Monday 21 March 2011

Is it wrong to pretend you’re a Jedi while at work?

Well my uncle answered the question by saying “yes it is wrong to pretend you’re a Jedi as you’re giving us Jedi’s a bad name”.
This said I feel it is necessary to make it through the day. My favourite is pretending to open the automatic doors with a small Jedi wave. I admit I do this when out shopping. My girlfriend saw me do it once and probably questioned why she goes out with me.
I also stop stock from falling sometimes, this means I’m probably sticking my arms out in an eager fashion and pull a face that should stay in the bathroom when on the toilet. To say the least, if I’m seen by anyone it can be embarrassing.
This has led me to look up force abilities and find a practical use for it in the working environment.
Alter Image: Ability to change your appearance. How would I use this? To hide from customers of course! Or look like the store manager and make everyone else do my heavy lifting.
Force bellow: Ability to amplify your voice with the force. This is more for the security guard of the store. They see someone stealing and instead of calling out to them, giving chase and losing them, just a force bellow to disable them with the sheer volume.  There is a chance you could shake the building into collapsing and blow out everyone’s ear drums...
Force persuasion: The concept of Force persuasion was the use of the Force to exert influence. You got a customer who just won’t make up their mind over magnolia or country cream; just persuade them to go home! After buying a £500 sofa of course.
I was ganna look at more but there are so many, so go and have a look and tell me what would help you in your work.

Sunday 20 March 2011

Fire Fight

Fire Fight is my most recently made deck. I have spent so long trying to make this deck, and it was by mistake the cards ended up going together so well. It has only been played 3 maybe 4 times as I haven’t had much time lately for playing MTG. So there hasn’t been much development.
Deck Name: Fire Fight
Deck Size: 75
Deck Colour(s): Red
Description:
This is another mana building deck. Not all my decks, are don’t worry. But the reason for this is to do damage!
The main cards of focus are ‘Fireball’ and ‘Lightning Serpent’.





For these cards to work you need mana. I personally like it when I have a chance to play ‘Lightning Serpent’ to put pressure on your opponents creatures, and trample over with damage, then ‘Fireball’ to rub the salt in the wounds.
So what is giving these cards the power? Many mana spells. My favourite being ‘Rite of Flame’. Two for one! Then the next time you play it 3 for 1!! Then 4 for 1!!! And if you’re lucky enough (then you should buy a lotto ticket) a bargain bucket 5 for 1!!!!!!!!!!!!!

Of course no Red mana hungry deck should be without ‘Seething Song’.

All the Artefacts in this deck are mana providing as well. One which my girlfriend brought me to complete the deck, ‘Thran Dynamo’. One turn you have 4 mana, next turn you have 7 maybe 8 mana, which is maths I like.

If you’re on the verge of winning and you happen to have ‘Springleaf Drum’ and ‘Ashnod’s Altar’ out in play, you can get 3 mana out of one creature; which may be of no use to you at this point of the game. Tap it for the mana from ‘Springleaf Drum’ then Sacrifice it for 2 mana from ‘Ashnod’s Altar’.



















Of course there are mana providing creatures. ‘Ginning Ignus’. I find this card to be great if you need a little more mana without the need for anther creature in your attack.

I hadn’t noticed when I made the deck, that I had made elemental creatures one of the main focuses so it was a good job I had included ‘Smokebraider’. I had put this card in to power the ability of ‘Soulbright Flamekin’. But then I realised I had also put in ‘Brighthearth Banneret’ to cut the cost of bringing the creature out, but I realised it will mean I can use the ability of ‘Soulbright Flamekin’ for half the price; so if you had two of them out that would mean a possible 18 mana. Also ‘Lightning Serpent’ is an Elemental. I do like accidental combos!



I also put in some fast moving small hitters just to get things going as you can probably see this could be a slow moving deck if you have a bad hand. Also getting the right cards to build up a big enough amount of mana to take your opponent out in one move is a low success rate. So what have we got? Hastey Goblins. ‘Raging Goblin’, ‘Goblin Striker’ and ‘Kyren Legate’.


I also put in ‘Flamekin Brawler’ a quick power up should see him do some early game damage.

