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#52 Apr 29 2010 at 10:34 AM Rating: Excellent
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Of course, if you draw the transmute card you can't play it til turn 3 anyway, so really you should calculate the odds of getting High Tide in the first 7 or Dizzy Spell in the first 9-10 =P.
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#53 Apr 29 2010 at 10:42 AM Rating: Good
Vataro wrote:
Of course, if you draw the transmute card you can't play it til turn 3 anyway, so really you should calculate the odds of getting High Tide in the first 7 or Dizzy Spell in the first 9-10 =P.
True enough, though why you'd be playing High Tide on turns 1 or 2 anyway is kind of beyond me.

It's about a 64% chance that you've got at least one of either by turn 3.
#54 Apr 29 2010 at 12:33 PM Rating: Excellent
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MDenham wrote:
Vataro wrote:
Of course, if you draw the transmute card you can't play it til turn 3 anyway, so really you should calculate the odds of getting High Tide in the first 7 or Dizzy Spell in the first 9-10 =P.
True enough, though why you'd be playing High Tide on turns 1 or 2 anyway is kind of beyond me.

It's about a 64% chance that you've got at least one of either by turn 3.


Also a valid point. I'd say turn 3-5 would be ideal.
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#55 Apr 29 2010 at 9:48 PM Rating: Good
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That sounds good, though I'll have to take a few out to keep the balance.

I added in:

Silver Myr 1
Freed From the Real 1
Wall of Frost 1
Icy Manipulator 1
Vapor Snare 1
Halimar Depths 1
Muddle the Mixture 1
Disperse 1
Mystic Restraints 1
Unsummon 1
Cathodion 1
Dispel 1


Wow, I hadn't realized 'till I wrote this that I'd added in a bunch. o.o I'll probably cut out Disperse/Unsummon, since they aren't particularly useful - just annoying to my opponent. And bad sometimes too, because enemy creatures could have triggers that activate when they are played. Vapor Snare can also go, along with Silver Myr. Freed From the Real is lots of fun, but just maybe not what this deck needs. I like Cathodion because I can sac it and gain 3 mana for whatever I need it for.

Speaking of, can I sac on my opponent's turn? Can I sac Cathodion and use his mana for a Cancel during the opponent's turn?

As long as I'm getting rid of forced tap/untap cards, maybe I could cut out Icy Manipulator as well, despite how much I love it. Vapor Snare can also go, I was only going to use it to control a creature for 1 turn, I don't want to give up land. I'm also looking into purchasing a Jace Beleren.
#56 Apr 29 2010 at 11:24 PM Rating: Excellent
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I'd really reconsider some of those. In my opinion, it's not worth adding a bunch of 1 copy cards... just dilutes your deck imo. Pick the ones you really like and add 2-3 copies or something.

Edited, Apr 30th 2010 12:24am by Vataro
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#57 Apr 29 2010 at 11:53 PM Rating: Good
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Vataro wrote:
I'd really reconsider some of those. In my opinion, it's not worth adding a bunch of 1 copy cards... just dilutes your deck imo. Pick the ones you really like and add 2-3 copies or something.

Edited, Apr 30th 2010 12:24am by Vataro


Yea exactly. The one's that are just x1 are ones I didn't order, just added in from my collection. Some pretty sweet cards though, so I hate to get rid of them, but I need to. I also need some acceleration, I think I will begin to run out of cards in my hand after 6 or 7 turns.
#58 Apr 30 2010 at 7:20 AM Rating: Good
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CestinShaman wrote:
The one's that are just x1 are ones I didn't order, just added in from my collection. Some pretty sweet cards though, so I hate to get rid of them, but I need to. I also need some acceleration, I think I will begin to run out of cards in my hand after 6 or 7 turns.

Again, I recommend adding some good card-drawing effects. Fact or Fiction, Accumulated Knowledge, Pulse of the Grid, Skyscribing, Words of Wisdom, Concentration... there's a plethora of card-drawers.

