[QUOTE=MyBumBum;44693155]Do you think Godsend will see use in EDH Voltron decks alongside the swords?[/QUOTE]
eh, it doesnt have nearly as much of the value as the swords, but I could see it
[IMG]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=48583&type=card[/IMG] this is its main contender right now, kaldra has more +/+, but costs 2 more, though it targets everything it deals damage to, which works great with indestructible creatures/first strikers, unlike godsend which only works with one (plus it works with the shield/helm of kaldra)
[QUOTE=Empty_Shadow;44694854]Anyone got ideas for additions to this deck?
[url]http://deckbox.org/sets/670430[/url]
It's a Budget deck, so it can't go over $20~ value (excl. basic lands)
[editline]2nd May 2014[/editline]
Theme is -1/-1 counters, but EoT -1/-1 is cool too.[/QUOTE]
What format? Because if it isn't EDH you should run 60 cards max and you should run more than 1 of your good cards. Some cards are just better than others so it is better to run more of those than a bunch of bad or OK cards
[QUOTE=Empty_Shadow;44694854]Anyone got ideas for additions to this deck?
[url]http://deckbox.org/sets/670430[/url]
It's a Budget deck, so it can't go over $20~ value (excl. basic lands)
[editline]2nd May 2014[/editline]
Theme is -1/-1 counters, but EoT -1/-1 is cool too.[/QUOTE]
Run Altar's Reap over Skulltap.
[QUOTE=TheHypnotoad;44699312]Run Altar's Reap over Skulltap.[/QUOTE]
Even better would be sign in blood since it only costs 1 card instead of 2
[QUOTE=doom1337;44699392]Even better would be sign in blood since it only costs 1 card instead of 2[/QUOTE]
Both have their advantages, reap can be used on critters they kill.
Sign in blood draws and can be that extra 2 damage for a kill.
[QUOTE=doom1337;44698997]What format? Because if it isn't EDH you should run 60 cards max and you should run more than 1 of your good cards. Some cards are just better than others so it is better to run more of those than a bunch of bad or OK cards[/QUOTE]
It's Edh sans lands since they bump the price up 8 bucks making it hard to keep track
[QUOTE=TheHypnotoad;44699446]Both have their advantages, reap can be used on critters they kill.
Sign in blood draws and can be that extra 2 damage for a kill.[/QUOTE]
His deck runs too many high mana costing cards to really be able to play altar's reap when he needs it, whereas he will always be able to play sign in blood. With altar's reap he is limited to drawing when his opponent would potentially kill one of his guys, or end up just spending 2 for 2 which in itself is mediocre unless you are going for some sort of combo/need a certain card. With sign in blood drawing 2 for 1 card is always good, is not limited to needing creatures out, and can be played basically any time. Also the deck does not have enough early game plays and sign in blood can be played turn 2; altar's reap cannot be 99% of the time with this deck. The deck needs to be able to hit land drops otherwise it flat out loses, so being able to draw cards early is very important
[editline]2nd May 2014[/editline]
I was thinking for non EDH, but I still think Altars reap is much worse than sign in blood in this deck. And especially since the 2 damage is not commander damage there is no reason not to run it aside from the double black mana cost which shouldn't be that bad given that there are other cards with double black. Although consider running both since draw power wins games
I was thinking for draw power I'd go for more long term renewable cards, like jayemdae tome and staff of nin.
They give me solid, continual card draw lategame when my hand is empty, and they also help with the plague theme because I'll just continually whittle down the opponent
I try to avoid one shot card draw in EDH, in 60card they're a lot better but EDH you're in it for the long haul
Hey, new to this thread. A little while ago, my dad taught my friends and I how to play Magic, and it's pretty fun but we play pretty casually. But last night we kind of hit a wall for rules (because we're still pretty new). Let's say Friend A has a creature with an ability that taps another creature when it becomes tapped. Friend B attacks Friend A, and Friend A says "I tap this one to tap your attacking creature." Can creature abilities be played like an instant like that, or was he not supposed to be able to?
