Dumien
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Post by Dumien on Mar 10, 2014 3:52:46 GMT -5
Whoops. Here's the text.
Lands:21 4 Temple of Plenty 4 Temple of Triumph 4 Temple of Abandon 4 Temple Garden 2 Forest 1 Plains 2 Mountain
Creatures: 12 4 Gladecover Scout 4 Witchstalker 2 Hero of Iroas 2 Sylvan Caryatid
Spells: 27 4 Alpha Authority 3 Boros Charm 4 Ethereal Armor 4 Madcap Skills 1 Gift of Orzhova 4 Unflinching Courage 4 Commune with the Gods 2 Lightning Talons 1 Selesnya Charm
Also I've heard that a joke pack came out a while ago. I don't know much about it...just that some of the cards are hilarious when I viewed them in people's binders.
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Mar 10, 2014 3:59:49 GMT -5
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Post by jaedrik on Mar 10, 2014 9:36:21 GMT -5
You forgot Unglued ;) Surprised of the limited knowledge about these joke sets.
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Post by Deleted on Mar 10, 2014 15:50:45 GMT -5
There's a bajillion cards out there; it's hard to keep track of ALL of them.
I'm now trying out a Rakdos removal build. Red's for the small guys, black's to annihilate the big ones. Someone put down two Nessian Asps in a single turn and I just spend 5 mana to take them out of the game. Apparently the biggest hiccup you'll find in this build is how each colour demands so much of its respective colour. Corrupt only deals as much damage as the number of swamps you have, and firing off a lot of small red spells requires more red mana than any other kind. So you can end up spending RED, 2RED+1, and then RED+1 with 3BLK just sitting in your pool doing nothing.
I'm also trying out a new rule where a player draws until they have 3 cards at the start of their upkeep. This way discard abilities like "Mind Rot" don't go to waste in the late game, players are less likely to lose because they keep drawing land while the opponent draws creatures, and that giant pool of mana that accrues in the late game is more likely to be used up.
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Post by Deleted on Mar 13, 2014 16:59:32 GMT -5
I have one of these in my collection. It's potentially the most useless card in the game. You spend (2) to put what's essentially a 1/1 creature onto the field. You then have to tap the creature and spend another (3) to make it into a 2/2 creature, and do it a second time. So that's (8) and two extra turns it's out of commission before it can start pitching in. You're supposed to use this creature to counter creatures with infect, but in this state it's not even viable. IF you EVER get this card change the removal cost to (2) and cross out the tap cost to make it at least somewhat viable.
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Post by Deleted on Mar 14, 2014 19:13:00 GMT -5
"Blue/Red is such a cheap colour combination; it's ridiculous" "Izzet?" So I thought to myself "How screwed would you be if there was a creature out there with first strike AND deathtouch?" And then this happened.
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Post by Deleted on Mar 18, 2014 18:49:58 GMT -5
Mother of spycrab.
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Post by Deleted on Mar 20, 2014 13:24:47 GMT -5
Orzhov Life-Gain/Life-Steal is a silly tactic that involves inflating your HP to ridiculous values and using that to screw over the opponent. This means Lifelink and Extort will be your greatest tools, and tapping into Green mana could help you out if you need more healing power.
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Post by Deleted on Mar 22, 2014 23:25:47 GMT -5
A great way to turn a white weenie deck into a giant death army is to incorporate "Builder's Blessing" into the mix. In most cases you can just build your army behind a massive defense and move out when you got a spell that buffs your entire army for a single turn.
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Mar 25, 2014 18:54:46 GMT -5
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Post by Deleted on Mar 25, 2014 20:01:34 GMT -5
Nice.
Wait, legality? What does it take to get a card banned in MTG?
Also Roaring Primadox/Acidic Slime is a hilarious way to kill off all of your opponent's land. Enchantments and artifacts can't even.
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Post by Deleted on Mar 26, 2014 7:03:37 GMT -5
Lmao, I love this MTG card generator.
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Post by Deleted on Mar 29, 2014 15:23:54 GMT -5
2v2 is an utter s***fest of glory!
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Mar 29, 2014 21:22:58 GMT -5
yeah 2 v 2 (two headed giant) was what sold be on magic. Aids and I played a bunch of DoTP to the point where I understood the game better playing that way than singles. Then from there I got better and more interested in singles.
