February Tournament Schedule

THE END GAMES

FEBRUARY TOURNAMENT SCHEDULE


Magic the Gathering

Feb 2nd and 3rd: Gatecrash Release! @2pm each day $25 pre-reg / $27 at the door. Sealed deck tourney. Pre-register for both and get in for only $45

Sunday Feb 10th: Modern Tournament @2pm $6 / $7. First place wins a Foil Spell Snare, Second place gets a foil Sword of War and Peace.

Sunday Feb 17th: Legacy Tournament @2pm $10/$12 for a Foil Misty Rainforest

Sunday Feb 24th: Win-a-BOX of Gatecrash! @2pm $10/$12 Minimum 8 players.

Magic Drafts every Wednesday @7pm $13 ($3 if you bring your own packs) and Thursdays @9:30pm

EDH League every Saturday from 5-10pm, $5 entry.

Yu-Gi-Oh!

Saturday Feb 9th: @2pm Yu-Gi-Oh! Tournament standard format. $6/$7 Winner gets 2x Ultimate Rare Solemn Warnings, 2nd place receives 2x Samurai Assault Special Edition Packs.

Standard store credit tournaments every Saturday @2pm, $5 entry.

Board Games

Saturday Feb 23rd: Settlers of Catan Tournament, $5/7$ entry with a 12 man limit, so Pre-register today! Prizes include a copy of Settlers of Catan as well as store credit and random goodies.

Our board game group meets every Thursday night @ 7pm. No charge just come hang out and enjoy some games you may have not played before.

Video Games

Saturday Feb 16th: Our third Super Smash brothers tournament will be going down. 11Am Signups begin, $10 Venue, $5 per tournament entered. There will be Brawl and Melee with Singles/Doubles for both.

Any questions? Call or email us! (434)973-2205 or omegagamesllc@gmail.com

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January Tournament Schedule

Hey Folks, here is the upcoming tournament schedule for the month of January. Check it out and get ready for some games!

THE END GAMES

JANUARY

TOURNAMENT SCHEDULE

MAGIC THE GATHERING

6TH SUNDAY:FRENCH EDH for a FOIL VESUVA and an Italian MAZE OF ITH from THE DARK, Min 8 $10/12 @2pm

13th SUNDAY: Modern Tournament for ALT-ART KARN, THE LIBERATED & FOIL SECOND SUNRISE! Min 8 $5/6 @2pm

19th SATURDAY: Win-A-Box FOR A YEAR! (2013) Standard Format, Min 20 Players $20/25 @ 2pm

20thSUNDAY: LEGACY Tournament, 15 Proxies allowed, for a FOIL STONEFORGE MYSTIC! Min 8 players $5/6 @2pm

26th SATURDAY: GATECRASH Pre-Release $25 @ Midnight (12am)

GATECRASH Pre-Release $25 @2pm

27th SUNDAY: GATECRASH Pre-release $25 @2pm

FNM Every Friday @7pm $5 with a draft afterward for those interested

EDH League every Saturday @5pm $5

Wednesday Draft @7pm $13 or $3 Table Fee with your own packs

Thursday Draft @9:30pm $13 or $3 Table Fee with your own packs

YU-GI-OH!

12th SATURDAY: Yu-Gi-Oh! Tournament –

  • 1st Place Gets 11 Packs (3 Abyss Rising, 3 Return of the Duelist, 3 Hidden Arsenal 6, 2 Duelist Pack Yusei 3)

  • 2nd Place gets 3x Samurai Assault Box (3 Packs and Super Rare inside each)

  • 3rd Place gets two packs of sleeves.

    Min 10, $5/6 @2pm

CARD FIGHT!! VANGUARD

20th SUNDAY: Vanguard Tournament for a Box of EXTRA BOOSTER VOLUME 2 Banquet of Divas, $5/6 @2pm

 

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Play Claw Promo Code!

Hey folks, we have a tasty treat here for you at The End. Our friends over at Detroit Gaming have just recently become Play Claw partners on Youtube. If you are at all interested in recording yourself play, either for streaming or making some sweet compilation videos, this is the place to start! Check out this video for a quick demo and a link to the code! Promo Code

If you are a fan of PC gaming then check back frequently for new videos as they are always adding content!

Detroit Gaming YouTube homepage.

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Fog’s Draft Spot

Fog’s Draft Spot

Let’s look at black in Return to Ravnica for drafting. Once again we’re looking at commons and uncommons that you’ll run into during a draft and we’ll see what’s worth scooping up and what’s worth leaving be.

Black/green and black/red decks seem to both be good in draft as long as you can handle some fliers. If you can, then you usually have a great chance of taking down the draft with speed, removal, and scavenge.Also as a basic note on drafting, try and remember that from the first pick, it goes past just your cards.

