Darksteel Limited Review - Blue
17-04-2004
One thing that differentiates the blue commons from the other colours is that they are all playable. Hear me out people! Vex can be good against decks that play bombs you have no way of dealing with (although I do prefer Override) and Magnetic Flux can be a nice finisher in the right situation. Granted these last two examples are sideboard cards but there will be situations where they can be used. Another thing I would like to talk about before we delve into the rankings is affinity. The Engineer, Behemoth and Machinate are all geared towards affinity based decks (the engineer does fit in anywhere but shines in this archetype) and the Spire Golem is slightly worse in affinity decks (due to Seat of Synod mainly) so the picks could be slightly different depending on what you are drafting.
Darksteel Limited Review - White/Green
23-02-2004
That's right folks I'm back with another limited review, I hope you enjoyed the last one because this one will knock your socks off (slight exaggeration but you need a big introduction, right?) This time I will be looking at both white and green since this is a smaller set and I wanted to pack more in for your reading enjoyment. White and Green got a good deal in Mirrodin and I always liked drafting W/G decks as you always have quality creatures, artifact removal and some decent combat tricks. One less Mirrodin booster means less Arrests, Skyhunter Patrols, Fangren Hunters, Predator's Strikes and Tel-Jilad Archers, so what's the deal in Darksteel? Let's take a look.
Mirrodin Limited Review - Blue
18-11-2003
Blue is perhaps the most underrated colour in Mirrodin, as it has solid evasive creatures and tempo cards (which can be easily splashed) that complement any draft archetype. The main problem with blue is its depth - if there are more than 2 blue drafters at the table your chances of getting the good stuff is slim. Blue also has a habit of being drafted by the "good players" because they are under the false assumption that everybody else except them thinks blue is crap.
Mirrodin Limited Review - White
16-10-2003
Hello and welcome again to another colour and yet another Limited review. It is now white's turn to get the once over by Mr Ross and myself and I'll tell you now, the cards aren't too shabby. White has a strong common creature base in Mirrodin and a few neat tricks that will keep your opponents on their toes. However, because the cards are so powerful everybody is going to want to draft them, and there is nothing worse than being caught in between 2 players who are drafting the same colours as you. Some of the white cards make good splashes (Arrest, Soldier Replica) so even if your fellow drafters give you the shaft you can still play those cards.
Tools of the Trade
30-09-2003
It has been a while since my last column but I'm sure this 6 part series will more than make up for it. With GP Sydney looming on the horizon, players all over Australia are quickly trying to come to terms with Mirrodin so they wont be caught with their trousers down come October 4th. The first review only covers equipment cards but hey, I can't write these things that quickly!
Scourge Draft Review Part 4 - Red
15-06-2003
Red's strength in limited seems to go through cycles. Back in Tempest block, red dominated with common staples such as Rolling Thunder, Fireslinger, Lightning Blast, Mogg Fanatic/Flunkies, Shock and Maniacal Rage. Urza's Saga was the opposite with only a handful of really decent commons split between the 3 packs - Heat Ray, Ghitu Slinger, Parch and Reckless Abandon were the best of the bunch. Masques block pushed red back in control with a lot of decent common creatures (Wild Jhovall, Shock Troops, Flowstone Crusher, Lacoliths) and solid removal (Lunge, Thunderclap, Seal of Fire, Rhystic Lightning) but was let down again in Invasion block.
Scourge Draft Review Part 2 - Blue
31-05-2003
Blue is so bad in Scourge that it is almost not even worth reviewing. Hell, you know things are bad when the best commons in the set are a 5 casting cost sorcery and an enchantment that prevents a creature from untapping. The common creature count weighs in at a hefty 5, with an eight casting cost 1/1, an inferior Aven Fisher, a pro green flyer, a handy islandcycler and a new target for Lavamancer's Skill. Overall, pretty average. Most tables won't be able to support many blue drafters so if you are thinking of playing with Islands make sure you start cutting it off in Onslaught really quickly.
Legions Limited Review - Green
28-02-2003
Green shapes up quite well in Legions and still provides strong support to both of the removal colours. There are plenty of decent elves which give green a significant tempo advantage in this set in addition to some powerful game breakers like Seedborn Muse and Tribal Forcemage. Overall Green is up there with Black as the best colour in Legions and so it should be, it is the colour of creatures after all...
