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Limited

None Shall Pass Bombs

Five Origins Stories

Carrie picks out her five favorite spoiled Magic Origins cards for limited.

Drawing Live

The Regional PTQ (Top 8)

One man. One mediocre Sealed pool. One RPTQ Top Eight. Here’s the story!

None Shall Pass Bombs

Magic Origins Mechanics

Carrie examines the new Magic Origins mechanics for limited.

Drawing Live

Cube Design: What is Combo? (Part 2)

What’s the difference between a combo and a combo deck in cube? Is combo even necessary? Why does Zach hate Storm? Find out!

Card Kingdom

Lightning-fast shipping, exceptional customer service, unique MTG products, and general awesomeness since 1999.

None Shall Pass Bombs

Jumping Ship in Draft

Carrie explains when you want to jump ship mid-draft and when to stay the course.

Drawing Live

Cube Design: What is Combo? (Part 1)

What is a combo or combo deck? Is combo necessary in cube? When is something ‘a combo’ and when is it merely ‘synergy?’ Let’s ponder all this and more!

None Shall Pass Bombs

Mana Fixing in Limited

Carrie explores the nuances of limited mana fixing in this helpful primer.

Ensnaring Cambridge

Four Things About Two-Headed Giant

Shawn talks about a 2HG event he played in at GP Vegas and offers up some useful tips on the format.

Drawing Live

Sword of the Meek

This past Sunday, I had the pleasure of drafting my cube for the first time in ten months. Cube drafting […]

23/17

Beating Myself at Grand Prix Las Vegas

Hunter made a great run at Magic’s biggest tournament ever, but some mistakes kept him from Top 8 contention. How can he learn from them and do better next time?

Drawing Live

Taste the Rainbow

Zach runs it back with four more Modern Masters decks. Spoilers: ramp is really, really good.