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Breton Thief Oriana

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You guys play it, right? then what are your decks like? I'm guessing that at least one of you will say something like "m@g!c !5 50 g@y, lols!!!11". BETTER NOT

*Evil eyes*

 

Beast Redemption deck

8 mountain, 8 forest

1 molten hydra, 1 macetail hystrodon, 1 longhorn firebeast, 1 petravark, 2 skirk outrider, 1 pitchstone wall, 1 lightning elemential

1 scorching spear, 3 volcanic hammer, 1 kamahl's sledge, 1 pyrotechnics, 1 relentless assault, 1 blazing salvo, 1 flowstone surge

1 skyshroud behemoth, 2 penumbra bobcat, 2 penumbra kavu, 1 penumbra wurm, 1 basking rootwalla, 1 trained armadon, 1 pride of lions, 1 lone wolf (how ironic)

1 lay of the land, 1 squall, 2 giant growth, 1 seal of strength, 1 living lands, 1 ferocity, 1 regeneration, 1 treetop bracers, 1 wild growth

1 bottle gnomes, 1 phyrexian hulk, 2 flint golem, 1 karn: silver golem

1 braidwood sextant, 1 jalum tome

 

 

overall, it is a weak deck to flying creatures. need to work on that. Other than that, I will eventually work my strategy of using dingus egg with stone rain, flashfires and creeping mold. that way I can hammer out with 2 damage for each land I destroy that way. Also, I will be that much stronger against a white control deck.

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My favorites. All but the two ornithopter decks I actually own in reality. Sadly the ornithopter decks only exist on apprentice (but are lots of fun!).

 

Die.

4x Savanah Lions

4x Soltari Monk

4x Soltari Priest

4x Warrior enKor

4x Thunder Spirit

4x Paladin enVec

4x Empyrial Armor

4x Cataclysm

4x Swords to Plowshares

4x Tithe

20x Plains

 

3rd turn 7/6 unblockable anyone? Followed on turn 4 by cataclysm to clear the rest of the table. That or a swarm of fast creatures you can't block.

 

Die faster.

4x Lightning Bolt

4x Chain Lightning

4x Incinerate

4x Shock

4x Fireblast

4x Cursed Scroll

4x Jackal Pup

4x Mogg Fanatic

4x Mogg Flunkies

4x Ball Lightning

4x Goblin Patrol

18x Mountain

 

I think its purpose should be pretty obvious. I've got good odds of you being below 10 life on your 3rd turn (and dead on your 4th), and it'll be a cold day in hell when you last 10 turns (without killing me first that is).

 

I counter that too.

4x Counterspell

4x Mana Leak

4x Forbid

4x Dissipate

4x Force of Will

4x Arcane Denial

4x Ophidian

2x Serra Angel

4x Swords to Plowshares

4x Wrath of God

4x Disenchant

4x Mishra's Factory

2x Kjeldoran Outpost

4x Tundra

3x Plains

6x Island

1x Mox Pearl

 

As its name says. Pure control with white to stop anything that gets through the counters. Lock the game down, drop a Serra and you can't do anything but say "I take 4" every turn.

 

Infinite turns

 

4x Exploration

4x Horn of Greed

4x Gaea's Blessing

3x Soldevi Digger

4x Time Warp

2x Trade Routes

2x City of Solitude

4x Preacher

1x Freewind Falcon

4x Arcane Denial

4x Force of Will

4x Tundra

1x Tropical Island

4x Plains

8x Forest

3x Island

 

Draw out my deck with horn/exploration/trade routes until I have no cards in my deck, and everything I need in my 30 card hand. Play Freewind falcon. Play time warp. Use digger to put time warp on bottom of my 1 card deck. Next turn. Draw time warp. Play time warp. Attack for 1 with freewind falcon. Return time warp to deck. Repeat until dead.

 

Rabid ornithopter horde (yes, it actually wins with ornithopters and kobolds)

3 Forest

9 Plains

4 Brushland

4 Gaea's Cradle

4 Savannah

4 Humility

4 Enlightened Tutor

4 Glorious Anthem

4 Overrun

4 Collective Unconscious

4 Phyrexian Walker

4 Ornithopter

4 Kobolds of Kher Keep

4 Crookshank Kobolds

4 Crimson Kobolds

 

Humility. All creatures are 1/1. Mine cost zero mana, yours cost mana. Glorious anthem. Mine are bigger. Overrun. Mine are a lot bigger.

 

 

Rabid ornithopter horde, version II (can be much faster, but doesn't have as good defense)

4 Crop Rotation

16 Forest

4 Mox Emerald

4 Gaea's Cradle

3 Recycle

4 Overrun

2 Concordant Crossroads

3 Collective Unconscious

4 Phyrexian Walker

4 Ornithopter

4 Kobolds of Kher Keep

4 Crookshank Kobolds

4 Crimson Kobolds

 

Play creatures. Play cradle. Tap for 6 mana 3rd turn. Play recycle. Draw and play entire deck. Attack with 20x 12/12 zero mana creatures.

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:blush: that makes my deck look like a small fry...which I guess it is. I need to stack it differently as it is, and barely have any cards that fit my color choices. I played a zombie/strength of night stratagy before. had Phyrexian Negator, phyrexian plauguelord, and exotic curse. Used some white also I think, but don't remember what speciffically. I like using the drain power/toughness of black on creatures and then nibbling away at the enemy with the small level zombies. BUUTTT I scrapped all my decks recently in order to come up with a better strategic one. Used a modification of the above with some blue also. Had ways of getting rid of lands to feed my dingus egg strategy. hard to draw mana from the library. you seem more like an expert though, whereas I'm just an amateur.

