In this article, I analyse a macro-archetype that players tend to love or hate: Lock, also known as Prison. If you could lock your opponent out of the tennis court, then you could win at leisure (provided the umpire was on board!). You can sort of do this in Magic, locking your opponent out of the game. Your opponent is at the table, but not meaningfully participating. Given this unconventional aim, Lock decks tend to require off-beat deck building and earn the ire of opponents. Reading this article will give you insights into how to approach building and beating Lock decks. First, I identify the key features of Lock according to Patrick Chapin, then I examine two Lock decks that have succeeded in 7 Point Highlander.
Welcome to my Op-Ed on Tempo level-ups! In this opinion piece I’ll be providing some insights into the principles that I use when playing Tempo decks in Highlander, and letting you in on a shortlist of my favourite rules-of-thumb when combining my two favourite groups of friends: Spell Pierces and Tarmogoyfs. Tempo and Me Anyone who knows me is well… Read More »5 Lessons to Level Up Your Tempo Game in Highlander
Hello everyone! My name is Zen Takahashi, and I am an avid Eternal player from Auckland, New Zealand. Although I used to play a wide range of formats, for the past two years my Magic endeavours have narrowed down to competing in local Legacy events and playing Old School over webcam with overseas friends. Before the recent online Win-A-Mox event,… Read More »Tuning Mono Red Aggro in 7 Point Highlander (*9th in Win-A-Mox)
In this article, we analyse a macro-archetype that is tricky to define but has been known to dominate: Aggro-Control. Reading this article should help you to build and pilot Aggro-Control decks in 7 Point Highlander, and identify and defeat opposing Aggro-Control decks. In 7 Point Highlander, Aggro-Control decks tend to appear under the Good-Stuff Control or Value Midrange archetypes, and… Read More »How to build better decks in 7 Point Highlander: Aggro-Control
In this article I will go through the things you can do and the mindset you can adopt to maximise your odds of winning a tournament. This article is intended for intermediate competitive players entering 20-100 person events. An introduction to better play Getting started on beating the skill ‘plateau’ I find that a lot of established players plateau. They learn the format, get… Read More »How to Win a Tournament in 7 Point Highlander
The Lava Spike deck aims to win by hitting the opponent with enough one-off sources of direct damage, also known as “burn”. It is very aggressive, consistent, and clear in its game plan. The Lava Spike deck would be fair (in the sense of being interactive instead of a degenerate combo deck) but for the fact that direct damage can be hard… Read More »How to build better decks in 7 Point Highlander: Lava Spike or Burn
The Rock is a deck that emphasises curving out midsized creatures and progressively gaining advantage on the battlefield. It plays a very fair game and balances aggression with wide-ranging interaction. One variant of the Rock is called Junk (it’s just a bit smaller and faster). After reading this article, you should have a better handle on building and beating Rock… Read More »How to build better decks in 7 Point Highlander: The Rock and Junk