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  • published the article Left 4 Dead 2


    Left 4 Dead 2
    This is a review of the game, and as such it contains spoilers. To tell you right off the bat, if you like the first game, you'll like this one. I am a fan, and I do tend to rant and go off on tangents. I'll try to focus it.

    Left 4 Dead 2 (L4D2), released a year after its predecessor, is a first-person shooter survival co-op horror extrrrrrravaganza. It hasn't changed much from its predecessor. The core gameplay elements are still the same. It's just been coated with a jambalaya-flavored candy covering filled with extras that range between awesome to confusing.

    The Core Gameplay
    The game hasn't changed much from the first game: You are one of four survivors of a zombie apocalypse infection and must fight your way through hordes of infected zombies to the end of a four (or five) level campaign to escape. Teamwork is essential as among the horde are a number of special infected which can take you out if you don't have backup to help you. Throughout the campaign you will start with some simple weapons and health packs and find, littered along the way, better weapons, grenade-like weapons, more health (packs, pills) and the like. Certain moments in the campaign are known as 'events' which attract the zombies, until you reach the final level and you enter a 'finale' and defend yourselves while waiting for a rescue.

    The Extras, and what's been changed
    The Characters
    The first thing that strikes you when you play L4D2 is that the characters are quite different than those in the original. We have Ellis, a mechanic who likes to joke around and has the feeling of being a southern country boy. We have Nick, a riverboat gambler/con man, who says nothing but wise-cracking one-liners but actually does give a care. Then we have Rochelle, a young TV production assistant who is kind and considerate. Finally we have Coach, the big guy. A former college football player turned-varsity coach, who kinda looks like Uncle Phil from Fresh Prince (big bonus points there).

    The characters are unique, but it's really up to you whether you like any of them. Ultimately, you only really have to LIKE one of the four. For me, that was Coach. Rochelle is bland and uninteresting. Ellis is goofy. Nick is an *******. But everyone will relate to someone.

    Compared to the original four characters of L4D, Bill, Francis, Louis, and Zoey, they have more character, but they don't have as much group cohesiveness. The L4D survivors seemed like a tight-knit team. In L4D2, they seem like a hodge-podge. A tradeoff. Both teams fit for their respective games.

    The Infected
    In the first L4D, the zombies you face are pale and ghost-like, running at you full-tilt when alerted and stumbling like mindless ghouls when they're inert. Each area has its own groups of infected zombies, wearing outfits that match the area: Doctors/nurses/patients in the hospitals, cops in the streets, airline employees in the airport, and hunters/military personnel in the countryside.

    In L4D2, the outfits that the infected wear run together far more. It makes their identity far less interesting. The infection seems to have killed their wardrobe, as well as their behavior. When inert, they seem to be like feral animals that haven't yet found a meal. When alerted, they behave more like monkeys than the walking dead.. well, monkeys with bloody faces and wounds.

    The only thing that L4D2 has over its predecessor is 'Uncommon Common Infected' (UCI). Each UCI is specific to each campaign. In 'Dead Center', CEDA (Civil Emergency and Defense Agency--a thinly veiled caricature of FEMA) has agents in HAZMAT suits. Well, the suits didn't stop the infection and the resulting zombies are immune to fire. In 'Dark Carnival', zombie Clowns have squeaky shoes that attract undead. In 'Swamp Fever', Mud Men are zombies that emerge from the swamp and can glob mud all over your view to obscure your sight. In 'Hard Rain', construction worker zombies wear reflective outfits and can't hear the beep of pipebombs and other loud noises, plus they're tougher to kill. Finally, in 'The Parish', riot cop zombies wear bulletproof armor making them impossible to shoot from the front.

    Not to mention, the violence is ramped up in L4D2. Before, you could blast off an infected's head or four limbs, but not much else. In L4D2, you can destroy them in countless ways; holes in their bodies. Crushing their skulls. Decapitation. Slicing their bodies open. Tearing off limbs. Blowing their bodies open. It's much more visceral, but a gory game does not equal a great one.

