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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 20 30 ... 34 35 36 37 38 ... 40 50 60 65 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 26, 2009 03:13 AM

I own eleven at last count, with the 12th on the way.

Here they are:

UG Counterfest - Use of Soul's Might and Gilder Bairn. Quite the strong one.
UWB Mill - Insane now that I have Mind Funerals. Forced Fruition locks the opponent down while plenty of countering staves off the opponent.
Grixis Standard No explanation needed
WUBRG Steal Deck Focuses on Knacksaw Clique to steal cards with Ghastlord of Fugue putting the pressure.
Esper - The traditional artifact swarm
UW Merfolk Mill - Yep, thats right.
UR Replicate - Pumps outrageous combos to overwhelm opponent.
UR Timecraft - My traditional Extended time counter deck
UWB Aerial - Magus of the Moat + Lockdown with a high flyer count + Pride of the Clouds. Wondrous.
Selesnya - The elder deck, with a magnificent track record
Bantian Beatdown - Combines Sigil Captains with Martial Coup for incredible showdown

#12 is still variable. I want something out of the ordinary, but I need some more cards.

Ideas -

WUBRG Elemental with Supreme Exemplar and Horde of Notions

Puca's Mischeif + Immortal Coil

Naya Aria

Reaper King Tribal (never worked, though)

Some wierd concoction of Zombie Tribal

Thoughts?

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Next Set: Mirrodin
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Aleksandr
Aleksandr


Hired Hero
posted May 26, 2009 08:17 AM

Quote:
I was just wondering about how many decks it's normal to own..?



You mean on the MWS? Hundreds

In the real I got build:

Faerie Stompy
UGw Thresh
Aggro Loam
Non-LED Ichorid (cause I just sold LEDs),

but with the card pool I got, I can build many other decks. E.g. I was 4 cards (set of Inf. Tutors) from TES, since I sold the LEDs, I am eight cards away. (I don't count wincon as a card, as long as Tendrils cost 1,5 USD..) Once I get my hands on set of THoughtseizes, I can build both Eva Green and UGb Thresh. All the fetches and duals plus critters and burn I own can be transformed into solid ZOO deck, while GoyfSligh is an option too, althoug I lack Figures.
I had owned complete Angel Stopmy, but this deck is Tier1 no more, so I sold most of the cards, but the core that remained in my possesion could be transformed into white Stax. Another deck that I can build in the moment is Terrageddon, but as it is far weaker than AgrroLoam, I don't care.. (This is true for Haterator, too.)
Did I mention that I can build both Tempo Thrash and UGr Thresh? No? So I can.
I lack the important cards for Landstill (namely Mishra's Factories and Standstills + FoF), but I have core cards any UWx control deck (FoW, WoG, duals, fetches, Eternak Dragons, Decrees).
In short: At least five, but more than ten is apropriate.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 26, 2009 09:04 AM
Edited by Mytical at 09:43, 26 May 2009.

Sorry to ask but what is deathtouch?  Wasn't around when I played and can't seem to find a description.  Nevermind found a description.  Now there are a dozen other things I have yet to find out what they mean, but am getting there at least.

Edit : Quietus Spike and something unblockable seem to be a nasty combo.  Heck even a little 1/1 (that for some reason can't be blocked) suddenly becomes a major threat.

If you can play it (the cost is too high, and it is likely to be countered) Spearbreaker Behemoth and Lure would be nice.  Since most of the time you get to assign damage as you want, you can kill off a few creatures (normally) and not worry about Behmoth being killed.
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Rarensu
Rarensu


Known Hero
Formerly known as RTI
posted May 26, 2009 10:14 AM
Edited by Rarensu at 10:21, 26 May 2009.

Quote:
Quietus Spike and something unblockable seem to be a nasty combo.  Heck even a little 1/1 (that for some reason can't be blocked) suddenly becomes a major threat.

You know what's nuts with Quietus Spike? Double strike. In two turns, a 1/1 double striker can kill an opponent at 30 life. In four turns, it can kill an opponent at 126. Even an opponent at 2 million life takes only eleven turns. Infinite life gain decks: watch out! You'd better pick a really huge number.

Now if you add Finest Hour or a second quietus spike to that...

One should note that the opponent spends an entire turn being at under 7 life. A simple Fireball can shave that final turn off of this math.
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Sincerely,
A Proponent of Spelling, Grammar, Punctuation, and Courtesy.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 26, 2009 10:17 AM
Edited by Mytical at 10:25, 26 May 2009.

Actually it only takes half right?  So it would never get an opponit to zero.  Lets say the opponit has 20 life.  The first strike takes 10 life, the second only 5 (because 5 is half of 10).  Don't ask me what happens when it gets to 1 tho.  Of course the original creatures attack would be counted too I believe?  Or am I wrong about it only taking half the enemies life?


