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SoulMan
11-20-2003, 01:19 AM
I guess this would go here....

Anyway, just a general thread to discuss MTG and strategy and such.


yes, im a nerd, and yes, im DAMN PROUD of it.

Kieran Dineer
11-20-2003, 01:22 AM
I haven't played that in years. It has most proabably evolved new stuff.

JuggyFWB
11-20-2003, 01:33 AM
Magic: The Addiction! It cost's me more than my smoke's, and I'm a chain-smoker!

I have a badass Zombie deck, and a blue counterspell/pinger than *rocks* in tourny play.

Jeice
11-20-2003, 02:10 AM
I have a deck based on Thorn Elemental ( 7/7, It may deal it's combat damage as though it wre not blocked) and the cheaper creatures like it.

Can O Ninja Repelant
11-20-2003, 02:39 AM
I made a combo deck based around getting Sneak Attack into play and using it to bring out very large creatures.

Sneak Attack 3R
Enchantment

R: Bring a creature from your hand into play. The creature is not effected by summoning sickness. At the end of turn, sacrafice the creature

Basically it makes any creature a Ball Lightning for one red mana. Ideally, the deck is supposed to kill by turn 5 (though with the perfect hand, it could win on round 1. In all my years of playing though, that's only happened once.)

JuggyFWB
11-20-2003, 03:18 AM
Chalice of the Void
Cost: XX

Effect:

Place a number of charge counters on Chalice of the Void equal to the amount paid.

Whenever a spell that cost's equal to or less than the number of charge counters on Chalice of the Voidis played, counter that spell.

Can O Ninja Repelant
11-20-2003, 03:54 AM
What set was that in?

Necro_Slayer
11-20-2003, 04:08 AM
i got a mediocre fir deck thats won twice, and i play every sunday (since september)

Patricoo
11-20-2003, 06:03 AM
Sigh. I'm growing to dislike the newer sets with Magic. I've been playing only since Odyissy first came out (plus I got alot of the Invasion block cards) and it's changed so much. There all too good and too great. It sucks.
I hope one day the make cards that suck completly. Like are seriously of no help to you. You know, the few that always hurt you more then most anyone else.Those I miss. For instance, Filthy Cur. What the hell is that?

Sigh. Oh well. I'll keep playing. I gots a Black and White deck. The white heals and makes defesive creatures while black re-animates and makes offensive creatures. It's a nice combo if you ask me. Like Yin and Yang

Prefect balance by prefect diffrence

JuggyFWB
11-20-2003, 06:21 AM
Mirrodin. 80% artifact, or something like that. I don't like a lot of stuff from it--a lot of it's just to damned powerfull, like that Chalice--but but it has a new type of card called Equipment, and that roxxor.

Archangel
11-20-2003, 01:09 PM
Mmmm...Magic the Gathering.

I've been playing since 5th Edition. Not strait turkey, but occasional turkey. I must say, though, that things have been going to crap since Planescape, though. After those flame tongue Kavu's and Terminate? Yeah, stuff went down hill from there.

I have more than 11 good decks, but two in particular I have actually named. Does anyone do that anymore? One is called the 'Whuppin', it's a mono green deck that has a focus on getting land out QUICKLY, and getting big creatures out even more quickly. Like Argothian Wyrm, from Saga? Anyone remember those? Nasty creature.

The other is a Mono Black deck called the D.F.B. Dirty F*cking Bastard. It works on a discard theory, combined with Wheel's of Torture, Racklings, and Megrim...not to mention more discard spells than you can shake a stick at. Add in some Hypnotic Spectars and some of those other types, and you got yourself a mean deck that hurts even IF the opponent runs outta cards.

And that's my tiny Magic Spiel. Oh, and I have a white deck with almost NOTHING but Angles. Rhea, Radiant, Akroma, Serra Angel, Blinding Angel, Archangel...heh heh. It has SO many ways to get creatures out, it isn't even funny, with artifact land and such. Awesome deck.

Dark Shooter
11-20-2003, 01:25 PM
I've been playing off and on since Revised (3rd edition). I stopped before Alliances came out, and came back after all this stuff about Phyrexia; mostly because all of my cards were in storage during that time.

My main deck is a Blue/black deck that's seen a lot of revisions over the years. I still play with Hypnotic Specters and Hymn to Tourachs, dispite my friends' compliants. I've got four Yotian Soldiers in it, too (Betcha didn't see that coming ;) One of my roommate's was surprised when he saw me playing a deck that didn't have any Yotians in it.)