    The Gear
    In Left 4 Dead, your weapons were relatively limited: The pistol, which had unlimited ammo, upgradeable to double pistols. The submachine gun, which was relatively effective. The pump-action shotgun, which was more effective. The M-16 rifle, which was accurate and powerful but ate ammo fast. The auto-shotgun which was just as effective as the pump-action, but had a larger magazine and reloaded faster, and the hunting rifle, which was chamber-loaded and very accurate and powerful.

    In Left 4 Dead 2, the weapon repertoire is expanded. The pistols are back but not as powerful. There's also a magnum pistol, which has less rounds per magazine but much more powerful. We also have the pump-action shotgun, the silenced submachine gun, the uzi, the auto-shotgun, the combat shotgun, the semi-automatic desert rifle, the M-16, the hunting rifle, a high-powered semi-auto sniper rifle, and an explosively powerful (and potentially dangerous) grenade launcher. The power of the guns vary: The M-16 is awesome. The uzi? Not so much. The pistol has also been extremely nerfed, mostly because you can replace it with...

    Melee weapons! A big and awesome improvement in the game is the addition of several melee weapons that replace the pistol. The frying pan, the paddle bat, the tonfa, the guitar, the machete, the fire axe, the katana, the crowbar, and the fuel-powered chainsaw. (For those who preordered the game, you can also get the special baseball bat.) These weapons are a lot of fun to use, some more than others. Nothing beats slicing through a horde with a machete or carving through them with a chainsaw. The chainsaw has a limited amount of fuel, so you can't use it forever. The tonfa is probably the least fun of the weapons.

    In the original L4D, you also carry some extra gear: The first-aid kit which can heal you permanently. Pain pills, which give you a temporary health boost, and either a pipebomb or a molotov: to either attract and obliterate a horde of undead or spread a swath of fire to burn any infected inside (very effective against special infected).

    L4D2 has all of these, plus new equipment. The defibrulator, which replaces a first-aid kit: Capable of reviving dead allies. Very useful in harder difficulties. The adrenaline shot, which replaces the pain pills: Somewhat effective if you want to rush through a horde. Incendiary and/or explosive ammunition, which replaces the first-aid kit. Somewhat useful, especially during a boss fight with a tank or a finale event. Finally, there's the Boomer Bile grenade, which, when thrown, creates a green mist of bile that attracts undead. Somewhat useful for diverting a horde. L4D2 also includes the laser sight, which you attach to your gun to improve accuracy (and it lets you see your allies' beams).

    All of this gear is useful, but sometimes it's hard to decide what you'll need down the road. Sometimes you'll get lucky and that grenade launcher is awesome. Sometimes it causes a problem and you're out of ammo with just a crowbar. I thought picking between the molotov and the pipebomb was hard enough to do!

    The Special Infected
    The boss infected are back from the original L4D. The Hunter, a hooded leaper with powerful legs that screams and leaps on survivors and tears them apart. The Smoker, a coughing coward that finds a high spot and spits out a long tongue to tangle its victim and drag them off. The Boomer, a fat infected that vomits bile that blinds survivors and attracts undead, as well as spraying the bile when it's popped and killed. The Tank, a boss infected that's a mindless raging Hulk. The Witch, a passive infected that is deadly if you bother her.

    In L4D2, these infected are back, but with new skins (Boomers are guys and girls now, Tanks look more tanned, Smokers are more reddish.) and new friends. The Spitter, an ugly ***** with a long neck that spits acid and creates pools of it when she dies. The Charger, a 'half-tank' hillbilly with a huge arm that tackles through survivors and pounds one into pulp. The Jockey, a tiny ravenous undead that leaps on a survivor's shoulders and drags them off.

    The new infected are... decent. The charger is incredibly potent, reminding me of smokers. The jockey is incredibly hard to kill and very annoying. The spitter reminds me of the boomer, but with a different flavor of spit. They are different and unique enough to fit in the repertoire of L4D2, but they also feel unnecessary. The original specials were nasty enough.

