• Pokemon Pulse by Andrew Pomponio

    Pokemon Pulse by Andrew Pomponio

    Collectible Card Games, Pokemon
    Posted on Wednesday, July 10th, 2013 at 5:36 PM by


    Hey guys, Andrew here. I realize it’s been quite a while since I posted my Plasma Klang deck before the Colorado State Championships. Sadly I did not make it into the Top 16, but there will always be more tournaments.

    This last weekend was the U.S. National Championships held in Indianapolis Indiana. The turn out for Nationals was pretty crazy! There were 234 juniors, 344 seniors and a whopping 927 masters! This is very clear evidence that the TCG is still going strong.

    The winners can all be found here at The Official US National Championships page. I’m going to go ahead and cover the deck that won the Masters division for the US. The most played deck in the format was the Thunderous EX/Deoxys EX/Kyurem deck which can be found on google or other various sites. The gist of the deck is to use Thunderous EX to help attach special energies from the discard pile onto your Kyurem. Using Keldeo EX and Float Stone you’re able to Rush In/Retreat which negates the condition of Kyurem’s attack being unavailable next turn. Deoxys EX just sits on the bench acting like a Plus Power. Despite the popularity of this deck, another deck ended up seeing equal play and while it was certainly not a direct counter to T/D/K, it was the popular alternative.

    The Gothitelle/Accelgor deck is a rather unique deck for how it’s played. The overall goal of the deck is to use Gothitelle’s Magic Room ability to prevent your oponent from using item cards like Switch, potions, Hypnotoxic Lasers and all tool cards as well. You get your Accelgor set up on the bench, but he will just stay there. It will be Mew EX doing your attacking for you. Mew EX will use Deck and Cover from Accelgor. This paralyzes your opponents Pokemon which prevents them from being able to attack you next turn while also poisoning them. Mew EX and a Double Colorless Energy will go back into your deck. On your next turn, you will use Dusknoir’s ability to move all the damage you did last turn onto your opponents benched pokemon. You do not want to knock out their active pokemon until their bench is cleared first. You keep repeating this process until your opponents bench is empty and thus knocking out the active Pokemon will win you the game regardless of how many prizes you’ve taken. All the trainers in this deck are designed to search out very specific stuff while discarding things out of your deck that you don’t need. You actually want to get your deck so thin that every time you use Musharna‘s ability, you will simply draw either your Mew EX or your Double Colorless Energy to set up every turn.

    This deck utilizes several mechanics from the game to make a versatile attacker out of one of the least used EX Pokemon in the game. I’m very amazed to see this deck do so well considering it’s extremely inexpensive to put together and it proves that you can not simply buy your self the best deck and win. I’m very excited to see if this deck will make an appearance for World Championships in August. The next entry will be previewing the Plasma Cannon set that is due to come out soon! Thanks again for reading, I hope you enjoyed!

    4x Gothita
    4x Gothitelle (Emerging Powers)
    2x Shelmet
    2x Accelgor (Dark Explorers)
    4x Mew EX
    2x Duskull
    1x Dusclops
    1x Dusknoir (Boundaries Crossed)
    2x Munna (Long-Distance Hypnosis)
    1x Musharna

    4x N
    4x Skyla
    4x Professor Juniper
    2x Colress
    1x Computer Search
    4x Ultra Ball
    2x Level Ball
    4x Float Stone
    4x Rare Candy
    1x Super Rod
    1x Town Map
    1x Tool Scrapper
    1x Pokémon Catcher

    4x Double Colorless Energy

    Decklist from PokeGym Forums.

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  • M14 Prerelease Info

    M14 Prerelease Info

    Magic The Gathering
    Posted on Thursday, June 13th, 2013 at 2:43 PM by


    Magic 2014 Prerelease – Only $25


    Saturday July 13th

    @ The Timbers Hotel

    Sealed Midnight Prerelease

    Registration begins at 9pm

    Sealed Noon Prerelease

    Registration begins at 11am

    Sealed 2HG Noon Prerelease

    Registration begins at 11am

    Sealed Evening Prerelease

    Registration begins at 6pm

    Sunday July 14th

    @ Denver Central Games

    Sealed Noon Prerelease

    Registration begins at 11am

    4 Rounds: every round is a M14 Pack Round


    The Timbers Hotel

    4411 Peoria St (I-70 & Peoria)

    Denver, CO  80239

    Hotel Features:

    $79 rooms (sleep 4), $89 rooms (sleep 6)

    Free Breakfast with Room Rental

    Restaurant/Bar in the Hotel


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  • M14 Preorders Available Now!

    M14 Preorders Available Now!

    Magic The Gathering
    Posted on Wednesday, June 12th, 2013 at 2:52 PM by

    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.


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  • Mile High Melee: Summer 13′

    Mile High Melee: Summer 13′

    Magic The Gathering
    Posted on Friday, June 7th, 2013 at 2:53 PM by

    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 denvercentralgames@gmail.com or call @ 720/514-9911.

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  • Modern Masters Event & Sales Information

    Modern Masters Event & Sales Information

    Magic The Gathering
    Posted on Sunday, June 2nd, 2013 at 4:55 PM by

    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!

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  • Dragon’s Maze Release Weekend

    Dragon’s Maze Release Weekend

    Magic The Gathering
    Posted on Tuesday, April 30th, 2013 at 3:45 PM by

    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.

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  • Dragon’s Maze Preorders Begin March 27th!

    Dragon’s Maze Preorders Begin March 27th!

    Magic The Gathering
    Posted on Wednesday, March 27th, 2013 at 12:17 AM by

    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

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  • Pokemon Pulse

    Pokemon Pulse

    Collectible Card Games, Pokemon
    Posted on Wednesday, March 13th, 2013 at 5:01 PM by

     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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  • Variance and You

    Variance and You

    Magic The Gathering
    Posted on Saturday, February 16th, 2013 at 1:51 AM by

    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.

    Final Thoughts:
    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.

    Happy Shuffling!

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  • Mile High Melee: Spring

    Mile High Melee: Spring

    Collectible Card Games, Magic The Gathering
    Posted on Friday, February 8th, 2013 at 10:01 AM by

    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

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