Beyond Dominia February 1998 -- Vol. 3, No. 2

 
  
by David S. Wilson

Dominia Register #2

So far 1998 has been a bad year for me. My company announced it will be laying off another 10,000 employees and my favorite Fancy Rat (Peaches) died. Guess all I can do is assume it can only get better! Now lets get on with the second month of this column.

FEEDBACK : Only 2 notes. Period. One Telling me how much better he liked the new column. Thanks I'm hoping others like it better too. Another letting me know new rulings say Verdant Force caster now gets all the 1/1 tokens. Yes! In multiplayer games it's even more powerful then it was. A fattie plus.

LIST OF THE MONTH : Enchant World cards are one of the most fun type of M:tg cards to play. Not only are they fun because they change the rules but they can be to your advantage. Since only you know what Enchant World card or cards you might play, only your deck has been designed to survive or take advantage of the Enchant World changes. Here's all the Enchant World cards to date.....

Name                     Set      Enchantment Text                             
---------------------    -----    ---------------------------------------------
 
The Abyss                LG       All players bury one target non-artifact     
                                  creature under their control, if they have   
                                  any, during their upkeep.                    
 
Arboria                  LG       If a player does not cast a spell or put a   
                                  card into play on his or her turn, no        
                                  creature may attack that player until after  
                                  his or her next turn.                        
 
Bazaar of Wonders        MI       When Bazaar of Wonders comes into play,      
                                  remove all cards in all graveyards from the  
                                  game. Whenever a spell is played, counter it 
                                  if a card with the same name is in play or in
                                  any graveyard.                               
 
Caverns of Despair       LG       All players may attack with no more than two 
                                  creatures each turn and block with no more   
                                  than two creatures each turn.                
 
Chaosphere               MI       Creatures with flying can not block creatures
                                  without flying. Creatures without flying can 
                                  block creatures with flying.                 
 
Concordant Crossroads    LG+CH    Creatures may attack or use abilities that   
                                  include the "tap" symbol during the turn they
                                  are brought into play.                       
 
Elkin Lair               VI       During each player's upkeep, that player     
                                  chooses a card at random from his or her hand
                                  and sets it aside face up. The player may    
                                  play that card as though it were in his or   
                                  her hand. If the player does not play the    
                                  card by end of turn, bury that card.         
 
Eye of Singularity       VI       When eye of singularity comes into play, bury
                                  all permanents with the same name except     
                                  basic lands. Whenever any permanent other    
                                  than a basic land comes into play, bury any  
                                  permanent already in play with the same name.
 
Field of Dreams          LG       The top card of each players' library is    
                                  always face up.                              
 
Forsaken Wastes          MI       Players cannot gain life. During each        
                                  player's upkeep, that player loses 1 life. If
                                  Forsaken Wastes is the target of a           
                                  successfully cast spell, that spell's caster 
                                  loses 5 life.                                
 
Gravity Sphere           LG       All creatures lose flying ability.           
 
Hall of Gemstone         MI       During each player's upkeep, that player     
                                  chooses a color. Until end of turn, each mana
                                  producing land produces mana of the chosen   
                                  color instead of it's normal color.          
 
In the Eye of Chaos      LG       All instants and interrupts are countered    
                                  unless their caster pays an additional X,    
                                  where X is the casting cost of the spell     
                                  being cast.                                  
 
KosKun Falls             HL       During your upkeep, tap target untapped      
                                  creature you control or bury Koskun Falls.   
                                  No creature can attack you unless it's       
                                  controller pays an additional 2 whenever     
                                  that creature attacks.                       
 
Land's Edge              LG+CH    Any player may choose and discard a card from
                                  his or her hand at any time. If a player     
                                  discards a land, Land's Edge deals 2 damage  
                                  to target player of that player's choice.    
 
Living Plane             LG       Treat all land in play as both lands and 1/1 
                                  creatures. They may not be tapped for mana   
                                  the first turn they are brought into play.   
 
Mystic Decree            HL       All creatures lose flying and islandwalk.    
 
Nether Void              LG       All spells are countered unless their casters
                                  pay an additional 3.                         
 
Null Chamber             MI       You and target opponent each name any card   
                                  except basic land. Those cards cannot be     
                                  played.                                      
 
Pillar Tombs of Aku      VI       During each player's upkeep, that player     
                                  sacrifices a creature, or that player loses 5
                                  life and you bury Pillar Tombs of Aku.       
 
Revelation               LG+CH    All players play with the cards in their     
                                  hands face up on the table.                  
 
Serra Aviary             HL       All creatures with flying get +1/+1.         
 
Storm World              LG       If any player has less than four cards in    
                                  hand at the end of his or her upkeep, Storm  
                                  World does one damage to that player for each
                                  card less than four.                         
 