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Rarensu
Rarensu


Known Hero
Formerly known as RTI
posted May 26, 2009 10:24 AM

Quote:
Actually it only takes half right?  So it would never get an opponit to zero.  Lets say the opponit has 20 life.  The first strike takes 10 life, the second only 5 (because 5 is half of 10).  Don't ask me what happens when it gets to 1 tho.  Of course the original creatures attack would be counted too I believe?  Or am I wrong about it only taking half the enemies life?

Once the opponent gets to 2 life, then a point of damage from the attacking creature's power followed by a point of life loss from the spike ends the game. (the spike rounds up - losing half of 1 life is losing 1 life)
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Sincerely,
A Proponent of Spelling, Grammar, Punctuation, and Courtesy.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 26, 2009 10:26 AM

Ah I understand.  Thanks
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted May 26, 2009 06:55 PM
Edited by Disturbed-Gnu at 19:06, 26 May 2009.

Sith# Uuhh, if you whant to, i would really like to see how you builded your MILL deck...

My friend have a Reaper King / Scarecrow deck, but that doesn't work either? Why is it so hard?..
The best i can think of is driving Green and only one more colour. Where you drive Channel the Suns to get Reaper King, and maybe black to get a good use of Black Ritual and other mana cards..
Example:
Turn 1: Play forest, play something cheap
Turn 2: Play Swamp, Play Dark ritual, then Channel the Suns, and play Reaper King ;p Then just throw all thoose little cheap scarecrows into play and keep the opponent from getting land.
I bet that you can do something with scarecrows (It's just how)

Alek# I'm a fan of faerie Stompy/Beatdown too. Bitterblossom is just so expensive at the moment ;p

Mytical# Magic Rules List Includes all abilties with a good desription.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 26, 2009 10:21 PM

@Gnu - Well, it got contrary with me today as I was playing an aggro deck, so I have to pull it apart and reorganize it. I have some nice times playing up a Forced Fruition, and the Excommunicate/Cathartic Adept killer, and many a times, a game winning Mind Funeral. The game I played today milled about 25 cards with one Funeral. Ouch!

Aside from that, its typical lockdown with some anachronic elements. After I rebuild it tonight, I'll tell you what its made of.
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Next Set: Mirrodin
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted May 26, 2009 10:41 PM

Sith# Woow 25! That's like better than traumatize!.. I bought 4 of thoose mind funerals! They are insane!..

And you should consider Telemin Performance as Side Board.. They are a terror against decks with few creatures (Like a burn deck)..

Oh, and i must tell you this: Before i whanted to build a MILL deck i did have the MILL of them all. And it worked perfectly.
And my brother have an awesome MILL combo too.

My brothers: Vulturous Zombie, Traumatise, Altair of Dementia (Takes the whole deck.)

My combo: Psychotic Episode (I choose cards i know they only have one of if he revealed it that way.) Tunnel Vision. (That leaves the opponent with only 1 card left unless it's a card he owns more than one of.)

But i look forword to see your mill deck.. Sounds cool.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 26, 2009 11:48 PM

Yeah, I have personal experience witht the Vulturous Zombie, and he can mill and trample and generate and basically do anything. He's annoying, and he can't be Terrored! ug.

Well, I liked Telemin Performance, but I wasn't sure just how good it is.
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Next Set: Mirrodin
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted May 27, 2009 04:42 PM
Edited by Disturbed-Gnu at 20:19, 28 May 2009.

Oh yeah! Vulturous Zombie is a pain in the ass for sure!!

Telemin Performance isn't that good against most decks, so it is a card you should skip. I think Sanity Grinding could be a bigger help..
It takes at least 10 cards if you drive mono blue, or like me, blue and black without any mono black cards (Always blue). I forgot about land cards (They could ruin that)



EDIT# I just noticed the ability: Horsemanship! That is just like shadow exept that your creatures can block others.. Damn,!!! I shold have builded a Horsemanship deck instead of stupid shadow!

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted May 28, 2009 11:05 PM

A more accurate comparison would be flying. Especially seeing how the mechanic was created exactly because flying didn't fit flavorfully in the setting of Portal: Three Kingdoms.
____________
Yolk and God bless.
---
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted May 29, 2009 02:32 PM

You can't compare flying and horsemanship... There is tons of cards with flying! But almost none with horsemanship. Flyers can't block horsemanship creatures, and vice verca, but there is tons of ways you can give a horsemanship creature flying. So horsemanship is above flying, and above shadow..

Shadow is a little bit harder to control, but i managed to build a deck that works. Shadow creatures, Destroy spells, and some counters..

But try thinking of shadow combined with ninjutso creatures.. ;p
That would work quite well since black has Dark ritual and such spells..

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kainc
kainc


Famous Hero
posted May 29, 2009 05:27 PM
Edited by kainc at 17:28, 29 May 2009.