It kinda sucks, but I have about three different plans going on in it (which sometimes helps it to suck, but I have fun with it nonetheless). Lifetaps and Abominations combined with Mind Bends make for great fun. Then there's the good ol' Hyppies with my Dark Rituals for a turn one Hypnotic Specter. Then I've got Yotians and Phantom warriors for muscle. And then the ever-popular Icy manipulator with a Royal Assassin. Then, just for kicks, I've got a Doppleganger and a Time Elemental.

Vulsok Gauntlets from the Mirrodin set really work quite well on the Yotians. Gauntlets give a huge bonus to power and toughness, but prevent the creature from untapping. Yotians don't NEED to tap in the first place. Heh heh heh.

Introduction
11-20-2003, 02:52 PM
Magic is teh roXor. I use a Green deck with many hard hitting monsters and lots of forests. Not to fond of artifacts and stuff.

Exploding Ostrich
11-20-2003, 03:02 PM
One of the trends among the developers seems to be making crap cards that, when comboed with other crap cards, become insane gamebreakers. An example: Shared Fate has you and your opponent drawing from each other's libraries, and Leveler is a 10/10 for 5 that incidentally removes your library from the game when you play it. Think about those two for a second.

Thanks to the wording of Shared Fate, this is not an "end-your-turn-and-you-win" situation, but it does deny your opponent any new cards whatsoever.

Patricoo
11-20-2003, 05:28 PM
Archangel, you mean Planeshift right?

Anyway, I have a real problem with noobies playing for a month, having inside connections, and beating the crap outa me with an elf deck that thier best friend made when they DON'T EVEN KNOW THE WORDING TO WIREWOOD HERALD! NOT INTO PLAY YOU STUPID MORONS! NO!

I have put an ALL OUT STRIKE AGAINST ELF DECKS Until I see an original elf deck, I refuse to play them. All have the same card combo's. They suck THEY SUCK CUZ THERE GOOD DAMMIT!

Dr Grumbles
11-20-2003, 05:48 PM
I am of the opinion that The Dark was the best expansion deck ever.

And my Black/White deck kicks ass. You can never have too many vampires and angels.

Zweihander
11-20-2003, 05:55 PM
I used to play, but i made an INSANE powerful deck. My friends then made decks that were based either on a ripoff of mine, or to utterly kill me. Thats no fun, so I quit. Then, it became way too easy to make an impossible deck.

I was always of the "have fun" school; the purpose of the game was to have fun, not win in two turns. That's just lame. Lamers. Bastards ruining my games...

Mr. Wind-Up Bird
11-20-2003, 06:10 PM
I have a bounce mill deck that my friends won't let me play. My White Weenie deck isn't bad either.

Mike McC
11-20-2003, 07:52 PM
I'm but a casual player, and I only really have one good deck. But it is incomplete! It needs only 1 card to complete it, and that is a 'Stasis'. Yeah, the point of the deck is to put a stranglehold on everyone's resources.

Batman
11-20-2003, 08:09 PM
Try playing since Ice Age and getting used to the new cards. Personally I like Mirrodin, the Isochron Scepter,two colorless and you imprint a instant with converted mana cost of two or less onto it so you can tap the artifact for two colorless and use the instant any time you want, beautiful card,very good with tangles and counter spells.

KhanFusion
11-20-2003, 08:54 PM
To everyone who thinks the "new" cards are too powerful: every set since god knows when has had a few (if not several) cards that those who regularly play call "broken", as in they're WAY more powerful than the designers intended.
But as far as actual sets go, no set since the urza block has been over powered. But that block of cards(urza's saga, destiny, and legacy) is widely accepted as being a mistake as far as the sheer number of broken cards in it. 2/2, 2/1, etc creatures that can't be blocked for 2 mana(the shadow creatures)? huge mistake. Blue spells that untap a number of lands equal to their converted mana cost upon resolution? even BIGGER mistake.
But besides that block, I think they've managed to keep the game very nicely balanced. However, every now and then they release a new mechanic that threatens to be WAY too powerful in certain formats. The biggest 2 new mechanics that are potentially too powerful are "storm" and "affinity". Look em up.
But even THOSE mechanics aren't as abused as the Odysee blocks mechanics. Threshold? Flashback? MADNESS? holy crap, people... that stuff is nuts. Fun...lots of fun... but nuts.


