Archive for Reviews

Mana Review: Commander Blue Mana Acceleration

Please bear in mind this is from March 2011. New cards come out. Old cards might suck.

Blue’s strength is in control and thievery. In the world of mana ramp, blue’s tactic is simple—steal your enemy’s lands and artifacts! Or copy them, if you don’t want the hate.

While blue has some straight-up mana ramp cards, controlling your way to mana is the real highlight here. Let’s take a look at this.

Thievery

  1. Acquire: Search a player’s library for their mana generator, then take it for yourself!Dream Leash
  2. Annex: Gain control of enchanted land for four mana.
  3. Commandeer: Gain control of a noncreature spell, including that nifty mana-generating enchant your opponent’s plopping on a land. Or whatever else suits you!
  4. Confiscate: Gain control of enchanted permanent for six mana. Works on lands, artifacts or whatever mana generator suits you. Try out Volition Reins for the same mana cost.
  5. Dream Leash: Gain control of a tapped permanent for five mana. And mana generators are tapped often, am I right?
  6. Kukemssa Pirates: If this creature hits a player, you get one of their artifacts. Mana generating artifacts are rampant in EDH games!
  7. Legerdemain: Exchange control of an artifact—or creature!
  8. Magus of the Unseen: This one really lets you borrow artifacts, rather than outright stealing them. Takes two mana though, so it’s only worth borrowing for mana if you’re going for beefy Everflowing Chalices. Or if you’re running a Heartstone.
  9. Steal Artifact: Take control of an artifact for four mana.
  10. Take Possession: Gain control of enchanted permanent for seven mana, with split second.

Duplication

There are half a dozen cards that copy creatures, in addition to the cards below. They work dandy on mana-generating creatures (or for blowing up Generals), so they’re something additional to consider.

  1. Copy Artifact: There’s bound to be a Sol Ring or Thran Dynamo in play.
  2. Copy Enchantment: With all the mana generating enchantments out there, this guy’s a blue staple. Don’t need mana?—copy another pesky enchant!

Traditional Mana Acceleration

If you’re looking for more traditional mana generation, try these blue cards out.

  1. Apprentice Wizard: One blue mana to get three colorless. Not a bad deal, though he costs three mana to come into play.Mana Drain
  2. Benthic Explorers: This untaps a land an opponent controls, then gives you mana it can generate. It’s like playing friends and getting a bonus.
  3. Drain Power: Have a player tap all their lands, then gain the mana from them. Only downside to the awesomeness is it’s a one-time deal. Try Mana Short for a similar effect.
  4. Energy Tap: Get colorless mana equal to a creature’s casting cost by tapping it. If you’re running big, bad Eldrazi, this sorcery has a little value.
  5. Grand Architect: Tap blue creatures for two colorless mana.
  6. High Tide: For one turn, all islands produce two blue instead of one. Comes in three different art choices!
  7. Iceberg: For two blue and X mana, you get a giant iceberg with X mana counters. They’re removable for one colorless each. If you want, you can add more counters, but those are three colorless a whack. Not the best mana battery in the world, but it could have some potential with proliferate.
  8. Mana Drain: Counter a spell, then get the mana for it at your next main phase. Of course, this is a $100+ card.
  9. Sea Scryer: It’s like Llanowar Elves, except it costs two mana and produces blue.
  10. Snowfall: Run this with snow-covered islands. They’ll produce three mana instead of one!—but there’s a cumulative upkeep you’ll have to deal with.
  11. Vedalken Engineer: Produces two mana, only usable for artifacts. Check outSoldevi Machinist too, if this is your sort of thing.

For more mana ramp for Elder Dragon Highlander, check out these other acceleration guides:

D&D Review: Homebrewing Your 3.5 Game

With all the 4e Dungeons and Dragons resources littering bookstores, gaming suppliers and the interwebs, it can get hard to keep a 3.5 game’s head above water. While there are online resources for the budding 3.5 gamer, most players turn to their vast libraries collected from 3.5′s golden age. But what if you’re looking for something a little different for your next adventure?

Fortunately, there’s a wealth of 3.5 homebrew, from player-created character options to DM-crafted monsters!

