…the card art of my lands. So, I won’t offer any specific deck building tactics. I am just not that good at that side of Magic. I don’t always see…
…thus: Weirdcards are the PEOPLE that do the “care and feeding” of MagiKids. Weirdcards is an inward-facing social club that volunteers their time in supporting the educational mission of MagiKids…
…that discerning look to their own trades. Let’s try breaking down some of what I see as shallow choices and what people are missing: In Garruk’s Wake [] Pro: It…
…advantage that your opponent’s might as well concede. Teferi, Time Raveler [] and Whir of Invention [] We’ve seen Teferi Mage of Zhalfir [] warp commander games with his ability…
…+2 wants her to be a punisher deck, making the table a ring of fire. And you’ll burn burn burn…that ring of fire! The Emblem of the Warmind [] Eh…
…command zone. In this format, I can use my copy of Karakas [], since your Commander is a Planeswalker! Those of you coming from EDH should keep in mind that…
…card) to our control elements and counter spells, our win condition is that of decking our opponent with a cheeky creature that bends the rules. It is everything we can…
…still have 2 colored blue to consistently pay. The more exciting improvise spells are Whir of Invention [] and Saheelis Directive []. If you want to play several high costed…
…Whir of Invention [] are equally correct, and I suspect Whir might even be better than Recall, assuming you tweak some other cards to help generate UUU more consistently. There’s…
…also a card that we’ve received a lot of feedback about, and one that our own internal playgroup has come to respect and play around in nearly every testing game…