When you open that first pack think of what you are passing and what will be taken out of your pack by the people to your left. You can pass a bunch of one color taking a lesser card of a different color to make the people to your left fight over that color, hurting them and hopefully helping you on the second pack. You can also just take the best card of the deepest color knowing that they’ll be getting into your same color but you get 2 of the 3 packs going that way so they should be suffering on those packs. You’ll get less on the second pack but that’s where you can work on your other color. Whatever you do try and find what’s being passed in the first pack so you get the hook ups then, and in the third pack. Stay flexible, don’t try and force a deck unless you find a loophole. If you get experience with many different decks and colors, then you’ll be at your prime for drafting.

I consider it a success if I don’t have to ever play this guy.

Assassin’s Strike: Six mana for a removal and they have to discard a card. Looks pretty good except for the mana cost and that’s the problem I have with this card. I feel like you usually get to 6 mana and removal is good but I’m not a huge fan of this card. If this is the only high drop I have in the deck then I’ll run it but there can be no other 6 drops so I have no chance of getting multiple in my first ten cards.

Catacomb Slug: A whopping 2/6 for 5 mana, WOW! I consider it a success if I don’t have to ever play this guy. He could be ok in a hold it down deck that wins in a freaky way but if you can play anything else, you’re smart.

Cremate: One black to remove a card from the graveyard and draw a card. You can run this as a 23rd card if you have to but it belongs in the sideboard. You don’t lose much having to run this straight up except for curve right off the bat which is reason enough to draft one super late and throw it in the board.

Daggerdrome Imp: I’ve drafted this flying 1/1 behemoth a few times and he’s a good 2 drop. Definitely good if you have ways of making him bigger, scavenge or anything else. Not my favorite dude but can be annoying. I would never take him high but if there’s nothing better and you’re already locked in black, go for it.

Dark Revenant: A 2/2 flier for 4 mana isn’t the best. The fact that if he dies, he goes back to the top of your deck makes him a mystery. I could see that ability helping and hurting in different situations. The best thing he has going is that he flies, not too many fliers in either red/black or green/black. So don’t take him early but if I have to play one, I’m going to be alright.

Dead Reveler: This cat’s pretty decent, a ¾ unleashed beast for three mana. A good way to keep the beats going after a two drop. He’s good with tricks too and removal. He gets tired of running into 4 butts so have a way to clear the way. I’d take him whenever there’s not something clearly better for your deck, never terrible.

Destroy the Evidence: Yet another 5 mana cost land destruction spell that is a loser. Don’t look at it, just skip over it and you’re going to be alright.

Deviant Glee: The ol’ Unholy Strength plus possible trample. I’m never a huge fan of this kind of card, if you need a 23rd card, then you could do worse. The hope of making a behemoth and running your opponent down is good but one removal or bounce and booyow, you lose. You’re investing two cards into something that can be handled with one, try not to play this one unless you have to.

Drainpipe Vermin:  A 1/1 rat that can make your opponent discard when it dies. When I go into a draft, it’s a small goal not to have to play this guy. But he’s cheap to play, he’s a body, and has a small useful ability. He’s a 23rd card again, nothing better available, you can play this guy and not be too ashamed.

Grim Roustabout: This guy is a 1/1 unleasher regenerator for two mana. This guy I only want in a deck that holds it down until a bomb comes out. If you are D’ng up, you can run him, but overall not my favorite. On the beats he’s a grizzly bear that regenerates and can only attack, otherwise a 1/1 regenerator for two mana is pretty booty.

Launch Party: I’ve played this plenty of times to try it out. I’m not a huge fan of this card but what are you going to do, it’s removal and it’s an instant. You can do a lot worse than removal so pick up one late and run it unless you have plenty of better removal than skip over it or cut it in the draft to keep people away from black.

Mind Rot: This card I hardly ever run but I hate when my opponent plays it against me. Not a bad card at all especially if you don’t have a lot of three drop creatures. That way you’re not passing up playing a beater turn three for discard because you can still lose tempo in the game. Also, if you top deck this later in the game, it can be irrelevant and depressing.

Ogre Jailbreaker: A 4/4 for four mana that can’t attack unless you control a gate. For right now, it’s pretty easy, only play it if you have a lot of gates. After the next set comes out, this guy should be good in blue/black with fliers and this guy to hold the ground down.

Perilous Shadow: I’ve played this guy a couple times now, 0/4 for four mana that pumps +2/+0 for every two mana. This guy’s not terrible, he can hold it down early and become a threat later. The part I don’t love is that if they’re flying over, it’s hard to race with this guy, pump him, and still play spells to keep up with game. Take him late or if you’re already in black but definitely not a reason to go black.

Sewer Shambler: Little big stuff, this guy is a 2/1 swampwalking scavenging fool. I’m not a huge fan of this guy either, I know some people like having him. He’s just so small for three mana, I know he has this ability and that ability but 2/1 is just not enough. I’d say this guy belongs in the sideboard for the swampwalking ability. If you run him straight up and don’t play against black, it’s just not good.

