Off Topic > Games
Magic: The Gathering
Wynd_Fox:
I play casually only, occasionally EDH, but I adore this game so much. My Sligh deck usually wins turn five or six, lol.
I'm not a huge fan of Innistrad, although I like that they toned down the power for it, so I'm a bit excited for Avacyn Restored.
Hiiro326:
Can someone explain how you do combos and stuff?
Like, don;t you shuffle your deck? :x
Orthone:
I've been bored the past week, so I started developing a program so I could digitalize my deck. =D
Still need to go back and clean up the images, and add a few more small features, but it's otherwise done. =)
Thorax:
--- Quote from: Azerath on February 29, 2012, 09:28:24 PM ---Yeah, I can get them out that fast, but my hand isn't usually perfect.
--- End quote ---
With green your goal should be crazy mana ramp. Pack 8 guys like llanowar or some other spells and you'll be fine.
--- Quote from: Hiiro326 on March 01, 2012, 01:47:39 AM ---Can someone explain how you do combos and stuff?
Like, don;t you shuffle your deck? :x
--- End quote ---
That's the thing, shuffling your deck does effect all this, but you build your deck in a way to get your combos.
Firstly and most importantly, any GOOD combo is only 2 cards. Here is an example of a great 2 card combo:
By playing Deceiver Exarch on your third turn (or the end of the opponent's third turn due to flash), you can equip it with Splinter Twin on your turn 4. With Splinter Twin equiped, you can tap Deceiver Exarch to create a copy of it. When the copy enters the battlefield, you can untap a permanent (aka anything on the field, including your tapped Deceiver Exarch). So you untap the Exarch and retap it to create another copy, which you use the new copies ability to untap the original. You can do this an almost infinite number of times until you create more guys than they can defend against. Then you attack with all the copies (because they have haste) and win the game.
Combos don't have to be with only 2 cards, they can have more pieces to them, but the more pieces you add, the harder it gets to play the combo due to the random shuffles.
Secondly, most formats allow you to have up to 4 of a card in your deck, so you should put in 4 of each combo piece.
Lastly, the rest of your deck should be about stalling your opponent and helping you find your pieces. Putting in cards that let you draw/search your deck can be very vital to finding your combo cards. Adding cards that synergies with your combo pieces are also good because they can provide a backup plan in case you can't get your combo out quick enough. Lastly, you don't want to let your opponent have free reign while you're trying to get your combo onto the table, so disruption is key. Adding counterspells, removal, board wipes, and etc. give you time to set up your combo.
Anyway, as a little more about my short MtG career, by the end of it I was sick of how fast the gameplay had gotten. Sick of turn 3 goblin wins, turn 4 combos, etc. I stumbled across TurboFog and instantly fell in love. I won most the games I played online and a lot of the ones I played in person. While most long games take 15-20 turns max, playing against TurboFog can make games drag on for 30+ turns. In fact, in most TurboFog decks, there is no win condition. You simply play until they run out of cards and lose. In the second game, you don't even have to win because time will usually run out and you will have more rounds won. Here is my variation of TurboFog. The Ulamog is in there as a win condition as well as allowing me to never run out of cards.
Here is a list of all the decks I bother to put online. The Niv-Mizzet EDH deck is actually my friends, he wasn't aware that he was using my account when he attempted to upload it.
Resonance_Cascade:
I started playing a few months ago and went to my first draft game last week (won 2/4 games).
Does anyone play Magic: The Gathering - Duels of the Planeswalker 2012? If so you should add me on Steam so we can play some games :cookieMonster: