Magic: the Gathering [Official Topic]

GenocideHeart

Well-Known Member
#76
As far as Tenth Edition draft goes. your best bet is red/green. It has lots of fat and lots of removal in the common slots.

Stay away from White. It's a dog.
 

GenocideHeart

Well-Known Member
#77
Here's a Pauper deck I've been messing around with lately. It actually can consistently win against Extended decks, which isn't bad at all.

12 Forest
8 Mountain
2 Forgotten Cave

4 Basking Rootwalla
4 Skarrgan Pit-Skulk
4 River Boa
4 Wild Mongrel
3 Scab-Clan Mauler
4 Horned Kavu
3 Nantuko Vigilante

4 Firebolt
4 Incinerate
4 Rift Bolt

The deck's fairly straightforward. Play an one-drop. If it can attack unblocked, drop Scab-Clan Mauler, otherwise drop Horned Kavu. If the one-drop was Skarrgan Pit-Skulk, definitely drop Horned Kavu so you can Bloodthirst it later.

Rift Bolt can be Suspended to enable Bloodthirst for the Mauler second-turn, and Nantuko Vigilante is a Naturalize on legs, taking care of extra-pesky enchantments/artifacts. In fact, I'm considering adding one...

Wild Mongrel and Basking Rootwalla is a classic, really.

I'm considering taking two Firebolts out for two Rain of Embers (for Saproling population control), and the other two for two Kaervek's Torches to deal with pesky life gain. After all, I already have 12 one-drops...
 

GenocideHeart

Well-Known Member
#78
Yet another deck, inspired by an article on MDV.

1 Mikokoro, Center of the Sea
4 Izzet Boilerworks
8 Mountains
11 Islands

4 Cloud Sprite
4 Akki Underling
4 Metathran Soldier
2 Vedalken Aethermage
4 Graceful Adept
2 Niv-Mizzet, the Firemind
1 Soramaro, First to Dream

4 Coastal Piracy
4 Oppressive Will
4 Spiraling Embers
3 Fury Charm

Yeah... the basic idea is to abuse Coastal Piracy. It's untested, and probably sucks. :huh.:
 

Eritta

Well-Known Member
#79
Have any of you played with Lorwyn yet? Did you like it?

I actually managed to place in the sealed stuff at our prerelease o_O
 

GenocideHeart

Well-Known Member
#80
Eritta said:
Have any of you played with Lorwyn yet? Did you like it?

I actually managed to place in the sealed stuff at our prerelease o_O
I dislike Lorwyn. It fails to draw my interest.

I wish someone made a Magic expansion based on Norse myths, not this pseudo-Celtic shit...
 

jwolf0

Well-Known Member
#81
GenocideHeart said:
Eritta said:
Have any of you played with Lorwyn yet?? Did you like it?

I actually managed to place in the sealed stuff at our prerelease o_O
I dislike Lorwyn. It fails to draw my interest.

I wish someone made a Magic expansion based on Norse myths, not this pseudo-Celtic shit...
I guess I've become more of a wanna-be Spike then... the setting is cool and all, but I usually try and look for OMGWTFBBQ abilities on the cards, although flavor is a big bonus. (see Doran the Siege Tower for a good example of both)

Haven't actually got my hands on any cards yet - was debating on buying a box even though I can't do anything with them except stare at them till I return from Kuwait. And now MODO won't download right for me. Life sucks. :(

Wizards kinda tried a pseudo-Norse setting with Ice Age block, but they could've done better. Of course, it really wasn't until Mirage came out that they got serious about their world-building.
I do like how the elves are set up for to be the bad guys in this block via their haughty, arrogant, elimination of "imperfections."

Oh, and grats Eritta! I always dork up Sealed. It seems like 5 minutes after I turn in my deck registration sheet I see one or two cards I OBVIOUSLY should've swapped around. Frowns.
 
#82
I went to Lorwyn prelease. Pulled three planeswalkers in the packs they gave us. Did pretty well at the tourney running blue red. I love how the faeries work now with their countering and flash.
 

minstril

Well-Known Member
#83
If this post is against the rules let me know and i'll remove it.


Magic City Champ is being hosted by Dragon's Lair in Austin, TX. I am asking anyone in the area to come and offer their support and attend or even play.
 

minstril

Well-Known Member
#84
minstril said:
If this post is against the rules let me know and i'll remove it.