Shrieking Affliction: This is the kind of card to stay away from. Some people might have discard or something that makes them think that playing this card is a good idea, it’s not. Think of each card in your deck having to hold it’s own in a match and this card could be a creature, a removal, or a combat trick. Playing this card makes your deck worse and less reliable.

Slum Reaper: A 4/2 for four mana that makes both players sacrifice a creature when it comes into play. I’ve played this guy several times and never loved him. I don’t think he’s bad in the right decks, maybe with scavengers or something but I don’t need him in the deck. I think if he’s top of the curve and you’re sacrificing a small-fry then maybe he’s good. Or most likely, if you’re playing against a deck with a higher mana curve, he’d be good to kill their bombs.

Stab Wound: Finally, a really good card for black. I have no complaints about this beast and would take 5 in a deck if I could. It shrinks a creature, it’s pretty cheap to play, it’s only one black and two colorless, and it can do direct damage. That’s a lot of upside, also it can just kill a flier. I have no problem taking this super early, late, or whenever, get it get it.

Get got.Tavern Swindler: “Little Filthy” This guy is a trap, every time I see him play or try playing him myself, I find myself relying on the ability he has. I think it’s because he’s only a 2/2 for two mana that he puts me in the position of losing because he’s just a grizzly bear. So by playing him, I’m losing, and then I’m forced to use his risky ability to try and stay in the game. You can do worse because he is a two drop, any creature over not having one on the second turn is good but this guy should be stayed away from if you can.

Terrus Wurm: A huge behemoth, 5/5 but for 7 mana. He does have scavenge for 7 mana but that doesn’t make this wurm good. Way too much mana for what you get, not worth clogging your hand up early to play this guy later, the payoff is not good enough. Don’t play this guy, avoid Wurmy Johnstone.

Way too much mana for what you get, not worth clogging your hand up early to play this guy later, the payoff is not good enough. Don’t play this guy, avoid Wurmy Johnstone.

Thrill-Kill Assassin: I’ve really been liking this dude. Unleashed, he’s a 2/3 deathtoucher for two mana. He can come down normal if they have a threat you need to neutralize or the reason I like him is that you can unleash him and he just beats and beats until they trade a higher casting creature with him. I say take him and run him and his brothers.

Ultimate Price: Removal, that’s good. This only kills a mono-colored creature but there’s plenty of those. I’d take this early to mid pack and be fine with it. Run it all day unless you notice 90% mutli-colored creatures in their deck, then you can sideboard it out but this should be good for you.

Zanikev Locust: 6 mana for a 3/3 flier that scavenges pretty cheap. This guy is borderline, it depends on the deck. If you’re doing a black/red aggro, you probably want your curve to stay pretty low but in any other color combo, this guy shouldn’t be that bad. Flying is good, 3/3 flying is good, and cheap scavenge is good. I like him in green/black but don’t love him in red/black just because of the six mana. Also, probably not worth running in green/black if you have other high costing spells that are legitimate bombs.

– Sam Fog
Check back in soon for the Green Bean!

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December Events List!


Saturday 1st – Board Game Tournament

Sunday 2nd – Mini Masters @2PM $5

 

Saturday 8th – Warhammer Fantasy @10PM $10/12

Sunday 9th – Dystopian Wars Legendary Battle 1500 Points/person $5/6 @11AM

French EDH $10/12 @2PM for a Revised Bayou!

 

Saturday 15th – Flames of War Gamer Club @10AM Yu-Gi-Oh! for a Playmat Sleeves and Deckbox (1st) and a Playmat (2nd) $5/6 @2PM

 

Sunday 16th – Standard Win-A-Box of Gatecrash $15/20 if there are 50 or more players Win a CASE! @2PM

 

Saturday 22nd – Warhammer 40k $10/12 @10AM

Cardfight Vanguard @6PM $5/6 for Pack Prizes

Sunday 23rd – MTG Modern for a Thoughtseize $5/6 @2PM

 

Saturday 29th – Halo Tournament! $10 (door fee and 2v2) $5 per additional tournament (for prize pool)

Sunday 30th – MTG Draft (Rare Draft) @2PM

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Fog’s Draft Spot

In this draft spot, we’re taking a look at the blue cards of Return to Ravnica. We won’t talk about the rares because if you see a good one, take it. In general, don’t forget to draft mostly creatures and things that kill creatures, if you stick to that, you’ll do better than a lot of opponents. There are plenty of exceptions but try to grab somewhere in the neighborhood of 14-17 creatures and the rest in tricks or removal. Try to avoid cards that are only good in certain situations when you could just have a creature in that spot. Blue seems to be best paired with white or red so you can take advantage of the multi-color love. Here we go…

Blustersquall
Aguus Steed: Four mana for a 1/3, that’s all you have to know. This would only work if his ability was good, this guy is terrible. Avoid in all situations, straight booty.

Blustersquall: This is an instant tap opponent’s creature or creatures if you overload. This is a good game winner, count it as one of your tricks as long as your creature count is up there. When you cast this you want to take advantage with a big swing, if you don’t have enough creatures, it will really only delay them a turn which is not good enough.