    The Campaigns/Story
    In the original L4D, the campaigns and story weren't the focus. They are loosely (very loosely) tied together. In L4D2, they are tied together much more neatly. In the beginning, the survivors get to know each other and discover the infection slowly and surely. By the end, they have travelled from Savannah, GA to New Orleans, LA over five campaigns, and are very much used to killing the infection.

    That's where the campaigns succeed. Otherwise they're not as effective. Each campaign has its own flavor, but they all taste similarly. The gameplay elements are incredibly similar across the board. The difficulty curve is flat, but it's also higher than the original's. Even on Easy I had much more trouble than I ever would with L4D. I know it'll get easier the more I play it but... I feel like they took the fact that the first one exists too much into consideration.

    Final Word
    I feel like I'm rambling at this point. L4D2 has some good stuff: The weapons, the story. Some elements are bland: The common zombies, the campaign gameplay, a lot of the weapons. Some elements are tough: The difficulty is ramped up, and overall it feels more sluggish in pacing.

    If you like Left 4 Dead, you'll like Left 4 Dead 2. The gameplay hasn't changed. It's just been colored differently. Personally, I will always prefer the original.

    Zoey.... <3<3<3
    Posted in: Left 4 Dead 2
  • published the article The Secret of Monkey Island: Special Edition

    The Secret of Monkey Island: Special Edition

    This is a review of the game. It contains spoilers. If you haven't played this game, by all means, PLAY IT. If you want to know my opinion first without being just flat out told, I'll write up my feelings on this, the new remade version of the game, as well as the original game and the series as a whole. I hope I won't rant too much, but hey.

    The Secret of Monkey Island: Special Edition is exactly what they said it would be at E3. I was just as excited then as I was when I started playing, and expectations were high. It's a hi-res remake of the original SoMI, which came out in 1990. Featuring full voice-acting from the original actors chosen in Curse of Monkey Island, a live ensemble of fully reorchestrated music, brand new sound effects, and hand-painted backgrounds and characters. Not to mention an on-the-fly switch to the original SoMI as you play.

    Part 1: The History of Monkey Island

    First, a little history lesson. If you've played Monkey Island before you could skip this section. The Secret of Monkey Island was developed by a clever guy named Ron Gilbert (along with some friends) and released by Lucasarts in 1990, when the adventure game genre was getting into the swing of things with Sierra's King's Quest series and similar games. Lucasarts had released adventure games before on its innovative SCUMM system, but SoMI was one of a kind. An adventure game in which you can't die or fail. It's a comedy, and it's set in a romanticized self-parodying Caribbean island chain with swashbuckling pirates. And not every inventory item had only one use. Charming and witty, it was a huge success, introducing the gaming world to Guybrush Threepwood, a wannabe pirate battling the ghost pirate LeChuck. The game was inspired by the Pirates of the Caribbean rides at Disneyworld. This was a full 13 years before the successful PotC film franchise!

    The next year, Ron Gilbert and company released Monkey Island 2: LeChuck's Revenge. Also using an updated SCUMM engine, it had ten times more effects, music, characters and puzzles. It continued the themes of the previous game, but it also went in a little more cartoony direction. Of the series, it's hard to say which of the two games is the best. Personally, I think SoMI is more iconic and memorable, but in terms of sheer gameplay and content, MI2:LC takes the cake.

    In 1997, six years later, Lucasarts released the Curse of Monkey Island. Ron Gilbert was gone, but Michael Land was still there to make more music. The game system used an upgraded and adapted SCUMM engine. Most notably about the game was the art style; it was much more cartoony, as the characters were hand-drawn and colored. It was fun and entertaining, but compared to the previous two games, there is a slightly noticeable shift in playability. The game was still fun, though. It introduced the gaming world to Murray, the all-powerful talking skull.