Pro-tip: Look for low cost for a good effect (drawing at least one card, so as to replace the spell itself), and try to pick Instant cards over Sorcery cards. If you have an instant card drawing spell (such as Fact or Fiction), it's a good idea to cast it during your opponent's end step. That way you'll keep your mana available to deal with any threats that your opponent might play (and sometimes you can bluff; if you might be holding a Counterspell while having two Islands untapped, it can make your opponent think twice).

Try going to the Gatherer website and searching for Blue cards with the word "draw" in the text. See what pops up, maybe something will inspire you... :)
#59 May 01 2010 at 8:31 AM Rating: Default
not sure what format yall are talking but opt and brainstorm are 2 really good quick card fraw for 1u mana

edit: thieving magpie and any tap for 1dmg enchantment will give you a perm. card draw mechanism too put in alarm call and something to keep playing creatures and you have unlimited dmg/card draw

Edited, May 1st 2010 10:33am by xfillupurcupx
#60 May 03 2010 at 12:22 PM Rating: Good
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I started playing when Mirrodin came out. I hadn't played for a while until recently when the girlfriend found my decks and wanted me to teach her to play. She's been using my elf deck, but I've been using this.

4x Diabolic Tutor
2x Essence Drain
4x Consume Spirit
2x Necromancer's Magemark
2x Death Pit Offering
2x Dark Ritual
2x Hissing Miasma
3x Unholy Strength
4x Hand Of Death
2x Cover Of Darkness
2x Underworld Dreams

3x Nightmare Lash
2x Demon's Horn
1x Trinisphere

4x Dross Prowler
4x Reaver Demon
2x Fallen Angel
1x Havoc Demon
3x Seizan, Perverter Of Truth
4x Leaden Myr
2x Dross Golem
3x Undead Warchief
2x Soulless One

24x Swamp
4x Polluted Mire


Yeah, it's huge, but it's so fun to play.

I provided links because I'm bored
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#61 May 03 2010 at 12:35 PM Rating: Excellent
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Mirrodin was the first set that I really invested in. I actually collected a set completely separate from my decks, sans 2 cards (some of the rarer artifacts). I've been meaning to see how much that would go for on ebay... probably not enough to make it worth it =/.
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#62 May 04 2010 at 7:40 AM Rating: Good
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Driftwood, is your deck mostly a black "good stuff" deck, or is there some combo/theme I'm just not understanding? Also, that does look like a real blast to play (if a b*tch to shuffle)!

Vataro wrote:
Mirrodin was the first set that I really invested in. I actually collected a set completely separate from my decks, sans 2 cards (some of the rarer artifacts). I've been meaning to see how much that would go for on ebay... probably not enough to make it worth it =/.

You might want to look anyway. The collection as a whole might not be overly valuable, but I seem to recall some individual cards being pretty valuable(Mindslaver springs to mind)...

Ok, I was poking around and I found an interesting combo or two, and I thought I'd see if anyone wants to run with it.

-Intruder Alarm
-Stonybrook Schoolmaster
-Drowner of Secrets.

All three in play allows both infinite 1/1 Merfolk tokens and infinite milling. There's also an infinite creature combo with Intruder Alarm and Presence of Gond. The Alarm/Schoolmaster/Drowner combo seems especially promising, since white and blue can already form a potent control-deck base...
#63 May 04 2010 at 11:05 AM Rating: Default
i put intruder alarm and dragon archway in the deck that i posted on page1 opposition to keep em tapped tradewind riders to return everything to players hand and unlimted card draw with arcanis out.

#64 May 04 2010 at 3:34 PM Rating: Good
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xfillupurcupx wrote:
i put intruder alarm and dragon archway in the deck that i posted on page1 opposition to keep em tapped tradewind riders to return everything to players hand and unlimted card draw with arcanis out.


I was trying to remember what enchantment tapped creatures to tap other stuff: Opposition! Thanks!

And by "dragon archway," did you mean Dragon Arch, or something else? That's the closest thing I could find. If that's what you meant, how does that combo with Intruder Alarm?
#65 May 04 2010 at 8:44 PM Rating: Good
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I'm not so sure about adding in the Dizzy Spells at this point - it may be good enough as is.

