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  1. - Top - End - #1
    Ogre in the Playground
     
    Shas aia Toriia's Avatar

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    Default Magic: the Gathering II - Planeswalkers in the Playground -


    Credits to Uncle Festy for Urza and Akroma, shown here.

    Welcome, one and all. Here we have our playground's very own thread dedicated to the very best TCG in the world, Magic: the Gathering!

    This is a thread for anything having to do with M:tG.
    Cracked something nice in a booster, and want to tell the world?
    Wish they made Space: the Convergence instead of M:tG?
    Got a deck idea?

    All this and more can be found in this thread!
    Also, those new to Magic, feel free to come here if you want to learn more.
    Additionally, Uncle Festy has offered to make a Magic avatar for any who request it, presuming he's in an avatar mood at the moment.

    This is the official website for Magic, and one I find to be quite helpful. New articles every day on the game.

    Written up by our very own Mirrinus, some tips on how to play Red: (warning - long)


    Many people have decks that they wish to tell the world about, and here is your chance to show off! When posting a deck you wish to be included in the first post, please specify you want it there.
    Links to the cards used are preferred, as well as some tips on how the deck works.
    Spoiler
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    Shas'aia Toriia's RDW Flamekin
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    That deck focuses on getting the kill as fast as possible, and is an extremely simple deck to play - I gave it to my mom, and she managed to beat me with it, twice out of three games. The other one was multiplayer, and did manage to take down somebody else before I did the same to her.
    It has a very good record, wins most games it plays and consistenly trounces my Faerie deck.

    Start the game off by playing Flamekin Harbinger to tutor up either Nova Chaser or the Soulstoke, depending on what you need more. Then play Smokebraider for some cheap mana. Play Incandescent Soulstoke turn three, and up to 3 Nova Chasers through the Soulstoke's ability turn 4 for the win.
    If they somehow survive this, just champion Flamekin Harbinger, fling your Nova Chasers and Changeling Berserkers at the opponent. When they do, search up a new one and do it again! Vengeful Firebrand is great end game. He'll likely have haste from one of the many warriors in the deck, and his firebreathing effect quickly escalates from Smokebraider's ability.


    Conspiring Ultimatums
    A truly magical, non-budget deck by tgva8889
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    2 Maelstrom Archangel
    3 Wort, the Raidmother
    4 Birds of Paradise
    4 Sprouting Thrinax

    1 Cruel Ultimatum
    1 Violent Ultimatum
    1 Conflux
    1 Spitting Image
    1 Din of the Fireherd
    4 Naya Charm
    4 Fertile Ground
    3 Garruk Wildspeaker
    2 Lavalanche
    4 Maelstrom Pulse
    1 Cloven Casting
    2 Rupture Spire

    4 Vivid Crag
    4 Vivid Grove
    4 Reflecting Pool
    3 Mountain
    2 Swamp
    5 Forest

    Gameplay:
    When playing this deck, it's important to survive the early game. Once you get into the late game, any deck without an abundance of counterspells will suddenly be faced with an onslaught of powerful spells. Between the 5 game-winners, one being a repeatable spell, the 4 Naya Charms, and the 3 Primal Commands and 4 Cone of Flames to control the game a bit, this deck should have no problem pushing through a late-game backbreaker. Maelstrom Archangel is there to help you push through some spells; after all, it's not very likely you'll be able to play two Ultimatums in one turn, is it?

    In terms of your early game, the key to surviving is to play Sprouting Thrinax, Naya Charm, and Cone of Flame as much as possible to slow down your foe. In addition, don't be afraid to take a bit of damage; you can afford to go down to 10 or even 5 before you're really in dire straits. The Primal Commands can gain you some important life early on, and it's not uncommon to be casting Maelstrom Archangel on turn 5 if it's in your opener, so the Angel can act as a last-ditch blocker if need be. Garruk's Beast tokens are also extremely helpful in surviving to your big guns, and Garruk himself provides you some acceleration that can get you there faster.

    Naya Charm is truly your ace in the hole. Acting as Regrowth, Lash Out, and a fourth of Cryptic Command is truly something amazing. However, don't be afraid to spend Naya Charm early on. If you get Wort up and running, you can recycle your Naya Charms with your other cards extremely easily.

    Remember, the objective with this deck is to conspire ridiculous spells for ridiculous fun. If you're about to lose, don't be afraid to Conspire Conflux and show off your deck in a glorious fashion. It's all about making big explosions, after all!


