• Magic: The Gathering v2
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I'm not sure how useful this is but I compiled a whole bunch of basic resources in one list. [url]http://www.curate.im/curation.php?id=2771[/url] I'll be adding a whole bunch more to it.
Don't forget about gatherer and tappedout!
I'll give that sealed deckbuilding video a watch later, especially after my prerelease performance
I'm still hopeful they'll reintroduce Horsemanship as a key word. As one Facepuncher put it, "it's just flying but with horses".
[QUOTE=RearAdmiral;42291866]I'm still hopeful they'll reintroduce Horsemanship as a key word. As one Facepuncher put it, "it's just flying but with horses".[/QUOTE] At least flying can be blocked by Reach. Horsemanship you actually need Horsemanship to do shit against it, or else get your creatures wrecked by red mana ramp and Rolling Earthquake and all those unblockable creatures. [img]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=10526&type=card[/img]
[QUOTE=Rats808;42293142]At least flying can be blocked by Reach.[/QUOTE] Which is better: 1. Reintroducing horsemanship 2. Changing the horsemanship rules so they can be blocked by creatures with *insert keyword*? Agree for option one, disagree for option 2
[QUOTE=MyBumBum;42303125]Which is better: 1. Reintroducing horsemanship 2. Changing the horsemanship rules so they can be blocked by creatures with *insert keyword*? Agree for option one, disagree for option 2[/QUOTE] Just reintroduce banding and phasing.
Horsemanship is just Shadow's deformed older brother that didn't achieve as much.
[QUOTE=RearAdmiral;42303352]Horsemanship is just Shadow's deformed older brother that didn't achieve as much.[/QUOTE] Horsemanship: All of the benefits of shadow without any of the drawbacks.
Shadow has drawbacks? [editline]25th September 2013[/editline] Oh right Shadow can't block non-shadow.
Alright, we'll just introduce varying levels of flying. At flying 2, you can block flying, flying 2, and flying 3. With flying 2 and reach, you can block non-flyers all the way up to flying 4. At flying 10+ your creature ascends beyond being a creature and enters the game as an allied player with their own deck that you control. They go last in turn order, of course.
Making a deck with the new slivers. Any non-sliver spells I should consider? Already got Descendants' Path, Door of Destinies, and Domri Rade.
What would be a good deck for a new player? I looked at the Deck Builder's Guide leaflet thing and saw one option was a token deck. I thought it looked pretty simple and I had a lot of Populate cards for Green and White, so I made a deck roughly to that guideline. It's got a lot of random cards in, but a lot of cards that can create tokens too.
[QUOTE=eternalflamez;42305315]Making a deck with the new slivers. Any non-sliver spells I should consider? Already got Descendants' Path, Door of Destinies, and Domri Rade.[/QUOTE] Slivers main beef is with boardwipes snag a couple of rootborn defences, or boros charms.
[QUOTE=eternalflamez;42305315]Making a deck with the new slivers. Any non-sliver spells I should consider? Already got Descendants' Path, Door of Destinies, and Domri Rade.[/QUOTE] I'd say that the Door is too slow because of the apparent aggro that comes with slivers. That's just my opinion though. Make sure you add in a good amount of enchantment hate.
[QUOTE=Simples;42307273]What would be a good deck for a new player? I looked at the Deck Builder's Guide leaflet thing and saw one option was a token deck. I thought it looked pretty simple and I had a lot of Populate cards for Green and White, so I made a deck roughly to that guideline. It's got a lot of random cards in, but a lot of cards that can create tokens too.[/QUOTE] When it comes to which strategy to use, it all comes down to personal preference. Try to possibly find which cards of yours you like the most and build around that. Alternatively you can think of a strategy like control, midrange, or aggro (or think about which point in the game you want to win by) and build your deck around that premise. For beginning it is generally a good idea to try a deck that is only 1 or 2 colors, since the less colors you have the easier it is to play consistent games
[QUOTE=eternalflamez;42305315]Making a deck with the new slivers. Any non-sliver spells I should consider? Already got Descendants' Path, Door of Destinies, and Domri Rade.[/QUOTE] Call of the kindred Coat of Arms
Anyone around here into pauper? My father owns the local gaming store and there's been interest in running pauper events. I've been wanting to get in on it since standard wasn't my thing. I really liked legacy though. (Hivemind them pacts, niggas) Can anyone recommend me a pauper deck you thought was fun? I might build as many of them as I can just to loan out to people to get into the event for free. Just to get interest rolling.