But I was posting to describe a new, much more silly deck that I might pick up for about $10. The mono blue cost me 11 or 12. I order from Channelfireball.com, really cheap and nice service.

Mono red, I'll just let you see the list.



-Sorcery-
4 Volcanic Hammer
4 Lava Axe
4 Fireball
4 Flame Jet
4 Lava Burst


-Instant-
4 Shock
4 Barbed Lightning
4 Fiery Temper
4 Crimson Wisps
4 Inside Out
4 Needle Drop


-Artifact-
4 Dragon's Claw


-Land-
30 Mountain


30-48

78

42% mana

Edited, May 4th 2010 10:45pm by CestinShaman
#66 May 04 2010 at 11:13 PM Rating: Good
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Interesting deck, Cestin! Mono-red "BURN!!" decks can be a blast (no pun intended).

I'm a bit confused about a couple choices, though. You don't have any creatures, so I don't see a use for the Crimson Wisps or the Inside Outs (although Inside Out could be defensive).

I'd personally replace the Lava Axes with, well, nearly anything. 5 damages seems nice, but you can't aim it at a creature, and without creatures for blocking, you'll be wanting to burn a lot of attackers. Incinerate springs to mind, as does Lightning Bolt. You might also consider Crushing Pain over Needle Drop, although the Drop does allow player targeting and has the cantrip effect.

A fun card you might want to try out with that deck is Pyromancer Ascension. Takes a bit of work to get going, but with a lot of cheap spells you can pretty quickly get free Twincasts on every burn spell!
#67 May 05 2010 at 8:20 AM Rating: Excellent
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That's a pretty sweet card. Personally, I like to include Ball Lightning in any burn deck. It doesn't last very long but it can do some real damage for pretty cheap.
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#68 May 05 2010 at 4:21 PM Rating: Good
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If your going to play Mono red burn then frankly Burning Bridges is the only way to go.

4x Ensnaring bridge
3x Grafted Skullcaps
4x Lightning Bolts
4x Hammer of Bogardan
4x Firebolt
4x Earthquake
2x Furnace of Rath
2x Urza’s rage
2x Suphuric Vortex
3x Violent Eruption.

4x Grim Lavamancer

4x Barbarian Ring
4x Forgotten Cave
16 Mountain.

Edited, May 5th 2010 6:22pm by tarv
#69 May 05 2010 at 4:56 PM Rating: Excellent
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Yea, I can see how Ensnaring Bridge could be useful in a burn deck.
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#70 May 05 2010 at 7:06 PM Rating: Good
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I'd totally forgotten about Burning Bridges! Little tricky to play, but rather brutal if done right. Has anyone seen a version using madness cards, like Fiery Temper? Seems Grafted Skullcap could be a reliable madness outlet...
#71 May 05 2010 at 8:48 PM Rating: Decent
xfillupurcupx wrote:
i put intruder alarm and dragon archway in the deck that i posted on page1 opposition to keep em tapped tradewind riders to return everything to players hand and unlimted card draw with arcanis out.


I was trying to remember what enchantment tapped creatures to tap other stuff: Opposition! Thanks!

And by "dragon archway," did you mean Dragon Arch, or something else? That's the closest thing I could find. If that's what you meant, how does that combo with Intruder Alarm?




sorry its been many years migh have been cryptic gateway or something. was tap 2 creatures of 1 type to put a creature into play think is cost 3 mana.
#72 May 06 2010 at 6:38 AM Rating: Good
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xfillupurcupx wrote:
xfillupurcupx wrote:
i put intruder alarm and dragon archway in the deck that i posted on page1 opposition to keep em tapped tradewind riders to return everything to players hand and unlimted card draw with arcanis out.



Rykhorne wrote:
I was trying to remember what enchantment tapped creatures to tap other stuff: Opposition! Thanks!

And by "dragon archway," did you mean Dragon Arch, or something else? That's the closest thing I could find. If that's what you meant, how does that combo with Intruder Alarm?


sorry its been many years migh have been cryptic gateway or something. was tap 2 creatures of 1 type to put a creature into play think is cost 3 mana.