    Three years later in 2000 we saw what we thought would be the last Monkey Island game ever--Escape from Monkey Island, for PC and Playstation 2. It used a new engine based on Lucasarts' Grim Fandango engine. The game was creative and stylish, but the humor was a little more deadpan and the series had strayed from its roots. The game was so difficult to control and the puzzles so esoteric that I didn't even finish playing it--and I don't regret it. The engine was the biggest downfall for the game--no point and click interface made controlling it a pain.

    After the most disappointing Monkey Island game ever, the series died down. Rumors still flew of Monkey Island 5 releasing in 2015, but nothing was definite. Lucasarts was silent. Only until this year did a resurgence thanks to fan support did Lucasarts return to the franchise, re-releasing SoMI in this Special Edition as well as working with Telltale Games in releasing Tales of Monkey Island, a 5-chapter game released once-a-month that can basically be considered 'Monkey Island 5'.

    Part 2: The Special Edition


    Now onto the meat of the game. Starting up the game, you're treated to the image of the old intro to SoMI--the shot of Melee Island with rolling clouds as the music starts up--but then it shifts into full widescreen, full visual effects, and amazing new music. The intro blew my mind and made me smile with big nostalgia glasses. A part of my youth is in this game.

    The game plays exactly like it did 19 years ago. No part of the puzzles or the narrative have changed. Not even the inventory items. The characters are all there. The game has been faithfully remade as far as playability. This is not a bad thing. SoMI is an adventure game classic and deserves to be replayed by a new generation of gamers.

    What HAS changed is still noticeable. Like they said at E3 and what I've mentioned above, the game is now in hi-resolution graphics. It's especially noticeable on a widescreen monitor. The backgrounds have all been painstakingly hand-painted to mimic the original game's, but with extra additions. The example they used in the E3 show was the ships behind the SCUMM Bar on Melee Island. There are several other additions. The Voodoo Lady's hut is more grandiose and spooky. The circus is more believeable. The streets of Melee are more run down and fitting. The Sea Monkey is more streamlined in its look and feel. The catacombs have a nifty 'molten lava hot air' blur effect.


    But I don't want to repeat myself. The backgrounds and art of this game are fantastic, and their biggest selling point. This game looks beautiful and is a breath of fresh air to the series. The water effects are particularly enjoyable. My biggest complaint is that the big "reveal" of Monkey Island near the end of part 2 (and for the most part, Monkey Island itself in part 3) is not as grand or awe-inspiring as it is in the original game. In the original, Monkey Island was bright with big green tropical trees and yellow sunny beaches.



    In SoMI:SE, Monkey Island looks like it got bogged down with some bad weather.The trees are more dark, and I'm sure that's a tad more realistic and probably more fitting with the mythical island, but it was a big disappointment when they revealed the coast and I saw a dreary little green isle. There were a few other places that felt like they could've used more, like Hook's house and the cannibal village, but it's still a spot-on rendition of the original background, for the most part. Monkey Island needed more cheer, though.

    Another noticeable change is the character models themselves. In a lot of good ways, they are better. They are prettier to look at, for sure, though the art style leans towards cartoony more than realistic, but this is a game with working vending machines in a supposedly romanticized piratey Caribbean. The style of the characters can be forgiven--in the closeups, the characters look fantastic. It's great to be able to chat with Spiffy the dog and actually see his closeup at long last. The best looking character in the game? LeChuck.



    The Ghost Pirate got a cool treatment with a sexy red jacket (in fitting with his later appearances) and a cool translucent glowing 'trail' that follows his character in a very eye-catching way that just made me glued to his every move. I wished all the ghost pirates had that effect, but that would eliminate the unique feel of the main antagonist. Stan looked just as smug as ever, but part of me loves the original version with his cartoony giant mouth flapping at insane speeds. Even the troll on the bridge gets a nice upgrade--the man in the troll costume looks like George Lucas, which is who they were originally trying to make him look like (a foul-mouthed green troll munching on a red herring. Get it?)