Anyway: my latest deck of craziness. Evacuation + affinity creatures (frogmite and myr enforcer), howling mines, prosperity, wheel and deal, BRAIN FREEZE.
I've milled 150 cards in one round before.... spread out over 5 different people. THEN I made them discard their hand and draw 7. Ha.

Blaq
11-20-2003, 10:10 PM
Alright, I'm mostly into the whole "have fun" style of play... and I have the most fun with Emperer games. Ergo, I have a good Emperer deck. All it needs is time and it's unstopable... almost literally. I just need to work out a few minor details.

In any case... it is based around getting out my Wirewood Chaneller (tap:add x amount of any color mana to your mana pool where x is the number of elves in play) with a Pemmin's Aura on it (U: Untap enchanted creature, U: Enchanted creature gains flying, U: Enchanted creature can't be the target of spells or abilities this turn, 1: Enchanted creature gets +1/-1 or -1/+1 until end of turn.) along with any other elf, Spellbook, and Arcanis the Omnipotent (tap: draw 3 cards, UU2: return Arcanis the Omnipotnet to it's owner's hand). The Chaneller/Pemmin's Aura/other Elf combo gives me infinite mana. Add that to Arcanis/Pemmin's Aura and I get to play my entire deck, if I so desire. It's really fun with a Soothsaying out, so I can just have the stuff in my deck and not worry about discarding.

The infinite mana combo works quite well with, oh, let's say, Stream of Life, Centuar Glade, and Hurricane (after Stream of Life).

Gramcrackered
11-21-2003, 12:33 AM
Eh. I used to play seriously, but now it's nothing more than a casual distraction once or twice a year. As a few others have mentioned, I think the cards are steadily becoming stronger and stronger and, well, it irritates me. Same abilities and power/tougness ratings for less mana for basic creatures, etc. And, while I could handle broken rares, the steady increase of the power of commons just seems silly to me.
Not to mention it's general tailspin in the market - all things peak eventually and Magic certainly seems to be have passed that stage and now be in the slow decline.

Can O Ninja Repelant
11-21-2003, 12:42 AM
Ah Mikey, I've got a 75 card stasis deck too. It's blue white and based around a few combos:

stasis/mind over matter/howling mine
island sanctuary/humility/howling mine

It doesn't have any creatures or any way to deal damage at all in it. I've actually gotten people I was playing against to curse me out/cry because of it.

Chrono_Traveller
11-21-2003, 12:48 AM
Ah the good old days of Magic Cards. I seem to be like many on these boards, played since the 3rd edition, but haven't played at all in the last 3 or 4 years I guess its been. Funny thing is I can still remember my favorite decks. I used to have a blue and white deck that was rather eccentric. I basically used walls and counterspells to stall an opponent, then whip out serra angels and mahamoti djinns like no other. I think I stopped using that deck because of too many of my friends getting angry at using counterspells. We had long arguments over whether you could counter a creature being cast and if you did whether it would go to the graveyard or not. (by the way, does anybody know what the rule is? I still don't know if we ever came to a conclusion) My other deck was rather unoriginal, just a green elf deck thats goal was to swarm you with 1/1 creatures till you died. The bane of that deck was trample, let me tell you. I think I had a couple forces of nature in there as well.

I've been meaning to do this, but is there a good place to sell magic cards, I probably have a few that are worth some money, and I probably won't ever play much again. *sigh*

Patricoo
11-21-2003, 05:52 AM
Not to mention it's general tailspin in the market - all things peak eventually and Magic certainly seems to be have passed that stage and now be in the slow decline.

Magic: The Gathering is NOT is a slow decline. It's thriving more then it ever has and is gaining more players evey day. Thinking that though is not a bad opionion. Magic has lost many of it's old fans due too a new system and style of play. Most anchients have moved on to become nothing more then Alumni.

Yet mabey thats just it, Magic isn't trying to keep the old ones. They know that people get older, people don't always get a nice flow of cash from thier parents and they know that we would stop caring anyway. We help teach new people. We grow bored and quit. They go on. Cycle repeats. Magic might never die if they ingeniously keep moving like this.

Of corse how long CAN they? I'd love to see them 5 years down the line with 100 abilities now piled like dead bodies in a war. I think they should worry more on the content of the card and less on making 4 new abilities to completly change the gameplay. Old stratagies are now obsoliete. New ones are pitiful and simple, yet effective. Games that lasted with 40 drawn cards on each side now have changed to no more with 10 turns a game.