[editline]3rd May 2014[/editline]
Oh, and one more thing. Could somebody explain Wither to me like I'm 5?
That's a tricky point and I'll go over it quickly.
Once a creature has been declared as attacking, it is too late to tap it.
However, before a player starts declaring attackers, he moves into combat, this happens before he declares whats attacking, and you can respond here to him moving into combat.
What this means is you can choose a creature to tap, but he decides what attacks AFTER you have your opportunity to tap.
Often what happens is people move into combat by stating they attack with creatures, this is technically wrong but not a big deal, if you want to tap a creature in response to combat, simply say 'wait a minute, before you assign attackers, I... (do shit here)'
Please note that if you do that he has the right to change his attackers, you're basically calling him out on not giving you a chance to respond to combat and the game should roll back a little (or at least that's how we do it in my casual environment)
In tournament play I believe you can get warnings and penalties for declaring attackers before starting combat, but don't quote me.
tl;dr you can tap a creature to stop it attacking, but if you've let him choose his attackers first you can't stop the attack, since it's already tapped.
Wither is easy, it deals damage in the form of permanent -1/-1 counters, which lower power and toughness by 1 each, if a creature has 0 or less toughness, it dies like usual. The counters don't go away at the end of turn (unlike damage, which does)
Basically wither is permanent damage.
Thanks, that's actually really helpful! A while ago, a guy near us was selling two huge boxes of cards, one box is about 14" x 14" FILLED with cards, and the other has pre-built decks in it, like Izzet Boilerworks and whatever. He got all of this for only $120, and if we hadn't got a hold on these, I don't think I ever would have played MtG. Now it's among the top 3 activities my friends and I do when we hang out :v:
It's horrifyingly addictive, watch your coffers run dry.
It is fun though, EDH is where it's at imo, but it's sort of one of the more expensive gametypes.
Keep having fun, it's a great hobby, even if it costs an arm and a leg.
Okay, one more question, I promise. Those Planeswalker cards that look like:
+ 1 | *effect*
0 | *effect*
- 5 | *effect*
What does that mean, and how do they work?
[QUOTE=supersocko;44715952]Okay, one more question, I promise. Those Planeswalker cards that look like:
+ 1 | *effect*
0 | *effect*
- 5 | *effect*
What does that mean, and how do they work?[/QUOTE]
Planeswalkers are a bit funky I'll give you a quick rundown but they have some more depth to them than I can really sum up in one post (google it if you need more info, there's good guides for it)
Basically a planeswalker is cast like any other card and enters as a permanent (like an artifact or an enchantment)
They enter with loyalty counters on them, equal to the number in the bottom right.
When you declare attackers, you can choose to attack a player, or any planeswalker they control, blocking happens normally (also you can send some creatures to attack the planeswalker and some to attack the player)
If the creatures are unblocked or trample or whatever would let them deal damage to the player behind the blockers, they deal that damage to the planeswalker instead. Whenever a planeswalker takes damage, it loses loyalty counters equal to the damage, if it goes to 0 or below, they go to the graveyard. You can also use anything that targets players to kill a planeswalker (e.g. "target player takes 3 damage" can be used to hurt planeswalkers)
Once per turn (on your turn) including the turn you summoned the planeswalker, you can activate one of the abilities. You can only do it at sorcery speed, so not during combat etc. If you don't activate an ability during the turn, you've basically wasted it, so always activate the ability.
When you activate the ability, you change the number of loyalty counters by the amount on the left of the ability, so +1 means you go up one loyalty counter, and -5 means you go down 5. You can't spend more loyalty points than you have, but you CAN spend your last loyalty point (so a planeswalker with 5 points can activate his -5, but a planeswalker at 4 can't.)
Finally, planeswalkers have a subtype, which is DIFFERENT to the name, it says something like:
Planeswalker - Jace
If you control 2 (or more somehow) planeswalkers on the field, with the same SUBTYPE (they can have different names and abilities, it's just the TYPE that matters) you have to immediately choose one, and send the rest to the graveyard.