    The worst looking character models, I suppose, are unfortunately those of Guybrush Threepwood, your character the protagonist, and Elaine Marley, the love interest. That's sad to say, though. I might be saying that because playing through the game and seeing this new model was not like seeing the same little guy from the original--that it was almost like seeing a skinny impostor in Guybrush's shoes, but it's more than that. Maybe it was his hair.. I don't know. I DO know I want to cosplay as Guybrush Threepwood one day at a convention. I'll have to grow my hair out for the ponytail. As for Elaine Marley, it was sad that the new cartoony look of the characters forced the originally down-to-earth and reasonable Marley to a caricature of herself. Her closeup is hurt the most--in the original she's a strikingly beautiful and regal redhead. In the SE she's a skinny green-eyed "pir-ette".


    Oh, and Herman Toothrot's model looked a little off. In the original he had a cheeky grin and didn't look too run down for being a castaway for 20 years. In SE he looks like a sun-baked half-crazed freak castaway that would give Captain Jack Sparrow a run for his money. I don't know if that's what they intended. It's not a bad change--it's just different from how I knew Herman.

    And then, the game also has other issues. More than once I noticed that, since the original's graphics were a bit more basic, they could get away with less accurate collision detection between sprites, and motion. Guybrush would just stick his arm out and hand stuff to people--in the old game that was easily forgiveable. In the SE it just looks a little off. I saw Stan just vanish from the side of the screen when he's supposed to fake you out and reappear as you leave. I saw a Cannibal slide across the floor as he left Guybrush behind the others. Stan would always wave his arms around in the air in front of Guybrush, even though his arm technically would appear behind Guybrush's sprite as they stood facing each other. It felt like Stan was using forced perspective and standing in the foreground. Stan would always walk around Guybrush in a weird way. In the original, his sprite would just pass through Guybrush's. Also, when the Voodoo lady reappears in her chair, she pops in before the screen flash for a split second. Plus during their dialogue, the Voodoo Lady spoke during one of Guybrush's lines. I don't know if these bugs are all consistent during each play-through; I've only played through the game once completely.

    These little glitches are few and far between, but they are noticeable when they happen--they suck you out of the fun and make you realize 'oh yeah I'm playing the remake'.

    Graphics aside, let's talk music and sound. This is where the series has almost always glowed. The theme song is a video game classic (they played it at Video Games Live for godssake) and the relatively small but very talented ensemble orchestra play through the soundtrack with a fantastic sound that fits the concept of the original little PC speaker effects and MIDI songs. Sound effects are equally refreshing and crystal clear. Lucasarts never fails in the sound department. Also noteworthy are the very mood-setting atmospheric sounds. In the CD version of the original game, there were a few atmospheric tracks, but this game has much more of them. In the crew quarters of the ghost ship, you can still hear a muffled version of the ghost crew's song on the top deck. Very clever and if you let the jungle/beach/forest sounds suck you in you will enjoy the game all the better.

    There are moments in the game where the SE shines--during the whole 'behind the scenes' scene in the Governor's Mansion, the sound effects fit the 'actions' Guybrush make far better and make it much more amusing.

    Finally on sound, another excellent selling point is the fact that the SE has full voice-acting on each and every line of dialogue (and narration, for that matter) from every character that was in Curse of Monkey Island, as well as new folks for the new characters. Rarely is a voice acting cast praised for its work--it's either standard or crap--but in this game, the cast is spot on and incredibly talented. Dominic Armato returns as Guybrush Threepwood and he knows this game like the back of his hand. It shows, and he reads each line with bright-eyed gusto. Alexandra Boyd is Governor Marley, and in CoMI she plays a snarky, clever Elaine. In this game, more fittingly, she plays a well-to-do but wise-to-the-world governor Elaine. She only reveals more of her nature when she falls in love with Guybrush, which is all the better. Earl Boen is LeChuck and Fester Shinetop (fittingly), but in CoMI he's a screeching, yelling evil pirate demon. In this game, LeChuck is still just a ghost pirate and has a little more dignity--so much the better. Patrick Pinney is back as Stan the salesman, and his smooth and smarmy voice gives whole new depth to the original Pitch Man, Stan.