What’s Homebrew?3.5 Dungeons and Dragons

“Homebrew” is slang for rules created by fans, rather than official publishers. More often than not, homebrew rules are custom-tailored for a campaign—but this doesn’t stop ideas from leaking onto Internet communities, then into your next session! They’re a fan-based spin-off of alternative rules, dating back to the first years of Dungeons and Dragons.

Alternate rules are such a popular facet of the game, in fact, that Wizards of the Coast released an official book of options for 3.5, the Unearthed Arcana. While these aren’t “homebrewed,” it’s the same concept of modifying the basic ruleset with additional or overruling ideas. And don’t forget the Dragon Compendium, filled with options from the Dragon magazine team!

The Places to Go for Premade Homebrew

The D&D Wiki has a section for 3.5 homebrew. Also check out EN World for some great 3.5 homebrew rules, but only if you’re willing to navigate through the forum trenches.

The truly brave can Google what they’re looking for (i.e., homebrew 3.5e NPC) and see what they scrounge up. The trick is that many of these treasures are found on websites dedicated to a specific 3.5 campaign—yet they’re open for the masses to read! I blogged for my previous 3.5 setting and found the occasional Internet hunter perusing my posts. The more 3.5 sharing the merrier.

Here’s a great little bugger I found while searching for a unique NPC: 3.5 Phage, the Untouchable, an instant win for Magic: the Gathering fans.

How to Make Your Own Homebrew

There are several ways to approach making your homebrew rules.

  1. If you have a 3.5 Dungeon Master’s Guide and/or Monster Manual handy, reference their guidelines on creating new prestige classes, NPCs and monsters. The DMG also has a detailed system on creating custom magic items in the back of the book.
  2. Another, more courageous approach is to take something that already exists and modify it to fit your campaign. There’s nothing wrong with taking a prestige class with fire resistance and changing it to cold resistance to reflect the Frost Giant Slayer—although such a prestige class would have other unique qualities too! And if there’s a Frost Giant Slayer, your campaign must have an over-abundance of frost giants. You want to always make sure there’s purpose behind the additions and changes you’re making to the rules.
  3. Borrowing ideas from other systems is one way to bring a breath of fresh air to the table. For example, one of our DMs tried implementing a wounded penalty system, similar to the health levels in White Wolf and World of Darkness.
  4. Brainstorm with others! Take advantage of the ideas and suggestions your players and/or 3.5 forums have to offer.

Ideas for homebrewed and custom-designed additions come from anywhere; I get inspiration from books, movies, comics, video games and, occasionally, the abysmal bowels in my head. Try making a new, original concept for every facet of your game!

  • Monsters
  • Races
  • Prestige classes [or even a base class]—and organizations that support them!
  • Mundane and magical items
  • One-of-a-kind artifacts
  • Gods and domains
  • Spells and powers [or a whole new magic system!]
  • Feats

If you get stumped, turn to resources designed for making fantasy worlds. They’ll give a rules-free perspective that will get your imagination going. Then, when you got your ideas hashed out, turn to your 3.5 rules to work your concept into a gaming gem. I find The Guide to Writing Fantasy and Science Fiction and excellent starting point.

Mana Review: Commander Black Mana Acceleration

Please bear in mind this is from March 2011. New cards come out. Old cards might suck.

The first thing that comes to mind with black mana ramp is Dark Ritual. In long EDH games though, black turns tricky. It is, after all, the color where it takes some to get some.

Many of black’s mana acceleration cards require sac’ing, discarding or expending life, but this doesn’t mean black’s inferior. On the contrary; when played right, black can give the biggest bang for your mana ramp.

Sac a Creature for Mana

These creatures get sacrificed to generate mana. Many of them are integral in combo win conditions. Note that Culling the Weak gives a creature a one-time sac for four mana, like a slightly bolstered Dark Ritual. There’s also good ol’ Sacrifice.

Graveyard Mana

These cards are dependent on graveyards.

  • Black Market: Whenever a creature hits a graveyard, you put a charge on Black Market; then you get one black mana for every charge counter during your precombat main phase. Works great with proliferate, or similar counter-generating effects.
  • Song of the Damned: Get a black mana for each creature in your graveyard.
  • Spoils of Evil: An instant that gives one colorless mana [and one life, bonus!] for every artifact and creature card in a target opponent’s graveyard.

