Tuesday, September 22, 2015

Battle for Zendikar Pre-Release Weekend Schedule


The Time has come and BFZ pre-release weekend is upon us. Wizard Den wants you to come prepared. So, we're back with our official events Schedule. Turns out, you need to know when events are, if you want to attend them.

Battle for Zendikar
Pre-release

Entry: $21 per event
Prizes and number of swiss rounds will be determined for each event based on attendance. 


Friday September 25th
Midnight Pre-release Sealed @ 11:59pm

Saturday September 26th 
Noon Pre-release Sealed @ 12pm 
Evening Pre-release Sealed @ 7pm 
Midnight Pre-release Sealed @ 11:59pm

Sunday September 27th
Two Headed Giant Sealed @ 12pm
Pre-release sealed @ 5pm

Thursday, October 1st
Battle for Zendikar Release Bootser Draft @11:59pm 


Anyone who participates in all 6 of our sealed events this weekend, also gets free entry into release draft! (You didn't want to sleep anyway)



Once again, we'll be raffling off additional prizes at every event this weekend. Kicking things off right, we'll be raffling away a FTV: Angels Friday @ Midnight. 

Who needs Eldrazi when you have swag?




Tuesday, September 8, 2015

Battle for Zendikar Pre-release and Pre-orders!


It's that magical time again. Sure, summer may be over, but Battle for Zendikar Pre-release events are right around the corner. Incase you didn't already know, Sealed product is already available for pre-order through www.wizardden.com or in our retail store. Once again, we're discounting our Booster boxes and Cases on all pre-orders placed before Oct, 2nd.

Pre-Order Special

Booster Boxes @ $94.99 

Booster Cases @ $559.99

Fat Packs @ $34.99


Discounts only available to pre-orders placed before October 2nd. 


Battle for Zendikar
Pre-release

Entry: $21 per event
Prizes and number of swiss rounds will be determined for each event based on attendance.

Friday September 25th
Midnight Pre-release Sealed @ 11:59pm

Saturday September 26th 
Noon Pre-release Sealed @ 12pm 
Evening Pre-release Sealed @ 7pm 
Midnight Pre-release Sealed @ 11:59pm

Sunday September 27th
Two Headed Giant Sealed @ 12pm
Pre-release sealed @ 5pm

Thursday, October 1st
Battle for Zendikar Release Bootser Draft @11:59pm 




















Thursday, August 27, 2015

Judge's Den Break and Sale Announcement


I'm sure you are all looking forward to Battle for Zendikar as much as we are here at Wizardden.com. With spoilers coming out, Judge's Den is on hiatus so we can shift our focus to Battle for Zendikar. Though I do have one spoiler for you today, that is not the main announcement. Summer's End Singles Sale is starting tomorrow.

15% off all singles this weekend only. That's Friday the 28th through Sunday the 30th. We know many of you are going back to school or have work picking up as the season draws to an end, but we want to ensure you can keep playing. Take advantage of this sale to get what you need for the next month and the rest of Fall.

Guardian of Tazeem. That is the spoiler from BFZ. With the Magic the Gathering Worlds tournament going on as I am writing this we were recently treated to this fun sphinx. The rep from this set's design team alluded to more instances of this land-type-matters version of landfall that I am super excited about. Without further ado Guardian of Tazeem.

Monday, August 24, 2015

Magic Origins Draft #2


Hey everyone! Josh here bringing you yet another Magic Origins draft. I had initially anticipated bringing you the Magic Origins Limited Championships, but... Well here's the pool, I'll let you judge what happened and why we won't be watching that today.


After seeing this I realized there were probably far too many profanities to actually show this to you as the pool was atrocious. I had to tell myself that MTGO can only get me down in things I can't control, I.E, a sealed pool. So, without further introduction, Magic Origins Draft #2!!



Round 1


Round 2


Round 3


I'm hopeful some of the more creative plays that can be found in Round 3, especially, are helpful to you and your future drafts. This set is so powerful and interactive it feels as though we are far from any of the core sets of the past. I'm a huge fan of Origins and hope to bring you at least one more draft before the release of Battle for Zendikar. Thanks for watching!!

Happy Battles,
Josh Kreiter

Wednesday, August 19, 2015

The Biggest Change Needed to MTGO Play Points

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Hey everyone! Josh here with wizardden.com here to talk about the hot topic of MTGO and the new Play Point system. I, like many of you, grind often on MTGO and the new Play Point system is a radical change that has caused several of my friends and acquaintances to jump ship which happened, in my opinion, a bit prematurely. I don't want to dabble too much into the EV and numbers game though I will touch briefly on it as the numbers will tie to my main point. Their concern, of course, is why should I continue to play on a client where I am rewarded with points that are essentially worthless? Well, if the changes I'll be discussing are implemented, which I think they will be in the near future, the Play Point system could be a great thing for Magic Online.

I must admit I'm not sure if this was the actual beginning of a beautiful thing or not but it is the first time I directly encountered it.

