

#Glintsleeve syphoner upgrade#
Metallic Mimic might be embarrassing, but it sure gets a heck of an upgrade post-sideboard when it Animorphs into Scrapheap Scrounger. Zombies is comfortable sitting back and letting Diregraf Colossus and Cryptbreaker take over while the opponent has trouble finding good attacks.Īgainst control, most of the creatures in Zombies are sticky, and given time they will overpower almost everything in front of them. It’s hard to “just kill their things.”Ĭreature decks have a hard time fighting their efficiency and the low-to-the-ground creature decks are outclassed too quickly for them to reasonably fight on an axis they’re comfortable fighting. The Good: Zombies is proactive and resilient. With zero tournaments since the recent banning of Aetherworks Marvel, people are still trying to figure out what is going on and what they should be playing. I’m rarely formulaic in my writing, but I’ve got a lot of information to cover here and want to talk about (almost) everything I’ve playtested for the tournament, what I learned, and why one should or shouldn’t look to play a deck.
#Glintsleeve syphoner free#
My recent decision to leave my day job and pursue Magic full-time has afforded me the free time required to test a wide range of decks in the format. Sticking to the same archetype isn’t something I do, and outside of Legacy Prowess, there isn’t any specific deck that I’m really known for championing. I’ve played a plethora of archetypes in my day. We didn’t arrive here overnight, and it’s a process, but what is the process like?įor some people, they lock into their decks early on in testing and work on tweaking said archetypes for the duration of their testing, learning the ins and outs of a single strategy, all in the hopes of being able to out-maneuver whatever they play against, even if it’s a bad matchup. The tournament is tomorrow and most of us are going to be locked in on our decks by now. You simply choose whether or not to pay that amount of as the ability resolves, and no player may take actions to try to stop the ability’s effect after you make your choice.It’s #SCGINVI week.

You can’t pay that amount multiple times to multiply the effect. Some triggered abilities state that you “may pay” a certain amount of. You can’t pay more energy counters than you have. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” to your mana pool can’t give you energy counters. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.Įnergy counters aren’t mana. To pay one or more, you lose that many energy counters. If an effect says you get one or more, you get that many energy counters. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method. Keep careful track of how many energy counters each player has. (Other kinds of counters that players may have include poison and experience.) They’re not associated with specific permanents. It represents one energy counter.Įnergy counters are a kind of counter that a player may have.

The first triggered ability triggers both when Glint-Sleeve Siphoner enters the battlefield and whenever it attacks.