Other Black Mana Ramp

These outliers aren’t weaker options; their abilities are just too unique for a category.

  • Carnival of Souls: Whenever a creature comes into play, you lose one life and gain one mana. It’s not optional. Combine it with Essence Warden, Soul Warden or Soul’s Attendant.Magus of the Coffers for black EDH mana ramp
  • Corpsehatcher: Destroy a creature, then get some Eldrazi spawn for mana.Essence Feed is similar, except a player loses life for your Eldrazi spawn.
  • Magus of the Coffers: This wizard is the best! Tap him to get a black mana for every Swamp you control. It’s Cabal Coffers on a stick.
  • Nirkana Revenant: It’s a Gauntlet of Power on a stick; whenever you tap a swamp, you get an additional mana. Every mono black deck should have one. Italicized for necessity!
  • Pawn of Ulamog: Whenever this dude or another one of your creatures hits the battlefield, you get an Eldrazi spawn. Recurring spawn are always nice.
  • Priest of Gix: This creature gives mana when he enters the battlefield, no sac’ing required. It’s like a freebie!
  • Priest of Yawgmoth: The Yawgmoth clergy have a thing about sac’ing artifacts to get mana. They also look like they’re straight from the Coneheads.
  • Rain of Filth: This enchant lets you sac lands for mana. It’s a great last ditch effort, though being an instant makes it a turn-off for EDH.
  • Skirge Familiar: Discard cards to get mana. As a bonus, you get a flying critter to pester people with.
  • Vesper Ghoul: Pay one life and tap this bugger to get a mana of any color. Great black card for decks with three or more colors. [And some way to handle getting hit for one damage each time.]
  • Witch Engine: Tap this creature to give 4 mana, then hand him over to an opponent. Fun choice for a group hug deck.

Lastly, here’s some artifacts mono-black decks should check out:

For more mana ramp for Elder Dragon Highlander (a.k.a. Commander), check out these other acceleration guides:

Ar Tonelico Qoga: Knell of Ar Ciel

100-Card Review: EDH Budget Cards

Please bear in mind this article is from March 2011. Prices may change in the future!

The Elder Dragon Highlander [or Commander] format is ripe with fantastic cards for under 50 cents. These 100 EDH budget cards are no sweat for your wallet—but lots of win for your deck! Next time you’re thinking about dropping $4 on a pack, consider picking up eight of these bad boys instead.

Artifacts

  1. Crystal BallFarsight Mask: A more affordable Sensei’s Divining Top, plus you can opt to put cards on the bottom of your library.
  2. Expedition Map: Most land tutors stick to basics, but this artifact finds anything. Yes, that includes your maze.
  3. Farsight Mask: The 5 mana makes it steep to get into play, but once it’s out there, it’s reliable card draw.
  4. Fellwar Stone: Affordable mana ramp.
  5. Library of Leng: If you have any card of card draw acceleration—or just some twerp that makes you discard all the time—then why not pick up an ol’ 50-cent classic?
  6. Paradise Plume: A mana generator that also gives life.
  7. Scuttlemutt: This artifact creature produces one mana of any color. He can also change a creature’s color, in case someone tries to pull a cheap fear or protection trick.
  8. Spectal Searchlight: Mana acceleration, plus a diplomatic tool—what more can you ask for? This card’s also featured as one of the staples in GAWR!‘s EDH Mana Acceleration: Artifacts list.
  9. Veilstone Amulet: Nothing like a card that triggers shroud for all your creatures, for the mere casting of a spell. This is most efficient in a deck with a handful of instants, in case your opponent’s targeting your preciouses during their turn.
  10. Whispersilk Cloak: Unblockable, shrouded general? Why not? Or you can plop this onto your favorite big baddies.

