Welcome to the season season of Flippin’ Orbs! In this episode we talk about how the ban & restricted list looked like in it’s first year and then we have an interview with Titus Chalk lined up for you guys. Titus is the author of the book generation decks and has a lot of knowledge about the early days of magic. Enjoy!
In the season finale we talk about TwiddleVault, highlander, removal and a Kickstarter that wants to bring a new high tech sleeve and certification service to the market for Magic players & collectors.
In this episode we talk about how we prepare for a tournament, choosing a deck, testing, building a sideboard and more. Then Seb and Gordon talk to collector and player Marc Lanigra about him, his collection and his best tips for collecting Magic the Gathering cards.
This time we take a closer look at the deck UR Artifact Aggro. We discuss how it’s played, how the deck is different with EC rules and the Swedish B&R, it’s matchups, variations and why it’s sometimes called Machine Gun. After that you can listen to a interview Grant did with Matt, one of the finalists from the Old School Player’s Ball.
This deck is all about making life miserable for your opponent by taking away all his or her lands, because who needs lands anyway? That is of course something many decks focus on, but this deck does it without a single Stone Rain, Sinkhole or Ice Storm.
Ali From Cairo was once restricted in Type 1 for being too powerful, but in 93/94 we can play four of them so of course we should! The thing that makes Ali so powerful is that you essentially become unkillable if he is in play. The problem is that Ali more often than not doesn't stay in play that long, a problem this deck is designed to fix.
Karma Tomb is certainly a deck that will give you bad karma. The main plan of the deck is to use Cyclopean Tomb to disrupt your opponent's mana by turning his or her lands into swamps. And if that's not enough it also uses Karma to slowly kill them in their upkeep.
The Lands deck can be built in many different ways but something that should always be present is some number of Fastbonds. It should also have something that draws cards so you really can use Fastbond, like draw sevens or Howling Mine. Other than that it can be either a control deck or a combo deck.
Arboria is a little used Legends card with a very special ability. If you read it you immediately understand that it is a really powerful card, but also that it's hard to use in a practical way. If you want Arboria to protect you from harm you can't even play lands and develop your mana so how can you win with it in play? Actually, Arboria has two "loopholes" you can use.