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Heroes Community > Other Games Exist Too > Thread: Magic: The Gathering Strategy and Discussion
Thread: Magic: The Gathering Strategy and Discussion This thread is 65 pages long: 1 10 ... 14 15 16 17 18 ... 20 30 40 50 60 65 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 25, 2008 02:08 AM

Going from the token based engine, a single Doubling Season can make those defenses really soar. And after some searching, an Altar Golem can be nice too, with all those Elves sitting around. Its a nice deck to be sure, and if your in a pinch, your Doomgape can swallow up the Altar Golem for some refreshments.

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted November 25, 2008 02:16 AM

I'm thinking of adding 4x soul wardens is that a good idea?

((I can't find any doubling seasons))
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 25, 2008 04:02 AM

Yes, definitely. Life gain is promising for any mass Token deck.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted November 25, 2008 03:31 PM
Edited by RedSoxFan3 at 15:40, 25 Nov 2008.

No use Essence Warden. If you want the life gain.

I'm not a fan of Essence Warden or Doubling Season personally.

The Essence Wardens provide nothing to your combo.

Doubling Season isn't too necessary. With the amount of tutoring you have in your deck, getting a second Flourishing Defenses will always be better in case your opponent has any removal.

Plus the Doubling Season will put extra -1/-1 counters on your creatures, but not your opponents. This is a bad idea imo.

Doubling Season and Essence Warden will only allow you to win big when you are already winning, but they won't be of much help when you are behind or even. That's what you need to look at for a successful deck imo.

Though I've always been a Spike/Johnny and never been a Timmy. If you want to have 50 creatures and 100 life every time you win, but win less often, doubling season and essence warden is great.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 25, 2008 05:03 PM

@RSF - Never thought about that, but a Doubling Season with INcremental Blight is evil.

But, Altar Golem would be great in late game still, with or with out. And a good side-board card is Cauldron of Souls. You never know when an opponent can be playing Wrath of God or Damnation. But, Essence warden would be better (forgot about what colors your running ).

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted November 25, 2008 08:43 PM

Quote:
No use Essence Warden. If you want the life gain.

I'm not a fan of Essence Warden or Doubling Season personally.

The Essence Wardens provide nothing to your combo.

Doubling Season isn't too necessary. With the amount of tutoring you have in your deck, getting a second Flourishing Defenses will always be better in case your opponent has any removal.

Plus the Doubling Season will put extra -1/-1 counters on your creatures, but not your opponents. This is a bad idea imo.

Doubling Season and Essence Warden will only allow you to win big when you are already winning, but they won't be of much help when you are behind or even. That's what you need to look at for a successful deck imo.

Though I've always been a Spike/Johnny and never been a Timmy. If you want to have 50 creatures and 100 life every time you win, but win less often, doubling season and essence warden is great.


I meant the green one (apparantly essence)

The reason why i think essence wardens will help is the fact that in a multiplayer game as soon as i drop down my combo i'm going to become the threat.
I happen to play more multiplayer than 1v1. so i think the lifegain is a plus for me.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted November 26, 2008 03:36 PM
Edited by RedSoxFan3 at 16:34, 26 Nov 2008.

Oh I didn't think about that. Yes in multiplayer casual lifegain is broken. Have at it.


Originally I had this green/white madness/incarnation deck with Glory, Valor, Basking Rootwalla, Arrogant Wurm and Spirit Cairn. However I recently added Icatian Crier, Devout Witness, and Skull Catapult and the deck was trying to do too much.

So I took it apart and made it into two decks.

For the green half I wanted to keep the madness theme and I noticed the large number of black madness cards I owned. So I put together this deck.

Black/Green Madness

4x Basking Rootwalla
4x Arrogant Wurm
4x Wild Mongrel
3x Dark Withering
3x Greenseeker
3x Nightshade Assassin
4x Gorgon Recluse
4x Trespasser il-Vec
1x Recover
2x Mask of Memory
1x Tortured Existance
2x Demonic Collusion
1x Grizzly Fate
1x Birds of Paradise
2x Greater Good

What surprised me about this deck?

Nightshade Assassin is still viable removal in this deck, because I always drop my green spells early. All of my black cards (dark withering, recover, demonic collusion, gorgon recluse, I want to save to surprise my opponent. AND the nightshade assassin is the easiest one to play, so I just play those before my other black cards.

Greenseeker is way better than I thought. This deck eats up a lot of mid game mana and this allows me to play more lands while not slowing down my card advantage. This card is nuts in a madness deck.

Grizzly Fate is completely nuts mid game with threshold. I often play it twice because my greenseeker digs out lands like its nothing.