    Mirrinus' "Norg"
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    Creatures:
    4 Cloud Sprite
    4 Spellstutter Sprite
    4 Pestermite
    3 Thieving Sprite
    3 Latchkey Faerie
    4 Ninja of the Deep Hours
    2 Okiba-Gang Shinobi

    Instants:
    4 Mana Leak
    4 Agony Warp
    3 Rend Flesh
    2 Condescend

    Lands:
    4 Terramorphic Expanse
    7 Swamp
    12 Island

    Sideboard:
    2 Mistblade Shinobi
    3 Echoing Truth
    3 Negate
    3 Remove Soul
    4 Peppersmoke

    The basic strategy is to play evasive creatures with nice CIP abilities, then bounce them with ninja to replay them again, gaining tons of card advantage. Save the instant counters for things you can't handle, like high cost spells that Spellstutter Sprite can't hit, or board-wiping spells. The deck has lots of disruption and can usually play pretty aggressively. Nearly every spell can potentially 2-for-1 the opponent, giving me control of the game thanks to my strong card advantage. It's a very cheap deck to build due to being made entirely of commons, yet I find that it's still a solid deck to play in other casual formats as well. Its biggest weaknesses appear to be board-sweeping spells and pingers, so my sideboard is built to accomidate either of those threats. Peppersmoke handles most pingers and can decimate casual aggro decks. Remove Soul is also good against aggro, while Negate is for control decks that have been popular lately. Echoing Truth is to stop pauper storm decks based on Empty the Warrens, and the Mistblade Shinobi is for keeping midrange creature decks off balance.


    Mirrinus' Pauper MWC
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    Deck: Sarutabaruta (or just call it Pauper Mono-W Control)
    Format: MTGO Pauper Classic

    Creatures
    4 Order of Leitbur
    3 Shade of Trokair
    4 Noble Templar

    Instants
    4 Judge Unworthy
    3 Dawn Charm
    3 Holy Light
    4 Fire at Will
    4 Unmake

    Sorceries
    1 Cenn's Enlistment

    Enchantments
    4 Oblivion Ring
    2 Faith's Fetters

    Lands
    20 Plains
    4 Secluded Steppe

    Sideboard
    4 Circle of Protection: Red
    1 Circle of Protection: Black
    4 Kami of Ancient Law
    1 Holy Light
    1 Cenn's Enlistment
    4 Relic of Progenitus

    (Note: the circles of protection were common when printed in 7th edition, so they're legal for pauper.)

    Anyway, I realized that most decks for pauper are creature-heavy, due to the lack of mass removal. So I built a deck designed to crush aggro strategies. I run a wealth of removal spells, some of which can earn card advantage. My creatures are few, but are versatile and are great both early and late game, oftentimes utilizing my excess mana to the fullest. The Kami of Ancient Law in the sideboard is mostly to switch in against creature-light decks as an early beater, or to replace Holy Light against white decks. I figure that if a deck is playing white, it's likely to be playing white enchantment-based removal like Oblivion Ring or Temporal Isolation, so the Kami would be great at keeping my other creatures clear of these answers.

    What I'm still considering, though, is the removal suite. I like Fire at Will for its potential for card advantage, particularly against weenie swarms like Slivers. Unmake is also great simply for the lack of the attack/blocker clause. The Dawn Charms are there mostly for versatility, as I can usually think of a good use for it. I'm not sure if I should be maindecking the Holy Lights, though. So far, they've only been useful against pinger decks, Empty the Warrens, and certain elf builds. However, given that Storm may be one of the best pauper builds, Holy Light affords me with my best chance of trumping Empty the Warrens. But most of all, I'm debating Judge Unworthy. On one hand, having 8 removal spells that require attacking/blocking is kind of restrictive; on the other hand, it's my cheapest removal spell, and my only removal option for turn 2. The Scry is oftentimes a toss-up; getting rid of excess land is great, but I've had instances where I needed to draw another land, but can't put a land on top of my deck with Scry if I want to kill a creature. I guess Temporal Isolation is a possible substitute, but it's pretty lousy in the Silvers matchup, which is perhaps the most common deck played in the pauper casual room as of late.

    I'm still debating whether Relic of Progenitus should be in the sideboard; perhaps I could use more aggro options to switch in against creature-light decks, even though those tend to be fewer in number for this format.