Green

  1. Acidic SlimeSoul's Majesty: This ooze comes with everything; deathtouch, removal and a sprinkling of chump blockage.
  2. Aspect of the Mongoose: The neat thing about this green shroud enchant is if the creature hits the graveyard, the enchant comes back to your hand.
  3. Bellowing Tanglewurm: Most wurms fail, but not this guy; he gives all your green creatures intimidate!
  4. Canopy Cover: Gives a creature troll shroud and reach.
  5. Nature’s Spiral: Reliable recursion for less than a quarter.
  6. Overwhelming Instinct: Whenever you attack with three or more creatures, draw a card. Not a hard thing to pull off with most green decks.
  7. Predatory Hunger: Every spell an opponent casts gives the enchanted creature a +1/+1 counter. Adds up fast!
  8. Skyshroud Claim: This gets two forests in play right away. Excellent mana ramp, and part of GAWR!’s EDH Mana Acceleration: Green list.
  9. Soul’s Majesty: Since big baddies show up everywhere in EDH, why not draw cards equal to your baddest one’s power?
  10. Utopian Sprawl: It’s Wild Growth, ‘cept the additional mana is of any color. This ramp card is cheap on your mana and wallet. Plus, it’s part of GAWR!’s EDH Mana Acceleration: Green list.

Red

  1. AnarchistViashino Heretic: If you’re running sorceries, this will allow you to grab one back from the graveyard.
  2. Destructive Urge: Whenever a creature with this enchant hits a player, they lose a land. Great stuff when paired with a creature they’d normally let through, like Anger.
  3. Dwarven Miner: He destroys nonbasic lands. Over and over. It’s pretty tight. There’s also Dwarven Blastminer and Dwarven Driller.
  4. Price of Glory: If a player uses a land out of turn, it’s destroyed. Perfect response to counterspells.
  5. Rage Reflection: While it’s six mana to get into play, double-strike on all your creatures is pwnage. Worth considering, if your red deck’s sporting lots of critters.
  6. Recoup: Play a sorcery in your graveyard.
  7. Turn to Slag: For those players that like to stack equipment on their generals, this is gold.
  8. Viashino Heretic: Recurring artifact destruction on a stick.
  9. Word of Seizing: Steal a permanent temporarily, split second. Pop a planeswalker’s ultimate, or something else equally infuriating.

Black

  1. Ambition’s CostMagus of the Mirror: Draw three cards for a mere three life.
  2. Ashes to Ashes: At the mere expensive of 3 mana and 5 life, remove two nonartifact creatures from the game. You have 40 life, so you’ve got plenty to spare.
  3. Caustic Rain: Remove a land from the game.
  4. Corrupt: Deal damage to a player equal to the swamps in play, then gain that much life. Mono-black goodness.
  5. Curse of Wizardry: Whenever a player casts a spell of a chosen color, they lose 1 life. Talk about a nuisance for those mono-color opponents.
  6. Diabolic Tutor: While it’s not as handy as Demonic Tutor, the price tag is infinitely more pleasant. And everyone loves to tutor that dreaded combo!
  7. Hissing Miasma: Whenever a creature attacks you, its controller loses 1 life.
  8. Magus of the Mirror: Exchange life totals with an opponent—on a stick!
  9. Mind Sludge: Target player discards a card for each swamp you control. Not bad in mono-black.
  10. Sadistic Glee: Whenever a creature is put into a graveyard, the enchanted creature gets a +1/+1 counter. Great stuff for a counter or sac deck.
  11. Syphon Mind: This one shines in multiplayer games.