Greater Good and Tortured Existance actually combos. Both are already nuts to begin with, but the creatures I sacrifice and the creatures I discard can be brought back with tortured existance, because most of them have madness.

The buyback on Demonic Collusion is completely worth it, because I can discard lands, since I already have plenty from Greenseeker, and I can discard creature cards since I'll be digging for tortured existance first anyway.

The one thing that worries me about this deck is that it doesn't have any creatures with shroud and its vulnerable to enchantment removal.

I'm also considering adding 1 genesis to the deck, in case my opponent has enchantment removal, however I don't have any genesis. That would give me a much slower, but reliable outlet for reviving creatures. Paying B at instant speed is much better than 2G during your upkeep.
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted December 03, 2008 09:51 PM

Does Clockspinning work with Dark Depths? or do i misunderstand the text?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 03, 2008 10:47 PM

Yes, Clockspinning works with ANY counter, whether it be time, ice, or poison.

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Ecoris
Ecoris


Promising
Supreme Hero
posted December 03, 2008 10:49 PM

Yes. As long as it's on a permanent or a suspended card.

Ęther Snap is a better combo.
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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 03, 2008 10:55 PM
Edited by Mamgaeater at 22:58, 03 Dec 2008.

It works but a better thing is

t1. Drak depths
t2. forest
t3. urborg tomb of yawgmoth, Animate land, Fate transfer

A potential vintage deck



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Ecoris
Ecoris


Promising
Supreme Hero
posted December 03, 2008 11:11 PM

Nay, it is a 4-card combo. (Or 3 cards if you wait until turn 4). And there needs to be another creature in play.
4 card combos are just not viable. Dark Depths is a bad card.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 04, 2008 01:31 AM

Yeah, considering that Merit Lage is a token, and token's cease to exist in any other zone than in play. So, Bouncing, Removing, Sacrificing all work in removing it. Plus, Dark Depths will be subject to the plethora of destructive spells, seeing as it only takes thirty mana to take off the ice.

I'm making a great Extended-Legal deck: Blue-White Flying Kill.

Another deck is Standard-Legal deck: Blue-White Lockdown Mill.

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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted December 04, 2008 01:32 AM

Quote:
Nay, it is a 4-card combo. (Or 3 cards if you wait until turn 4). And there needs to be another creature in play.
4 card combos are just not viable. Dark Depths is a bad card.
Boy you sure sound like a Spike.
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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 04, 2008 02:29 AM

Quote:
Yeah, considering that Merit Lage is a token, and token's cease to exist in any other zone than in play. So, Bouncing, Removing, Sacrificing all work in removing it. Plus, Dark Depths will be subject to the plethora of destructive spells, seeing as it only takes thirty mana to take off the ice.


my combo works off 3 mana all it requires is for a way to work around this... besides i can't afford Moxen, tinkers and BL's. if anything this would be casual. n
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted December 04, 2008 06:09 AM

Vintage Decks aren't as expensive as you think unless you are going 5 color control. You get 7 Proxies. That's enough for 5 moxen 1 black lotus and another card of your choice.
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Ecoris
Ecoris


Promising
Supreme Hero
posted December 04, 2008 10:30 AM

Quote:
Boy you sure sound like a Spike.
I guess I am.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted December 04, 2008 04:22 PM

Ya me too, but I'm more of a deck builder though rather than a deck copier.
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Ecoris
Ecoris


Promising
Supreme Hero
posted December 04, 2008 04:56 PM

It is surely more fun to win with a deck you build yourself. Or at least to win due to some modification you made yourself to an existing deck. It just so happens that some people out there have put a lot of thought and time into creating strong decks.
It can be a lot of fun to play such decks (because they work) and they give you a better chance to win something (unless you are a very dedicated deckbuilder).
That's at least how I see it. I guess I like limited the most.
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RedSoxFan3
RedSoxFan3


Admirable
Legendary Hero
Fan of Red Sox
posted December 04, 2008 05:11 PM
Edited by RedSoxFan3 at 17:16, 04 Dec 2008.

Yeah, there's definitely the nuts and bolts aspect of the game. Knowing how to anticipate what cards your opponent might have in their deck is important.

Then obviously proper sideboarding. I'll give you that.

If I entered a standard tournament though, I'd be most likely to play All in Red, or some other rogue deck that will be a big surprise to 5 color control.

Draft is pretty good too, but people still have narrowed it down to drafting certain archetypes in each edition. And memorizing the card orders for commons is kind of annoying. I think limited at a high level of play is rather time consuming.
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