• Magic: The Gathering
    1,323 replies, posted
Trollshroud. :v:
[QUOTE=Seiteki;28552988]Trollshroud. :v:[/QUOTE] [img]http://cdn2-b.examiner.com/sites/default/files/styles/image_full_width/hash/df/98/df98511fdab927c7a51c90770f8a2b55.jpg[/img] I love Thrun
No deck is finished until it has an Ornithopter. [img]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=206331&type=card[/img] THOPTER INCOMING! thop thop thop thop thop
[QUOTE=H4yd3n;28552803]-1/-1 counters? Such as wither or deathspore thallid type stuff? Because those can't be regenerated either and will kill the creature. Only damage and destroy effects can be regenerated.[/QUOTE] Except he can't target me creatures with them
[QUOTE=Sewlas;28552528]2x Goblin Guides, 3x Contested War Zone and 1x Mox Opal cost $52 :C[/QUOTE] Yeah and goblin guides are the only good cards out of your list go figure. Also Kuldotha Red is considered a top tier deck. No shit the mythics are going to be expensive. Welcome to magic where good rares are worth $10, godly rares are $20 and everything else is shit. [editline]11th March 2011[/editline] I'll concede that thrun has a spot in my cube. Speaking of I need more little beaters. Need to track down a savannah lion and a foil infantry veteran... Thrun would help too... Still I suppose in the summer I'll roll up my sleeves and crunch a lot of the math to make my cube awesome. Keeping a small cube is a lot of work. Lots of theory crafting and balancing between colours, mana costs etc etc.
[QUOTE=Sewlas;28552287]I've just started to make a Kuldotha red deck and it's just so fun to win after three or four turns almost everytime ^^ Everything that I need before it's completely finished: 2x Goblin Guides 3x Contested War Zones 1x Mox Opal 1x Chimeric Mass 2x Devestating Summons Some of the cards are very hard to get but when I do I'm gonna own :3[/QUOTE] Lol yes let's pay $25 for a mox opal [editline]12th March 2011[/editline] [QUOTE=H4yd3n;28552803]-1/-1 counters? Such as wither or deathspore thallid type stuff? Because those can't be regenerated either and will kill the creature. Only damage and destroy effects can be regenerated.[/QUOTE] AFAIK damage doesn't save you from regen since the damage stays in effect until the turn is over, and regenerate can only be done on the turn that a creature died. The only thing Regenerate will work with is destroy effects I believe. I didn't think -1/-1 counters would make it so you couldn't regen, since counters are lost when a creature is destroyed I thought. Which means an infect deck would in fact do jack shit against an opponent who could regen their creatures for 2 mana.
[QUOTE=KorJax;28555220] AFAIK damage doesn't save you from regen since the damage stays in effect until the turn is over, and regenerate can only be done on the turn that a creature died. The only thing Regenerate will work with is destroy effects I believe. I didn't think -1/-1 counters would make it so you couldn't regen, since counters are lost when a creature is destroyed I thought. Which means an infect deck would in fact do jack shit against an opponent who could regen their creatures for 2 mana.[/QUOTE] Actually, Regenerate acts as temporary protection from taking fatal damage and "destroy" effects (like deathtouch), as long as the permanent is still on the battlefield. It doesn't work with Infect and -1/-1 counters because even if you regenerate in a vain hope to survive, at the end of the phase your creature will still have 0 toughness which forces you to [I]sacrifice[/I] it.
[quote]The next time that creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.[/quote] A creature doesn't strictly have to be in combat for regeneration, of course - it just gets removed from combat if it does regenerate. A creature with 0 toughness goes to graveyard before you gain priority, and cannot be replaced by regeneration.