Land destruction is cool but really un-fun to play against...lol
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Post by Deleted on Mar 30, 2014 0:59:12 GMT -5
Ohhh... so that's how you play two-headed giant. My 2v2 format was: -The match starts with two teams of two, each member adjacent to their ally. -Both teams pool 40 HP apiece. -One player starts, and doesn't draw for the first round -Second player has to be the opponent adjacent to the first player, also doesn't draw for the first round -Players can't control other creatures by their ally, but can enchant/equip them.
I've been Orzhov life... hording in 2v2 more because extort can yoink away one health for every opponent on the other team; which is baller.
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Mar 30, 2014 12:25:08 GMT -5
oh. 2 headed giant takes play like this. Extort is a pretty cool guy. My favorite extort is blind obedience. It gives you a full turn to deal with almost any threat.
Each team shares a life total (30 life) Each team draws and takes the same turn together. As in...they share a main phase, battle phase, main phase 2 etc. Your teammate doesn't count as you...so you don't "control" your teammate's stuff. If one teammate would lose because of an effect or alternate win condition then your team loses. (mil, etc)
I won my last local FNM (where a recent 5K champ was playing) and then I lost horribly at the Connecticut 5K on Saturday. Just goes to show you how polarized certain magic decks can be.
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Post by Deleted on Mar 30, 2014 14:28:37 GMT -5
30 life makes sense; on 40 I've noticed game stretching out more for ridiculous periods of time- sometimes I have an individual that deploys over 20 land cards when the game finally ends- it's unholy.
I've also noticed a few creatures that have "(R) - [creature name here] gets +1/+0 until end of turn]". Is this a modular ability where you can sink X mana in for a +X/+0 bonus? Because that would make Dragon Hatchlings, Dragon Mantle, and Fiery Hellhound insanely good in the lategame with first-strike or intimidate.
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Mar 31, 2014 13:26:54 GMT -5
Dragon hatchling and mantle have something called "firedrinker" but it is actually easier not to call it firedrinker and write out all the rules text. Yes in that instance you can sink w/e mana you want into the ability... in the same way that an ability might let you pay X to increase something by +0/+X.
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Post by Deleted on Mar 31, 2014 15:02:16 GMT -5
Sweet. It's difficult to justify value in a (1)(R)-mana 0/1 creature that becomes 1/1 when you sink another single (R) into it; crossing into white or blue would be way more cost-effective in that regard.
Come to think of it; plenty of creatures would benefit in the late-game off this modular approach. I've been playing MTG the wrong way all this time!
Exalted-focus builds seem very odd. I haven't toyed around with this idea much, but it seems like I'll be banking off the idea that I can have one guy attacking each turn while turtling up the rest of my army. Is this just a partial strategy that's flexible with any other strat, like Life Gain?
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Mar 31, 2014 19:56:01 GMT -5
exalted is bad.
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Post by Deleted on Apr 1, 2014 0:17:15 GMT -5
Let me guess. Because that +1/+1 bonus only applies to creatures attacking alone, and if said creature doesn't attack they're just an expensive early-game unit. To properly saturate a deck with enough exalted creatures to make this composition consistent enough you'll be dealing with a lot of creatures that lose value in the mid-game. Mid-game with creature-focused decks will almost always need more than one creature to attack. If a single creature were to attack it's because there's a stalemate and the most powerful creature on the board is trying to chip away at the opponent or deal enough damage to break the stalemate. I doubt a 3/1 Servant of Nefarox is the kind of creature that can handle the field alone in the late game.
It would seem that exalted needs a little more utility. For instance; -If exalted creatures gained their bonus for defending they could be more viable; when the whole fleet starts carpet-bombing the opponent an exalted creature can stay behind and look after the fort. -Stacking exalted bonuses could also work. If two "Guardians of Akrasa" and another exalted creature were on the field that creature would get a +3/+3 bonus for attacking alone because there's 3 exalted creatures under their control. -That, or if every creature attacking is exalted they all get a +1/+1 bonus. -This is the least practical one. The ability can be listed as "Exalted X", where X can be something besides a +1/+1. It could be +2/+2, infect- anything, really.
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Post by Deleted on Apr 3, 2014 20:46:53 GMT -5
Oh god, this has to be the luckiest draw I've ever made.
