100th post extravaganza

elvish house party banner

The art above is for the Unhinged Elvish House Party and I have to say I never realized how extremely creepy the art is. 

This is the 100th post on this blog! I didn’t write a hundred post here, but thanks to my dear co-contributors, Psykopatmullvad and Grim Lavamancer, we’ve now reached a hundred published posts since august of this year. That’s almost one post per day, which is higher than my ambition when I started this blog. In order to celebrate this occasion, I’ve chosen my top 5 best post written by PurgAtog so far on this blog.

5. The best of timesThough the post itself isn’t stellar, it’s mostly a tournament report devoid of many important details, I look back on the post fondly because I look back at the weekend it details fondly, and it was the first long Magic tournament convention weekend I did rather well in in a long time (4-2-1 and 5-1-1 in Legacy, 5-1 in Sealed). It also contains a bunch of name-dropping, which, as we all know, always improves a post, an opinion or anything really.

4. Surrak Dragonclaw ProxyDesigned and drawn by Grim Lavamancer himself, this art obviously trumps the official Surrak Dragonclaw by a mile and a half. There’s no way I could feature a top 5 list without this post, which was technically written by me, although the focus of the point was done by Grim Lavamancer.

3. Top 5: EDH cards that makes me want to flip the tableAside the fact that the title is much too long, this is in my book one of the more informative posts on the blog, while it allowed me to vent some steam regarding my frustrations with the format as a whole. Much needed for any group, the house bannings were further expanded upon in The Gentleman way, and hopefully these two posts together could serve as some sort of a guide for other groups. I like them both, the former slightly more.

2. Top 5: Questions I hate to answerNot only a top 5, but also using the quaint “things that make me drink” tag, this post details my grievances with the game as a social norm. It is self-reflecting in some ways and jokes quite a bit on the community’s expense. I think it’s quite funny, but then again, I’m quite full of myself (as should be evident by this post if nothing else).

1. My issues with GreenThe best post, as written by me, and according to me, is a study of the colour pie philosophy of the colour green. Mark Rosewater has yet to comment on the post, nor did the post generate the amounts of traffic I expected, so your homework for tomorrow is to e-mail Mark Rosewater with a link to the post in question.

With this short stroll down memory lane, I sincerely thank everyone who’s reading this blog, and especially those who take the time to comment on the posts. Here’s to another 100!


Deck Spotlight: Sylvan Plug

Obstinate Baloth bannerImagine you’re at a local weekly Legacy event. You’ve just sleeved up your latest version of UR Delver. You sit down across from your round one opponent, and after superficial pleasantries, you both shuffle up for game one. He wins the roll. Your opening hand consists of: Volcanic Island, Scalding Tarn, Treasure Cruise, Daze, Ponder, Brainstorm, Delver of Secrets, Monastery Swiftspear. A very reasonable keep. Your opponent keeps his hand as well, and before you’ve been able to wish him good luck he has opened the game with Ancient Tomb into this hateful thing:


So, what do you do? You will probably play a couple of turns before scooping. There’s pretty much no way you win, no matter your opponent’s follow-up.

This scenario might not be that common, but it does happen. In a format where decks have really low mana curves, Chalice of the Void is king. If you can play it for X=1 before your opponent is even allowed a land, even better. This deck takes full advantage of a card like Chalice of the Void, in a way that’s different from the MUD or Dragon Stompy approach:

1 Dryad Arbor
1 Swamp
3 Ancient Tomb
3 Bayou
3 Misty Rainforest
4 Verdant Catacombs
4 Wasteland
5 Forest
1 Deathrite Shaman
1 Reclamation Sage
1 Titania, Protector of Argoth
2 Courser of Kruphix
4 Obstinate Baloth
1 Golgari Signet
4 Chalice of the Void
4 Trinisphere
4 Choke
4 Sylvan Library
4 Abrupt Decay
2 Rolling Spoil
4 Green Sun’s Zenith

Isn’t it just the finest pile of garbage you have ever seen? Along with aforementioned Chalice of the Void, the deck plays the standard Trinisphere to further hate on low mana-curves, but it also employs Choke as extra hate against the mostly-blue field of Legacy. Granted, Blood Moon in the red stompy shells is probably superior, simply because it hates on all non-basics, not just the blue ones.

The greatest upside to playing this deck compared to other stompy shells is likely the card-filtering and card-drawing provided by Sylvan Library, which also has a powerful interaction with Courser of Kruphix. Green Sun’s Zenith helps find the latter and provides a consistency previously unheard of in similar decks. Above all, Rolling Spoil is both hilarious and quite powerful in a meta overrun by Elemental tokens.