Just took all of the Samurai and a few other things out of my white deck and replaced then with KOR. Korrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
[QUOTE=Fork-H;28556418]Just took all of the Samurai and a few other things out of my white deck and replaced then with KOR. Korrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr[/QUOTE] My first deck was a Kor deck. I still have it, been modified ever since I started.
how about this combo [img]http://www.cardkingdom.com/media/images/products/standard/110362_1.jpg[/img] [img]http://www.cardkingdom.com/media/images/products/standard/111545_1.jpg[/img]
[QUOTE=Kogitsune;28552516]The whole thing the story is going on about is how the kid was doing all kinds of things ( and breaking lots of rules ) because the effect on the card is he can't lose the game ( judge rulings count as a loss ). The reason a judge was called over is because he was refusing to obey a triggered effect that was entirely legal - the card has no protection from being destroyed or otherwise removed from play and causing him to loose. So, if the effect text was actually "You may not be caused to lose the game" or a similar wording, he would be correct in that the card could no destroyed, because it leaving play would cause him to directly lose due to his life total. It's a stupid story and here I am pointing out that the joke is about someone taking the wording of the card literally, and to an extreme. Which is close to what I am doing.[/QUOTE] Yeah, but what happens when you break the rules in a tournament game? You lose. With Platinum Angel? Nuh-uh. It doesn't matter if he breaks the rules even if it isn't a part of the card.
[QUOTE=suppertime;28554786]Yeah and goblin guides are the only good cards out of your list go figure. Also Kuldotha Red is considered a top tier deck. No shit the mythics are going to be expensive. Welcome to magic where good rares are worth $10, godly rares are $20 and everything else is shit. [/QUOTE] I know that Kuldotha Red is an top tier deck, that's why i'm building it. The only thing that I really need to make it work is the Mox Opal, the rest is just for fine-tuning.
[QUOTE=KorJax;28555220]AFAIK damage doesn't save you from regen since the damage stays in effect until the turn is over, and regenerate can only be done on the turn that a creature died. The only thing Regenerate will work with is destroy effects I believe. I didn't think -1/-1 counters would make it so you couldn't regen, since counters are lost when a creature is destroyed I thought. Which means an infect deck would in fact do jack shit against an opponent who could regen their creatures for 2 mana.[/QUOTE] You're so casual... A regeneration shield prevents the next destroy effect. Upon preventing the effect all damage is removed from ~, ~ is tapped and removed from combat. ~ represents what is being regenerated in question. [editline]12th March 2011[/editline] [QUOTE=Xyzzy;28556307]Actually, Regenerate acts as temporary protection from taking fatal damage and "destroy" effects (like deathtouch), as long as the permanent is still on the battlefield. It doesn't work with Infect and -1/-1 counters because even if you regenerate in a vain hope to survive, at the end of the phase your creature will still have 0 toughness which forces you to [I]sacrifice[/I] it.[/QUOTE] Nope. Any creature with 0 toughness is immediately sent to the graveyard as a state based effect. [editline]12th March 2011[/editline] [QUOTE=Kogitsune;28556340]A creature doesn't strictly have to be in combat for regeneration, of course - it just gets removed from combat if it does regenerate. A creature with 0 toughness goes to graveyard before you gain priority, and cannot be replaced by regeneration.[/QUOTE] Man apparently I shouldn't just skim through. Some of you guys do know the rules.
I played Magic when I was very young, probably about 5-6 years old. My mum saw the 2 player getting started set on special offer and bought it for me. Played it for several years, then moved on to YuGiOh, now I don't play either.
I did something awesome today. [img]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=111066&type=card[/img][img]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=198163&type=card[/img][img]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=198163&type=card[/img][img]http://www.wizards.com/global/images/magic/FE/High_Tide2.jpg[/img] [img]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=195630&type=card[/img] Good times.
[QUOTE=Fork-H;28576159][img_thumb]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=198163&type=card[/img_thumb][/QUOTE] What the fuck does all of this [i]mean[/i]??