[QUOTE=Boobie;42314505]Anyone around here into pauper? My father owns the local gaming store and there's been interest in running pauper events. I've been wanting to get in on it since standard wasn't my thing. I really liked legacy though. (Hivemind them pacts, niggas) Can anyone recommend me a pauper deck you thought was fun? I might build as many of them as I can just to loan out to people to get into the event for free. Just to get interest rolling.[/QUOTE] Mike Wazowski mill is an incredibly fun deck that I personally play. Pauper Goblins is satisfying to pilot and you probably have a majority of the cards lying around. White Weenies will be pretty easy to throw together as well with just Innistrad block cards.
I'm thinking Ashiok is going to be quite the useful plainswalker, comes out early, has a +2 so she is harder to kill than normal, counters scrying, and can get you some pretty nice card advantage by having the chance of stealing their best creatures
I built a myr machine gun deck (basically viridian longbow and a lot of myr/untap spells) It's really slow though. I don't have a decklist but from memory it's roughly: 4 silver myr 4 palladium myr 4 myr galvanizers 4 viridian longbows 4 heavy arbalests 2 myr resevoirs 4 clock of omens (gonna cut it down to 2) 2 unwinding clocks 2 Ophidian eyes (thinking of bumping up to 4 for card draw) The rest is cheap instants/sorceries that untap creatures. It's way too slow though. Any thoughts in improving it's speed? It can go infinite around turn 7 but I want to actually be doing things before then like pinging down weak creatures. I was thinking soliton but he's a bit expensive.
So i just opened up my first 12 boosters (i'm new and some friends invited me to a 40 deck play or whatever it's called) I got thoughtseize, and they think it's very good. also general tips for new players? is a minotaur deck good? [editline]29th September 2013[/editline] oh and i got some underworld cerberus
[QUOTE=Powerbrah;42348754] oh and i got some underworld cerberus[/QUOTE] :v: this actually made me giggle a little. I think minotaurs could work in this set, although I wouldn't expect a lot from it.
[QUOTE=Powerbrah;42348754]So i just opened up my first 12 boosters (i'm new and some friends invited me to a 40 deck play or whatever it's called) I got thoughtseize, and they think it's very good. also general tips for new players? is a minotaur deck good? [editline]29th September 2013[/editline] oh and i got some underworld cerberus[/QUOTE] Btw Thoughtseize is a ~$25 card and the cerberus is a ~$6 card. A general tip would be to play your spells on your second main phase so that during combat the opponent will see that you have cards in hand and mana untapped so they would be more scared of you playing a combat trick even if you don't have one. And a minotaur deck is fine to start with if you have the right cards, I'd say just try building something you like and have your friends help you
Built a 40 deck red/black card so far. Gonna build a 60 aggro-ish decks with minotaurs. I love aggro decks even though If you don't win in 10 turns you're gonna lose.
a bought a whopping two theros boosters last night because i couldn't find any anywhere and so i bought a starter deck for the boosters. ended up pulling a foil temple of abandon and a regular temple of silence out of one.
Kill me please.
[QUOTE=Powerbrah;42354351]Built a 40 deck red/black card so far. Gonna build a 60 aggro-ish decks with minotaurs. I love aggro decks even though If you don't win in 10 turns you're gonna lose.[/QUOTE] I also love aggro decks, they are so much fun to pilot and take a lot more thought than most would think.
[QUOTE=Fayez;42356045]The next On Track will be the [URL="http://worldoftanks.asia/en/news/49/1-15-oct-15th-anni-tier-x-object-268-focus/"]Object 268[/URL].[/QUOTE] This is not the thread you're looking for.
[QUOTE=doom1337;42340814]I'm thinking Ashiok is going to be quite the useful plainswalker, comes out early, has a +2 so she is harder to kill than normal, counters scrying, and can get you some pretty nice card advantage by having the chance of stealing their best creatures[/QUOTE] IMO Xenagos is so much better, he just curves out so nicely on turn three in R/G Aggro, or Turn four after Domri if you want it to be that away, gives you free mana and can protect himself with Satyrs.
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