It’s a risky deck with yet I have to win... This may be down to the fact it’s more a one on one style combat. In multi play games I find if you want to take anyone out you must target one player for the whole game, but don’t cry when you do as the remaining player(s) will probably do the same to you. This said, it’s a very fun deck to play and is fast becoming one of my favourites.
Fire Fight Deck List:
                Red Creatures:
                                                Smokebraider x 4
                                                Soulbright Flamekin x 4
                                                Goblin Striker x 2
                                                Flamekin Brawler x 4
                                                Grinning Ignus x 3
                                                Brighthearth Banneret x 4
                                                Raging Goblin
                                                Kyren Legate x 2
                                                Lightning Serpent x 4

                Other Red:

                                                Seething Song x 2
                                                Desperate Ritual
                                                Rite of Flame x 4
                                                Fireball x 4
                                                Titan’s Revenge x 2

                Artefacts:

                                                Wanderer’s Twig x 3
                                                Springleaf Drum x 2
                                                Ashnod’s Altar x 2
                                                Thran Dynamo x 2

                Lands:

                                                Mountain x 25

Monday 14 March 2011

Archenemy

What is Archenemy?
Archenemy is a variant on the normal game of Magic the Gathering, created for the sole purpose of multi player games using the two headed format. So if you only play with one other this is a bit lost on you but it does make for a good collectors set. I myself am a sucker for limited edition sets with a twist on the game.
How does it work then?
Well as I have said you need at least three people in order to play. The player who is the archenemy will play with the super powered pre-made 60 card deck. There are four to choose from;
·         Scorch the World with Dragon Fire
·         Assemble the Doomsday Machine
·         Bring About the Undead Apocalypse
·         Trample Civilization Underfoot

Along with these decks is a 20 oversized scheme deck.
Although you should be able to use any deck, as long as you have a deck of scheme cards.
The other players use their decks to team up against the Archenemy.
Arranging the Pieces
To play Archenemy, each player needs a deck made of normal-sized Magic cards. By default these will be normal Constructed decks consisting of at least 60 cards (such as, for example, the 60-card decks featured in the four Archenemy game packs), but in theory you could also try this with 100-card EDH decks, 40-card Sealed Decks, or any other Magic decks. The player playing as the archenemy also needs a scheme deck made of at least 20 oversized scheme cards (also included in each game pack—note that some schemes appear in more than one game pack).
If each player has an Archenemy game pack, players can take turns using their scheme decks as the archenemy. If you want to customize the scheme deck, there are only two rules to follow: the deck must have at least 20 scheme cards and it can't include more than two of any single card.
At the start of the game, each player shuffles his or her traditional deck. The archenemy also shuffles his or her scheme deck. The archenemy keeps the scheme deck face down and can't look at it or rearrange the cards in it, just like his or her library.
Set Your Schemes in Motion
The archenemy's turn plays out just like a turn in any Magic game, with one major difference. As the first main phase of the archenemy's turn begins, that player sets a scheme in motion—yes, that is now an actual game action!—by turning the top card of the scheme deck face up. It might look something like this:
Most scheme cards, including this one, have abilities that trigger "When you set this scheme in motion." As with other triggered abilities, archenemy and his or her opponents have the chance to respond to these abilities by casting spells or activating abilities.
Some schemes say ongoing on their type line, like this one:
An ongoing scheme remains face up until an effect causes it to be abandoned (put on the bottom of the scheme deck). Most ongoing schemes have a condition that causes them to be abandoned, although it will likely take some work on your opponents' part. Note that ongoing schemes aren't on the battlefield; they're not permanents, and they can't be destroyed.
Schemes that aren't ongoing are simply put on the bottom of the scheme deck once all their abilities resolve or are countered (for having no legal targets, for example).
Some schemes may ask you to pay some amount of mana to reap their full benefits:
If a scheme's triggered ability has one or more targets, as this one does, you'll choose them when you put the triggered ability on the stack, as with any other triggered ability. You won't choose how much mana to pay for , however, until the ability resolves. So your opponents will know what's going to take damage, but they won't know how much.
A few "hot seat" schemes let you put one of your opponents in a very awkward position by asking, "Self or others?"
Will your opponent take one for the team, choosing the option that puts less total hurt on the archenemy's opponents? Or will he or she decide to let teammates take the heat, leaving his or her own position unchanged? A team player will look at this choice objectively, consult with his or her teammates, and choose the option that's best for the team as a whole ... but not everybody's a team player!
If the opponent you choose doesn't have any teammates left, he or she can choose "others" and suffer no ill effects at all. On the other hand, that player is facing you and your scheme deck all alone—not an enviable position!
Revealing a scheme as your first main phase begins is mandatory. Gravely intoning its name and flavour text and then cackling madly is optional.
Win, Lose, or Draw
The rest of the rules are pretty straightforward. The archenemy starts at 40 life, and each other player starts at 20 life. Each player draws an opening hand of seven cards, and players may then take mulligans as normal. In multiplayer games, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards, then subsequent hands decrease by one card as normal.
The archenemy goes first and draws a card during his or her first draw step.
The archenemy's opponents share a turn, in the same way that teammates do in Two-Headed Giant. You each un-tap your permanents during your team's un-tap step, you each draw a card as your team's draw step begins, and so on. Each teammate can play a land during the team's main phase. Each teammate chooses which of his or her creatures will attack the archenemy or a planeswalker the archenemy controls, and then those creatures all attack at the same time. You can't attack your teammates.
The team of players opposing the archenemy needs to work together to have any hope of defeating the archenemy's quest for domination. But you can't share cards or other resources. You can't give your teammates mana to cast spells, for example.
If you or a member of your alliance is forced to make the ultimate sacrifice and leave the game, the rest of the team continues the fight. However, the usual rules for what happens when a player leaves a multiplayer game apply: All permanents and other cards that player owned leave the game, any spells or abilities controlled by that player cease to exist, and any effects that caused the player to gain control of permanents he or she doesn't own end.

