Craps and Roulette 3D for Mac

Craps and Roulette 3D are two casino games made for Mac. Both of them have very good graphics and 3D animations. For the Roulette 3D, you can choose to play in any of the European, American or French roulette tables. Both games also feature nice background music and male/female dealer voice over.

Finger Alarm for Mac

Finger Alarm is an application that will help you to set two different alarms on your Mac. The UI is very beautiful and it has different skins and colors that you can choose according to your preference. The most intuitive feature of the application is you can easily click and drag the hour/minute-mark clockwise or counter-clockwise to set the alarm. It's not just easy but it's also fun.

Wednesday, April 9, 2008

Shadowmoor Spoiler Playtest: R/G Deck

Thanks to folks at MTGSalvation, I'm able to playtest some of the new cards from Shadowmoor. Some of these cards have been confirmed (with images), but some of them haven't. Regardless of that fact, I decided to give it a try, because I wanted to playtest some of the new hybrid cards and mechanics before (possibly) attending the Shadowmoor prerelease.

Since I'm playtesting for a prerelease event, I assumed I'll have 5 rare cards, 15 uncommon cards, and many common cards. Although it's simply impossible for me to create a two-color deck containing all my rare & uncommon cards, I decided to give it a try, just for the sake of playtesting as many cards as possible. For the rares & uncommons that have been spoiled so far, I'm selecting the ones that have lower casting costs and I'm focusing on creatures instead of other card types.

Here's the final R/G decklist that I came up with:Burn Trail
(I sort them in rarity order)

Creatures

2 Boggart Arsonists - common
1 Morselhoarder
1 Scuzzback Marauders
2 Mudbrawler Raiders
2 Devoted Druid
1 Ashenmoor Gouger - uncommon
1 Roughshod Mentor
1 Tattermunge Witch
1 Drove of Elves - rare
1 Vexing Shusher
1 Ryhs the Redeemed
1 Bloodmark Mentor

Spells

1 Scar - common
1 Burn Trail
1 Traitor's Roar
1 Power of Fire
1 Shield of the Oversoul
1 Mercy Killing - uncommon
1 Firespout
1 Stone Jaws
1 Knollspine Invocation - rare

Lands

1 Sapseep Forest - uncommon
8 Forest
7 Mountain

After playtesting 4x in MWS solo mode against the same deck, here are some conclusions I've taken:

CommonsScuzzback Marauder

  • Burn Trail is too strong for Limited format. Possible 6 direct damage to an opponent is quite scary. Watch out for this when you're in a stalemate against an opponent who has at least two red creatures.

  • Traitor's Roar is a late-game breaker. Two (out of four) winnings during the play test are triggered by this card. It's able to clear two of the most significant blockers that your opponent has, deals damage equal to the total power, and clear the way for your attackers that had waited during the stalemate.

  • Scuzzback Marauder has card advantage written all over it. If you combine it with Shield of the Oversoul, a 6/3 indestructible could possibly become a common scenery in the prerelease. You'd better pick up a regenerator or a Pacifism-type of card.

  • Scar is quite handy, although its uses are quite limited (even in Limited).

  • Boggart Arsonist - I haven't had the chance to use any of its abilities. I hope these abilities can be tested better against a white opponent.

  • Devoted Druid is rarely used for its mana ability. Sad but true, it's just a chump blocker.


UncommonsAshenmoor Gouger

  • Ashenmoor Gouger, being a {B/R} {B/R} {B/R} creature in a R/G deck, is quite easy to be cast. I hadn't had any problem in casting it on turn 3 or 4 using the R/G deck. Having at least 7 red mana sources (mountain) in a 40-card deck is enough to get him on board by turn 4. It's huge and simply doesn't want to stop attacking (smile).

  • Tattermunge Witch - I haven't had the chance to play its activated ability, but it's a consistent turn 2-drop. So, it's a must have in a R/*, G/*, or R/G deck

  • Sapseep Forest is quite useful. 1 life/turn is quite easy to achieve with all the hybrid cards in the deck. Just remember that it's not a mana source.

  • Firespout is very handy. It's a great board cleaner. 3 damage to all creatures is better than Steam Blast.

  • Stone Jaws usually deals 3 to 4 damage, and I always use it to gain card advantage by clearing opponent's board. I hadn't found myself in a situation where I need to use it to deal lethal damage to my opponent.


RaresKnollspine Invocation

  • Knollspine Invocation is broken. The game is easier to win while it's in play. I had one game where I lost the game even when Knollspine was in play. It's due to the late start, while my opponent has enough removal to clear the way for 2nd turn Tattermunge Witch and 3rd turn Ashenmoor Gouger. A Burn Trail finished me off.

  • Bloodmark Mentor has proven its significant contribution. When combined with Power of Fire, it holds the ground for my defense and let one of my 2nd grade red creature to enter the Red Zone.

  • Drove of Elves is not that good, especially when it's only 1/1 or 2/2. It's quite hard to maintain a horde of green creatures when you're playing a heavy removal R/* deck.

  • Rhys the Redeemer is too easy to die. You'll need the Shield of the Oversoul to protect her.


Some of the other cards that I haven't commented yet are simply unplayed during the four games. I hope this post can start a discussion about R/G deck possibility during the prerelease.

Note: All images are the proprietary property of Wizards of the Coast, and are protected by copyright, trademark, and other intellectual property laws.

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