example.com