The archenemy wins the game by defeating each member of the opposing team. The opposing team wins by defeating the archenemy. Every player on that team wins the game, even players that left the game before its conclusion.
Remember, players lose the game when their life total is reduced to 0 or less, when they have to draw a card from an empty library, when they have ten or more poison counters, or when an effect says that player loses the game or an opponent wins the game. If the archenemy would lose the game at the same time as the last remaining member of the opposing team, the game is a draw.

So how well does the game play?
Well I have only played three of the decks properly and the forth against anther Archenemy deck.
Well as far as I can see you need more than two opponents as there’s decks are over powered to the max then with the scheme cards it’s just too easy to win. This makes it unfun.
We all like it the first few times if we have spent months thinking about making a killer deck then having to gather the cards to compile it, then play it to find.. yes it works! And in a fast way that your opponent could ask what just happened. But this then doesn’t become your main deck. We all know the best games are the ones that have amazing power struggles that then come down to sudden death your both just waiting for that one card.
Unfortunately this wasn’t the case with these decks not against just 2 opponents. Although they both used elf decks for the Onslugt series and further back, this got them a very easy victory. I was hoping with them playing with elf decks that feed off more elves for power that there would be the power struggle we all crave. Again this didn’t happen as I had a bad starting hand and started with a ongoing scheme with the criteria was never met to abandon. As a result I as the Archenemy was walked all over.
I would like to repeat that mach again as I feel it has more potential to be a very good match.
We tried slivers decks but I won this very easily. I held off from doing anything for as long as they were no threat but as soon as they where I dominated and won. This again was no fun.
My verdict so far when it comes to archenemy is that you need three or more opponents to have an interesting game.

Tuesday 1 March 2011

Do NOT read beauty magazines, they will only make you feel ugly.