Magic City Champ is being hosted by Dragon's Lair in Austin, TX. I am asking anyone in the area to come and offer their support and attend or even play.
Forgot to mention the date, it's being held on Sunday Oct 28
 

GenocideHeart

Well-Known Member
#85
I wish I could attend, but I'm in Italy...

On a side note, I find it strange that the top Magic players are European, when the game was born in America...
 
#86
Hmm, this is my VERY untested megrim deck.


3 Auger of Skulls
4 Ravenous Rats

4 The Rack
4 Megrim

4 Wheel of Fate
4 Funeral Charm
4 Pyroclasm
1 Thoughtseize (I only have 1)
4 Stupor
4 Incinerate

4 Sulfurous Springs
10 Mountain
10 Swamp

Seems questionable at the moment...

Eventually, I want to make a UB pickles deck
 

Epsilon

Well-Known Member
#87
GenocideHeart said:
I wish I could attend, but I'm in Italy...

On a side note, I find it strange that the top Magic players are European, when the game was born in America...
Not just Europeans but Japanese too...
 

GenocideHeart

Well-Known Member
#88
darklegion1325 said:
Hmm, this is my VERY untested megrim deck.


3 Auger of Skulls
4 Ravenous Rats

4 The Rack
4 Megrim

4 Wheel of Fate
4 Funeral Charm
4 Pyroclasm
1 Thoughtseize (I only have 1)
4 Stupor
4 Incinerate

4 Sulfurous Springs
10 Mountain
10 Swamp

Seems questionable at the moment...

Eventually, I want to make a UB pickles deck
The red splash is entirely unnecessary, IMHO. Black kills creatures better than Red - sub Hideous Laughter or Mutilate (or if you can afford it, Damnation) for Pyroclasm, and Innocent Blood, Chainer's Edict or even Chill to the Bone (who uses snow CREATURES anyway? Snow lands and Skred, yes... creatures, no) for Incinerate.

Wheel of Fate is the only red card that Black can't just replace, but if you can nab them, Memory Jars work just fine. Otherwise, just Death Cloud them for the kill.

Hell, you could even replace them with Phyrexian Totems. They are going to be baaaaaaad ass after a board sweep.
 
#89
Forgot to mention, its supposed to be T2. -_-

Damnations are too expensive moneywise ($24) but if I had them, I'd DEFINITELY be running them.

Maybe drop Incinerate for Sudden death or Nameless Inversion or one of those "Target player sacs a creature" cards (there was one that was T2, the name REALLY escapes me at the moment).

About Phyrexian Totem, i like the idea very much. Also, possibly, it might be good to run Phyrexian Ironfoot assuming snow lands.

Thanks for the tips. Hope the deck works out well.
 

jwolf0

Well-Known Member
#90
darklegion1325 said:
Forgot to mention, its supposed to be T2. -_-

Damnations are too expensive moneywise ($24) but if I had them, I'd DEFINITELY be running them.

Maybe drop Incinerate for Sudden death or Nameless Inversion or one of those "Target player sacs a creature" cards (there was one that was T2, the name REALLY escapes me at the moment).

About Phyrexian Totem, i like the idea very much. Also, possibly, it might be good to run Phyrexian Ironfoot assuming snow lands.

Thanks for the tips. Hope the deck works out well.
Cruel Edict is the card you're thinking of.

I haven't played/seen Type II personally in forever so take what I'm saying with a BIG grain of salt...

If you want mono-Black, do you want The Rack/Megrim to be your only win conditions? If so you might want a way to tutor for them, either Demonic Tutor or Liliana Vess. Liliana also comes with the bonus of having a "+loyalty" ability relevant to your deck.

Also need ways to kill Tarmogoyf. Terror or Eyeblight's Ending (2B, Kill target non-Elf) would be good depending on your local metagame, and if there's a heavy aggro presence maybe Tendrils of Corruption out of the board.

Looks like the deck needs early defense. Augur of Skulls isn't a good early defense since you need to keep regeneration mana open stopping you from playing other spells, not to mention it just curls up and dies when on the wrong end of Incinerate or taking 1 twice from Mogg Fantastic. Epochrasites if you can get them are good.
 

Drawde

Well-Known Member
#91
Showing off decks can be fun :D I play purely casual, but I have around 30 decks, though some need a lot of revision.