Blue

  1. Capsize: Bounce a card to a player’s hand, then use the buyback so you can do it again!
  2. Clone: Blow a general up or copy your favorite critter. Reliable addition to any blue deck.
  3. Coastal Piracy: Deal damage to an opponent, draw a card. Great in blue decks where damage is consistent!
  4. Diplomatic Immunity: If a deck has blue in it, it should have Diplomatic Immunity. This not only protects your general (or other precious creature), it protects itself. And how many people are running an enchant board wipe?
  5. Gather Specimens: The 6 mana cost is high, but the results are classic—when someone brings a creature in play, it’s yours instead.
  6. Hinder: The neat thing about this counterspell is it tucks the countered card under the player’s library. Buh-bye, general!
  7. Mind Control: It’s a little more expensive than Control Magic, mana and $$-wise.
  8. Protective Bubble: It’s like Whispersilk Cloak, ‘cept it’s blue and enchants creatures. Unblockable, shrouded general FTW!
  9. Psionic Gift: There are so many creatures that are dependent on dealing damage to a player, this card is a staple. There’s also Hermetic Study, and a couple other similar enchants in red.
  10. Robe of Mirrors: Give a general shroud for one mana.
  11. Second Wind: Tap or untap an enchanted creature. Freed from the Reel is great for this, too. These two are similar, but notably different.
  12. Sigil of Sleep: This gives a creature a recurring bounce ability.
  13. Spin Into Myth: Like Hinder, this card tucks the general under the player’s library… or any other pest that keeps finding its way back.
  14. Steal Artifact: Why pay $10 for a Sol Ring when you can borrow it from someone else?
  15. Steal Enchantment: Same idea as Steal Artifact. There’s also Aura Graft.
  16. Thought Reflection: Card draw is crucial in EDH, and this one delivers it in spades. If you can scrounge up seven mana, your hand will topple over into Library of Leng land in no time.
  17. Voidmage Husher: Activated abilities are the worst. That’s why it’s great to have a counter for them, on a stick! She also comes with built-in bounce back for recur.
  18. Well-Laid Plans: Even though this is a blue card, it really compliments a deck with three or more colors. Creatures can’t deal damage to other creatures that share their color—and that applies to everything, not just you. Imagine the mayhem. :]
  19. Zephid’s Embrace: Give a creature +2/+2, flying and shroud. Urza cards are full of so much love.

White

  1. Angelic ArbiterKismet: If an opponent casts a spell, they can’t attack. If they attack, they can’t cast a spell. And she’s a 5/6 flier for 7 mana!
  2. Armored Ascension: In a mono-white deck, this is the best; enchanted creature gets +1/+1 for each plains you control and has flying.
  3. Cloudchaser Kestrel: Destroy an enchantment, then get a 2/2 flying blocker. This little bird also turns other permanents white, for what it’s worth.
  4. Crib Swap: Classic white removal with a little humor.
  5. Faith’s Fetters: This enchant lets you lock our a permanent’s activated abilities, and if it’s a creature, it can’t attack or block. As a bonus, you gain 4 life.
  6. Favorable Destiny: White doesn’t run much shroud, so every card is useful.
  7. Humble:  An instant that turns a creature into a 0/1.
  8. Kismet: Artifacts, creatures and lands your opponents play come into play tapped.
  9. Return to Dust: Removal is one of those things white is all about. So why not do it in style, with an instant that hits enchantments or artifacts, then seals the deal with exile? Also, there’s Dust to Dust.
  10. Soltari Visionary: Every time he hits a player, destroy one of their enchantments—and he has shadow!
  11. World Queller: This 4/4 will get rid of one card type every turn. You may choose any card type, so if you don’t feel like him going off, choose instant or sorcery.

Multi-color

  1. Bant CharmShielding Plax: So you know those cards that tuck the general at the bottom of the library? This baby comes equipped with that, plus artifact destruction and a counterspell. Take your pick with what you need.
  2. Castigate: If you’re running black and white, this is a sweet deal. Take a look at a player’s hand and exile one of their cards.
  3. Cloud Cover: This white and blue enchantment allows you to bounce your permanents to your hand if an opponent targets them.
  4. Clout of the Dominus: Is your deck running red and blue? Then your general is dying for this.
  5. Fists of the Demigod: Give a creature wither, first strike and up to +2/+2—all for two mana. Requires a black and red deck.
  6. Naya Charm: Like Bant Charm, this has three possibilities; a Lightning Bolt, tapping all creatures a player controls, or getting a creature back from your graveyard.
  7. Shield of the Oversoul: For 3 mana, including green or white, this enchant hands out indestructibility, flying and +2/+2.
  8. Shielding Plax: Green and blue players rejoice, you have an enchant that gives your general troll shroud! As an added bonus, this enchant lets you draw a card.
  9. Sleeper’s Robe: This blue and black enchant makes a creature unblock and gives card draw.
  10. Squee’s Embrace: If you’re running white and red, it never hurts to give a creature +2/+2; the best part, though, is the creature comes back to your hand when it hits the graveyard.
  11. Steel of the Godhead: 3 mana blue and white enchant gives lifelink, +2/+2 and makes a creature unblockable. Not too shabby.
  12. Traces of Abundance: Give your favorite land shroud, then let it produce one additional mana of any color. If you’re running red, white and green, this is a must!