 

One thing I'd do for die faster: replace the cursed scrolls with something that does straight damage. There are plenty, even volcanic hammer, which is a 1R mana cost that does a straight 3 damage. It is sussceptable to counterspell, but there is a greater chance that the opponent has none.

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One thing I'd do for die faster: replace the cursed scrolls with something that does straight damage. There are plenty, even volcanic hammer, which is a 1R mana cost that does a straight 3 damage. It is sussceptable to counterspell, but there is a greater chance that the opponent has none.

 

Yeah, but take a look at the rest of my list.. I've got plenty of spell damage.

 

There's a good reason Cursed Scroll was banned in Tempest Block tournaments. First, it's only 1 mana to play, which means it's absolute death to control decks. Second, it's useful every turn. With the low casting costs of my deck, I can empty my hand by the 4th or 5th turn at latest. So then I've only got one card in my hand, use cursed scroll for 2 damage, then play the card.

 

 

 

 

 

Pretty much what you need is focus. 1 each of 40 different cards means you're never going to get consistent draws. Pick the core cards of the deck, and play 4 of each. You might lose a few options, but you get a massive improvement that far outweighs them: you're almost guaranteed to draw the cards you want most.

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Yeah, well, as of right now, I don't have that option. I'm low on card ammounts, or I would. That is something I alredy know.

 

But the land destroying strategy I have. It is excellent against the ways that it says to use white control recently. Instead of destroying them for nothing, I destroy them for damage against the enemy. Then, even if the enemy has Sacred Ground, they still get the 2 damage from the spells resolve. There are some more complicated ways to do this too, but it all balances on Dingus egg. I sort of need creatures with ability "Destroy Target Land" also. Then, when combined with the damage effects I have from other cards (like volcanic hammer, pyrotechnics, etc.) I have them blown away. And if they don't have Sacred Grounds, then they lose the land and mana, while I still have mine.

 

But, then again, I don't have your expert opinion on it.

 

EDIT: I can't really have all the cards you have, only started in 2000.

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I played it for a couple of years, then my job moved me to North Dakota, and now my cards collect dust in the closet. There are folks that play around here, especially in Fargo, but it is hard when you go from a group of folks to game with to trying to find new ones, especially when no one in my office is into that kind of thing. And I had just bought a bunch of "Game of Thrones" CCG stuff too, sigh....
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But the land destroying strategy I have. It is excellent against the ways that it says to use white control recently. Instead of destroying them for nothing, I destroy them for damage against the enemy. Then, even if the enemy has Sacred Ground, they still get the 2 damage from the spells resolve. There are some more complicated ways to do this too, but it all balances on Dingus egg. I sort of need creatures with ability "Destroy Target Land" also. Then, when combined with the damage effects I have from other cards (like volcanic hammer, pyrotechnics, etc.) I have them blown away. And if they don't have Sacred Grounds, then they lose the land and mana, while I still have mine.

 

It's not a bad idea. But the problem is, land destruction is a bit slow, and vulnerable to a fast deck (like die faster). While you're trying to get mana to start playing those expensive spells, I'm swarming creatures at you. And while you might be able to get white control pretty well (it's focused around killing creature decks), blue control will own you. You can't spam spells at them to try to break their defense (3 mana is too expensive for that), and even if you do slip a destruction spell through it's not going to hurt them much. Vs. control you have to exploit their early game weakness, and you can't do that. And that artifact is never going to hit play, or if it is, will be destroyed soon after.

 

I think you overestimate the value of the Egg. 2 damage may sound good, but take a look at the cost. 3 mana 2 damage or 1 mana 3 damage (lightning bolt)? With land destruction, you want to kill their lands to cripple their defenses, not as a primary attack. Let your creatures do that job.

 

And vs. sacred ground, you're dead no matter how you look at it. That 2 damage you're doing is nothing compared to the damage they'll be sending back at you... And even if you do manage to get the egg, where sacred ground is, disenchant isn't far behind. In that case, your only chance is to ignore land destruction and just pray your other damage sources can outrace them.

 

 

EDIT: I can't really have all the cards you have, only started in 2000.

 

I only started in 1998.... all that stuff came from aggressive trading at large tournaments (I made the infinite time deck in a single day). Get a list of what you want, and be willing to try to trade with a few hundred people to get it. And money helps... play draft/sealed tournaments if you can find them. Even if you don't win, you're picking up trade stuff, and at not much higher price than just buying packs.

 

And being willing to buy single cards really helps.... even the cheaper ones. Stuff like replacing your burn with lightning bolts/incinerates would cost you $5 or so. And would be a major help.

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what i'd like to do is play a red/green symbiosis deck where small creatures build off of other small creatures. That works well with skirk outrider, he gets +2/+2 and has trample with any beast in play. only need one beast but four skirk outriders all get the +2/+2 and trample. They are also relativly low cost, I think about 1R.

 

Also, your die faster deck is really well constructed using red. Like I said, I think the cursed scroll has too much place on random, but if you know your opponent's deck well you can burn him. It is fiercely plaugued by counterspell focused decks, though. If an oponnent has a card like Quash, and he uses it on one of your lightning bolts, then he can take out all your lightning bolts from the game. So, in short, your i counter that too deck would own your die faster deck--if he gets counterspells out in time. Likewise, it would be wise to add quash to your i counter that too deck.

 

EDIT: my mistake, the skirk outrider are 3R for an alredy 2/2 creature. get a beast out and you have a 4/4 creature with trample PLUS a new, powerful creature--because most beasts are powerful.

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