My only deck that's type 1 (or whatever they call it now) is this one:

2 Arcane Spyglass
3 Crucible of Worlds
1 Feldon's Cane
1 Isochron Scepter
1 Legacy Weapon
2 Skull of Orm
4 Urza's Armor
2 Zuran Orb
2 Abundance
2 Excavation
4 Exploration
1 Fastbond
1 Genju of the Realm
1 Goblin Trenches
1 Demonic Tutor
1 Desert Twister
1 Enlightened Tutor
3 Harrow
1 Pegasus Stampede
1 Sylvan Scrying
1 Vampiric Tutor
1 Lithatog
1 Squirrel Wrangler

1 Maze of Ith
1 God's Eye, Gate to the Reikai
1 Stripmine
2 Terramorphic Expanse
2 Thawing Glaciers
9 Forest
2 Island
2 Mountain
3 Plains
3 Swamp

A bit slow, but I almost never have mana problems. I can easily get every basic land I own in play. And getting killed by 1,000,000+ squirrels/goblins/spirits/pegasi can't be fun. Although I avoided it with my rat deck, deliberately, this deck has infinate mana during my turn, life, and creatures.
 

Drawde

Well-Known Member
#92
Grrr, double post. This one needs to be deleted.
 

Lord Raine

Well-Known Member
#93
Not just Europeans but Japanese too...
That's because the Japanese tend to be extremely hardcore about stuff like that.

Remember, these are the people who take table tennis (AKA ping pong) seriously, to the point where they have multi-hour training regimes specifically geared towards the movements and strokes.
 

jwolf0

Well-Known Member
#94
And they aren't afraid to think out of the box. No one else would have brought Goblin Assasin to the finals of a PT, that's for sure.

On a happier/sadder note, I've finally gotten MODO to work correctly on my computer. Happy because I can play again, sad because that big sucking sound you hear? That's what's left of my wallet. :blue:

Been focusing on drafting Lorwyn. Interesting drafts, the few that I've had. Treefolk suck, and Merfolk (Forced Fruition = :rofl: ) are fun but roll over to Elves with bountiful removal.

Oh, and drafting jank (4c Elementals) is fine too. Hostility+Incendary Command bails you out of a lot of bad spots.
 

Drawde

Well-Known Member
#95
Here's my deck that's closest to a tournament deck. I'd like some help with it, if anyone has any ideas though. It's a little slower than I expected.

It's based off the old Enchantress/Earthcraft decks that got Eathcraft restricted.

2 Abundance
4 Enchantress's Presence
4 Exploration
4 Fertile Ground
4 Instill Energy
4 Seal of Primordium
4 Utopia Sprawl
4 Wild Growth

4 Argothian Enchantress
4 Argothian Elder

1 Fireball
1 Stroke of Genius
2 Sylvan Scrying
2 Worldly Tutor

16 Forest
2 Serra's Sanctum
4 Wirewood Lodge

The purpose is to get the Enchantresses and the Presences out, so I draw a card any time I play an enchantment. The Grounds, Sprawls, and Growths add extra mana when the enchanted Forest is tapped (Sprawls are enchant Forest only), and are enchantments, like most of the cards in the deck. The Elders allow me to tap them to untap two lands, and the Instill Energies not only allow me to untap them once on my turn, but give them haste so I can use them the turn I play them. The Wirewood Lodges, for one green and tapping, allow me to untap a target elf (the Elders). The explorations are an enchantment that allows me to play one additional land during my turn, each. And the Seals are simply a Disenchant in enchantment form.

Once I get a Wirewood Lodge, Argothian Elder, and a Forest with several extra mana enchantments on it, I have infinate mana. The Sprawls and Grounds being of any color. Tap the Forest for mana, and one other land. Tap the Elder to untap both lands. Use one green to tap the Lodge to untap the Elder, and tap the Forest again. Tap the Elder to untap the Forest and the Lodge. Repeat. Fireball or Stroke of Genius when ready. The Fireball being for a multi-player game.

Until I get all that, I get the Enchantresses and Presences out, then cast enchantments to draw cards. The Explorations allow me to play some of the extra lands I draw, which is more mana. An Elder with Instill Energy can be used twice during my turn, to untap the enchanted Forest, for more mana to cast any enchantments I draw. The Tutors and Sylvan Scryings help me get the Elders or Lodges out. The Seals are just a useful enchantment. And the Abundances are an enchantment that replaces drawing a card with choosing land or nonland, revealing the top cards of your deck until you reveal a card of the chosen type, putting that card in your hand, and the rest on the bottom of your library in any order. In other words, no more lands, unless I need them.