Give this a spin if you’re tired of playing blue!

Regarding the name: it’s probably one of the raunchier deck names in Legacy lately, and is a reference to this sculpture. Yeah, I won’t speculate further on that.

What do you think of the deck? Leave a comment!


Mana Burn # 4 – Twisted Justice

Mana burn banner

Torment was a long time ago. 12 years ago to be precise. Which means that a lot of us Grim Lavamancers has left our damage dealing days behind us. Some still use their lavamancing to create paperweights, others dig for corpses or gold. Me? I draw comics.

Here is Mana Burn, the native comic of Goyf Wars, brought to you by me – your friendly neighborhood Grim Lavamancer. (Check out #Mana Burn to read the previous ones).

Here’s the fourth strip (wow, has it been a month already?), just click the picture to read the comic in it’s full size glory:

Click to read-4White sure likes things to be neat and orderly. Basically I wanted to establish early on that while he certainly views himself as a good guy White can be just as much as a jerk as the other colours. Did you like this one? Are you hungry for more Mana Burn? Comment below so I know if I should keep make ’em!

Until next week my friends!

Deck Spotlight: Gold Digger

dig through time banner

I know there’s been a lot of posts on this deck lately, but since it’s the one I’m working on right now, it’s then one you get. It’s not like I get paid, so it’s not like you can demand shit.

Gold Digger, a stupid name for a sweet deck, is a Blue-White control deck with a red splash for mostly sideboarded cards. You can read my reports on the deck here and here. I thought I’d take some time to go by the card choices in the deck, however, since some of them might not be obvious at first.

The manabase:island334.hq
1 Academy Ruins
1 Karakas
1 Arid Mesa
4 Flooded Strand
4 Scalding Tarn
3 Tundra
2 Volcanic Island
3 Island
1 Plains
1 Mountain

I know it’s silly to link the basic lands, but it looked funny to have three lines of un-linked cards, and I wanted to show off my sweet 7th edition lands too. I prefer playing with white-bordered basic lands since all my duals are white-bordered too, and that makes the lands much easier to fetch. The mana-base is very straight-forward, with a good number of basics and two utility lands that are surprisingly easy to find with all the cantrips.

The card-filtering and card-draw:digthroughtime.full
4 Brainstorm
4 Ponder
2 Preordain
4 Dig Through Time
1 Treasure Cruise

The graveyard-dependant draw spells are the heart of the deck, but even without them, the deck has ten cantrips to create consistency. Dig Through Time feels busted in the shell, since it speeds up the game by like five turns when you resolve it. Treasure Cruise has taken the back seat as “Delve spell number five” in the list, contrary to Delver of Secret shells, which might not even play Dig Through Time (the fools!). Preordain is the worst cantrip by a mile, but it does come with some nice synergies with Brainstorm, in case the latter is cast and there aren’t any available shuffle effects, while Preordain is still pretty damn good on its own.

The counter-suite and removals:forceofwill.hq
4 Force of Will
3 Counterspell
2 Misdirection
2 Pyroblast

4 Swords to Plowshares
2 Engineered Explosives

The work horse of the deck, the control cards, are what sells the deck to me, along with Dig Through Time. How often does one get to play three whole copies of Counterspell? It’s very slow, especially on the draw, but it’s live all game, contrary to Spell Pierce or similar soft counters. Misdirection is an old classic that’s pretty nice in the deck, especially since it makes some of the removal 2-for-2, meaning Misdirection is almost never a bad trade.

Engineered Explosives is slow but very useful in many match-ups, and it’s almost never a dead draw. It is one of the deck’s best answers to Liliana of the Veil, aside Counterspell, and Engineered Explosives can also create card-advantage. Since it is slow, however, playing more than two seems rough.

The win-conditions:
2 Stoneforge Mystic
1 Batterskull
1 Baneslayer Angel
3 Jace, the Mind Sculptor

I guess the only self-explanatory part of this section is Baneslayer Angel. She’s been doing really well so far and has won me many games against various decks, not just the ones I added her for (UR Delver specifically). She’s huge, often the biggest creature on the board, she dodges every piece of relevant removal aside Swords to Plowshares, and she’s almost impossible to race. Maybe a second Batterskull would be better, but against some decks, the flying bit is much more relevant than Vigilance, and many decks will board into artifact/enchantment hate almost certainly, meaning Batterskull leads a dangerous life in games two and three.