    But the recognizeable names from CoMI aren't the only ones worth praising. The cast itself is small--multiple roles are played by each person, and Lucasarts must've spared no expense getting such talented people. Each character has its own demeanor and feel and each line is superbly delivered. Some of the cast you may recognize from Cartoon Network shows, as well as older cartoons like Animaniacs(!), which further expands the slight cartoony feel of the game. My favorite voice? The guy who voiced the Navigator head, Jarion Monroe, who also did Captain Smirk, Mancomb Seepgood, and the cook.



    There is only one real complaint I have with the voice acting. During the massive amount of insult swordfighting you have to undergo to learn your insults and replies, you can't speed up the voice acting to burn through the duels. You have to listen to each line in full. That's a small complaint, since you can just switch to the original version and speed up the text for the duration of the dueling.

    Which brings me to the gameplay. There's not much to say--the game itself hasn't changed, but the interface has. In the original, half the screen is taken up by the verb choices and your inventory. This has been eliminated to make the background bigger and more fitting for a widescreen monitor. To get to the verbs you either press V, Ctrl, or push a hotkey button for each verb. Initially it's a little hard to get used to, but soon you remember which of the more common verb hotkeys are (P for Pick Up, O for Open, U for Use, etc.). In addition, the inventory is now its own separate window, accessible by pressing I or Alt. This is okay for the most part, but when you have a lot of items and have to use the arrow keys to scroll through the items, it can get a little aggrivating. To get past the 'melting pewter mug' puzzle, I had to switch to the original version. In addition, conversations were a bit hard to get used to initially. In the original version, you just pick what you want to say with a click. In the SE, you can still do that, but it's a little more picky with where you click in relation to the choice. I found it easier to just scroll with the arrows and press enter. Not a big issue, but I'm trying to criticize an otherwise perfect game.

    And let's not forget the hint system. In 1990, the internet wasn't prevalent enough to just allow people to look up a walk-thru to get past the puzzles. In 2009, everyone who has this game would easily be able to just look it up. Lucasarts thought ahead and included a hint system to bypass this lookup, as well as making the game more accessible for younger/less experienced/stumped players. Just a press of the H button and you're given a relatively vague hint. Still stuck? Press it again and you're given a more specific hint. If you still can't get it, press it again and the game will tell you exactly what you need to do next. The game really has no score, so there's no real detraction to doing this. Even with the hint system though, you will have to put the puzzles and solutions together to advance the plot, thus making you still feel like you're playing the game, rather than being led by the nose the whole time.

    Finally, and perhaps one of my most favorite things to talk about, is the 'Version Hotswap'. Press F10 and you instantly switch from the SE game to a modified CD version of the original game. It shifts back and zooms out to include the verbs and inventory, reverts to non-widescreen, and all the voice acting is changed to text. It even shifts the soundtrack from the SE version to the CD version's classic tunes. A few minor lines have been edited/added/changed in some of the older original versions so the SE's 'original version' has the same dialogue as the SE, as well as a bit of a 'hybrid' of the best of the graphics for all the versions. It's fun to just go back and forth and literally experience the changes on the fly. It makes me happy to know that Lucasarts is now being run by the fans and they knew that people like me would miss the original version.

    Part 3: Overall Opinion

    The game is well worth the $10 price tag. It's available on XBox Live Arcade and Steam for download, and while it isn't 'replayable' exactly it's a classic and worth playing whether you're a long-time fan or new to the adventure game genre. At the end of the game after the credits, it says 'Guybrush Threepwood will return.' That's promising. I'm already itching for them to release Monkey Island 2: LeChuck's Revenge: Special Edition. If you're at this point in this blog entry, congratulations--GO GET THE FREAKING GAME. You will not be disappointed.


    Posted in: The Secret of Monkey Island: Special Edition
  • published the article FNM Report
    Hey guys! I'm back from FNM. This is my official tournament report.
    Here's the decklist I used.

    $5 to get in. $2 each to get 3x Bloodbraid Elf and another 50 cents to get 2x Jund Hackblade. 50 cents for 1x Vithian Renegades. I had to bum some money off of Daidream. I also did some trading.