[QUOTE=suppertime;28564762][B]You're so casual...[/B] A regeneration shield prevents the next destroy effect. Upon preventing the effect all damage is removed from ~, ~ is tapped and removed from combat. [/QUOTE] :rolleyes: Thanks for the details, but you could do without the elitist douche comment next time, no offense [editline]13th March 2011[/editline] [QUOTE=ChaosUnleash;28571179]I played Magic when I was very young, probably about 5-6 years old. My mum saw the 2 player getting started set on special offer and bought it for me. Played it for several years, then moved on to YuGiOh, now I don't play either.[/QUOTE] How on earth do you move from magic to YuGiOh? :raise: Usually it's the other way around
[QUOTE=Banned?;28576967]What the fuck does all of this [i]mean[/i]??[/QUOTE] When he's leveled all the way up, it's basically a twincast twice for just two mana. So twincast high-tide twice, so your islands produce three additional mana, then play a rite of replication, copy [i]that[/i] twice with the other fully-leveled Echo Mage, then kick them all. Voila, 15 chronozoas chillin' out. Or did you just mean how the fuck does level-up work?
[QUOTE=Banned?;28576967]What the fuck does all of this [i]mean[/i]??[/QUOTE] With this card, you tap one water mana and one mana of any other color to increase the creature's level. As you increase it's level, it gets new abilities and power.
That's a pretty awesome combo, though most players wouldn't let you level up your Echo Mage unless you had other distractions out. That Chronozoa card is just insane though... if you don't kill it off it just mulitplies, pretty awesome ability.
[QUOTE=KorJax;28588479]That's a pretty awesome combo, though most players wouldn't let you level up your Echo Mage unless you had other distractions out. That Chronozoa card is just insane though... if you don't kill it off it just mulitplies, pretty awesome ability.[/QUOTE] The deck is based on making sure I get fucktons of chronozoas. It's pretty hilarious of I use a quicksilver gargantuan on one. 7/7 chronozoas anyone?
Using high tide like that... makes me cringe.
I had an old Stasis deck that was a bitch for everyone, myself included. Eon Hub. [editline]13th March 2011[/editline] Of course I had my own mana production that could be done every turn through Tezzeret, Energy Chamber, Pentad Prism, artifact lands, etc.
[QUOTE=suppertime;28590438]Using high tide like that... makes me cringe.[/QUOTE] Using it to quadrouple my mana production? :v:
[QUOTE=Fork-H;28592296]Using it to quadrouple my mana production? :v:[/QUOTE] No, it used to fuel a really strong vintage deck.
Ah, so this is more along the lines of "what has science done" than it is along the lines of "doin' it wrong", yes?
[QUOTE=Fork-H;28592925]Ah, so this is more along the lines of "what has science done" than it is along the lines of "doin' it wrong", yes?[/QUOTE] Yeah. I mean sure. It's really funny. But you'd need a lot of high tides for it to work. Since if you copy rite of replication you can't kick it and even if the first one was kicked the copies aren't. [editline]13th March 2011[/editline] Also your combo desperately needs intruder alarm. Rite of Replication no kicker, targeting anything. Copy it. Resolve the copy. Token enters the battlefield. Echo Mage untaps. Fuck yeah. [editline]13th March 2011[/editline] Get some cloud of faeries and go infinite.
[QUOTE=suppertime;28592990]Yeah. I mean sure. It's really funny. But you'd need a lot of high tides for it to work. Since if you copy rite of replication you can't kick it and even if the first one was kicked the copies aren't. [editline]13th March 2011[/editline] Also your combo desperately needs intruder alarm. Rite of Replication no kicker, targeting anything. Copy it. Resolve the copy. Token enters the battlefield. Echo Mage untaps. Fuck yeah. [editline]13th March 2011[/editline] Get some cloud of faeries and go infinite.[/QUOTE] By the time I had all this stuff out, I had enough mana to hardcast Rite of Replication with the kicker twice. So, copying the high tide twice wasn't a problem, nor was paying for the kicker on the copied rites. The opponent was kinda just like "...The fuck." Took a look at Intruder Alarm, that'd make the deck [i] ridiculous[/i]. I never really attack with the Chronozoas until I have masses of them, so it wouldn't really effect me. Hilarity would ensue. As for Cloud of Faeries, I myself am not a fan of using infinite combos, so I won't go in that direction.
Doesn't a token being generated count as "brought in play" though? Or is something only considered "brought into play" when played from your hand?
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