I'd like to see some change, but the fact is that they don't care too much about you. You'd just quit anyways wouldn't you?

LoadBalinor
11-21-2003, 10:22 AM
Wow, I thought I was the only one to think that Magic is becoming too much about the super quick, super powerful decks. I started playing during Ice Age and loved it. Now, it just kind of depresses me when I see things like dual cards or instant win cards. The strategy of the game has taken a back seat to speed.

But, anyhow I have one friend with a 45 card discard deck, in 3 years it has only been beaten twice. (Both times by me with a Timmy deck.) Sadly, it isn't tourny legal...too many old cards.

Dark Shooter
11-21-2003, 10:47 AM
To the guy ranting and raving about elf decks: My roommate made one based solely off of elves from the Legions set. I was winning by a wide margin until he attacked with everything he had and pulled a victory straight out of his ass. He then promptly dismantled the deck and swore never to do that again. He hates elves with a passion, and maintains that Green has gotten too many overpowered cards because every whiny brat that plays Green (and there is a lot of them) keeps bitching that Green isn't powerful enough.

So I blame Magic twinks. :mad:

Gimme a good solid blue deck anyday.

Lethosos
11-21-2003, 11:55 AM
Mmm... haven't returned to that since I started tapering off at Ice Age. I honestly don't have much to say, save that a longer game is a better game--you're forced to pull cards outta your ass to save it over the long run. The important part is to have fun and do your best--it's as random as your deck can be.

The newer abilities, I think, will break M:TG in the long run--it's starting to become too complex and too messy. Give me a Breeding Pit and a Minion of Leshrac, any day, and I'll throw in some Mills for fun. :D

Patricoo
11-21-2003, 03:16 PM
a hahahaha. Thanks for the support Dark Shooter.

To note: 95% of all elf decks have most all the cards that are in the Onslought block.

an unoffical statistic

Dark Shooter
11-21-2003, 04:14 PM
Patricco: Onslaught was a huge block for the tribes in general. My same roommate has a very prized Zombie deck that he plays a lot. He's been adding and subtracting stuff from it since he first made it about a year ago. Basically, his mantra is that you don't win games based on your rares, you win them based on your commons. In his case, he has four Festering Goblins and four Carrion Feeders. both are common, both are from the Onslaught block; one is from onslaught, the other from Scourge. nasty combination; he sacs the goblins to the carrion feeders, making the feeders bigger, then just brings them back with an Unholy Grotto.

Still, I like that deal better than getting overwhelmed with Elves. The zombie trick he uses has a certain finesse.

Chrono_Traveller
11-21-2003, 04:33 PM
Posted by Dark Shooter:

Basically, his mantra is that you don't win games based on your rares, you win them based on your commons.
---
I think this the only way to build a deck. Think of a couple or three combos you want to use, and put 4 of every card you need for those combos in your deck. You won't win regularly if you say, well I really want a Force of Nature in there along with some cool Sierra Angels, and maybe a couple fireballs, and then a hand of Justice is so cool because its like the only white card of fallen empires(i think that is the name of the expansion) that didn't suck. While you may get lucky and win some, on the whole you will get eaten alive. In any deck I built, I almost never had any 1 of a kind cards in a deck.


P.S. I asked this before, but does anyone know the rule about couterspells and casting creatures? Its probably obvious to everyone else, but I'd like to know.

Lethosos
11-21-2003, 04:50 PM
Too true. However, I once came against a classmate of mine whos defense and offense revolved around a Nightmare, which was pretty brutal by the time he pulled that horsey out. We kept losing to him by the 6th-7th turn, at the earliest. The kicker? It was his only Nightmare in his whole collection. I still haven't managed to replicate his sucess with a Dakkon Blackblade yet...

Patricoo
11-21-2003, 05:20 PM
I perfectly agree. Yet the addition of a few cards outside of it made the series brutal.

And it was unhelpful for me because I barely use tribal decks. Nor do I do those things where you put 4 of the same cards in. (cept for my Gravediggers.) My deck has the same stratagy idea going BUT it does not rely on getting a select few cards to win. It gives many paths that might not lead to victory, but plenty of time in order to find one.

I tend to have a reanimation theme oh some minor sort in my deck. Nothing more annying then just losing a great idea just because something died or was noobishly picked out of your hand to your graveyard. The way to victory against me is to aim at everything not in play.

