Magic the Gathering: top 10 most played competitive creatures ever

For ‘Spike’ players.. these creatures get *very* expensive because they were the most played creatures in their heyday.. the reason why I choose creatures here and not just all cards is because 90% of the competitive Vintage cards that are banned/restricted are actually lands, artifacts and non creatures (like the Power Nine), and that wouldn’t be interesting.

  1. Tarmogoyf – hey the most expensive creature you can find! this guy is ridiculous because he’s basically 2 mana for at least a 3/4 in the early game and a 6/7 or 7/8 in the late game which is absolutely insane
  2. Psychatog – a absolutely dominant card in its heyday.. one often had a lot to fear staring down this measly 1/2 with a full hand and graveyard and a force of will in hand…
  3. Dark Confidant – New players didnt like this card because you lose life.. but once you become more competitive you realize just how good card advantage is. Still a great tempo card to use, great in the early game and quite an aggro body as well!
  4. Snapcaster Mage – Again, an extremely high power level card in competitive play. Nothing better than being able to use the same card twice.. played as an instant!
  5. Noble Hierarch – A Birds of Paradise for Bant decks that is almost strictly better. And hence why, its an auto include in every blue, green and white deck.
  6. Blightsteel Colossus – the ultimate finisher card. basically one hit from him and you are dead, thanks to the 11 infect counters you get.
  7. Academy Rector – the central card of the Rector decks, basically sac him and your enchantment combos are all there for you
  8. Metalworker – It’s basically Tolarian Academy as a creature… nuff said
  9. Emrakul, the Aeons Torn – pretty much the most powerful creature ever printed when it came out.. and still might be to this day.
  10. Arcbound Ravager – the central card of the Affinity decks when it came out.. still a beast in modern day Affinity decks, though not quite as powerful as when it came out.

Magic the Gathering: top 15 most combotastic cards ever

In MTG there are many cards that could be considered ‘combo’ broken – it enables a billion combos with other cards. I’m going to list my top 15 combo-rific cards here.. cards that “Johnny” players love best..

  1. Doubling Season – It’s insanely powerful. Doubling the number of tokens, ok well Parallel Lives does that and no big deal – doubling the number of counters tho.. thats a much bigger deal. Especially with charge counters and planeswalkers.
  2. Kiki-Jiki, Mirror Breaker – ok this card is nuts. Because it creates a token creature that is a copy.. that immediately has haste.. and taps to do it. Now, imagine if that creature you just copied untaps all other creatures when it comes into play.. or just untaps any other permanent (since it has haste). And it untaps Kiki-Jiki… the possibilities are endless. Part of my Hulk Flash combo used this card to create an endless army of Sky Hussars
  3. Intruder Alarm – ok just like Kiki-Jiki this does something similar – it untaps your creatures whenever another creature comes into play. Combo this with pretty much any creature generator. Could be Rhys, the Redeemed, Godsire, Imperious Perfect or just slap Presence of Gond on anything and BAM! infinite creatures
  4. Paradox Engine – it’s sort of like intruder alarm except you need to play spells but it untaps ALL nonland permanents not just creatures. If you can discount your spells or use a buyback spell or even creatures that bounce other creatures like Tradewind Rider along with some mana generators or pingers and its a winning combination.
  5. Cloudstone Curio – A card that can work well with the card I mentioned above. But yeah this card + any repeatable bounce effects + any enters the battlefield / leaves the battlefield abilities = chaos
  6. Tolarian Academy – A disgusting card that was pretty much the cause of the Combo Winter when Urza’s Saga first came out. One of the most broken cards ever printed.
  7. Earthcraft – This card is bonkers. It turns any creature you control into a mana generator but not only that but you could potentially go infinite with cards like Squirrel Nest as well
  8. Dream Halls – a card that got quickly restricted.. I mean you can discard a card to play any spell instead of its mana cost. you can see how that can get quite out of hand.
  9. Training Grounds – Any card like this that can reduce activation costs can be pretty combotastic – especially with ones that can generate mana
  10. Rings of Brighthearth – use in combination with the card above. Great times.
  11. Skullclamp, Fecundity – both these cards are insane card draw engines in their respective decks and fulfill similar purposes
  12. Mind’s Desire – well it was part of some of the most broken combo decks ever printed – namely TEPS and Long.dec so it’s gotta make the list here
  13. Krark-Clan Ironworks – Also an insane combo card for artifact decks
  14. Aluren – imagine being able to play your creatures for free, as an instant, anytime… it gets even crazier when you have bounce mechanics like a certain card in this list that lets you return things to your hand perhaps?
  15. Mind over Matter – it was powerful once upon a time, but still a good card in some niche combo decks. It takes a lot to go off, though.