The day was August 6, 2014. I crammed into my father's Suburban along with my teammates Tim Zaleski and Brian Young and the star studded team of Daniel Gardener, Christian Calcano and Miguel Gatica on our way to Portland to play some team sealed. Aside from the excitement of putting a ton of practice in to the format I was excited to see the unveiling of the new Prize wall system. I always enjoy playing side event drafts at these events (as limited is by far my best format) but would occasionally feel down on the fact that all I am doing is bringing home a box or two of whatever the most recent set was. That all changed here, Prize Points were the hot new thing and they were definitely awesome. Being able to change my successes into something that was actually relevant to me was a pretty cool thing and something I know a lot of other players welcomed with open arms. This is something I wish we could get excited about with MTGO.

prize wall

I propose a "Prize Wall" for MTGO based on the new Play Points. The concern, of course, is how to put a price on items that will constantly have a fluctuating price via the ticket system. This is true, but with the implementation of the play point system it would cut in half the amount of fluctuation that occurs with these items as tickets are only one way to go about the purchase of this item meaning they will have a more consistent price overall. Under several other examples a Play Point is around 1/10 the value of the current ticket. So let's take for example a Black Lotus which is around 90 tickets currently, but to be generous, we'll call it 100 for this example. Setting up a Prize Wall where 1000 Play Points gets you a Black Lotus, 40 Play Points gets you a booster of any standard set and some other fun goodies like fetches and whatnot seems like a pretty good system. If there is a legitimate concern for the fluctuation in price of some of these items they could easily be updated during downtime (as long as it doesn't take an additional five hours like the change to this system did).

I'd like to briefly touch on the numbers game of this and why this would be beneficial to the community as a whole. Looking at 8-man events which currently have the lowest entry to highest EV we can find looking at 100 sample events with a 66% win percentage that we are up nearly 400 Play Points by the end of the ordeal. This is all well and good for going infinite on play with earning around 60 packs to poorly promote the growth of our decks. What happens when we decide to jump ship on MTGO and go to cash out? We are left with an excess of play points that will rot in our account until Wizards deletes it from the servers. Implementing a Prize Wall gives players the chance to turn their collection into a tangible item when it comes time to give it up.

I truly hope we will see this change occur in the near future and would love to hear if you feel the same. If you do, pass feedback along to Wizards. They can't read every piece of content that is out there and won't know this is something we want unless the players let them know. I apologize I never was able to post Mono Black Devotion videos, I still haven't had a chance to pick up a microphone to patch up the audio and would like to get this before I bring you more video content, hopefully before the Magic Origins Limited Championships on Saturday. Thanks for the read!

Happy Battles,

Josh Kreiter

Thursday, August 13, 2015

Judge's Den: Scry Rule Update

Lots of players at Wizardden.com have been asking if the new mulligan/scry rule is in effect. The short answer is no. Your next question is when then, right? Officially all I can say now is not yet. With all my official statements out of the way, I'll share my thoughts on the whole situation.

Wizards always implements major rule changes with the release of a new set. While it appears they have not yet decided for sure, Wizards of the Coast is looking closely at the public reaction from the Pro Tour test run in Vancouver. It would appear so far that the public is liking it. I fully believe with the release of Battle for Zendikar we will be seeing an official announcement that this mulligan rule is here to stay. This has been in the works for some time now, R&D wanted to reduce the number of games that end just because some one mulliganed and this has been the best solution yet.

We did a test run here at Wizardden.com's Thursday night standard a few weeks before the Pro Tour. Despite plenty of early opposition the players seem to have come around on the rule locally and all over the internet. The strongest opposition I have seen has come from the Legacy players. They are worried about the already powerful combo decks and Delver decks gaining too much from being able to trade a card in their hand for a free scry. While these arguments do have merit, the potential advantage will rarely be better than another card in your hand when playing such a powerhouse format. It seems to me though as Modern grows Wizards is caring less and less about Legacy and Vintage and with that player's opinions on those formats. I would say it is very safe to bet we will be scrying a fair amount this fall. Thank you as always for reading this week's Judge's Den.

Tuesday, August 11, 2015

The Great Aurora is the Real Deal


Game Day at the WizardDen.com was approaching, and I was undecided as to what I wanted to play. Although I had piloted an updated version of Atarka red with Abbot of Keral Keep for the first flight, I wasn’t liking the idea of playing the mirror match over and over again after the results of Pro Tour Magic Origins showcased multiple mono red and UR Ensoul aggro decks. Either I would win or I would lose, but I would not be playing much Magic the Gathering. Win or lose I just wanted to play some magic.