Personally I think it's a bad habit, but oh well.

Gramcrackered
11-21-2003, 06:32 PM
Magic: The Gathering is NOT is a slow decline.

Ah, well, I admit, I don't know for certain that it is going downhill, economically speaking. That's the general vibe in my area though - card shops have slowly emptied and players have steadily vanished.
I suppose I could try to look into the matter, but it's not like M:tG has a stock symbol or anything else easily checked. Only thing I can come up with to check is Ebay, which seems to be selling the collections of cards at less value than they used to.

You do make some very good points about old players being steadily shoved aside for new. Perhaps I'm merely missing them somewhere?
*peeks under bed*
Hellooooo?
:D

Dark Shooter
11-21-2003, 07:11 PM
P.S. I asked this before, but does anyone know the rule about couterspells and casting creatures? Its probably obvious to everyone else, but I'd like to know.

Once a spell is countered, it goes to the graveyard. This goes for creatures as well.

Counterspell has to be one of the best cards in Magic; two blue mana to kill any card before it becomes a problem. Sadly, though, they stopped making them for 8th edition. Blue's best spells are nearly always its cheapest ones, though. I tried using some four mana counterspells, but forget it; too much mana to set aside.

Anyone here use Isocron Scepters much? What do you usually put in them? I personally prefer a good ol' Counterspell, but I once put a Dark Ritual in there because I needed the black mana really bad. Turns out it was a good idea.

Chrono_Traveller
11-21-2003, 08:04 PM
What?! No more counterspells? What self respecting blue deck doesn't have counterspells in them? One of my favorite mind tricks was to set aside two blue mana, making my opponent think I had a counterspell, even if I didn't. It actually won me a few games because it stalled my opponent from casting a big nasty card till I could get out my big nasty cards. And the look on their faces when they realized I didn't have one was priceless.

Tell me, what over magic card staples have gone by the wayside? Are there still Serra Angels, Force of Natures, Nightmares, and Fireballs? Is there still the ever useful ornithopter? :)

Gramcrackered
11-21-2003, 08:58 PM
Alas, poor Lightning Bolt, I knew thee well.

Well. Unless you've been living on MARS, you probably knew that card is gone...

SoulMan
11-21-2003, 09:08 PM
ah....well, ive been playin for since i was 8, so roughly 7 years now, and i gotta say, the rate that they're shoving new sets out the door is outrageous. It used to be you'd wait in nervous, nervous tension for the next set, and find that it rocked your world. Now, with 3 sets a year and no lettup in sight, how can anyone expect to keep track of it all.....plus, these new cards are so unbelievably cheap (cards like viashino cutthroat, and yes, i know thats not new, but i cant even name a card from the new sets) its not even funny.
ah......the good old days......*sigh*.... :D

Gramcrackered
11-21-2003, 09:37 PM
Back in my day, you paid three mana for a 2/2 creature with no abilities - and you were damn glad to get it!
Now, you pay two mana for a 2/3 with an ability - and it's a common card! Common!

Drat-blasted new generation, with their fancy cards and their hip-new lingo.
*mutter-mumble-growl-wave of cane*

Campincarl
11-21-2003, 09:45 PM
Anyone else here use a good slide deck?

Dark Shooter
11-22-2003, 02:19 AM
What?! No more counterspells? What self respecting blue deck doesn't have counterspells in them? One of my favorite mind tricks was to set aside two blue mana, making my opponent think I had a counterspell, even if I didn't. It actually won me a few games because it stalled my opponent from casting a big nasty card till I could get out my big nasty cards. And the look on their faces when they realized I didn't have one was priceless.

Tell me, what over magic card staples have gone by the wayside? Are there still Serra Angels, Force of Natures, Nightmares, and Fireballs? Is there still the ever useful ornithopter? :)


Well, there's still Serra Angels, but they're rare now. So are Nightmares but with a different art (Old ones look better in my opinion) Forces of Nature and Fireballs? Sorry to say that they've gotten rid of them. BUT!! Ornithopters were rereleased in the Mirrodin set as uncommon. Nice art too, but I prefer Amy Weber's old Leonardo DaVinci look-alike. Heck, Mirrodin even saw the rerelease of the Yotian Soldier too. The art looks radically different from the old Chris Rush mechanical wind-up dude, though, but that's ok.

