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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.
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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