Cancel: This card is not my favorite, never has been. There are some decks you can draft which counters can be good but I’d rather have more creatures, more beats, more removal, any of this in place of cancel. You could also grab a late one or two in the draft to have in your sideboard in case you run against a deck with just high-costing bombs but in general, leave this card alone and you’ll be better and live cleaner.

Chronic Flooding: I’ve heard people say they like this card, or they’re good in groups, or things like this card is not terrible. These comments are all wrong, this card is a loser, even in a mill their deck deck. This card is too situational, too hopeful, too many dreams of locking their lands down and making them crush themselves. Just take any solid card over this every time, if I play these and you play creatures, I die.

Crosstown Courier: Here’s a 2/1 for two mana with a little mill ability when it does damage. This is guy is the heart of drafting right here! Not too good, but he is a 2 power for two mana. Many decks will hope for better and have better cards but when your other creatures are higher costing or your creature count is lacking, take some two drops. If you can find better, take em, but you need a nice curve to apply the pressure.

Dispel: I’ve put this in out of the sideboard before in case they have several instant game-breakers. That’s the place it belongs and used carefully. It has to have several good targets that it could possibly hit to put in, you don’t want to just see them play creature, creature, creature while you’re holding a dookie instant that could have been a body.

“I’ve seen player’s run this card and I’ve seen it a bunch. I’m not a big fan at all”

– Sam Fog on Downsize

Doorkeeper: This is the 0/4 wall for two mana that can mill them out. This guy’s fine, you can try to pair with tons of defenders for a mill out strategy which can win if it’s all perfect. But this guy should be paired with a good amount of fliers, that way you can take advantage of that 4 butt. He can hold down the ground while you beat in the air or become another win condition in a longer game.

Downsize: I’ve seen player’s run this card and I’ve seen it a bunch. I’m not a big fan at all, I would rather play a 1/1 monkey for 1 if at all possible. It’s just one of the lower low low combat tricks that are available in these sets. I know it can win games as a fog-type card or it could help you gang block a beast coming your way but once again, there’s something better and more consistant that you can play to help you gain advantage in the game, not sit around waiting on your opponent to play creatures. Stay away!

Faerie Imposter: This little beast is a 2/1 flier for one mana but you have to bounce a creature you have out back to your hand. This guy is the best friends with the ¼ bounce guy and good against arrests, stab wounds, paralyzing grasps, and several other things. I really want to play this guy if I have something that takes advantage of his ability, if I can get a bonus out of him and grab a 2/1 flier, I’ll be happy. Also, he’s fine to have in the sideboard in case you are playing against removal enchantments, good to take late in a draft, not too early.

Hover Barrier: 0/6 flier for cheap, blocks all day. I’m not a fan of this guy even though, once again, he looks good. Its good to think of every spot in your deck being used to win the game and take your opponent to zero life. If you have a plan to win with fliers and just need something to hold it down, it’ll be fine but think aggressive, swing a ding ding!

“Fits easily in the sideboard until you see multiple targeting spells”

-Sam Fog on Mizzium Skin

Inaction Injunction: A blue and one for a detain sorcery, draw a card. I’ve played this in a few decks and like it most in a very aggressive deck with a great mana curve. If I have hard removal, I’ll play that first, but that’s hard to come by. Otherwise, I’ll run creature, creature, creature and try and bounce or detain on through. Don’t take this card early but don’t be scared to play one for sure, it draws a card.

Inspiration: Another card that is fine, gains you card advantage, but at a cost. You have to spend the four mana and your turn drawing cards instead of playing a dude or getting a dude out of the way. A 23rd card for sure, don’t get trapped in a deck that flounders.

Isperia’s Skywatch: This birdman is pretty nice. I’d like to have at least one in a deck unless I’m playing all super low curve creatures. A 3/3 flying body in this format is a pretty great finisher. You also don’t have to worry about playing him for 6 mana and getting beat in the face for it because of the detain ability. Don’t be scared to take this guy pretty high up in the draft to at least have one.
Mizzium Skin
Mizzium Skin: This is my jam, if they have removal. It’s a fine card to run a one of as a trick. The hexproof is the usual gold on this beast, but the +0/+1 could matter at some point. Take it very low, it’s a 23rd card, and don’t play over a good good card. Fits easily in the sideboard until you see multiple targeting spells.

Paralyzing Grasp: A blue removal, that’s cool. Fine to have in a slow deck or a flier deck that can use help holding the ground down. However, not even close to as good as it would be if it would tap their creature. So that would mean that I’m not a huge fan of this card, if you’re mana curve is good, your creatures are aggressive, you’d much rather have something to get a creature out of the way for the beats. It takes a good amount of practice drafting a deck that tries to withstand getting beaten down and plans on winning slow and steady in the air. I’d take it if I have to when there’s no better card for my colors but it definitely wouldn’t sway into going blue.