What really gets me is that also in Mirrodin, they release the Plated Slagworm, an 8/8 green creature that cannot be the target of enemy spells or abilities. But no Force of Nature in 8th edition? Sheesh. Have we actually gotten to the point where Force of Nature doesn't cut it anymore?

I'm with Gramcrackered on this one; I've been feeling really really OLD lately....

SoulMan
11-22-2003, 01:40 PM
damn you, WOTC, DAMN YOU!!! :D

someone should make a tournament where you can only play with older cards, like nothing past, say, tempest or so....thatd be cool :D

one thing id like to see though: another unglued set, those cards were damn funny

Fabricated
11-22-2003, 01:55 PM
Wow, magic. I haven't played that in years.

I started playing right at the worst time ever to start playing, Fallen Empires. I missed out on the god cards and started with junk.

Thankfully boosters from old sets weren't too expensive then (The Dark, Chronicles, etc), so I managed to get started alright...

This topic inspired me to dig out some of my old decks and card boxes...I can't remember half the cards I have, but so far I've found (as far as rare/sorta rare goes):

a Wheel of Fortune
a Balance
2 Regrowths
7 Fireballs (not all that rare, but hey, I like them)
5 Lightning Bolts (ditto. My favorite direct damage spell ever though)
3 Nightmares
2 Winter Orbs
1 Meekstone
2 Wrath of Gods
2 Armageddons
4 Savannah Lions
1 Mox Diamond
1 Bosium Strip (one of my favorite cards)
2 Wells of Knowledge
3 Serra Angels (old art)

Ah. Takes me back.

I had a handful of decks. None were terribly impressive, but they were fun for casual play...I had a red blast deck stacked with bolts, fireballs, shocks, my Wheel, and my Bosium Strip for recycling...

A White/Blue bounce deck stocked with Radiant's Dragoons/Venerable Monks/Standing Guards, mixed up with Man O' Wars, Curfews, Evacuations, False Demises, Undos, Equilibriums, Fade Aways, etc... The idea is to basically play the monks/dragoons/guards, gain life, then bounce them AND my opponent's creatures back to hand. They can't attack, and I play my life-gainers again. If I need to attack, I just bounce my opponent's creatures beforehand.

And finally, a White weenie deck with all the old staples.

Chrono_Traveller
11-22-2003, 02:35 PM
From Dark Shooter:

What really gets me is that also in Mirrodin, they release the Plated Slagworm, an 8/8 green creature that cannot be the target of enemy spells or abilities. But no Force of Nature in 8th edition? Sheesh. Have we actually gotten to the point where Force of Nature doesn't cut it anymore?
-----
Wow, seriously. Can't be the target of *enemy* spells or abilities? Holy cow. And I thought the Force was one of the end-all-be-all creatures. Just give that Slagworm trample and let it run amok. But then again, there are probably other abilties now that are there to counteract those abilties.

As far as favorite cards go, I was always partial to white magic, so I always got some of the oddball white cards. The one white card from fallen empires that didn't suck royally was the Hand of Justice, I think that was the name. You could sacrifice white creatures to do some amount of damage to any one target. One I was proud to find was a ancient dragon (I think that is what it was called). It was the strongest white creature (at least at the time), but the drawback was it couldn't attack until it blocked a creature, I think it was 5/5 or something like that. Serra angels were always my staple, i think I ended up with 3 from the 3rd edition(always had to use a 4th from the 4th edition).

happy noddle boy
11-22-2003, 06:43 PM
I still play MTG with a few friends in the area, and Exploding Ostrich was right about all the insane combos that players pull out of their asses in the middle of the game.

Right now I got a blakc red death that based around Braids, Cabal Minion and Gravediggers. Basically with Braids at the beginning of your upkeep you have the sac a permenant. With gravediggers whenever they come out into play return a creature from your graveyard to your hand. get 2 gravediggers and a briads and im set.

Necro_Slayer
11-22-2003, 09:32 PM
I love to play magic and play every sunday. I have a fire deck and it is way toooooo big. like the word tooooooo!

Rayinne
11-23-2003, 03:42 AM
Well, I haven't played competitively since 6th ed. came out, but I still have a deck from then that still works quite well. It's a green move-em-out-fast deck based around the combination of Llanowar Druids (free untap of all forests) and Killer Bees (mo green mana, mo betta). Needless to say, it's a quick death if I get that out early. However, if I don't, I've got lotsa Wurms and Titania's Chosen (+1/+1 counter per green spell) to back me up. Sprinkle in Giant Growth, Might of Oaks (+7/+7 till EOT, 4 mana), and Natural Spring (8 life for 5 mana), and you've got a decent deck of doom. It's most definitely not tournament legal due to age of cards, but...bah! It still beats most I come into contact with. Weaknesses include having Tims whack my Bees and Elves early, and of course the old "counter any green spell" strategy.

I like creating cards as well. For instance, take this one: For 4WW, summon a 4/3 Legend. Gains a transform counter upon controller's upkeep. Pay 4WW - Until this effect has expired, the Legend gains no transform counters. At the beginning of any turn, two transform counters are taken off. Gain +4/+0 until there aren't any transform counters left. It's powerful, but not cheaply powerful like the current card sets. A good ol' Lightning Bolt (if they still had 'em) can still sizzle it. Course, if you want the raw power, how about a 6BBB 11/8 Haste + Trample that destroys all lands when it comes into play? Still, it's a double edged sword, especially if the other guy's playing green, because you'd be out your main mana supply. That big boy dies, consider yourself screwed.

Truce
11-23-2003, 06:05 AM
Me, I don't prefer any sort of deck. Usually I just make totally new decks, trade some cards, then make new decks again. Then, I just make new decks again for no reason. Sometimes I buy new cards, but not often

For me, I don't care about the rules, I just like trying to find new ways to take down the enemy. I don't stick with one style, I like challenging myself and, hopefully, the opponent.

Krylo
11-23-2003, 06:23 AM
I remember when ice age came out... it was new and exciting. I stopped playing though as that I ran out of people to play with... and reading through this it seems as though it was good. The over powered combos would just ruin the game completely, so far as I'm concerned. Anyway... I used to play back and sixth grade... and I think I'm the only person to ever use an omni-color deck, and still manage to pull out the cards I needed and when I needed them for the most part. Really wish I could remember them all... I do remember that I one time had an 'all spell' deck. No monsters. I only won once. And that was because I got lucky. It was rather amusing though. "Disintegrate! Fireball! Terror! Counterspell!"

Gramcrackered
11-23-2003, 01:06 PM
Omni-color decks are viable strategies now. 'Tis madness! Madness!

Patricoo
11-23-2003, 09:40 PM
You do make some very good points about old players being steadily shoved aside for new. Perhaps I'm merely missing them somewhere?
*peeks under bed*
Hellooooo?
:D

Where are they? Why they craw all around card shops like spiders on my wall.

As there were Clans, Dynasties, and Monarchies groups of people have had thier own lands and ruled over them as such. When old Clans die out the lands they rule become forgotten as they are assumed by the stronger new ones. Thus they rule and dominate until they fall to the same irronic fate.

The point? Many of the players of my area are fairly new. I'm considered a vetrean after only 2 years of play. All the people you know or knew have been long gone. Sometime the cause, or the cause of the local card shop going out of buisness. Yet somewhere in the next county of your friends teaches his little brother, who tells his friends, who goto that brand new card shop, who then start playing, until 2 or 3 years down the line dislike the game and move on.

Magic IS a great game and always will be until the end of it's era. One day though the cycle will end. How? By some other card game or type of game. No not Yu-Gi-Oh. Most people convert from that to Magic. But we'll see one day. We'll see.

Gramcrackered
11-23-2003, 10:23 PM
Where are they? Why they craw all around card shops like spiders on my wall.

In your area, maybe. 'Round here we just had a card shop close because business wasn't good enough. That only leaves one other place which mostly specializes in...*shudders*...sports cards.

Who_cares_who_i_am
04-07-2004, 11:53 AM
I've been playing since somewhere around 95, and I recently went onto the official Magic forums to post about my unhappiness with the new cards.

Not surprisingly, I got flamed up and down for not liking the new cards. People on there thought that these cards were just as fair as the older ones (clearly not true). I also mentioned that I seemed to notice that most new cards don't come with any REAL downside (you lose a life here, a creature there, nothing big), and they flamed me for that too.

After reading this post, much of my confusion has been cleared up. The theory of "out with the old, in with the newbies" must apply in this case.

I consider it a tragedy that WotC has let Magic slide to its current place, and all just to satisfy people who want bigger, better, lower-costed cards. I don't play with any new cards (I actually don't own any), and even some of the sets I play with are overpowered in some cases (Judgment, Odyssey).