    Mirrinus' Mirror Sheen combo
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    Format: Extended, preferably for 2HG

    Creatures
    4 Drift of Phantasms
    4 Plumeveil

    Enchantments
    3 Mirror Sheen

    Instants
    3 Swerve
    4 Hinder
    4 Electrolyze
    1 Oona's Grace

    Sorceries
    4 Compulsive Research
    3 Conflagrate
    2 Cone of Flame
    1 Walk the Aeons

    Artifacts
    4 Izzet Signet

    Lands
    4 Vivid Creek
    4 Vivid Crag
    4 Izzet Boilerworks
    1 Mountain
    10 Islands

    So, what does this deck do? At its core, this deck is made to abuse Mirror Sheen with various effects that can target me. Beneficial effects like Compulsive Research, Oona's Grace, and Walk the Aeons can be spread to both myself and my teammate, especially in MTGO 2HG, where turns are taken separately. Meanwhile, burn spells like Electrolyze, Cone of Flame, and Conflagrate can spread their damage to point just 1 damage at me, allowing me to copy them as well.

    My plan is to lay down some beefy blockers and control the board with versatile burn while building up mana and drawing cards for both me and my partner. Lots of card drawing spells plus Drift of Phantasms allows me to quickly find Mirror Sheen, while Hinder (my counterspell of choice in extended) and Swerve protect me and my flagship enchantment. With Mirror Sheen on the board, most of my spells become super-charged. Eventually, I will seek to win the game with a huge, crazy turn. Most commonly, I'll flashback Conflagrate for just 2 mana, discarding my hand of 7-8 cards and targetting myself with just 1 point of its damage, then pump all of my mana into copying that huge Conflagrate. With 8 mana available and 7 cards in hand, that's 20 damage divided as I choose, perfect for eliminating all blockers for my partner's alpha strike, or just sending it all to the dome. Or I can copy Walk the Aeons (and buy it back) before this too. Either way, my other goal is to supercharge my partner's deck, which I hope will make the game very fun for both of us. Most players appreciate being given extra cards and turns, right?

    I still have no idea what I would do for the sideboard, as that doesn't usually come up for 2HG, but it might matter if I take the deck out for a spin in 1-on-1 duels, where it'd play more like a combo deck with heavy control elements. I'm also not sure about a few individual choices. Should I run cheaper burn that can't synergize well with Mirror Sheen? Are more board sweepers necessary? Do I have enough defense to avoid being run over in the early game? Is my mana base stable enough to support UUU for Plumeveil and RR in Cone of Flame and Conflagrate, or should I cut the Cone of Flames? Is Cone of Flames even worth 5 mana? Is Swerve any good at all? (It can counter counterspells by changing their target!)


    Mirrinus' Game of Life
    Spoiler
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    Format: Extended, both duels and FFA

    Creatures
    4 Leonin Squire
    4 Trinket Mage
    1 Auriok Salvagers
    2 Magus of the Disk
    3 Mulldrifter
    3 Shriekmaw
    3 Twilight Shepherd

    Artifacts
    4 Chromatic Star
    1 Voyager Staff
    1 Sunbeam Spellbomb
    1 Æther Spellbomb
    1 Wayfarer's Bauble
    1 Executioner's Capsule
    1 Dispeller's Capsule

    Instants
    4 Momentary Blink
    3 Makeshift Mannequin

    Lands
    4 Terramorphic Expanse
    4 Flagstones of Trokair
    1 Mistveil Plains
    1 Azorious Chancery
    1 Orzhov Basilica
    7 Plains
    3 Island
    2 Swamp

    This deck is built around my personal favorite creature, Twilight Shepherd. It started out as a simple WUB blink deck, but then morphed into a toolbox-style deck revolving around 1-mana artifacts. Nearly every single card syngergizes with Twilight Shepherd. Any of the sacrificed artifacts can be returned to my hand with the angel's ability, evoke becomes absurd when the angel activates, CIP creatures play nicely with her, and wiping the board with Magus of the Disk tends to be rather one-sided when all my stuff comes back to me, including the Magus himself! But the star of the deck is Voyager Staff combined with Twilight Shepherd, which basically lets me pay 3 mana each turn to ensure that any permanent that goes to my graveyard that turn gets returned to my hand. That includes lands like Terramorphic Expanse and Flagstones of Trokair as well (hence the high number of basic lands to fetch). Mannequin and Momentary Blink both ensure that my angel is never rid of permanently, and Trinket Mage tutors for the Staff right when I need it, or for any other silver bullet artifact. The sideboard includes stuff like Relic of Progenitus, to hose even more strategies. Lack of artifact lands is due to anti-synergy with the Magus. It's a fun deck with an insane amount of resiliance, as that angel is almost impossible to ever get rid of permanently, thanks to the massive amount of blink and recursion in the deck.