Tefferi's Realm          VI       At the beginning of each player's upkeep,that
 
                                  player chooses artifacts, creatures, lands or
                                  global enchantments. All cards of that type  
                                  phase out.                                   
 
Tombstone Stairwell      MI       Cumulative upkeep 1(B). During each upkeep,  
                                  each player puts into play a Tombstone token 
                                  for each summon card in his or her graveyard.
                                  Treat these tokens as 2/2 black creatures    
                                  that are unaffected by summoning sickness and
                                  count as Zombies. At the end of any turn or  
                                  if Tombstone Stairwell leaves play, bury all 
                                  of these tokens.                             
 
Winter's Night           AL       Whenever a snow-covered land is tapped for   
                                  mana, it produces one additional mana of the 
                                  same type and does not untap during its      
                                  controller's next uptap phase.               

TEMPEST : Time Warp - it's the most talked about Tempest card. And for once I was lucky. My 60 boosters brought me 3 Time Warps! So I had to try several decks with blue as one of the colors. But what some players are not sure about is what other blue cards should they consider playing. So for those who wonder, here is a list of 6 other blue Tempest cards I experimented with successfully.

Capsize comes first - it's the best buy back card in Tempest. A MUST!
 
Rootwater Hunter - It's a flying TIM. If you like TIM you'll like RH.
 
Precognition - I enjoy being able to screen what cards you draw!
 
Mana Severance - Who wants to draw lands when they have all they need?
 
Dismiss - I can counter your spell and draw a card. Yes!
 
Twitch - I tap or untap artifact , creature or land and ...draw a card.

There they are...I call them the Magnificent 7 of blue Tempest. Sure there's other blue cards like Steal Enchantment, Tradewind Rider, Propaganda, Meditate, Intuition and Ertai's Meddling that I've heard other people brag about. But they either didn't work as well as I thought they would or I only have 1 copy and haven't been able to use it in play....yet. The Magnificent 7 are all cards tested and found to work well. Try them, but only if you like to win.

Magiclaneous: VANGUARD - Vanguard is a group of 8 oversized cards promoting variants to the normal M:tg rules. They work well. But are not worth the price the Wizards is charging for the full set. All Vanguard information has already appeared in several locations on the net. If you haven't seen any , I suggest you take a break and read Seth Pseudoalias' column found at http://members.aol.com/gossnj/vangua.html. Before you go...if you haven't already spent $16.99 for 8 cards, a very nice collectors box and a bunch of foreign garbage cards; I'll tell you how to save the cost and still get all the fun of variant games. Print the article. Number each card, 1 - 8 and have each player roll a d8 to determine which Character card they would have drawn. When you tire of Vanguard variant duels; try a multiplayer game where each player rolls a d-8 and the effect is on all players instead of just one player. With four players the game might be one where every player draws 2 cards during their draw, all creatures are summoning sickness free, basic lands produce any color mana and all players keep their hands face up.These are such fun games. I prefer them to variant duels. If you ever need a change of pace...Vanguard II info is already out! Check http://www.planeswalker.com/lod/tracing_dept/vanguard2_hot_sheet.htm. New characters, new varients.

But this isn't really a new type of game variant. By simple use of M:tg "Enchant World" cards from several different boosters, the wild and crazy variant games have been available since Legends first came out. My friends and I played "Enchanted World" games. It works like this. First round is normal. When the last player finishes his turn, the top card of a special deck of Enchant World cards is turned over. That card effects all players until the end of the second round when a new card is drawn from the Enchant World deck and placed on top of the old Enchant World card. Every round has a new Enchant World effect in play. We liked it. And so will you. And to answer the questions - no you can not counter or tap the Enchant World cards and agree on which cards fit or don't fit your Enchant World deck before starti ng. Now with all that in mind, you might want to go to this months list of Enchant World cards and see just what kind of wild and crazy enchanted world you and your friends might be playing this weekend. ENJOY! What? You don't know what I mean by d8? D8 are 8 sided dice used by roleplayers. If you don't have one you can pick one up at the local roleplaying store for about 50 cents. Or if you live too far from any roleplaying stores then use a subset of playing cards ( ace - seven ) to determine which character each of you is playing. No matter how you do it; you'll have fun.

In closing , there's nothing wrong with Vanguard, just the price. If they had brought the set out for the usual $3, I would have bought one for the artwork if nothing else. But I'm not going allow them to force their foreign cards on me. I don't use foreign cards. Nor do any of my friends. The DCI has rules and we have ours. Instead of selling a pack to each of us we now play it for free. Do what you thinks makes most sense.

See ya next month when I write about why it's to your advantage to constantly bring in new players.

      Thank you - Dave


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