Cards considered for inclusion:
Talrand, Sky Summoner, Young Pyromancer, Elspeth, Knight-Errant, Moat.

The first three are other win-cons than the ones found in the deck already, but I’m not convinced either are better than the ones I’m running. Elspeth is cheaper than Baneslayer Angel, but less impactful on defense, especially against UR Delver and friends. Moat is probably a worth inclusion, but considering there are about a hundred other things I’d rather spend the two hundred euros on, it’s not likely to happen unless I have some secret Santa somewhere who’s psychic.

Things to work out:
The deck runs quite smoothly thanks to all the cantrips and card-selection, and that also makes it a lot of fun to play, and also gives it a powerful late-game. However, the deck is quite slow to win, and I need to pick up the pace, or add more win-cons, if I’m to win several 2-1 matches over the course of a tournament. That, and I need to learn how to scoop sooner to save time. This is made even more difficult because of the deck’s inherent strength of card selection, since it allows me to find silver bullets to get out of most of the situations.

There’s nothing inherently wrong with adding more win-cons, aside the fact that it will dilute the deck’s other two main components. Running some man-lands like Mishra’s Factory might be feasible, but that would take re-working other parts of the deck as well, in order to add things like Crucible of Worlds, Wasteland, etc., which puts a dent in the deck’s now well-functioning mana base, and it eats lots of mana during a game.

With this simple issue figured out, I think the deck could be a proper contender in the Legacy format today. It has game against almost anything, and it’s a blast to play.

Cardboard Crack


Work is kicking my ass right now, so in lieu of more original content, here’s my favourite Magic webcomic (aside our very own Mana Burn, naturally) Cardboard Crack. You can find the whole 195 pages of sweet Magic satire on http://cardboard-crack.com/.

This comic above is interesting in light of SCG:s recent changes to their stream. I should e-mail them and thank them for saving me from hemorrhoids.

Doing the digging again

dig through time banner

“All the card-filtering in the world” is what my round four opponent stated this Monday evening. And he was right. Yesterday, I played the very same deck I played last Monday, with no changes. This is rare, but my job has been kicking my ass lately, meaning I haven’t had any time to work on the deck properly.

Last week’s report, “Digging for Gold in Local Tournament

Link to the deck on TappedOut.

Gold Digger, 2014-11-24

4 Flooded Strand
4 Scalding Tarn
1 Arid Mesa
1 Academy Ruins
1 Karakas
3 Tundra
2 Volcanic Island
3 Island
1 Plains
1 Mountain

2 Stoneforge Mystic
1 Baneslayer Angel
1 Batterskull
3 Jace, the Mind Sculptor

4 Brainstorm
4 Ponder
2 Preordain
4 Dig Through Time
1 Treasure Cruise

4 Swords to Plowshares
4 Force of Will
3 Counterspell
2 Misdirection
2 Engineered Explosives
1 Pyroblast
1 Lightning Bolt

2 Vendilion Clique
2 Flusterstorm
2 Hydroblast
1 Lightning Bolt
2 Pyroblast
2 Pyroclasm
1 Wear // Tear
1 Supreme Verdict
1 Tormod’s Crypt
1 Grafdigger’s Cage

In retrospect, one change I really need to do is to cut the Lightning Bolt for a second Pyroblast. I was scared of running into non-blue decks in the local metagame and didn’t want the two dead cards in the maindeck. Three out of three decks last week was blue, three out of four this week was blue, maybe it’s time to face the facts. Next time. Not sure what I want in the sideboard slots then, since I have a spare if I cut the Lightning Bolts from the list entirely. Containment Priest seems nice.

15 players showed up this Monday, which meant four sweet rounds!

stoneforgemystic.hqRound 1: BW Blade: Man these games are grindy. The player in question has more or less designed his deck to beat up on various Delver decks, meaning I’m happy to not be on BUG Delver. In the first game he comes out strong through the gate and wins quite easily with a Dark Confidant with a Umezawa’s Jitte equipped. I found no removal other than Engineered Explosives which is awesome but too slow in this case.

I board out the Pyroblast and a number of Force of Wills for Pyroclasm, Wear // Tear and the Lightning Bolt. The second game is very grindy, he plays lots of creatures, but I have lots of countermagic and removal, and eventually we’re left with a board of him having only Umezawa’s Jitte and I have Jace, the Mind Sculptor. Guess who won.