Legions Limited Review - Blue
06-02-2003
To put it simply, Blue still sucks. There are some cards here that should not have been printed (i.e. Fugitive Wizard) and others, which only just make the cut in limited. It is not all bad though as most of the rares are actually pretty good for limited play such as the powerful Weaver of Lies and the sneaky Chromeshell Crab. Blue still looks like a support colour but it finally has a common bounce spell in the form of Echo Tracer and Pendrell Drake gets a reprint thanks to Keeneye Aven...
EPIC Preview
27-01-2003
For those of you that don’t know, Ben Seck has designed his own stand-alone set for casual, non-profit purposes. EPIC has been a long time in the making, but it is finally finished (Home Page) and is about to be released upon the unsuspecting Sydney magic community. Why did he do this, I hear you ask? One reason, plain and simple - for the love of the game. Ben has been a major force in the Australian magic scene over the last 6 years or so and I don’t think it would be where it is today without him. In fact I can’t think of anyone else who likes Magic as much (read addicted) as Ben does (okay that’s the sucky part over with)...
Onslaught Draft Archetypes Part 2
14-12-2002
In my last article I looked at the 10 draft archetypes in Onslaught with an emphasis on the key common cards for each deck. This time I will be discussing some of the trickier uncommons and rares with the focus on tribal themes. I will touch on some of the power cards in the set too, but I'm sure most of you are aware by now that Kamahl and Starstorm are no brainers that don't require much thought to draft...
Onslaught Limited Review - Artifacts and Lands
02-11-2002
This is the final instalment of my Onslaught review (hurrah - I hear you all cry!) and this time around it is going to be brief. With only 6 artifacts in Onslaught, only 4 of them are playable, which are 4 more than the previous set.
The cycling and fetch lands will have more of an impact on constructed play than limited but are both good for thinning out your deck and should always be played in any draft/sealed deck...
Onslaught Limited Review - Red
16-10-2002
Red has always prided itself on cheap, expendable creatures, efficient burn and the odd Dragon here and there. Onslaught provides the red mage with all of this, including a 7/1 hasted trampler for 4 mana, an enchantment that creates 5/5 dragon tokens and a pro red goblin that can deal 10 damage to creatures and players...
Onslaught Limited Review - Blue
07-10-2002
Interestingly enough there are no pingers (or similar cards) which is ironic considering blue has always had this and also because there are more wizards than ever in Onslaught. Is this another attempt by R & D to dumb down blue or will these cards make an appearance in Legion? We will just have to wait and see...
Judgment Limited Review - Black/Gold/Lands
05-07-2002
With only sixteen cards in Judgement (five of them common) Black has been handed the short end of the stick. For the black drafter your gameplan has to be in place before Judgement comes around, as you will be getting nothing, zero, nada. Well there are a couple of exceptions, just make sure your other colour has some depth in Judgement...
Judgement Limited Review - Red
25-06-2002
Red has generally been the weakest colour of the Odyssey block and Judgement is no exception. There are a couple of little gems in the form of Fledgling Dragon, Lightning Surge and Arcane Teachings but otherwise nothing to write home about...
Judgement Limited Review - White
15-06-2002
White is the second best colour in Judgement and rightly so because Torment sucked. This time around white gets a lot of playable combat tricks, some great creatures and a nifty creature enchantment...
Nationals – Tellin’ It Like It Is (Part 2)
25-05-2002
I can remember opening a Painbringer and then drafting a few red cards like Chainflinger and Ember beast and thought I was on my way to drafting a solid R/B deck. The black dried up a bit but I was holding out for Torment as the draft order would be reversed. My second Odyssey booster was stellar with a first pick Last Rites cementing itself as the twenty-third card in my deck...
The Ratings Game
23-03-2002
In my opinion if you have not played in a sanctioned tournament in 2 years your DCI number (and thus ranking) should be "stricken from the record" so to speak. Even the most casual of players will play at least once or twice a year in a prerelease tournament, so I don't think this will penalise anyone who wants to retain their DCI number. I think this would make the system much fairer and give the opportunity for some players to compete at a national level, whilst cutting out the chaff from the system...