-My turn -Opponent is running a 5-colour cross-colour deck. Most abilities/spells can be played using one of two certain colors of mana. -He has 4HP, an RUGGWBB mana pool, Nest Invader (2/2), Dutiful Thrull (1/1, B = Regen), Tattermage Duo (2/3), Tower Drake (2/1 Flying) and Drogskol Captain (2/2 Flying) -I have 11 HP, 8 mountains, and a single Pitchburn Devil on the field. -Attacking is pointless because the Thrull can just block and regenerate -Defending is futile because the opponent has air dominance -The next card I pull is Volcanic Strength (Enchant Creature, +2/+2, +Mountain Walk) -Attack with an unblockable 5/5 Pitchburn Devil and win
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Post by Deleted on Apr 6, 2014 3:21:15 GMT -5
I love it when the metagame of MTG changes everyone goes out to trade their cards into the nearest comic book shop for store credit. I bought 264 common/uncommon cards for almost 10 bucks; they had shoe-boxes filled with cards that weren't even sorted yet- they just had so many.
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Post by Deleted on Apr 8, 2014 23:08:17 GMT -5
Okay, I'm starting to warm up to Gruul with my new batch of cards. Initially I got a lot of yellow Gruul cards and ended up trying to build an expensive army while being completely open in the mid-game. I made a deck that focuses on Monstrosity, slivers, and Predator's Rapport for unholy amounts of late-game healing for 3 mana apiece. So that's 17 health for 3 mana on a Monstrous Nessian Asp. According to some forums one guy used an Ancient Ooze (5GG, has +1/+1 counters equal to mana cost of other creatures on the field under your control) and got 140 HP out of a single Predator's Rapport. Another guy Got 65 HP out of a Cloudfin Raptor (U, Starts with 0/1 but gains a +1,+1 counter for every creature that's more powerful than it entering the field), then slapped on another effect that doubled the number of +1/+1 counters on it before letting it loose.
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Post by Deleted on Apr 8, 2014 23:44:53 GMT -5
-Pure Green trample deck versus token-focused pure green deck. -Trample player has 11 HP, 7 Forest. On the field there's a Thundering Tanadon (5/4 Trample), Woodburn Behemoth (4/4, 8/8 +Trample with 8 lands), Vulpine Goliath (6/5 trample), and a Molder Beast (5/3 Trample, +2/+0 when any artifact goes in the graveyard) -Token player has 19 HP, 8 Forest, and a scary army. On the field the token player has 2 Elvish Visionaries (1/1, draw card when deployed), FIFTEEN 2/2 Wolf Tokens (After playing two 'Howl of the Night Pack' Sorceries), and a Champion of Lambholt at 20/20 (Starts at 1/1, gets +1/+1 for every other creature that enters the field, beiing more powerful prevents opponents from blocking creatures) -Token player plays "Predatory Rampage" where all creatures get +3/+3 and when the opponent blocks he has to use all his creatures. -Trample player plays "Tanglesap" (Prevent all combat damage that would be dealt this turn by creatures without trample) -Trample player just blew off 106 potential damage for 2 mana -Counter-attacks with his whole army for the win (20 damage, but because he played a land it activates the Woodburn Behemoth to 8/8 so it becomes 24).
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Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
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Post by Dumien on Apr 9, 2014 0:03:39 GMT -5
Gruul is a great place to start. There is just something about attacking with overkill-sized monsters.
So I started winning a good amount of store credit (90$ over 3 weeks minus 5$ per entry = 75$)...with which I decided to expand my horizons. First, I made an EDH commander deck. Commander seems like something you might be interested in...it is best played in groups of 3-7 The general premise of building the deck is you have 1 Legendary creature that is your commander. Its colors in the top right are the only colors you can use in your deck. In addition your deck must have 100 cards...no more... no less. IN ADDITION (lol) you must only have one of each non-basic land card. Your commander is placed in a special "commander zone" that you can access at any time...as if it were in your hand. Every time your commander dies it goes back to the commander zone and you can bring it back for its cost +2 (next time +4 then +6 etc). Health starts at 40 points per player.If any one commander deals a player 21 points of damage (cumulative via effect or attack) then that player loses.
What results is an epic social experience that pretty much anyone can play. Alliance are formed. Betrayals. All that good stuff.
So, since I wanted to play I bought the 30$ naya commander deck and heavily modified it with green, white, and red cards I already owned.
Then I put together my 2nd complete standard deck...it happens to be Dimir.