Hearthstone decklist

Everyone who reads my blog knows that I am a big fan of Magic the Gathering. But these days it seems Wizards of the Coast just keeps releasing more and more sets that kind of dilute the power of Magic cards. More and more cards seem overpowered or strictly superior to the older cards, that annoy me.

Recently, I found an online-only card game, called Hearthstone, which is very similar to Magic, except that its free to play, every card can be gotten for free (with enough grinding), and its very simple to play. Basically, they took Magic’s principles, kept the fun strategy and interaction and mana restraints, but eliminated the complicated stuff like tapping to attack, blocking, mana pools, turn phases, etc.

In Hearthstone, every player starts out with 3/4 cards and 30 life, has a maximum of 30 cards in a deck and 2 copies of any card, draws a card every turn, gains mana every turn, has a maximum of 10 mana, and only one turn phase in which they can do everything. All creatures (minions they are called) must wait a turn before attacking, and can either attack the player directly or another minion, just like Magic. Every player has a special hero ability that can be used once per turn for 2 mana. And the goal is to reduce the opponent’s life to 0. That’s it. They basically distilled Magic’s rules down while still keeping it fun, which is great.

That said, I’ve been playing Hearthstone a lot these days, and these are the decks I currently use online. As with Magic having 5 colors, Hearthstone has 9 classes you can play as with special cards available with each class.

Mech Mage
This is a Mage deck that uses Mechs and an aggro playstyle to win the game.

//22 common/basic
2x Frostbolt
2x Snowchugger
2x Fireball
2x Clockwork Gnome
2x Cogmaster
2x Annoy-o-Tron
2x Mechwarper
2x Harvest Golem
2x Spider Tank
2x Tinkertown Technician
2x Piloted Shredder
2x Polymorph
//2 rare
2x Goblin Blastmage
//5 legendary
1x Loatheb
1x Dr. Boom
1x Archmage Antonidas
1x The Black Knight
Midrange Paladin
This Paladin deck uses a ramp strategy which balances the cost of the cards in a normal distribution across the deck, going from small threats early game to big threats late game.

//1-2 cost
1x Equality
1x Ironbeak Owl
2x Knife Juggler
2x Shielded Minibot
//3 cost
1x Big Game Hunter
2x Muster for Battle
2x Aldor Peacekeeper
1x Mind Control Tech
//4-5 cost
2x Piloted Shredder
2x Sludge Belcher
2x Truesilver Champion
2x Consecration
1x Loatheb
1x Harrison Jones
1x Antique Healbot
2x Quartermaster
//6+ cost
1x Tirion Fordring
1x Sylvanas Windrunner
1x Emperor Thaurissan
1x Dr. Boom
1x Lay on Hands
Fatigue Rogue
The goal of this Rogue deck is to run the opponent out of cards so that they have no options, and therefore lose the game eventually due to fatigue.

//18 common/basic
2x Backstab
2x Deadly Poison
2x Eviscerate
2x Sap
2x Gang Up
2x Shadowstep
2x Antique Healbot
2x Vanish
1x Fan of Knives
1x Youthful Brewmaster
//8 rare
1x Blade Flurry
2x Coldlight Oracle
2x Deathlord
2x Azure Drake
1x Sludge Belcher
//2 epic
2x Preparation
//2 legendary
1x Bloodmage Thalnos
1x King Mukla
Warlock Zoo
2x Power Overwhelming
2x Abusive Sergeant
2x Flame Imp
2x Leper Gnome
2x Voidwalker
2x Young Dragonhawk
2x Annoy-o-Tron
2x Dire Wolf Alpha
2x Haunted Creeper
2x Knife Juggler
2x Nerubian Egg
2x Arcane Golem
2x Imp-losion
2x Dark Iron Dwarf
2x Piloted Shredder

Here are some of my decks in action…