All posts tagged Squillace Scourge

Given the linear, creature-progression-based nature of Kaijudo, it’s highly unlikely that a truly viable combo deck will ever emerge (barring some unforeseen broken interaction). Top decks will include various two or three card interactions that are particularly beneficial in certain matchups, sure, but I’m not talking about small synergies here. I’m talking about all-out, balls-to-the-wall, make-the-opponent-cry combo decks. For Magic: The Gathering, Wizards intentionally allows powerful combos to exist, provided those combos require mana-intensive high cost creatures and spells. For example, you can gain infinite life and make infinite huge dudes in Standard right now with a combination of [ccProd]Archangel Read more

Welcome back! If you haven’t already done so, please check out part one of this article here. In it, I talk about my experience at the first ever Kaijudo Championship LCQs. To get insight into Day 2 and beyond, however, I sat down to chat with my brother, KMC Poughkeepsie champion Tyler Hine. Zach Hine: Thanks for your time, Ty. Any general thoughts about the event before we get into specifics? Tyler Hine: Sure. I mean, it was pretty cool that it was in Seattle. I had never been to the west coast before, so the free trip was fun. It was Read more

Friendly faces, new challengers, enthusiastic Wizards staff members, and the unique opportunity for players to design brand new cards! If you missed out on the first ever Kaijudo Championship in Seattle this past weekend, you missed a really unique event. The weekend wasn’t without its ups and downs on a personal note, but even after flying out to Seattle on my own dime and ultimately not walking away with the crown, I’d do it all over again. The trip was a whirlwind, so this article is going to follow suit. LCQ #1: Dodging the Landmines, or, “Please Don’t Pair Me Read more

Clash of the Duel Masters is finally here! I hope you were all able to attend your local Set Premiere event this past weekend. Clash limited play is actually very involved. You end up likely having to play all 5 colors (and a generous helping of multi-civ cards), which makes your mana decisions very difficult. Getting early attackers onboard while the opponent is still charging tapped mana can make a world of difference, since there aren’t any removal shield blasts at common or uncommon. You may also stumble upon a locked-down board state that stagnates until one player busts it wide open with Read more