    My 2x foil Pristine Angel for his 1x foil Meddling Mage (ARB). Awesome.

    My 1x Ethersworn Adjudicator for his 1x Conflux for Daidream. All she needs is a Malfegor and she'll have 1x of each card in Conflux. Awesome.

    My 2x Reflecting Pool and 1x Runed Halo for his 1x Nicol Bolas, Planeswalker, 4x Blitz Hellion, 1x Maelstrom Pulse, and 1x DCI promo Path to Exile (Guay art). Awesome!

    On to the game. There were 10 players, a small turnout, so we had 4 rounds and top 4.

    Round 1 - Elf-Ball

    Game 1 I get an early start and fill my yard up with Angels. The deck works perfectly. He gets a lousy start and his 1/1 mana accelerators are Electrolyzed. Game 1 ends quickly. Game 2 ends even quicker--a boarded-in Volcanic Fallout and no draw for his elves equals doom.

    2-0 win, 1-0 record.

    Round 2 - Type 2 Mill

    This guy wasn't prepared. He only had a T2 deck and didn't really collect Extended stuff. He wasn't much of a challenge, except for Wall of Denial, which stopped my Angels dead. I used Resurrection to revive Magus of the Disk to pop them out of the way. Game 2 I boarded in Engineered Explosives to get rid of them easier. Worked like a charm.

    2-0 win, 2-0 record.

    Round 3 - Black Zombie Homebrew

    This guy's deck was hastily thrown together; Zombies, featuring Gutless Ghoul, Grave Pact, Lord of the Undead, and an infinite combo with Nantuko Husk, 2 Gravediggers, and Deathrender. He also used Howling Mines and Oversold Cemetary to keep his hand full. Both games went very very slowly, and I had replaced the Akromas in my mainboard so I couldn't end the game swiftly. I won game 1, lost game 2, and game 3 ran on so long, that we went to time. 5 turns left. I had him. I almost had him--but his turn before I could kill him was the fifth, so he ended it and we went into a draw.

    1-1-1 draw, 2-0-1 record

    Round 4 - BGw Loam

    This deck was a powerhouse. Piloted by a good friend of mine. Full of rares, fetches, duals, and well built. Undefeated with a 3-0 record so far. I was stuck on 2 mana in the first game for too long and I was overtaken by Tarmogoyf and Kitchen Finks. The second game was even worse--I was drawing dead, and by the time I dropped Relic of Progenitus and Volcanic Fallout to cut him down, I was already at 2 life.

    0-2 loss, 2-1-1 record.

    Somehow, miraculously I made it to the 4th seed on the top four. My friend made it to the 1st seed, soooo...

    Semifinals - BGw Loam

    I played him again. This time, I did a little better. Got trounced in the first game but my sideboard saved my butt the second game. The third game was close--I almost had him, but then he played Crime off of Crime/Punishment and reanimated my Firemane Angel. I barely managed to overpower him with a rush of Lightning Angels and a burn spell. It was a lot of fun.

    2-1 win, 3-1-1 record. On to the finals.

    Finals - Elf-Glimpse

    This deck used the Elf-Ball build with Glimpse of Nature for the win. I lost first game swiftly, and post-board I managed to use Engineered Explosives and Auriok Champion to stall him out during his massive creature generation, but even after playing him out he generated enough brute force to overrun me.

    0-2 loss, 3-2-1 record.

    We had agreed before the finals to split the prize, 6 packs each. Still, we played the match for our rating. Meh, it was fine.

    I traded a Anathemancer and an extra Bloodbraid Elf from the packs I opened to get the last 2 Vithian Renegades I needed. Daidream was super lucky. She opened the packs so her luck got me these:

    Sphinx of the Steel Wind
    Deathbringer Thoctar
    Glory of Warfare
    Cloven Casting
    Spellbreaker Behemoth
    Dragon Broodmother
    Defiler of Souls (foil!)

