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06-11-2001

Feature Article

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Each spring* we can look at the migration patterns of a species known as the “Australian MtG Player” - These amazing creatures congregate at the same time each year at a stomping ground known as the State Championships. They are drawn out of their winter hibernations where all but a few have been lying dormant for the last month or 2 - the only active specimens in these months are those who proved themselves strong enough to make long journeys overseas. These creatures are known as the “National Team” and have been licking their wounds since late August.

The average player emerges finding it’s environment changed to what it is used to, as we now see the first few tentative steps towards an era that will be known as the 01/02 season. So let’s grab our pith helmets and take a look at the creatures that will emerge onto the new Standard scene.

Not all return from last year, as is the way with nature. This year we expect to not see the return of 4 of the main subspecies. They are:

  • The “Rebel” Player,
  • The “Nether-Go” Player,
  • The “Skies” Player,
  • The “’Geddon” Player.
1) The Rebel player has been devastated wih the new environment, with the loss of all Rebels. It will be amusing to see them search their library though. Not even Lin Sivvi can get them back. (She’s gone too

2) The Nether-Go player has also lost his creature base. He only had one to begin with and now it has gone, and it is a sad day. The Nether Spirit had died many times in the last 2 years only to comeback - and now the Nether-Go player can be heard howling into the night for his lost (never to return) comrade.

3) The Skies player hasn’t lost his creature base but instead he has lost his counterspells. He now finds himself sying “no” to his opponents for no reason other than just not wanting to them to cast spells. They are to find themselves in very dwindling numbers unless they can relearn the lost art of “paying costs in mana”.

4) The ‘Geddon player has been gone for some time now - a long lost memory of times past. His domination & triumph at NSW State Champs of last year now a forgotten page in history.

With these creatures unable to evolve the other returning players seek to strengthen in numbers - the most notable:

  • The “U/W control” player,
  • The “Machinehead” Player,
  • The “Fires” player.
1) The U/W control players are easily frightened by loud noises and quick movements - so we must watch them from afar. Here they can be seen through a zoom lens talking about the new Star Trek series. No, wait - damn! It seems through the use of their bifocals, they have spotted us and dispersed. We won't be able to watch them until the next round is paired. The U/W player always evolves - it’s stubborn belief that every thing can be solved 4 Wraths and 12 Counters is very hard to disprove. It’s creature of choice has changed however, they can now been seen using an Iridescant Angel instead of the Blinding version of seasons past.

2) It is yet to be seen if the Machine head player can compete as it used too, as it no longer has the speed it had in it’s younger days. It now compensates with card drawing - a fact that worries the abovementioned U/W player. This type of player is ingenious and may try to disrupt it’s opponents land base with a new style of play.

3) The Fires player. Oh, yes how could we forget - the R/G player has been around since the early days of MtG, with his Ernhams and Lightning bolts. He has continued to evolve over the years - only changing when it has to. Such inbreeding can be noticed by the large anounts of drool and a constant state of being cross-eyed. These beings aren’t frightened by loud noises or quick movements - in fact, there is a theory that such things aren’t even noticed. Do not dismiss such simple creatures however! They can be very dangerous, especially in the rounds prior to luncheon intervals.

These 3 types of MtG player will not have the expanses of the State Champs to themselves however..... New breeds of creatures now also walk the planes, ready to prey on the older, weaker players.

They are:

  • The “Domain” player,
  • The “Finkel” player,
  • The “Stompy” player,
  • The “White Weenie” player,
  • The “Sligh” player,
  • The “Haunting Echoes” player.
1) The Domain player had much sucess in the IBC format, which will see him try to expand into the standard environment. He will have to control the quicker decks and outmaneuver the control decks - which will be no easy task, Only those domain players with a prepared sideboard may hope to have any success.

2) The most anticipated new species, “Finkel”, will hope to contol the board with defensive creatures such as Glacial Wall & Nightscape Familiar - whilst gaining card advantage with Thieving Magpie & Shadowmage Infiltrator. These creatures, backed up with countermagic should be out to impress.

3) The Stompy player is a relative of the Fires player. The only real difference is that the Fires player will probably have Urza’s Rage - being from a richer environment, no doubt. The younger, poorer and mono-green cousin comes across as dull, linear player with little scope. Being hit with a dull, linear, scopeless object is no Sunday at the movies however, and he should be treated with caution if not respect.

4 & 5) The White Weenie and the Sligh players may return from lands of extended to try to battle their standard counterparts, each gaining significant power in the set rotation. Sligh gains sideboarding supremacy over Control and enough burn to make anyone nervous. Perhaps not as strong as it was in it’s glory days of Mirage/Rath but powerful nonetheless. White weenie on the other hand sees an array of new White 2 and 3 drops as well as the return of a crusade effect in Divine Sacrament. Many people have mooted that White Weenie has never been as strong as it is now in the Standard format, even with the loss of Armageddon.

6) Once every major expansion, MtG Research and Development have a long liquid lunch and come back to the office to design a card that refines the metagame entirely. Past entries to the “Let’s hope nobody breaks it too quickly and we’ll have to ban it” award are:

  • Ice Age: Necropotence.
  • Alliances: Thawing Glaciers.
  • Mirage: Squandered Rescources.
  • Tempest: Cursed Scroll.
  • Saga: Anything in Blue.
  • Masques: Rishadan Port.
  • Invasion: Urza’s Rage.
Haunting Echoes could be just the card from Odyssey, with a very mean B/W millstone variant doing the rounds. Even combine it with Traumatize and the Echoes player has a ready made win. It will be interesting to see how well the most obvious combo in the set in played.

So there you have it. A full look at what’s hot and what will get you ejected for playing cards that aren’t legal any more...... No doubt in three months everyone will be saying “Of course Nef. Lich (or something else obscure) is the most reliable deck in the format, but until then we’ve got to keep guessing!

Good luck all and I’ll see you at the tables!
Dan Gow.
manaflares@yahoo.com

* Seasonally set for the southern Hemisphere of course. If you’re from the Northern Hemishpere please realise that the world is upside-down and Down Under is on top, and adjust accordingly.

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