Psychic Spiral: This is what you draft when your plan has failed. Take this and hope to mill them, go draft again.

Runewing: 2/2 flier for four mana that draws a card when it dies. This guys fine, when the pack has nothing amazing, I’ll take it. Definitely not a big impacter, but you got to do what you got to do, get it in. It’s a dude so that’s good, play if you don’t have better four drops because you don’t want too many. Also, good to have out of the sideboard against match-ups where you won’t be winning on the ground, you need every flier, call this guy out.

Skyline Predator: This guys a beast, a ¾ flier that gets flashed in for six mana. Six mana sounds pretty steep and it is, but this guy is bigger than 99% of the fliers you’ll face off against and come in to crush them. I’d take this guy pretty high most of the time unless there’s another great creature or removal that’s less mana, then I’ll pass him up. When in doubt, take the bird-like creature.
Soulsworn Spirit
Soulsworn Spirit: AKA “Sir Dunks a Lot” as Brain has dubbed him. This dude is my dude, a detainer that is a 2/1 unblockable. Four mana is not bad at all because you’ve just played your three drop, then they play whatever, and you follow it up with this long armed freak and beat face. I could easily see playing up to two of these guys, probably boarding out against one damage stuff and pingers but unblockable is a big deal in this format. I’d say he’s an early pick if there’s no clear better pick.

Stealer of Secrets: My boy! A 2/2 for three that draws a card when he connects to your opponent. A great tempo creature, friends with bounce or detain, a go-getter. I’ve drafted and played up to three of these guys and they’re great against everything that isn’t million dudes on the ground. If you’re in blue, there’s no bomb or amazing flier, then take this guy and don’t feel bad. Just remember you’re going to have to have something to clear the way or give him flying. You can always sideboard him out if you go vs. white green, but take em, draw cards, and love life.

“AKA Sir Dunks a Lot as Brian has dubbed him. This dude is my dude”

-Sam Fog on Soulsworn Spirit

Syncopate: This card is definitely good in draft in most decks. I’ve played super aggressive decks where I couldn’t actually force myself to take this over another good creature or removal but most of the time, this will be a fine pick. You’ll be facing off against a good amount of bombs in other peoples decks and they’ll be tapping out to cast them. So best way is if you have low creature curve, get your dudes out, beat the face, and then sit on counter. You could take multiple but just keep the critter count up.

Tower Drake: A great go-to creature. A 2/1 flier for three mana that can be pumped up with white mana. A no-brainer if you’re playing blue white and most other blue decks will play him too. It’s just nice to start the pain in the air on turn three, I’d take this guy early, late, whenever I have to, just don’t pass a better uncommon or rare but he’s good.

Voidwielder: This kid is my kid, a ¼ that bounces a creature when he comes into play. This guy is the perfect creature in most blue decks. You’ll be serving in the air with fliers, voidwielder comes in after you play your fliers, bounces a ground pounder, and then blocks beasts on the ground. Also, if your opponents are trying any creature enchantments, bonus! I like at least two of these guys in most decks, another creature that you take whenever you can, you can draft a lot worse than fliers and this guy, Little big stuff.

Thanks for reading another draft spot, give me any feedback you can, anything you’re thinking, and I’ll crank out some more colors and then some draft reports.
samfog

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Halo 4 Tournament. How it’s all going down @TheEnd

Halo 4 Tourney

Not only do we happen to be fans of the Halo series, but we have a few customers who want to “bring it”. If you are one of those people, want a chance to win some cash, or just want to smash one of the owners avatars in the face with a battle rifle, you totally can!

We will be running a FFA and 2v2 Ladder. After 2v2 play, Players may stay and take part of the FFA Ladder right after. We are withholding map information until the day of the tournament.

Be there at 6:00pm ready to get stomped!

2v2 Slayer / FFA

Game Types

 

Team Slayer

Abandon

Haven

Relay

Solace

 

General Settings

Friendly Fire = Enabled

Betrayal Booting = Disabled

Team Changing = Not Allowed

Map Loadouts = Disabled

Loadout Usage = Game Loadouts

 

Game Loadouts

Loadout Alpha

Primary Weapon = DMR

Secondary Weapon = Magnum

Armor Ability = Thruster Pack

Tactical Package = Resupply

Support Upgrade = Dexterity

Hide Loadout = Not Hidden

 

Loadout Beta

Primary Weapon = DMR

Secondary Weapon = Bolt Shot

Armor Ability = Jet Pack

Tactical Package = Resupply

Support Upgrade = Dexterity

Hide Loadout = Not Hidden

 

Loadout Gamma

Primary Weapon = DMR

Secondary Weapon = Magnum

Armor Ability = Hologram

Tactical Package = Resupply

Support Upgrade = Dexterity

Hide Loadout = Not Hidden

 