That's about it, I think.
Also for plainswalkers when you play it you can use one of its abilities first before anyone else can play anything. Ie you play Kiora and you can use her +1 before the other guy can cast shock. However, if you play a second card before using an ability of the plainswalker the other player can cast things first instead. ie you play Kiora and then try to play Rapid Hybridization, the other player can cast shock and kill Kiora.
This applies to abilities too and not just spells iirc
[QUOTE=doom1337;44723990]Also for plainswalkers when you play it you can use one of its abilities first before anyone else can play anything. Ie you play Kiora and you can use her +1 before the other guy can cast shock. However, if you play a second card before using an ability of the plainswalker the other player can cast things first instead. ie you play Kiora and then try to play Rapid Hybridization, the other player can cast shock and kill Kiora.
This applies to abilities too and not just spells iirc[/QUOTE]
I think you're correct, but I think you're explaining it the wrong way. When a planeswalker resolves, the active player (the one whose turn it is) has priority, they can activate the ability, and it goes on the stack. However, adding or subtracting loyalty to a planeswalker is a [I]cost[/I], so it is paid as soon as the ability is activated. For example, you play Kiora and activate her +1, she goes immediately to 3 loyalty, but your opponent still gets priority, and can cast shock.
Basically the only difference with planeswalkers is that the loyalty is added or subtracted immediately, not when the ability resolves.
The ability resolves even if the planeswalker is dead.
I'll bring back the age old metaphor, when a permanent activates an ability, they have pulled the pin out of a grenade
You can shoot the guy who threw the grenade, but the grenade will still go off.
[QUOTE=Zombii;44724347]I think you're correct, but I think you're explaining it the wrong way. When a planeswalker resolves, the active player (the one whose turn it is) has priority, they can activate the ability, and it goes on the stack. However, adding or subtracting loyalty to a planeswalker is a [I]cost[/I], so it is paid as soon as the ability is activated. For example, you play Kiora and activate her +1, she goes immediately to 3 loyalty, but your opponent still gets priority, and can cast shock.
Basically the only difference with planeswalkers is that the loyalty is added or subtracted immediately, not when the ability resolves.[/QUOTE]
Yeah very good point, I was just trying to say that you have priority after casting a plainswaker since the sorcery speed abilities makes it seem like you would not
Just got into this not too long ago, but haven't played much. I bought a Deckbuilder's toolkit, some dice, a playmat, and sleeves, so I'm good on the materials side of things, but I was wondering what cards can I actually use? Like which sets are in cycle if I'd want to play competitively or what not?
Also, does anyone have any general info I should know?
Oh ye and that question about Wither back then...
If you look at the New Phyrexia block (and Mirrodin Besieged, etc) there's an extremely similar mechanic named infect. They deal damage to creatures in the same way, but their main difference is that wither deals normal damage to players and infect deals poison counters to players.
[editline]5th May 2014[/editline]
[QUOTE=Exigent;44725425]Just got into this not too long ago, but haven't played much. I bought a Deckbuilder's toolkit, some dice, a playmat, and sleeves, so I'm good on the materials side of things, but I was wondering what cards can I actually use? Like which sets are in cycle if I'd want to play competitively or what not?
Also, does anyone have any general info I should know?[/QUOTE]
Buy some guild decks from RTR. They're pretty easy to get into, they have an obvious theme, and good cards for each guild are relatively easy to get. They're currently legal in all formats (instead of vintage, obviously).
And a quick diagnosis of each colour:
Green - Big creature beatdown
Red - Zerg rush
Blue - Card draws and stuff
Black - Power with Sacrifice
White - Team synergy
Many newer players, including me when I just started was rather resilient to black for the fact that I had to sacrifice my own stuff. This led me to shy away from Golgari and stuff. Don't be afraid to sacrifice your weaker stuff to exchange for stronger stuff. This is all the stuff I can currently think of. I'll try to add some more soon!
[QUOTE=MyBumBum;44726761]Oh ye and that question about Wither back then...