Land

  1. Azorius Chancery: White and blue land.
  2. Blinkmoth Well: Use this land for mana, or for tapping another player’s artifact.
  3. Boros Garrison: Red and white land.
  4. Dimir Aqueduct: Blue and black land.
  5. Evolving Wilds: Lets you tutor a basic land.
  6. Golgari Rot Farm: Black and green land.
  7. Gruul Turf: Red and green land.
  8. Izzet Boilworks: Blue and red land.
  9. Novijen, Heart of Progress: Solid land for a green and blue deck that relies on counters.
  10. Orzhov Basilica: White and black land.
  11. Prahv, Spires of Order: Damage prevention land for a white and blue deck.
  12. Rakdos Carnarium: Black and red land.
  13. Rupture Spire: I plop these in my five color decks. This produces one of any color, but you have to pay one when you bring it into play.
  14. Selesnya Sanctuary: Green and white land.
  15. Simic Growth Chamber: Green and blue land.
  16. Skarrg, the Rage Pits: A red and green land that gives a creature trample.
  17. Terramorphic Expanse: Tutors a land, like Evolving Wilds.
  18. Vitu-Ghazi, the City Tree: A green and white land that produces fuzzy saproling friends.

Note that $$ are based on the medium price range at MagicCards.info. Your local shop could sell them for more—or, better yet, for under a quarter!

If you’re looking for the best EDH cards, regardless of price, try the MTG Salvation thread on the top 35 cards of each color.

Faith’s Fetters: This enchant lets you lock our a permanent’s activated abilities, and if it’s a creature, it can’t attack or block. As a bonus, you gain 4 life.

Retro Review: Crimson Gem Saga

Crimson Gem Saga ScreenshotCrimson Gem Saga is a PSP game that hit America in May ’09. Despite its raving reviews and popularity, I only recently added it to my collection. It really helps the creditability of a game when it’s so popular, it was re-released for iPhone, iTouch and iPad—so why not give it a shot, right?

Man oh man, I’m glad I did!

If you’re looking for an RPG with new, nifty features, this is not the one. Crimson Gem Saga follows the traditional strengths of previous roleplaying games, including:

  • Turn-based battles that start by running into enemies on the dungeon screen
  • Standard level-ups with customizable, point-based talent trees
  • A “collect the artifacts” story, with thoroughly enjoyable plot twists
  • In-depth characters, complimented with full art and voice-over dialogue
  • A massive “bonus” dungeon available for scouring, filled with mouth-watering goodies

Crimson Gem SagaI can name dozens of games that meet the same quota. So why’s Crimson Gem Saga any different?

Because every aforementioned aspect is executed flawlessly. The developers took qualities we’ve all grown to love and enjoy, polished them into something fantastic, and released a gem [saga! haha!] to the masses.

If you like memorable characters, this seems like the game’s strongest quality. The interactions are hilarious, the voice actors do a fabulous job, and I can’t help but relate them to other characters I’ve adored. Even if you hardly pick up your PSP—you’re more of a Dungeons and Dragons or World of Warcraft kind of gamer—it’s impossible not to appreciate the personality archetypes each character brings to the table.

Crimson Gem Saga is also unique in its origination. While most of these classic RPGs originate in Japan, this is straight from IRONNOS in South Korea. It was first published as Astonishia Story 2 (for those that’ve played the American Astonishia Story), but when the Atlus worked their magic and brought it to the US, that’s when it was renamed Crimson Gem Saga. In Japan, it was released as Garnet Chronicle.

The only complaint is the music. Crimson Gem Saga isn’t lacking in musical composition, but it’s not the kind that sticks with you, like Chrono Crusade or Lunar: Silver Star Harmony. Even then though, the sound effects are thumbs up. You’ll hardly notice the soundtrack’s lackluster place in the background.

This game’s so thoroughly enjoyable—a perfected, cliche RPG—that I intend to pick it up on my iPad next. And how many games are worth owning multiple copies? Surely you can afford at least one.