We never had time to finish the third game. He was on his way with a turn one Deathrite Shaman into turn two Stoneforge Mystic finding Batterskull. He is left with a single land and the Deathrite Shaman untapped at the end of my turn three, and he tries to activate his Deathrite Shaman by targeting a land in my graveyard. I respond by casting Dig Through Time and eating it all up (remember kids, since Deathrite Shaman’s ability targets something, it uses the stack and can be responded to, contrary to traditional mana abilities.) I find a Swords to Plowshares for his Stoneforge Mystic, the end result being that he can’t play his Batterskull and he’s left with only the Deathrite Shaman in play. The game halts to a crawl, though, and neither of us are capable of winning in time.

0-0-1 (1-1)

sneakattack.hqRound 2: Sneak and Show: These games are rather painful, but I remember them in some detail. In the first game, I kept a hand of four lands, Stoneforge Mystic, Ponder, Force of Will since he took a mulligan. His opening six is the following: City of Traitors, Lotus Petal, Show and Tell, Griselbrand, Force of Will, Ponder. I’m not joking. I did draw the Swords to Plowshares on my first turn, but he found both Force of Will and a blue card on the first Griselbrand activation. Yeah, not winning that one, and not much to do there.

The second game is more even, I keep a hand full of countermagic, but I stumble on blue mana. He wins through Sneak Attack and it’s never really close.

This is the same guy as last week, by the way, putting me at a total of 1-1 against him with this deck.

0-1-1 (1-3)

shardlessagent.hqRound 3: Shardless BUG: This is the same Shardless BUG as last week, and the games were very similar to last week. I win on superior card selection, even through Liliana of the Veil‘s ultimate. It’s never really close, I do think the match-up favors my deck quite a bit. The play of the match was when I got to play Misdirection on his Ancestral Vision that he played the natural way. It was very unfair. I got to win game one with Jace and I won game two with Baneslayer Angel.

This too is an opponent from last week, though I’m 2-0 with this deck against his. I maintain the notion that my deck is very good against his until proven wrong, it’s a shame it has somewhat fallen out of favor lately.

1-1-1 (3-3)

senseisdiviningtop.hqRound 4: Miracles: The Gold Digger thread on the Source would lead some to believe that the match-up against Miracles is highly favorable, but I don’t think I agree just yet. Breaking out of a Counterbalance lock is very difficult, and he runs many control elements as well, and has great card selection in Sensei’s Divining Top. I win the first game on superior card selection, protecting my Jace from his double Pyroblast and double Snapcaster Mage while Jace happily ticked up to 13 and ultimated. He was close to stabilizing at one point, playing a Miracle’d Entreat the Angels for two while I had only Jace in play, with seven counters. I could bounce both of them over the course of two turns, but I’m left with a Jace with only one counter and need to start over, and even then he’s dead to any Flash creature. Like a pro, I topdeck the Engineered Explosives.

Game two, I board in extra Pyroblasts, Flusterstorm and Vendilion Clique and take out the bad removals. Game two is a repeat of the first, I expend my resources keeping his CounterTop lock off the board, including playing Force of Will on his Sensei’s Divining Top on turn 0, which I think is correct, since he mulliganed. My Dig Through Times allow me to pull ahead, and I win a long and grindy game by both playing Baneslayer Angel and Batterskull on the same turn. I had eight cards left in the library.

2-1-1 (5-3)

So, a rather modest, but winning, record this week as well. The deck still feels very solid, I think it’s more about the pilot in this case. I strongly believe I would’ve won round 1 if I had more time, I had stabilized the board and my spells are generally better than his in the long game. Round 2 was against the same guy I won against last week, but sometimes Sneak and Show just gets those freak draws that’s almost unbeatable. I just need to learn to play the deck tighter and quicker, knowing when to cast Dig Through Time for gas and when to save it (and thus see more cards in total) seems key, and I don’t have that down just yet.

MVP of the day was Engineered Explosives, which was slow but great all day. Two in the maindeck feels correct.

SCG cuts Legacy events in 2015

glissa banner

The schedule for StarCityGames.com’s open series was posted last week, and it contains strictly fewer Legacy events than previous years. This might come as a surprise to many players, Grand Prix: New Jersey attracted just over 4000 people recently, and the format seems to be growing worldwide. However, rumour has it that StarCityGames, who were the tournament organizers for Grand Prix: New Jersey, had space for upwards of 6000 players, had promised vendors 6000 players and thus paid not only too much for space, but also had to refund some money to the vendors – since the promised amount of business didn’t show up. StarCityGames might just have lost money on the event.