I just really like this song, it is something I listen to if I’m not feeling great... it picks me up so I wish to share
Lyrics:
“Ladies and Gentlemen of the class of ’99
If I could offer you only one tip for the future, sunscreen would be
it. The long term benefits of sunscreen have been proved by
scientists whereas the rest of my advice has no basis more reliable
than my own meandering
experience…I will dispense this advice now.
Enjoy the power and beauty of your youth; oh nevermind; you will not
understand the power and beauty of your youth until they have faded.
But trust me, in 20 years you’ll look back at photos of yourself and
recall in a way you can’t grasp now how much possibility lay before
you and how fabulous you really looked….You’re not as fat as you
imagine.
Don’t worry about the future; or worry, but know that worrying is as
effective as trying to solve an algebra equation by chewing
bubblegum. The real troubles in your life are apt to be things that
never crossed your worried mind; the kind that blindside you at 4pm
on some idle Tuesday.
Do one thing every day that scares you
Sing
Don’t be reckless with other people’s hearts, don’t put up with
people who are reckless with yours.
Floss
Don’t waste your time on jealousy; sometimes you’re ahead, sometimes
you’re behind…the race is long, and in the end, it’s only with
yourself.
Remember the compliments you receive, forget the insults; if you
succeed in doing this, tell me how.
Keep your old love letter’s, throw away your old bank statements.
Stretch
Don’t feel guilty if you don’t know what you want to do with your
life…the most interesting people I know didn’t know at 22 what they
wanted to do with their lives, some of the most interesting 40 year
olds I know still don’t.
Get plenty of calcium.
Be kind to your knees, you’ll miss them when they’re gone.
Maybe you’ll marry, maybe you won’t, maybe you’ll have children, maybe
you won’t, maybe you’ll divorce at 40, maybe you’ll dance the funky
chicken on your 75th wedding anniversary… whatever you do, don’t
congratulate yourself too much or berate yourself either – your
choices are half chance, so are everybody else’s. Enjoy your body,
use it every way you can…don’t be afraid of it, or what other people
think of it, it’s the greatest instrument you’ll ever
own..
Dance…even if you have nowhere to do it but in your own living room.
Read the directions, even if you don’t follow them.
Do NOT read beauty magazines, they will only make you feel ugly.
Get to know your parents, you never know when they’ll be gone for
good.
Be nice to your siblings; they are the best link to your past and the
people most likely to stick with you in the future.
Understand that friends come and go, but for the precious few you
should hold on. Work hard to bridge the gaps in geography and
lifestyle because the older you get, the more you need the people you
knew when you were young.
Live in New York City once, but leave before it makes you hard; live
in Northern California once, but leave before it makes you soft.
Travel.
Accept certain inalienable truths, prices will rise, politicians will
philander, you too will get old, and when you do you’ll fantasize
that when you were young prices were reasonable, politicians were
noble and children respected their elders.
Respect your elders.
Don’t expect anyone else to support you. Maybe you have a trust fund,
maybe you have a wealthy spouse; but you never know when either one
might run out.
Don’t mess too much with your hair, or by the time you're 40, it will
look 85.
Be careful whose advice you buy, but, be patient with those who
supply it. Advice is a form of nostalgia, dispensing it is a way of
fishing the past from the disposal, wiping it off, painting over the
ugly parts and recycling it for more than
it’s worth.
But trust me on the sunscreen…”

Vinegard, Planechase and Archenemy.

I haven’t as yet reviewed any of these sets individually but I will.
My uncle and myself had a day of MTG. That’s sad you may say, but we enjoyed it. Though he wasn’t having much luck with his starting hand and had to mulligan 80% of them. Having all Archenemy decks, Planechase decks and Vinegard character cards, he suggested using all of them in a match.
So we did!
Mark had: The archenemy deck ‘Trample Civilization Underfoot’ and the Vinegard ‘Rofellos’.
I had: The archenemy deck ‘Assemble the Doomsday Machine’ and the Vinegard ‘Multani’.
We used the Planechase planner deck from ‘Elemental Thunder’.
Because we were using Archenemy decks we decided to double the life taken or given from the Vinegards.
Mark’s starting life: 48
My starting life: 36
Now what happens if you mix all the over sized cards together in an uber power duel?
Well not all that much...
We were surprised ourselves, but due to beginning with a bad hand draw and a bad scheme so early in the game, my deck just didn’t do anything.
My deck only drew 3 creatures in the whole game.
 I was never going to be a driving force of damage so I was relying on scheme cards, but the second one I drew was ‘I Know All, I See All’. Being an ongoing scheme I would have to wait till 3 or more cards where put in a graveyard before I could set another... This never happened.
Now Mark was having better luck by actually putting creatures in play therefore doing damage to me. Not only that, but once I had got my first creature out, he drew the scheme card ‘Nature Demands an Offering’
I then got ‘Lodestone Golem’ out. His next scheme card was ‘Every Last Vestige Shall Rot’ which then put it on the bottom of the deck. As soon as ‘Sundering Titan’ was brought out he drew another ‘Every last Vestige Shall Rot’.
As you can see I was just a sitting duck. There wasn’t the amazing epic battle that we were wishing for.
Even when we played again using the other two Archenemy decks I had the same luck, and again was just walked all over. This was disappointing. What we hoped for was a long hard battle of over powered cards. We shall no doubt play games like this again, and I hope to have something a lot better to report back to you.