Timespiral's Release and Theme Decks
Today marks the world wide release of Magic the Gathering's latest block, Time Spiral. If you're not already sifting through tournament and booster packs, then you might want to give a quick look at the block's four prearranged theme decks.
We're excited to see that the collective organisms known as Slivers (a creature type where each sliver buffs every other sliver in the game) have not only made a strong reemergence in Time Spiral, but they also get their own theme deck! You know what htey say, the only bad Sliver is a dead Sliver (especially when it pours out of the box into your breakfast cereal).
Slivers share a hive mind. Whatever one thinks, they all think. Whatever one can do, they can all do. Slivers have mutated over the years, and the “Sliver Evolution” deck shows off their new, deadlier skills. But they still think the same thing they always did: “Smash anything that’s not a Sliver.”
As soon as the game begins, start building your Sliver collective. Gemhide Sliver is especially good early since its mana ability helps you play other Slivers. Don’t take any risks in combat with your first few Slivers. If they’re still in play a few turns later when their friends show up, even the most mild-mannered Sliver will turn into a ferocious attacker.
Fun With Fungus
Fungus doesn’t think or sleep—it just spreads and devours. The “Fun with Fungus” deck lets you take the reins of a post-apocalyptic rampage of Thallids, and these freaky fungus fiends won’t take “Eeeeewww!” for an answer.
In the early going, play as many Thallids as possible so they can start building up spore counters. Waiting three turns for enough spore counters to make a single Saproling might seem slow, but when you have three or four Thallids budding at once, you’ll soon have more creatures than you know what to do with.
Nothing—not even an apocalypse—can keep a noble fighter down, and the “Hope’s Crusaders” deck is proof of that. Lead your troops onto the battlefield and give them the one command they want to hear: “Charge!” This deck gives your opponent no good blocking options: Either your creatures will get through, or your opponent’s blockers will be overmatched in combat.
As soon as the game begins, your plan is to play creatures and start attacking! Many of the creatures in the “Hope’s Crusaders” deck have flanking. Whenever a creature with flanking is blocked by a creature without flanking, the blocker will become smaller. This can swing combat in your favor, but the ability is useful only when attacking, so don’t let it go to waste. Press your advantage and take the battle to your opponent.
The “Reality Fracture” deck highlights the interaction between suspend and storm. Manipulate the time stream just right, and you’ll set up a single, explosive, game-winning turn!
In the first few turns of the game, use the suspend ability of cards in your hand, preferably so they have the same number of time counters on them. Meanwhile, you’re vulnerable to attack, so you may need to use Rift Bolt or Grapeshot to take the pressure off.
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Posted by Critical Gamers Staff at October 6, 2006 11:03 AM