MTG Pauper M15 Core-only BW deck

I mentioned a while ago that I bought playsets of all common cards from Theros up to Dragons of Tarkir. I decided this weekend to make a Black-White Pauper deck using only cards from the M15 Core Set to try out against a couple of Fate Reforged Intro decks I have and some kids at school. So far it’s performing fairly well, if a little slowly. First the card list, and then I’ll give my thoughts on it so far.

Creatures (16)
2 Carrion Crow
2 Child of Night
2 Heliod’s Pilgrim
2 Oreskos Swiftclaw
2 Soulmender
2 Sungrace Pegasus
4 Typhoid Rats

Spells (24)
2 Covenant of Blood
2 Divine Favor
4 Eternal Thirst
2 Oppressive Rays
4 Raise the Alarm
4 Sign in Blood
4 Triplicate Spirits
2 Unmake the Graves

Land (22)
4 Evolving Wilds
9 Plains
9 Swamp

Total cost was peanuts (this is Pauper, after all). If you paid $0.10 per card it would be $6, which is about what I paid for all the M15 Core commons together.

I have 8 cards which generate 1/1 tokens (Raise the Alarm and Triplicate Spirits). Those are nice, and I’ve been able to make them work each game.

I originally had 2 Festergloom in there, but I realized (belatedly) that they would kill off my own white tokens. Maybe it would fit into a Mono-Black deck. I swapped them out for Unmake the Graves. I have yet to draw that card, but I think it might not be helpful given the number of tokens I’m using versus creature spells.

Oppressive Rays works well to slow the pace and make sure my 1/1 wimps can chip away at the other player.

Divine Favor hasn’t helped too much. It might be good to boost Oreskos Swiftclaw‘s toughness, but how often will that happen?

I’ll tweak it some more. Suggestions always welcome!

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Chaotic Trading Cards up for grabs

A few years ago I bought a whole bunch of booster packs for the Chaotic Trading Card game. The kids and I sorted through them all, organizing them by colour, type, and coolness.

We played a few games, but mostly the cards just sat in a box on my armoire. I’ve since moved on to other games, and I only use the Chaotic cards when I need to stiffen up a print and play game in sleeves. It’s time to purge.

So I thought I’d check to see if anyone who reads this blog wants a bunch of foil Chaotic cards, the rare or better ones. Here’s a list of the different factions and the number of each rarity:

OverWorld: 16 (12 rare, 3 super rare, 1 promo)
UnderWorld: 20 (18 rare, 2 super rare)
Danian: 16 (16 rare)
Mipedian: 11 (9 rare, 2 super rare)
M’arrillian: 9 (7 rare, 2 super rare)
Generic Mugic: 3 (2 rare, 1 super rare)
Location: 21 (16 rare, 5 super rare)
Attack: 34 (27 rare, 7 super rare)
Battlegear: 24 (16 rare, 6 super rare, 2 ultra rare)

The Ultra Rare cards are Warriors of Owayki (pictured) and Dread Tread.

Foil Chaotic cards

A few cards have some wear from slight play, and a handful (maybe 5 or 6?) have actual creases or dings (I was playing with a five year old). Note that the are quite a few duplicates of some cards (for example, there are 7 Landgore and 2 Winterclaw).

That’s a total of 154 foil Chaotic cards, mostly rares. It’ll probably cost a few dollars to ship them in Canada, and more to the rest of the world. Anyone have an offer? If you’re local and want to pick them up (or if you go to my school) you can have them gratis.

Magic: The Gathering and World of Warcraft TCG with Standard Playing Cards

A few months ago my 7-year-old son casually mentioned that it would be cool to play Magic: The Gathering (MTG, or Magic) with standard playing cards (sometimes called a poker deck or a French deck). We gave it a whirl. He won, naturally, as he was making up the rules.

But he got me thinking about how to craft a Magic-esque experience with the cards that everyone has in their homes. Magic is fairly difficult to explain to people once you understand and appreciate some the complexity that makes it awesome. The simpler parts of the game, tapping for mana and attacking with creatures, are often lost in the avalanche of keywords and strategies.

The first TCG/CCG I really learned was World of Warcraft Trading Card Game (or WOWTCG), with has a fair bit in common with MTG. You play allies (like creatures), resources (like land for mana), and abilities (like non-creature spells) in a similar fashion. A major difference in WOWTCG is that you can play any card as a resource. For example, you might draw an “expensive” card and realize you’ll never get to play it. Lay it face down as a resource instead, and it now serves to make your other cards more viable.

So I combined that WOWTCG component with MTG to make the following game. If you don’t already know how to play MTG or WOWTCG this will likely be too brief of an explanation. A ton of stuff isn’t included (enchantments, equipment, artifacts, sorceries, and approximately a bazillion keywords and mechanics). All non-creature spells are instants.

The Setup

The game requires one deck of 52 standard playing cards.

Choose a dealer somehow (e.g. cut for a high card). Shuffle the deck and deal 7 cards to each player. No mulligans are allowed. The remaining cards are placed between the players and to one side; they make up a shared library.

Each player begins with 20 life points. Track them on paper or with dice.

Anatomy of a turn

The same steps apply as for MTG: untap, upkeep, draw, main, combat, main, end. Everything’s normal here. Creatures still have summoning sickness, blockers are declared in the same way, etc.

One major difference is that the active player can play any card as a Land (source of mana)… there are no specially designated Land cards. This is the bit from WOWTCG, see? Below is the list of card meanings.

Because the deck is shared, you’ll need a common graveyard. When the library is depleted, shuffle the graveyard to replace it. The maximum hand size of 7 at the end of any turn should ensure there are always cards available for the library.

Winning

You win by reducing your opponent’s life total to zero.

Card Meanings

Suits don’t matter. Here are the card meanings based on their values. You’ll probably want to keep this handy if you’re playing.

Ace: A 1/1 creature for 1 mana.

2: A 2/2 creature for 2 mana.

3: A 3/3 creature for 3 mana.

4: A 4/4 creature for 4 mana.

5: A 5/5 creature for 5 mana.

6: A 6/6 creature for 6 mana.

7: Instant: Counter spell for 3 mana.

8: Instant: Cause 3 damage to target creature or player for 2 mana.

9: Instant: Gain 3 life for 2 mana.

10: Instant: Give a creature +4/+4 until the end of turn for 3 mana.

Jack: Instant: Destroy target land or creature for 4 mana.

Queen: Instant: Cause 1 damage to every creature for 2 mana.

King: Instant: Draw 2 cards for 3 mana.

Reference Cheat Sheet

Here are some little card meaning reference sheets that should fit nicely inside of your Bicycle deck box:

MTG-WOWTCG-FrenchDeck-CheatSheets

Feedback?

Please comment with happiness or concerns. I’ll try to play this sometime and then I’ll have some feedback for myself as well.