The total cost of this deck came to 36$ which is honestly chump change if you are looking for fun/fast way into the standard scene. The deck has trouble with the esper match-up but rolls over most any creature based strategy in the meta. The blowout potential is hilarious, but it is totally a combo deck...which has the weaknesses any combo deck has.
Here is the deck...
20 Lands 4 Temple of Deceit (16$) 7 Swamp 5 Island 4 Dimir Guildgate (will replace with Watery Graves but they are 10$ each)
Creatures 20 4 Xathrid Necromancer 4 Artisan of Forms 4 Agent of the Fates 4 Tormented Hero 4 Pain Seer
Other Spells 4 Hidden Strings 4 Mizzium Skin 4 Triton Tactics 4 Boon of Erebos 2 Retraction Helix 2 Springleaf Drum
So creatures first... the core of the deck is Pain Seer and Agent of Fates. Pain Seer was so hyped when BotG came out because it reminded people of some old card that WAS broken. Pain seer is not broken...it just needs some love to make it work. Pain seer drops at two at which time your goal is to get it to untap as frequently as possible to generate card advantage and bury the opponent. Agent of Fates is borderlind overpowered with the support for it being run in the deck. Every time it gets targeted by a spell I just cast... opponents have to sacrifice one creature (makes him good for Two headed giant as well). The goal is to just throw a bunch of low cost spells his way and eat the opponents creatures the second they hit the field. Tormented hero is pretty much just a good black one drop. It is also has potential lifegain which could be important because we are running 8 self burn cards... Artisan of Forms is very much the bane of the modern creature deck. Every time it gets targeted by one of the spells I just cast (Heroic) it becomes a copy of whatever creature I choose. Of course...all the things we are going to use to activate its heroic will make sure that it wins any and all tiebreakers with the creature it cloned. Finally Xathrid Necromancer is just nasty for maintaining board control. It is pretty much the only out against control and board wipe. Note that every creature we run is human...This thing is gonna be pumping out zombies like crazy in the lategame.
The spells are pretty great too. Hidden strings is the most complex card in the board because it involves the most decision making. Upon casting it targets two permanents...meaning you can trigger two of your heroic abilities. In addition it "taps or untaps" them meaning it works on pain seer. It also works your opponent's stuff and lands...which can lead to nice combo players. IN ADDITION it then ciphers onto a creature...meaning any time that creature damages the opponent's life you get to cast a copy of that card free...so you get to trigger more heroic...and untap more things. Pretty great.
Mizzium skin and Boon of Erebos serve the same purpose. They keep our things on the field and surprise the opponent by not only stopping their outs, but triggering our heroic abilities. Both of these cards also let artisan of forms win against the thing it cloned. These cards make the deck feel rather hexproof. Boon also serves as a way to indirectly tap pain seer. When something gets regenerated it gets tapped... Both are also one drops and are super affordable.
Speaking of value... triton tactics is another great multi-trigger spell. Two taget creatures get +3 toughness and get untapped. Pretty awesome.
Retraction Helix is a degenerate card that gets absolutely no love. So for one mana...you target a creature (activating heroics) then that creature can tap itself (activating inspired) to return a target non-land permanent to the owners hand. With all the cards in the deck that let you untap it is pretty rare that you arent getting rid of two permanents.
Finally, spring leaf drum is both mana fixing and a combo piece for pain seer. Manafixing isn't really a problem though..even with three lands. The mana curve is solid (running 20 one drops 12 two drops and 8 three drops). It functions more as ramp and surprise advantage.
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Post by Deleted on Apr 9, 2014 4:48:07 GMT -5
Agent of the Fates seems to be the designated sniper on that one; removal decks always make me shift in my seat a little*. But seriously, that's just cool. I never really got a good Heroic deck going, come to think of it I've avoided Dimir and any related tri-colour-combo because it feels weird. I do love me some zombies, but that tactic feels tried to death.
Also I never found a Mythic Rare or a Legendary, though if I ever went into a Tournament I'll just roll with an Artifact deck for the lulz. PHREXIAN HULKS AND HEXPLATE GOLEMS FOR DAYS.
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Post by Deleted on Apr 12, 2014 13:13:25 GMT -5
Oh ****
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Post by Deleted on Apr 12, 2014 23:13:30 GMT -5
This would sum up my reaction when I shower and accidentally make the water too hot.
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Post by Deleted on Apr 21, 2014 23:38:39 GMT -5
Lol
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