So what does this mean? For starters, the immediate effect will be that I’ll have less events to watch on twitch.tv/scglive, with only three Legacy events streamed over the first half of the year. This was my Sunday night football, and that will be effected quite a bit. Furthermore, StarCityGames have been one of the major competitors on the market selling Magic singles, so perhaps we’ll see a bit of a decrease in staple prices, at least initially.

People are now turning towards ChannelFireball.com and even TCGplayer.com to fill the void left by StarCityGames, both in terms of number of events and streams. Time will tell if anybody is there to pick up the pieces.

What do you think of the changes? Do you think it will have an impact on Legacy as a format? Leave a comment!

Opening MTG Boosters: 10x Born of the Gods

Hi and welcome to join me in the land of Born of the Gods one last time.

This time its 10 shiny new boosters and some of them are really good. As in, contains awesome cards.

You don’t trust me? Look at the videos then!


First five:


Booster 6-10:


Next time we will move over to Journey into Nyx, and see what sweet cards await us there.


Here is a playlist with all the videos so far:

Top 5: Decks that should’ve never existed

Anger of the Gods banner

The history of Magic is full of missteps in design, development and other areas that has broken the game in half, on occasion. Sometimes, Wizards prints way too powerful cards that degenerate and centralize a metagame, sometimes the rules committee screws up, and sometimes players with low self-esteem gather to make a format unfun for everyone. No matter the source of the mistake or the deck, this is my list of decks that should have never existed.

arcboundravager.hq5: Ravager Affinity (Standard, 2004): It’s no secret that whenever Wizards tries to print a free mechanic, it tends to break the standard format at the time. Affinity was no different, and apparently, playing a bunch of 2/2:s and 4/4:s for 0 was pretty good in Standard. The deck broke the format completely with the release of Darksteel in January of 2004, which brought its namesake, Arcbound Ravager, along with Skullclamp, one of the most broken pieces of equipment ever. The deck was obviously too powerful, and Skullclamp was soon banned from Standard, but it took another round of banning which included all the artifact lands and Disciple of the Vault for the deck to be neutered completely. A funny story in the midst of all this travesty is that Mirrodin, the set that introduced the eponymous world and the “artifact matters” theme was long-awaited and much anticipated, so it sold rather well. Darksteel then came along like a thug and through Ravager Affinity’s dominance of the Standard format, made lots of people quit the game. Thus, Mirrodin held the record for most sold set for a really long time, even though the block itself must be considered a failure by many accounts.

Stephen Gnedovic wrote about the deck on StarCityGames.com and the article is both funny and informative. The second list from the top is the bog standard version of the bane of Standard in 2004.

secondsunrise.hq4: Eggs (Modern, 2013): Modern is a shitty format, and on its inception, proved to be broken beyond belief. They had to do a huge round of bannings right before the first Modern PT, PT Philadelphia in 2011, but they still did a new round of bannings right after the PT, powerhouses which the format could not handle – like Green Sun’s Zenith and Blazing Shoal. Yeah, the format is a joke. However, being an “eternal” format, i.e. non-rotating, means that the Modern card pool is huge, and without stuff like Force of Will and Wasteland to keep the worst of the stuff in check, some decks are free to run rampant, which Eggs did in 2013. Eggs as a deck is actually a lot older than the Modern format, it started off as a joke deck using the Odyssey eggs (i.e. Mossfire Egg and frieds) to generate mana, card-drawing and storm count with Helm of Awakening. The deck is an even bigger joke than Modern, meaning it found a place in the Modern format around 2013, but with some better artifacts like Lotus Bloom, Chromatic Sphere, Chromatic Star etc. The deck casts these artifacs during the first few turns, then generates a ton of mana by cracking them all in the same turn, casting Second Sunrise or Faith’s Reward to do it all again, draw a bunch of cards, and proceed to kill with a single Pyrite Spellbomb. In case you couldn’t tell, these combos took a long time to play out, meaning these decks frequently went to time, delaying tournaments for everyone there. A joke of a deck in a joke of a format, but it shouldn’t be allowed there – and indeed, Second Sunrise is now banned from Modern.

necropotence.hq#3: Necro (Standard, 1996): Necropotence is a really good card, there’s nobody denying that. There were people denying that in 1995, however, when Ice Age was released, featuring arguably one of the best enchantments ever printed. Famously, the Inquest magazine called it one of the worst cards in the set in its Ice Age set review. Then again, the same magazine labeled Balduvian Horde as the best card in Alliances, according to this article. Hilariously misleading magazines aside, Necropotence is a force to be reckoned with, and it has been in all format it has ever been legal in. It ushered in a period of Magic (the summer of 1996 to be precise) labelled “the black summer” because of how obviously overpowered the Necropotence decks were and how utterly dominating they were in Standard at the time. Standard was, basically, Necropotence and a bunch of decks designed to beat Necropotence – Turbo-Stasis and other examples of how to have fun with your friends and a card game.