Loadout Delta

Primary Weapon = Battle Rifle

Secondary Weapon = Bolt Shot

Armor Ability = Thruster Pack

Tactical Package = Resupply

Support Upgrade = Dexterity

Hide Loadout = Not Hidden

Loadout Epsilon

Primary Weapon = Battle Rifle

Secondary Weapon = Magnum

Armor Ability = Jet Pack

Tactical Package = Resupply

Support Upgrade = Dexterity

Hide Loadout = Not Hidden

 

Traits

 

Base Player Traits

Equipment

Sensor Mode = Nothing

 

Movement

Player Speed = 110%

 

Appearance

Waypoint = Visible to Allies

 

Personal Ordnance

 

Left                                                               Center                                                        Right

Plasma x2                                                  SAW                                                            Speed Boost

Pulse x2                                                     Needler                                                       Overshield

Frag x2                                                       Beam Rifle                                                  Damage Boost

Energy Sword                                          Sniper Rifle

Gravity Hammer                                       Rail Gun

Concussion Rifle                                     Sticky Detonator

Scattershot

Shotgun

Pizza will be provided for all Halo 4 tournament players.

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Fog’s Draft Spot

Return to Ravnica Draft Breakdown

In this draft spot, I’ll break down the white commons and un-commons of Return to Ravnica as far as their worth in draft. No point of doing the rares or mythics because, they are mostly good, and are true no-brainers. Return to Ravnica seems to be a great drafting set and with all of the card prices climbing or sold out, I would draft it as much as possible. Look forward to me covering the other colors in future spots!

A known suspect.

 

WHITE:

ARMORY GUARD is a 2/5 for 4 mana that can get vigilance. Seems like a good mana cost for a big boy on the ground to hold it down as long as your flier count is up there. I’ve played much worse, that’s for sure then the old A guard.

ARREST is a lock-down enchantment that’s been great in draft since the beginning. Whenever you see it, take it, not much you would take over it with any color combination other than a rare or a very very solid creature if you have a shortage of creatures after pack one or two.

AVENGING ARROW is white removal for 3 mana after a creature has dealt damage this turn. I played this card the other day and found it, not terrible. It looks bad on the first look because the creature will either already do damage to your head or merc a creature that blocks it before you get to use a card to kill it. But it just reminds me how good any removal is, but if I had a few good removal and solid creatures, I’d probably leave this one alone, it’s do-able but just doesn’t compare to straight up removal.

AZORIUS ARRESTER is a  solid 2/1 for 2 mana that detains a creature when he comes into play. I’m pretty sure with 23 of these in a deck and land, I’d win some games. Seems like a good creature especially to keep your mana curve low, good to have some two drops to begin the beating and he has the 2 power you want and also isn’t a dead draw late in the game, aka you can win the game with it. I say draft em.

AZORIUS JUSTICIAR is another fine creature, a 2/2 for 4 mana. Meh, so that’s not the best, but this guy is also a game winner with its ability to detain two creatures. So you can sandbag him for awhile then drop it to clear the way for a final beatdown. You can also play it early to get the tempo in your favor, I’d like about one or two of these in a deck, probably one and look for bigger threats for 4 mana.

BAZAAR KROVOD is another 2/5, this one for 5 mana. This one has a random ability that may come in handy one day but nothing worth counting on. It pretty much has a large butt and can go with a bunch of fliers once again. If I don’t have tons of fliers, I stay away from this freak.

CONCORDIA PEGASUS: is the 1/3 flier for two mana, my boiiiii! I love a couple of these or even just one, the little flying horse is a nice way to start the game on turn two. It can get you some flying damage in, or turn into a blocker for at least all the two power fliers in the format. Also a great enchantment target it you have anything to load up, you can do a lot worse than playing one or two of these winged beaters.

ETHEREAL ARMOR is the enchantment that makes a creature bigger for each enchantment you control and gives it first strike. This is a definite 23rd card if you have a good amount of enchantments, I don’t like to risk getting two-for-one’d unless the payoff is big and this one is not good enough.

EYES IN THE SKIES is the 4 mana instant bird token and then populate card. I’m a fan of this card as well. At the very worst if you have nothing else to populate, you get two birds out of it. The potential of getting you something else jumungous makes this card an auto include if you have a couple token cards.

FENCING ACE is another two drop, this one has double strike on a 1/1. Another fine creature that of course is better if you have any pumps or enchantments. I like a deck to have a good amount of two drops, so as you draft, keep in mind to grab at least 4 or 5 two drops if they’re decent. That will start the pressure for the bombs you’ll be bringing later, put the heat on them!

KEENING APPARITION  Pretty much refer to above. Another two drop, this is a 2/2 bear that can sac to kill an enchantment. I’ll take it. The ability can be useful and it comes down early and beats. Early in the picks, I’d just take better cards over this kind of guy, but if that’s all that is left I’ll take it. Or later in the draft, you may have to take this kind of card over better more expensive(mana) cards if you curve is already too high.