While considering the above, I had also been borderline dared to brew a deck based on the new Magic Origins mythic, The Great Aurora. I love a good, wacky brew, and I’m known for giving these sorts of ideas a good brew before I dismiss them. Playing Scapeshift in Modern made me initially try to think of a way to combo kill my opponent with Aurora, but Standard is currently lacking in any sort of land-based kill condition. The only land that really had any sort of relevant and abusable ETB effect was radiant fountain. Sure, there’s scrylands that would be able to offer virtual card advantage in a post-aurora scenario, but if we’re able to spend 9 mana in standard and not have already lost the game, I don’t think getting a couple of scry triggers out of the deal would be worth it. But if our game plan is to live long enough that we can cast The Great Aurora with more cards than our opponent, resetting the nonland permanents (AKA things that kill us) and giving us a favorable position with a lot of lifegain triggers, wouldn’t that be the dream against aggro? I think it would.
Now that I was rolling with the idea of brewing “The Great Aurora”, with an emphasis on beating the aggro meta, I knew what problems I was trying to face. This is the first iteration of the list.


Deck: Aurora of Karametra


Creature (6)


Planeswalker (2)


Other Spells (27)


Land (26)
4x Forest
4x Island
4x Plains


Sideboard (15)
1x Negate


If you look at the list, you’ll probably notice it has very obviously defined game plan for each stage of the game. The early game plan is simple, you need to stall. Embodiment of Spring is the most on-plan card in the deck. Not only does it advance our game plan of ramping up to 9 mana, but it offers a roadblock in the early game. There’s a lot of commonly played early drops that Embodiment can block. Some examples are Zurgo Bellstriker, Firedrinker Satyr, Kytheon, Soulfire Grand Master, elvish mystic, Nissa Vastwood Seer, tokens, etc. Since you’re often leaving up early turn 2-4 mana up, you can still build-your-own-fog by blocking a creature and sacrificing it in response. Arashin cleric is a little less subtle, but it gets the job done. Arashin cleric gains us much needed life while we accelerate into the Aurora, and it blocks early drops just as well. Both of these cards also dodge one of the scariest red aggro tech cards being played in Searing Blood.


The midgame plan is also linear. We play the full four copies of End Hostilities, which plays much nicer in our deck than the normal control deck as we are often able to play this card on turn four if we need to. Clash of Wills, Dig Through Time and Ojutai’s Command all allow us to interact with our opponent while we dig for Aurora, and explosive vegetation helps us find the mana to cast it.


The overarching game plan of the deck is a little more tricky than just living through the early turns. We need to keep the number of permanents our opponents control in check while advancing ours. Cards like Dig Through Time, Explosive Vegetation and Ojutai’s command help us create value scenarios where we get up on our opponents on cards. Countering creatures with command and wrathing their board with End Hostilities also puts permanents in their graveyard, which don’t count towards the Aurora. These little advantages are critical towards setting up a scenario where casting The Great Aurora gets us ahead.
How you cast The Great Aurora will make or break the game. Ideally at the end of their turn you can flash in a Dictate of Karametra to take full advantage of the Aurora when you cast it. Floating mana through the resolution, or pouring it into a Secure the Wastes to flood the board with permanents will make the Aurora work in your favor in a much more explosive way than in the grindy fashion mentioned earlier. Every mana you put into a Secure the Wastes will add to your permanent count and increase your advantage over your opponent.


The easiest way to take advantage of a resolved Aurora is to cast it while floating a large amount of mana with the Dictate before you do it. Between mana floating after resolution and all your lands reentering the battlefield, you should be able to assemble a board presence before your opponent can recover, whether it be with Elspeth, Ugin, or a Secure the Wastes. Getting back your radiant fountains and scrylands will allow you to generate tangible space to work with while your opponent attempts to rebuild. The game usually comes to an end at the hands of either a planeswalker, or an absurdly large Secure the Wastes. In most games Learn From the Past becomes necessary to get your win conditions back since you often have to use them in your setup for the Auroras.
The sideboard is still a work in progress. I know that I need cheap counterspells to force my spells through in any game where I’m playing against islands. A second Learn From the Past creates a loop in longer games and lets you trip up Den Protectors and their pet Deathmist Raptors. If you don’t want to go for the longer game, Gaea’s Revenge and Kiora speed up the clock and allow for surprise blowouts, as your opponents will often board out all of their spot removal (with the exception of sometimes downfall for Elspeth) for any card that helps speed up their clock. As for mainboard changes, I know I need to add one more land, probably a scry land, and I will be replacing a Dig with a Jace’s Ingenuity.


I had a ton of fun running the deck at Game Day. It’s very silly on the surface even though there’s a lot of play to it. Everyone wanted to watch games and take a look through the list. I was undefeated heading into the final found of the swiss, and drew into the top eight. Unfortunately I was unable to make it past quarterfinals, where I had hit the bad end of variance and missed too many land drops. My win percentage was much higher than I had anticipated with such a silly deck.


There’s more testing to do before I can tell if the deck is truly worth investing time into, but if you enjoy taking standard to it’s limits and casting ridiculously large spells that are usually reserved for games of commander, then I think this deck is worth checking out. I hope you’ll join me as I continue working on the deck these coming weeks. This has been Ariel with Wizardden.com, and I hope you’ve enjoyed another of my crazy ideas.


Updated Aurora of Karametra:


Creature (6)


Planeswalker (2)


Other Spells (27)


Land (26)
4x Forest
4x Island
4x Plains


Sideboard (15)
3x Negate
1x Ugin, The Spirit Dragon