Even more hilariously, Mark Rosewater tried to “fix” Necropotence and balance it in the form of Yawgmoth’s Bargain, which too proved to be way too powerful and had to be banned in several formats, including Extended and Legacy, as well as restricting it in Vintage. Today, the card remains banned in EDH and Legacy.

Paying one life for one card is awesome, it was in 1996, and it is still awesome to this day. The Necropotence decks of the black summer proved it over and over, but the card itself was never actually banned from Standard play, strangely enough.

flash.hq#2: Hulk Flash (Legacy, 2007): In May of 2007, the DCI made a number of erratas to existing errata of cards, that effectively made them function closer to the printed text rather than the errata. One of the cards to be effected by this was Mirage’s Flash. Previously, the card’s function in that it put the creature into play no matter what was considered dangerous with cards like Academy Rector and the card was erratad to not put the creature into play, but to the graveyard directly from the hand. A few years later, the DCI decided to revert back to the original text, and this meant that Flash now put the creature into play. This was right before Grand Prix: Columbus in 2007 and the deck based around Flash and Protean Hulk was the talk of the tournament, and eventually won it all. Flash had to be banned shortly after the tournament, and the deck itself was really only legal in May of 2007.

A version of the deck was played in Vintage as well for some time until the deck’s namesake, along with Gush and Merchant Scroll were restricted. These days, even though Flash remains restricted, the card is in theory playable in the format, but Vintage has a lot of things you could do instead of playing Flash that’s way more effective, and the deck is more or less completely competitively unviable.

tolarianacademy.hq#1: Academy (Standard, 1998-1999): The Urza block is, as admitted by Mark Rosewater in his podcast, a complete failure from a development perspective. The block broke the game even worse than Mirrodin would do a few years later, and drove tons of people from the game. This period in the history of the game is known as “combo winter” where most of the stuff hit the fan. The outrage from the player base led to massive bannings in Standard, and though the block is cramped full of broken cards – Yawgmoth’s Will, Tinker, Memory Jar, Time Spiral to name just a fraction, but one of the cards that has had the highest impact of the game of them all has to be Tolarian Academy.

Academy as a deck is an extremely fast and stable combo deck that generates huge amounts of mana through mana artifacts and the namesake card. The mana is recycled through the “free” spells of the Urza block that nets you even more mana, since you get to untap Tolarian Academy, and then the deck finishes off the opponent with a huge Stroke of Genius. Tommi Hovi, Finnish hall of famer, played the deck at PT Rome in Extended all the way to the trophy. The deck is as busted as can be, considering its dominance in both Standard and Extended, and even to this day, Tolarian Academy is a Vintage staple, despite the fact that it is restricted. It’s banned everywhere else, go figure.

What do you think of the list? Any decks I missed? Leave a comment below!

Mana Burn # 3 – Allied Strategies

Mana burn banner

Welcome to Mana Burn! The metaphorical Saturday morning cartoon of Goyf Wars, brought to you by me – your friendly neighborhood Grim Lavamancer (don’t worry, I’m just Grim when I’ve got two or more cards in my graveyard).

For those of you who missed the first two comics, you can find them here and here.

Do not worry, this week I won’t bore you with further ramblings. I’ll just introduce you to Black who will have the honor of presenting this weeks comic. (Just like previous weeks, click on the picture to read the comic):

Click to read-3 This one is based on a scenario that often turns up in multiplayer EDH games. Especially the pentagram mode, which purgatog describes in this article. Don’t you just hate it when your best laid plans are ruined because your allies are fighting each other while your enemies are banding together to destroy you?

Oh, and here is a trivia question for you, who is the creature that shows up in the last panel? There’s an imaginative cookie and a pat on the back for whoever guesses right first. You don’t have to guess if you don’t want to, but you should comment below and let me know what you think of the comic!

Until next week my friends!