KNIGHTLY VALOR I like this card, a 5 mana enchant creature that spits out a 2/2 vigilance when you play this and also gives the enchanted creature +2/+2 and vigilance. This turns a small flier into a beater and a blocker, with the added bonus of giving you another chump. I try and save this til they’re tapped out because even if they kill the creature after the enchantment has been landed, then at least you got your 2/2 out of it and it’s a one-for-one you can live with.

PHANTOM GENERAL is a 2/3 for four mana that pumps tokens. Seems worth taking. He’s a body on the ground, not huge but can block 2/2’s but you have to have at least two and hopefully three token makers to really make use of him. If you take this guy in first pack and don’t see the token making stuff in your colors, then it will be an unplayable wasted pick, but I’d rather snatch this guy later in a draft after I could see that he’d be good in my deck.

ROOTBORN DEFENSES: is populate and your creatures are indestructible. This is not a bad trick card, it’s a three mana instant. This kind of card you do want to limit though, I want most of my deck creatures and removal if not all, so what I don’t have in removal I can make up in tricks, this would be a fine one if I have tokens but I wouldn’t play it over solid creatures or removal.

SECURITY BLOCKADE I played this the other day, it’s a fine card. Nothing amazing, nothing terrible, you get a 2/2 for three mana, there’s not much land destruction so you’ll get the prevent effect probably for the rest of the game. If there’s better stuff, take it, but if this is all that is in a pack for your colors, feel fine snatching it up and running it.

SELESNYA SENTRY I like this guy, he’s 3/2 for three mana, that’s enough for me. A solid beater. He also has a regenerate ability for green that you may use someday. He trades with higher costed guys and if they don’t have blockers, or you have removal, he gives a lumping. This guys fine unless you can find fliers instead.

SELLER OF SONGBIRDS Three mana for a 1/2 and cranks out a 1/1 birdie. Not terrible, not great, I’m guessing I ususally can find a better creature in the pack but if not I’d take em and hold him as the 23rd card unless I can find anything else decent to boot him.

SOUL TITHE is kind of like removal. An enchantment that makes them pay the creatures mana cost or let it go. Card is good early game but not so great late, as the mana is tight for the first couple of turns. I’d probably be happy to have one in my deck but once again, don’t take it over real removal or a great creature, it’s lower tier.

SPHERE OF SAFETY is usually going to be un-runable. A 5 mana enchantment that makes them pay mana equal to the number of enchantments you have in play for each of their creatures that wants to attack you. Even if you have several enchantments in your deck, on turn 5 you’re playing an enchantment instead of a threat or removal, and it’s effect is soft, depending on other things of course.

SUNSPIRE GRIFFIN is a well balanced card. A 2/3 flier for three mana, but the cost has double white in it. I’ve taken other fliers that aren’t as big over it just because of the double white. It really depends on your mana base though. Great card if you can get the white mana, you would probably have at least 8 sources in hope of hitting it on turn three if you’ve drawn it. If you do have the mana, a no brainer include or grab several of them and have the biggest butts in the air

SWIFT JUSTICE I like this cards trick a lot. If you have a lot of creatures and need a trick, this, for one mana, gives first strike, +1/0, and lifelink. All good things! I take one every time if my creature count is high, it is great straight up removal.

TRAINED CARACAL is a 1/1 lifelink for 1 mana. I have run this card and I may have to do it again. I’m not proud of it but sometimes you just need cheap creatures because you’ve already drafted a bunch of good 3 drops and higher. He gets it on! Besides, who doesn’t like free life?

TROSTANI’S JUDGMENT is an instant, exile creature and populate, for 6 mana. This card looks too expensive but in this format, seems real good. Taking away one of their bombs by the time you can cast this, and hopefully you’re playing a couple of token generators in your deck to make this card real good. I’m sure I’d take two if I could get them but that’s the cutoff because of the mana cost. I’d take this over a decent creature early on because you can fit in other creatures but white removal is hard to come by.

 

That’s the breakdown of the white cards from Return to Ravnica and what I think of them for drafting and getting it on. Let me know what you think and I can run down the other colors, do some drafts and let you know.

-Fog.

 

 

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Calvin Lai breaks down his 116-MAN Prerelease win!

How an Azorious Player Won the End Game Center’s Midnight Prerelease (and a Full Set of Dual Lands) Of the five possible guilds you could pick at the midnight pre-release, Golgari (B/G) was the first guild to run out of … Continue reading

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Cube Draft Report!

Welcome to the very first cube draft report from The End Games. In this article I will introduce you to my all time favorite format, cube and just a brief bit on my own magic history so you get to know me a little.

To start things off my name is Thomas Rowe. I have been playing magic since 1994 when my older brother got me to play with him since the game was still very new at the time. I have been playing off and on since then, taking breaks when necessary like most long term players have do. I started back up in the local standard scene during planar chaos. I have had a little success in the local constructed scene. but I pride myself  in limited though. With my ability to evaluate cards very efficiently and being able to pick up reads from the other players while drafting I am at my best playing limited.