To you who say that Magic isn't for the worse, and is actually getting better: I feel sorry for you, becuase you don't get the enjoyment that a long drawn-out, close game gives you. All you get to experience is 5-turn wins where no damage is dealt and creatures land a blow.

I'm just glad that I finally found some people who agree with me in that Magic is getting WAY too powerful.

(Here's the card I most hate to see people defend: Phage the Untouchable

4BBB Creature - Legend
4/4
When Phage comes into play, if you didn't play it from you hand, you lose the game.
If Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
If Phage deals combat damage to a player, that player loses the game.

WTF?????)

- Who cares who i am

mxyzptlk
04-07-2004, 03:42 PM
My newest deck is mono-white. It's the perfect solution to decks that win by blitzing you with a lot of creatures. When they attack: Holy Day (Fog for white), Blessed Reversal (3 life for each creature attacking you), Congregate (2 life for each creature). Then I follow that up with a Wrath of God (but only if Story Circle isn't providing adequate protection) and Knight of Dawn, which is about a 5/5 thanks to my numerous Crusades. The very moment I have more and better creatures than they do (usually provided by Rout), I throw down Armageddon (with Land Tax in play, if I'm lucky) and win in four. And if I need a solution to indestructibility, I either use Swords to Plowshares if it's small or Pariah if it's big. The only problem this deck has is dealing with is a large number of indestructable creatures since protection from a color of your choice won't save you from artifacts, which also prevents Knight of Dawn from hitting.

Inbred Chocobo
04-08-2004, 11:22 AM
First off, I have been playing for about 4 years now, and i have an uncle who has been playing forever, so I know much about the old sets. Second, I agree that the new sets have been gaining too much power. Phage, in my opinion, is the best example of this. I would like to address the issue of these 5 turn win decks. SCREW YOU, I have a deck mostly out of the new sets (Onslaught+) that takes forever to win, usually around 30 turns, and the weird part is that its a green and white deck. Plus, I've faced just about all the rush in and kill you decks there are, and even though i have had my fair share of defeats, I usually come out victorious. The spirit of the old cards might be fading, but it has yet to disappear from MTG.

MasterOfMagic
04-08-2004, 05:20 PM
(Here's the card I most hate to see people defend: Phage the Untouchable

4BBB Creature - Legend
4/4
When Phage comes into play, if you didn't play it from you hand, you lose the game.
If Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
If Phage deals combat damage to a player, that player loses the game.

WTF?????)

- Who cares who i am
I know somebody that has that card. He dosen't play it because it sucks all the fun out of the game.

Anyway, I play a blue deck that focuses on unblockables. In other words, I go for the quick kill.

I saw that someone mentioned useless cards before, and I've got a good one for you. I'm not sure what its called, but it lets you remove any amount of mana you want out of your deck.

Element_man
04-08-2004, 05:45 PM
Meh, I got Phage is my first Pack of Whatever-it-was. Phage was only trading bait. Akroma was SOOOO much better.

MasterOfMagic
04-08-2004, 05:56 PM
Give stats on this "Akroma".

Element_man
04-08-2004, 06:56 PM
White, angel legend, (Unsure of the casting cost, I think it's 3WWW) 6/6, flying, protection form red & black. I think she has first strike too.

mutantrabidweasle
04-08-2004, 10:07 PM
i run a black red nightmare and a mirrodin artifact

mxyzptlk
04-08-2004, 10:09 PM
I saw that someone mentioned useless cards before, and I've got a good one for you. I'm not sure what its called, but it lets you remove any amount of mana you want out of your deck.
The card Masterofmagic refers to is Mana Severance. It wasn't good for anything other than deck thinning until Goblin Charbelcher was printed. With that combo, the Charbelcher deals damage equal to the number of cards left in your deck after you remove all the lands.

mutantrabidweasle
04-08-2004, 10:11 PM
the problem with my nightmare deck is its slower than none other... the best part of it is prolly the 4 terminates, 2 backlashes, avy of woe and 4 incinerates so basically i got field control or just burn damage right there... i need fireballs tho

mutantrabidweasle
04-08-2004, 10:13 PM
and is that dude talking about akroma angel of wrath (i think it is) its the opposite in the story line of phage and its a 6/6 for 5WWW and it has flying, first strike, haste, trample, pro. black, pro. red, and attack doesnt make it tap

Viper Daimao
04-09-2004, 12:39 AM
mutantrabidweasle - dont double post.

closing thread for length.