Author Topic: Magic: The Gathering  (Read 4802 times)

the rules don't seem change much, i don't know what are you talking about.

i mean regarding specific cards. thats why many previous set ones are banned for newer tournament play. i assume because of balancing out the new stuff. it makes sense, but its really stuffty.

I used to play this, but there are just some design choices that really piss me off.  The biggest one is that there are cards that are objectively better versions of other cards and only exist to cost more.  That shouldn't exist in a balanced competitive game.

I used to play this, but there are just some design choices that really piss me off.  The biggest one is that there are cards that are objectively better versions of other cards and only exist to cost more.  That shouldn't exist in a balanced competitive game.
"Mutant Growth, +2/+2" "Giant Growth, +3/+3" "Titanic Growth, +4/+4"

I ordered a mint Avacyn, Angel of Hope for $19. It's estimated to arrive next Friday.

http://tapcreeput.net/mtg-decks/my-green-blue-red-deck/?cat=rarity
Here's my current main deck. I think I'm gonna buy some new cards like Griselbrand and put it and Avacyn in a White-Black deck together. Kinda ironic because in the lore they are mortal enemies.

If anyone has any good ideas for cards to add to my deck, I'd appreciate them. I'm not really willing to spend more than $20 on any one card.

edit: just got Nylea, she came in her own box. it's really cool.
« Last Edit: October 17, 2014, 10:24:31 PM by McZealot »

desperately trying to keep this topic alive now

My current favorite card is Stronghold Overseer. He is nearly unblockable with flying and shadow. Get 4 of him and 4 Dauthi Marauders, and 2 Dauthi Slayers. Shadow decks are basically an insta-win unless they have tons of spells.



I'm trying to make a White-Black deck with Avacyn and a bunch of Dauthi.
« Last Edit: October 18, 2014, 11:45:26 AM by McZealot »

Khans of Tarkir Game Day is this weekend. Play for a chance to win the Champion mat at your LGS.


Top 8 recieve a foil full art Utter End.


Participants recieve a promo Heir of the Wilds.

I don't understand the whole "lets collect foils for thousands of dollars" thing. I couldn't care less about the appearance, I like to beat other people.

http://tapcreeput.net/mtg-decks/my-white-black-shadow-deck/
I've set up this shadow deck (it's gonna be half of my white-black deck) for $9.17 (excluding Avacyn, already got her). I'm gonna order it soon so I'd appreciate if anyone had any other ideas to add to it.

edit: I think it needs more defense, so I'm gonna add 2-3 Walls of Tanglecord.
« Last Edit: October 19, 2014, 02:29:05 PM by McZealot »

so I got a Lux Cannon (add 1 counter per turn, remove 3 counters and destroy target permanent) and combined it with 4 Coretappers (1/1 creatures that can add 1 charge counter per turn) and it's total destruction

Bumping this.

This is my White-Black deck so far. (I have about 90% of it. I test it out there and then order the cards later.)
http://tapcreeput.net/mtg-decks/my-white-black-shadow-deck/

It's an enchantment deck. I can get a few 10/10 flying/shadow/fear creatures made and kill people really fast with it. Lifelink + Sunbond will create an infinite loop of power. I once got out a 192/192 shadow creature with it before it was exiled.

I want more utility white/black land (preferably pure-white or both). If anyone has any suggestions, I'd appreciate it.
« Last Edit: October 29, 2014, 12:28:03 AM by McZealot »

Doesn't seem like you have nearly enough cards that are worthwhile to bounce to justify having Dust Elemental. Dust Elemental works really well when all the creatures you're playing have beneficial "When this enters the battlefield..." text, in which case you'd also want to run at least one other card that can bounce as well.

Doesn't seem like you have nearly enough cards that are worthwhile to bounce to justify having Dust Elemental. Dust Elemental works really well when all the creatures you're playing have beneficial "When this enters the battlefield..." text, in which case you'd also want to run at least one other card that can bounce as well.
Yeah, I don't really do little 1/1 creatures. However, Dust Elemental is a pretty low mana cost. Chances are that by the time I play it, all the removed creatures will be restored in 1-2 turns. Also, it can be really useful to pick up and put down your creatures mid-game, removing things like Ice Cage and Arrest. While is is a temporary weakness in defense it can free enchanted creatures.

---

Actually, I agree with you. It's rarely good to bounce creatures in an enchantment deck, especially 3 at a time. Seems like it would waste a lot of spells if played late-game.

Any suggestions for utility land? My deck is in desperate need of land but I want some neat side-effects.
« Last Edit: October 29, 2014, 12:45:00 AM by McZealot »

my black & blue deck will leave you... lost, yeah lost

Whenever I try and make a deck I'm like "yeah ok I'll just make a small deck like 60-80 cards sure" and yet every time I'm left with a 200+- card deck.
I can't take things out ;-;

Card games are too much thought and work and money and thought.

Also
This belongs in Games.

How to win Magic the Gathering in 3 simple steps (not at the start of the game though you skrubs)







Cipher hidden strings or any other cipher card onto Medomai the Ageless. True conviction or any other "double strike to all creature" cards activates Cipher and Extra turn taking TWICE (search google if you think this doesn't happen). Then proceed to make more Medomais than you have land, and take 2 extra turns for every Medomai hitting.

(I have done this multiple times and its loving fun as hell)
EDIT: forget didn't know how ciphered worked, just copy medomai stuff tons of times with blue.
« Last Edit: November 18, 2014, 12:25:10 AM by ButlerBlockhead125 »