It's been ages since I've played MTG (except with PSP 3000 now that it can run homebrew via ChickHEN)... I remember I had the much hated red deck with lots of direct damage spells.

The catch was to get insane amounts of colorless mana and then throw spells like Fireball, Disintegrate and such.

XX x Mountains
2 x Mana vault
2 x Voltaic Key
3 x Sol Ring
2 x Sisay's Ring
2 x Some card that prevented spellcasting on artifacts
XX x Direct damage spells
XX x Other backup cards against enemy

It was a noobie/coward deck but I never played in any big tournaments anyway

I won many times but lost many times as well, especially Blue Decks were hard to beat because of the counters.

Then I switched to white/green deck, The Armageddon-Weenie.

Darn I still have the cards... hopefully my friends have them as well so we can battle again, for the long time.

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Rarensu
Rarensu


Known Hero
Formerly known as RTI
posted May 31, 2009 08:34 AM
Edited by Rarensu at 09:04, 31 May 2009.

Quote:
I've been meaning to test a deck with four Colfenor's Plans in it. My problem is that MWS doesn't appear to let me put face-down cards into play directly from the library.

MWS lets me do it. Hold down shift while dragging a card from your library into play: it comes in face-down and nobody gets told what it is. You can use "peek at facedown card" to see what's under there.

Supposed name-changes in M10?

This is like healing a broken bone. If you don't set it right the first time, you have to break it again. Delaying only makes it hurt worse. They should have done it a long time ago, but it still needs to be done. This year is a good time to do it. Call in two years time and we'll be fine, I know. Well maybe not that fine... but we'll survive, anyhow. We won't recall the names and places of each sad occasion, but that's no consolation, here and now.

Play a spell > Cast a spell
Finally! :gratitude: You have NO IDEA how many arguments I've been in over the technical differences between "play a spell", "comes into play", and "copy this spell".

RFG > Exile
Removed-From-the-Game is a terrible name for how this zone is used. Exile is much better, but it still doesn't feel quite right.

RFG > Void
About as good as Exile. Is this really the best Wizards can come up with?

In/Into/Leave Play > On/Enter/Exit the Battlefield
No, thank you. "In Play" works just fine, and some things just don't have the Battlefield flavor. Arcane Laboratory? Not a battlefield thing.
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A Proponent of Spelling, Grammar, Punctuation, and Courtesy.

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted May 31, 2009 09:43 PM

Quote:
MWS lets me do it. Hold down shift while dragging a card from your library into play: it comes in face-down and nobody gets told what it is. You can use "peek at facedown card" to see what's under there.
Well, so far I've been doing it as follows:
1. Put my hand into play face down, add a note to show that it's my hand
2. Draw 7 cards
3. Put the 7 cards into play face-down and arrange them next to Colfenor's Plans
4. Put my hand back in my hand

Colfenor's Plans does indeed play better than I had initially thought.
____________
Yolk and God bless.
---
My buddy's doing a webcomic and would certainly appreciate it if you checked it out!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted June 02, 2009 01:38 AM

I've heard about the whole "battlefield" thing, and I must say, what I know of Wizards, they would never plague us so. Everywhere I've read about it, the poster is furious over it. So I doubt that Wizards will change well-enough. CIP is good enough for me, and it saves room on the card (13 letters to 20). I think its just a translational mix up to something better.

Remove from the game is fine with me. Posting a name to it just locks it into a certain flavor, but I like Void because, after all, in the flavor of the game, removing something from it represents you grabbing it and hurling it into the Blind Eternities, right? So "Void" word for it. Not exile, which suggest you might be coming back eventually. Unless you planeswalk, I doubt it.

But I'm actually more anxious to see what the new stuff in Planescape is.

Let's see, a months time for a core set of spoilers (since its new cards take up about half the block) spoilers should start in a couple weeks. The Mags will probably get stuff sooner.
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted June 02, 2009 01:40 AM
Edited by mamgaeater at 01:42, 02 Jun 2009.

RFG zone -> I like removed from the game but i'm fine with Void or anti-plane.

Play a spell shouldn't change imo cast makes it feel so different... not all magic sets are about this old DnD style of magic. and you don't cast a goblin beserker. you play it.
its like going back to summon spells.

i'd personally like some abilities to be keyworded. and for consistency's sake fix some discrepancies.

~ can block as though it has flying is mechanically different from reach yet reach replaces this. this bugs me slightly but not so much.
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Protection From Everything.
dota

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted June 02, 2009 01:43 AM
Edited by sith_of_ziost at 01:59, 02 Jun 2009.

"can block as thought this had flying" is Reach's rules text, mamga

Yes, usually the core sets introduce consolidated mechanics on cards that have been around, so its a safe bet that some new wordings will crop up.

And this makes me happy.





EDIT Stupid broken link...one moment.
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Next Set: Mirrodin
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