#31
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didnt know the store i used to play at switched to sanctioned exteneded tournaments, i played like 6 weeks straight trying to perfect the goofiest combos not caring at all before i found out... haha stuff like [You must be logged in to view images. Log in or Register.]... kids were playing serious affinity decks at the time | |||
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#32
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Magic: The Gathering (of nerds)
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Landazar [50 Magician] | ||
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#33
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Basic deck build info is run 60 cards. Any more and your less likely to get the cards you need to win. Run with 24 lands unless your running some kinda of mana acceleration cards then you can drop the number of lands some( i once had an elf deck with 18 lands was lolz) The main thing is to have fun i used to love playing MTG until i started going to tourneys all the time. The competition is fun but it turns the game from " lol just had a fun 18 turn game of magic with a friend " to " OMG It took me 5 turns to win WTFBBQ!"
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#34
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mtg is the best game ever, but the current direction of the game is fucking horrible. MTG was at its finest just before planewalkers were introduced. nowadays, no damage on the stack? no mana burn? 80 dollar mythic rares, fresh from a pack that's still printed? LOL. MTG was at its finest just before planewalkers/mythics were introduced. I had the most monsterous t2 white weenie deck around kamigawa era. [You must be logged in to view images. Log in or Register.] Umezawa's Jitte was so good. Now, though. Every card is fucking godlike and I can't take it seriously because every decent decklist requires 500+ bucks. Dumb. | |||
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#35
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hell yeah man
im still hoping for combat damage on the stack will come back, been hording morphlings & other cards that would love to be broken again lol jitte, one of the best ways to get a kid to ragequit & throw his deck across the room or a turn 1 hymn to tourach hahahha | ||
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#36
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I would work on proper deck construction if I were you Shanna. Constructed decks (pre-made decks, not opened on the spot) typically have a minimum card limit of 60 with no max. This means that most people will run EXACTLY 60 cards because for every card over this you drastically decrease your odds of drawing relevant spells. With this in mind, you are allowed 4 copies of each non-basicland card in your deck. So naturally most decklists you will find will also be running 4 of all of their best spells. Here's a friends deck as an example: http://www.wizards.com/Magic/Digital.../tourn/2803260
As you see, his deck (the top one) is running mostly 4x and 3x all of their spells in order to best increase their odds of seeing them. Another thing to note is his land count of 23. Just starting you should probably run 24 in all of your 60 card decks as a general practice until you get better at calculating the math needed to figure out exactly how many you really need. Decks made of cards that have a lower converted mana cost (CC) tend to run fewer lands, while decks with higher CC will run more naturally, but with 24 you should be seeing enough regularly in your games so that you're not "mana-screwed". One last basica thing to keep track of, regarding lands and CC; pay attention to how many cards in your deck are expensive/cheap, so you can start making mana adjustments accordingly. As far as colors go, no color is really "stronger" than any of the others as in it will outright win, that said the colors generally have particular effects that show up repeatidly within them. They are as follows: blue - permission/card advantage green - big creatures black - removal spells, zombies, death, sacrifices, regeneration etc. red - direct damage, haste creatures white - protection, powerful enchantments, solid creatures Some colors power well together, although with the depth of the cardpool nearly anything can be concocted and work out fairly well. First 60 card deck outline: 23-24 lands 8 removal spells (kill your opponents creatures) 20 creatures 8 fun spells/enchantments to play around with Have fun! EDIT: Also, you may want to try to avoid "color screw" (not getting the proper kind of mana, by running either 1 or 2 colors, although with a high land count and some filtering you should have little difficulty splashing for a third if you wish. | ||
Last edited by Mcbard; 09-20-2011 at 12:08 AM..
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#37
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Played MTG from 93-01. Playing Online MTG last year for awhile but just ended up spending to much cash. Use to do pre-release tourneys and PTQ's in Philly area back in the day. | |||
Last edited by Thulack; 09-20-2011 at 12:32 AM..
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#38
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With the older cards there's some first turn kill combos, some combos where you can't lose at all, and other decks that lead to 3 hour games. Quote:
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Llanowar Elf x4 Fyndhorn Elf x4 Priest of Titania x4 Elvish Archers x4 Seeker of Skybreak x2 Skyshroud Sentinel x4 Coat of Arms x4 Alluran x2 Recycle x2 Concordnant Crossroads x1 Mox Emerald x1 (a legit Mox Emerald) Lotus Petal x4 (before it was restricted) Overrun x4 Gaea's Cradle x1 Forest x7 There's like 16 cards I can't remember...but that's the basic gist of the deck. Basically you end up playing your deck and attacking (Overrun is only there to give Trample). No idea how the rules work now as I haven't played since the Urza's block. Also...fuck High Tide + Palinchron...and any deck built around Humility and Crusade...one guy had a deck with Darkest Hour and something else I can't remember that was just super fucking annoying. We had one deck that was over hundreds of cards and was just ever Legend card there was (at the time)...it was fucking terrible but really funny.
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[50 Magician] Ennoia (Dark Elf)
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#39
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Mine was
60 cards 18 forest 4 Llanowar Elves 4 Timberwatch elves 4 Treetop Scouts 4 Elven Champions 4 Fog 4 Elvish Vangaurds 2 Heedless one 4 Seeker of Skybreak 4 taunting Elf 4 Wirewood Herald 4 Wirewood Pride Sideboard: 4 Elvish Scrappers 4 Elven Lyrist 3 Naturalize 4 Gae's Herald | ||
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#40
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do any of you mix in yugioh cards sometimes?
never got a straight answer
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