    So, in all, today was an awesome haul for me and a great test of my Angel deck. It gets a little mana flooded sometimes, and needs more efficient draw+discard besides Looter il-Kor. One that can block.

    Thank you sooo much to Daidream for your support and money and awesome luck. Smile
    Posted in: FNM Report
  • published the article Current Decks
    Just dumping card lists here.
    Posted in: Current Decks
  • published the article Hello Blog. Meet my new deck.
    It's been a while. I'm playing more Magic recently. I want to try something new.



    Other possibilities: Jund Charm, Ravnica Dual Lands, Volcanic Fallout, Mulldrifter, Path to Exile. I can't decide... Help?
    Posted in: Hello Blog. Meet my new deck.
  • published the article Legacy? Around here?
    Seems a card shop in Nashville is holding a Legacy tournament this Saturday. With help from Cecilia, I threw together this deck.

    Posted in: Legacy? Around here?
  • published the article Just dropping some decklists
    More later, most likely.
    Posted in: Just dropping some decklists
  • published the article Blackened by Flame & Jugan's Pests
    Two casual/multiplayer decks built by request Smile
    Posted in: Blackened by Flame & Jugan's Pests
  • published the article Even in casual, Tarmogoyf is still cheap as hell.
    It's a Funkbrew take with Planeswalkers. I like it.

    The mana base is okay, as long as you can nab your 3 colors. Eternal Dragon is awesome with that. I can't wait for that conflux common land to come out.

    Tarmogoyf is still broken, even in this deck. Liliana can fetch him, I can pop Deed and kill every non-land non-planeswalker, and then drop goyf next turn.

    The deck has been edited thanks to Cecilia's awesome advice.
    Posted in: Even in casual, Tarmogoyf is still cheap as hell.
  • published the article Planeswalkers!
    This deck is not for T2. Not even for Legacy. It's for casual/casual multiplayer.

    Posted in: Planeswalkers!
  • published the article Volleyball Lightning
    As the name implies, Sarkhan Vol loves to empower my tramplers and aggro critters, not to mention clearing out the blockers in my way.
    Posted in: Volleyball Lightning
  • published the article Wow, Faeries.
    Muh Gosh, all I need is Sunken Ruins. Muh

    And no, I'm not using this in the MTGS Standard League.
    Posted in: Wow, Faeries.
  • published the article A Competitive Deck?
    Yes! I'm actually building a competitive T2 deck! Incredible, yes. I need help constructing the sideboard.

    There are many things I could do with the deck, but I'm not sure what to do. Plus my sideboard is unknown. I really wanna condense it to 4-ofs.
    Posted in: A Competitive Deck?
  • published the article Vote or Die
    Well, it's that time of year again. Time for the 2008 MTGSalvation Forum Awards. Now, I'm not going to pretend that I don't want you folks out there to nominate me. That would be silly. Of COURSE I want you to nominate me. But don't do it just because I told you. Do it because you want to.

    The Forum Awards have been responsible for stirring up a lot of drama in the past, and even I've been responsible for some of it. But it doesn't have to be like that this year. Just nominate who you want on the ballot, and vote. Don't drag it out or complain. Don't even try to campaign too hard for yourself or others. I'm not going to say you shouldn't campaign, just don't try to 'hate-draft' this year by making your group all lean to one nominee just so the other guy won't get it, when they probably deserve it more.

    The point is, politics are for Debate. This is a fun contest. It's all up to you who you vote for when the time comes. Don't let nobody tell you differently.

    That being said, GO NOMINATE. That way your favorite members can get on the ballot, and you won't have to pick and choose a week from now.
    Posted in: Vote or Die
  • published the article The Empire Strikes Back
    My first set was met with mixed results, but I'm more proud of this one!

    A million thanks to mysticspeculation for all of her help. The set would still be in development and not nearly as polished as it is without her help.

    Check them out!

    A New Hope
    The Empire Strikes Back

    Comments welcome! Suggestions for Return of the Jedi would be great too. We're trying to decide on what to use for a set symbol, too.
    Posted in: The Empire Strikes Back