Cryptic Gateway makes a bit more sense. Still not sure how it's supposed to help, since no other creature in that deck share creature types...
#73 May 06 2010 at 7:37 PM Rating: Excellent
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I will always be a fan of Shaharazad/Isocron scepter combo.
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#74 May 06 2010 at 7:41 PM Rating: Decent
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Rykhorne wrote:
Interesting deck, Cestin! Mono-red "BURN!!" decks can be a blast (no pun intended).

I'm a bit confused about a couple choices, though. You don't have any creatures, so I don't see a use for the Crimson Wisps or the Inside Outs (although Inside Out could be defensive).

I'd personally replace the Lava Axes with, well, nearly anything. 5 damages seems nice, but you can't aim it at a creature, and without creatures for blocking, you'll be wanting to burn a lot of attackers. Incinerate springs to mind, as does Lightning Bolt. You might also consider Crushing Pain over Needle Drop, although the Drop does allow player targeting and has the cantrip effect.

A fun card you might want to try out with that deck is Pyromancer Ascension. Takes a bit of work to get going, but with a lot of cheap spells you can pretty quickly get free Twincasts on every burn spell!


The point of Crimson Wisps is just for drawing the card for only 1 mana. I figured I'd need some good acceleration in here so that I don't run out of cards in my hand as quick. Inside Out could be used nicely offensively, but mostly for the draw. Needle Drop is just awesome, 1 extra damage and a card draw.

Incinerate was in my original list, but you see after checking prices, I redid the list. Lightning Bolt was also in there. Incinerate and Lightning Bolt cost too much though, upwards of a dollar or more per card, which I don't want to pay really. All of my decks are pretty much 'budget decks' as they say.

Crushing Pain could be interesting, might need to kill a vital creature. Pyromancer Ascension looks very nice, might want that in there if it fits in the price range. I need to cut out a couple cards to keep the deck size down.


As for Ball Lightning, thank you Vat, that seems like a very nice card. Hope the price isn't too bad.


As for tarv's list, Ensnaring Bridge could be nice. Maybe not needed though - this is more of just a crazy berserker deck to see if it can own someone in 5 turns or so, maybe a bit more. Grafted Skullcap, Hammer of Bogardan are nice. Firebolt is very nice, I think I'll add that to my list, along with Violent Eruption, Madness seems like a very useful ability. I don't like Earthquake so much because I have to damage myself as well. Edit - Grim Lavamancer is a creature I could consider adding in....though I need to cut a lot out.

Edited, May 6th 2010 9:46pm by CestinShaman
#75 May 06 2010 at 8:24 PM Rating: Excellent
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CestinShaman wrote:
The point of Crimson Wisps is just for drawing the card for only 1 mana. I figured I'd need some good acceleration in here so that I don't run out of cards in my hand as quick.


Haven't played MTG in ages, but I'm not sure why you'd do this. Don't you accomplish the exact same thing by just not including the card in your deck in the first place? All you're doing is spending one mana to have a random card from your deck in your hand instead of the Crimson Wisps. If you didn't have them in the deck, you'd have a different random (presumably useful) card in your hand instead of drawing the useless one. Seems counter productive...

Edited, May 6th 2010 7:24pm by gbaji
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#76 May 06 2010 at 8:29 PM Rating: Decent
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gbaji wrote:
CestinShaman wrote:
The point of Crimson Wisps is just for drawing the card for only 1 mana. I figured I'd need some good acceleration in here so that I don't run out of cards in my hand as quick.


Haven't played MTG in ages, but I'm not sure why you'd do this. Don't you accomplish the exact same thing by just not including the card in your deck in the first place? All you're doing is spending one mana to have a random card from your deck in your hand instead of the Crimson Wisps. If you didn't have them in the deck, you'd have a different random (presumably useful) card in your hand instead of drawing the useless one. Seems counter productive...

Edited, May 6th 2010 7:24pm by gbaji


I hadn't thought of that....but that's correct. O.o In place of the Wisps, I'd have the next card I would've gotten anyway. I'll go ahead and cut those Wisps out... >.>

XD

gbaji is useful for once, and without a wall of text!
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