The original decks used Earthcraft to untap the enchanted land. But I have more cards to choose from now. I also seem to remember that deck dominating the tournament scene with wins around the third turn, which led to Earthcraft being restricted. I can't seem to do that with my deck. Any help streamling this deck would be appreciated.

PS I lost once with this to a Fork-type spell. The duplicated spell (in this case, my Fireball) goes off after the copy does :p
 

jwolf0

Well-Known Member
#96
If it's going to be a tournament-legal deck, what format are you looking at? Extended looks to be the closest to that deck....
 

Drawde

Well-Known Member
#97
I don't play in tournaments, though I (and most people I play with) try to follow the tournament rules. No one likes to play against a broken deck with multiples of restricted cards in it, for the most part. Mostly Legacy format, since i have many older cards. I'm trying to keep this deck from being Vintage, unlike the first deck I listed. Some of my other decks are Vintage as well, though not as strongly as the first deck.

I can barely remember the original Enchantress decks, though I know mine is quite different. And since this one requires one specific combo (though it can get it out quite quickly), it's got a weakness. I just can't quite remember how they were so fast. That, and other people often come up with ideas that I haven't thought of, with the huge card list. Like how I was talking about this deck with someone while designing it, and I got the idea to add the Lodges.

That, and I like discussing decks sometimes. When I know what the cards do without looking up the entire deck.
 

jwolf0

Well-Known Member
#98
Hmm. The reason I ask (besides the obvious "What tourney are you taking it to?" which you answered) is that there are certain cards that would make life much easier for you.

For example:
-Crop Rotation, G, Instant. As an additional cost to play Crop Rotation, sacrifice a land. Search your library for a land and put it into play. Then shuffle your library. [Urza's Legacy common] (Tutor up Serra's Sanctum)

-Living Wish (if you used sideboards, to fetch Sanctum as needed)

-Sylvan Library, to abuse with Abundance*. 1G, Enchantment. Oracle wording: At the beginning of your draw step, you may draw two cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
(For those who don't know how to abuse Sylvan Library/Abundance: With Abundance out, you can get three cards without putting any back. You replace the draws with Abundance. Since Abundance puts cards into your hand as opposed to drawing them, there are no drawn cards to "put back or pay 4 life")

-City of Solitude, 2G, Enchantment. Players may only play spells during their turn. Anti-control card.

From what I do remember of the last time I played against Enchantress decks a lot of them were U/G, running also Verduran Enchantress and Words of Wind*. Some also used white for Academy Rector, Enlightened Tutor, and Sacred Mesa/Auratog as their kill.

Outside of maybe Elvish Harbinger* I'm not sure if there are any newer cards that would help.



*Abundance, 2GG, Enchantment.
-If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

*Words of Wind, 2U, Enchantment.
-1: The next time you would draw a card this turn, each player instead returns a permanent he/she controls to their hand.)

*Elvish Harbinger, 2G, Creature-Elf Druid, 1/2.
-When Elvish Harbinger comes into play, you may search your library for an Elf card, reveal it, shuffle your library, then put it on top of your library.
-Tap: Add one mana of any color to your mana pool.
 

Drawde

Well-Known Member
#99
Thank's for the help. Most of those cards should work, if I can fit some in (no sideboard in casual). I had a crop rotation in it, instead of one of the Sylvan Scryings, but I took it out since they're restricted in Vintage, though I may just put two in since they're allowed in Legacy. Which I just now figured out :p I primarily use them to get a Wirewood Lodge out, like the Wordly Tutor is for the Argothian Elder. Basically, it's six chances to get the card in the deck.

I tried building it from what I could remember of the old decks, but then I remembered why Earthcraft was restricted. I tired using Verduran Enchantresses and Overgrowth (adds two green when the land is tapped), but at three mana, they cost too much for early game, where I need to cast as much as possible. The Argothian Enchantresses and Utopia Sprawls sped it up. The Enchantress's Presence may cost three as well, but it's an enchantment, so it triggers more draws, unlike the easily killable Verdurans.

Words of Wind is nasty in this type of deck :snigger: First time I heard of that card. Took a break during that cycle (no one to play with).
 
In the case that you run Words of Wind, it may be possible to run the other Words cards .
 
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