If you look at the New Phyrexia block (and Mirrodin Besieged, etc) there's an extremely similar mechanic named infect. They deal damage to creatures in the same way, but their main difference is that wither deals normal damage to players and infect deals poison counters to players.
[editline]5th May 2014[/editline]
Buy some guild decks from RTR. They're pretty easy to get into, they have an obvious theme, and good cards for each guild are relatively easy to get. They're currently legal in all formats (instead of vintage, obviously).
And a quick diagnosis of each colour:
Green - Big creature beatdown
Red - Zerg rush
Blue - Card draws and stuff
Black - Power with Sacrifice
White - Team synergy
Many newer players, including me when I just started was rather resilient to black for the fact that I had to sacrifice my own stuff. This led me to shy away from Golgari and stuff. Don't be afraid to sacrifice your weaker stuff to exchange for stronger stuff. This is all the stuff I can currently think of. I'll try to add some more soon![/QUOTE]
The deck I've been playing with with my friends is a Red/Green deck and I've also messed around with a Black/White. I seem to do better with the Red/Green, but then again, I don't have any guild gates and I'm basically just using cards I got from the Deck Builder's kit
[QUOTE=Exigent;44725425]Just got into this not too long ago, but haven't played much. I bought a Deckbuilder's toolkit, some dice, a playmat, and sleeves, so I'm good on the materials side of things, but I was wondering what cards can I actually use? Like which sets are in cycle if I'd want to play competitively or what not?
Also, does anyone have any general info I should know?[/QUOTE]
dont bother getting competitive until you have a lot of time under your belt
[url]http://www.wizards.com/Magic/TCG/Resources.aspx?x=mtg/tcg/resources/formats-sanctioned[/url]
the best way to get into 'comp' stuff is buying singles, buying boxes and packs arent worth it 99% of the time (unless you're new, which you are so those are good for you) but for someone getting into friday night magic or w/e, you always buy singles, it makes it a lot easier to get the cards you want
If you are new play FNM, it teaches you a lot about the game, gets you a lot more cards, and helps you play better overall
also a good way to get into the game is to play limited sealed/booster draft(once you get better at finding good picks), you get plenty of cards there
Yeah most FNM events run booster drafts, imo you should all definitely try it out when you feel like you know the game well enough. It is difficult the first couple of times but usually people will help you out and it only gets better
How does [URL="http://tappedout.net/mtg-decks/black-white-lifegain-prototype/"]this [/URL]deck look for a casual lifegain B/W deck?
Is there anything obvious (and hopefully affordable) I could add, or is there anything terribly out of place I should remove?
I got into mtg somewhat recently and I got really bored of my lightforce deck and I want to build something new
[QUOTE=superstepa;45004833]How does [URL="http://tappedout.net/mtg-decks/black-white-lifegain-prototype/"]this [/URL]deck look for a casual lifegain B/W deck?
Is there anything obvious (and hopefully affordable) I could add, or is there anything terribly out of place I should remove?
I got into mtg somewhat recently and I got really bored of my lightforce deck and I want to build something new[/QUOTE]
More Orzhov related cards. Definitely. (Gift of Orzhova, the Thrulls, extort cards, etc.)
So did any of you guys go to pre-release? How did it go?
I picked the black promo box and my pool was pretty trashy so I built an evasion b/r deck and I ended up going 2-2. I did pull a liliana vess and so that's something
Loving m15 so far
[QUOTE=superstepa;45392749]So did any of you guys go to pre-release? How did it go?
I picked the black promo box and my pool was pretty trashy so I built an evasion b/r deck and I ended up going 2-2. I did pull a liliana vess and so that's something
Loving m15 so far[/QUOTE]
Damn the new mythics are powerful.
Anyone here play any EDH? that and legacy is all I play got 2 EDH decks atm G/B Nath of the Gilt Leaf Discard/elfball and R/G/B Kresh the blood braided voltron. Nath is the meanest so many infinite mana/creature/life combos
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