Now many of you who read this probably know what cube drafting is, but for those who don’t I will do my best to describe it. A cube is a combination of cards designed by someone to draft or played sealed with. No magic card in the cube is repeated, aka singletons. There are several different type of cubes out there. You have your tribal creature cubes, your pauper cubes, standard cubes, cubes with power nine and cubes without power nine. My personal cube has been powered and un-powered, but currently it sits as semi powered since the main consensus seems to be that time walk and black lotus are just to high up on the power level and need to be excluded. A cube designer takes great pride in making his cube and tries to make things balanced as possible between the different colors, lands, artifacts, and multicolored cards.

Now on to the tournament report:

We had six players this past Monday night. Logan on Rakdos aggro, Derrick playing junk, Chris playing w/b/r aggro, Eli on U/B/w control, Hunter on America, and myself on g/u ramp. These past two cube drafts I have been wanting to try and draft a ramp deck because no one has truly gone all in on that strategy yet and I wanted to see if my cube could muster a solid ramp strategy or not. I do not remember my exact pick order but I did first pick a Joraga Treespeaker. Other notable picks were getting passed Ancestral Recall 2nd pick 2nd pack which was a correct pass by Eli since Upheaval is a must hate or a must play card. I also picked up two on color Mox’s late in packs and a timetwister which was pretty solid for me all night.

Here is the list I ended up running:

Creatures:
Noble Hierarch
Joraga Treespeaker
Fauna Shaman
Coiling Oracle
Trygon Predator
Imperious Perfect
Yavimaya Elder
Wolfir Silverheart
Deranged Hermit
Wurmcoil Engine
Primeval Titan
Woodfall Primus

Spells:
Mox Emerald
Mox Sapphire
Ancestral Recall
Worldly Tutor
Regrowth
Rampant Growth
Into the Roil
Sword of Fire and Ice
Sword of Feast and Famine
Cultivate
Timetwister
Fact or fiction
Plow under

Lands:
Breeding Pool
Hinterland Harbor
Ancient Tomb
Polluted Delta
Tectonic Edge
2 Islands
8 Forests

Some changes I would make with my main deck after playing this deck. I would of played the Riftwing Cloudskate, the Treachery, and the Staff of Domination main deck I was just worried about the double blue in their casting cost but that did not end up being an issue getting to in my games and I ended up siding those cards in the majority of the games I played.

Round 1 I played against Hunter playing America. In the first game he got off to a very aggresive start and I could not stabilize the board before he killed me. Game two I had the pretty much unbeatable ramp hand,  playing a 5 drop turn three into a 6 drop on turn four. The final game I managed to stabilize from Hunter’s early aggression through the use of Staff of Domination and using Tectonic Edge to take Hunter off his 6th and 5th land when I Regrowthed the Tectonic Edge.

Round 2 I played against Chris playing w/b/r aggro. The first game he had a very aggressive start and I tried my best to stop my life total from hemorrhaging but I was lacking the threats I needed earlier in the game and ended up using Timetwister to find all of my threats to late into the game. Game two was another monster hand for me with a turn three Wolfir into a turn four Primeval Titan which was just way too much for Chris to deal with that early into the game. The final game I kept a hand that was very dependent on having my Noble Hierarch live, with the two swords coming out early against him. Unfortunately he Pithing Needle bugged (Phyrexian Revoker) one and then killed my Hierarch before she could pick up the other sword, and proceeded to kill me on his turn five.

Round 3 I played against Derrick and his “Junk” deck. Derrick came out to a very good start with an early Tarmogoyf and Ohran Viper but he made a poor decision to swing into my Deranged Hermit and his four squirrel friends, trading my hermit and two squirrels for his board. I then proceeded to start dropping my bombs onto Derrick’s board and he did not have an answer for all of them. The second game we played started with an aggressive hand from me but Derrick put up a strong defense and soon the board was a stalemate. He tried to end that stalemate with an Eldrazi Monument and turning all of his creatures sideways for a lethal swing, but I had an Into the Roil for the Monument in my hand(incredibly strong card from the games I have played with it in cube) and ate some of his important creatures. I still had the issue of a stalemate on the board and Timetwistered to try and get more of my bombs to lay the pressure on. Eventually I drew my Staff of Domination and with every mana source in my deck in play I took over the game by tapping his creatures down and making him have to make very unfavorable blocks. Eventually I ground out the win with only three cards left in my library!
Logan ended up winning the tournament with Chris coming in second and myself in third. My feelings on ramp are that my cube does indeed have the cards to support it and the games I lost were the typical ramp draws you can get, one with very threat heavy but no acceleration, or very ramp heavy but no fatties. I would strongly recommend this archetype as a serious contender to winning your draft.

This is my first article and I hope you all were entertained or at least learned a little more about cubing. I hope to see some of you all at the next cube draft. I am trying to run them once a week at The End Games starting around 6 P.M.

Thanks for reading! All comments and questions are welcomed =)

Thomas Rowe

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