    Mirrinus' Countersliver
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    Deck: Pauper UW Countersliver
    Format: Extended Pauper

    Creatures:
    4 Azorius First-wing
    4 Bant Sureblade
    4 Deft Duelist
    4 Ethercaste Knight
    4 Esper Stormblade

    Artifacts:
    4 Fieldmist Borderpost

    Enchantments:
    4 Temporal Isolation

    Instants:
    4 Mana Tithe
    4 Mana Leak
    3 Remove Soul
    3 Hindering Light

    Lands:
    4 Terramorphic Expanse
    7 Island
    7 Plains

    Countersliver is a classic and effective Magic deck archetype that seeks to win by playing a few cheap, efficient threats to take the early game lead, then using permission and light removal elements to prevent the late-game from coming as you press your advantage. The archetype is named after the original version, which played Crystalline Sliver as its flagship creature.

    Countersliver is a good example of an effective aggro-control deck. Your creatures are weaker than your opponent's best aggro creatures, and your removal and card advantage suite isn't nearly as strong as a dedicated control player's. What you do have, though, is tempo. You have superior early-game creatures to all but the best aggro decks, and you'll be shaving pieces off your opponent's life very quickly while trying to maintain your board advantage. Countersliver especially likes to prey on slower decks. Compare a Countersliver deck to a normal permission control deck. Against a mid-range deck, both are able to stall for several turns with their counterspells. However, while the permission deck is just buying time to play a big finisher, Countersliver will have a guy in play by turn 2, and attacking the opponent relentlessly while stalling for time. In other words, it has a tangible clock in play, which will likely win before the late-game hits.

    Countersliver is normally weak against fast aggro decks with superior creatures. However, my personal build contains a few elements that help that matchup. First is the high number of first-striking creatures. Bant Sureblade and Deft Duelist make formidable blockers, easily dispatching lots of popular aggro creatures with high power but low toughness. Deft Duelist is also impossible to burn out of the way, making it a particularly impressive defender. Of course, both are also rather nasty on offense as well. Another nice card in the aggro matchup is Ethercaste Knight. 3 toughness means it can handle many early-game opposing creatures with ease, and it can lend power to my offense without ever having to tap. My favorite starting plays with this deck involve Esper Stormblade on turn 2, followed by Ethercaste Knight on turn 3 with one land up for Mana Tithe. I get to swing for 4 points of flying starting on turn 3, which can lead to a turn 7 win. With Ethercaste Knight blocking on the ground and a slew of countermagic and removal, I'm likely to win a damage race with just those two creatures.

    The key to playing this deck is to not overextend with your creatures, and to keep mana open for counters available as often as possible, even if you aren't actually holding a counter. Exalted lets you finish games quickly without having to play many additional creatures. I prefer my fliers for attacking while keeping the first strikers back for defense to win the damage race against aggro. Of course, if you have a clear creature advantage, by all means attack en masse! Just be sure to have countermagic on hand in case they drop a big creature or removal spell. The good thing about this deck is that practically every single spell costs just 2 mana or less (I don't count the borderposts, as I usually pay their alternate cost), which means by turn 4 you can feasibly drop another threat and still have Mana Leak or Remove Soul ready. The deck desperately wants to hit UW by turn 2 (an opening hand that can't do this should be mulliganed), but with 4 Terramorphic Expanses and 4 Borderposts, that shouldn't be too hard to do, at least in my testing thus far.

    If you want a sideboard, I would recommend trying out Steel of the Godhead. Against decks light on removal but heavy on aggro, this card is a total beating that almost ensures victory in the damage race. Just keep in mind that you can't enchant your Azorius First-wings or Deft Duelists. In such a matchups where I'd want Steel of the Godhead, such as against aggressive red decks, I'd probably swap out the griffins for Vedalken Outlander.


    Graymayre's Ella Enchanted
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    Creatures:
    Dowsing Shaman X2
    Gatherer of Graces X4
    Gruul Guildmage X1
    Flaring Flame-kin X4
    Slith Firewalker X1
    Spikeshot Goblin X1
    Thran Golem X1
    Yavimaya Enchantress X4
    Verduran Enchantress X1

    Enchantments:
    Ancestral Mask X2
    Beastmaster's Magemark X4
    Crown of Flames X1
    Exoskeletal Armor X1
    Fencer's Magemark X4
    Fists of Ironwood X1
    Lightning Talons X2
    Treetop Bracers X1
    Uncontrollable Anger X1
    Web X1

    Instants:
    Grab the Reins X1
    Naturalize X2
    Vitalize X1

    Land:
    Forest X10
    Mountain X10
    Skarrg, the Rage Pits X2


    Oh Lawd, my now seasoned Magic: The Gathering (tm) mind cries when it sees all of these X1's! As some people can guess, this isn't the most... stable of decks.

    But, boy howdy, is it fun to play! The creatures it can manufacturer are always loaded with power. This is mostly from all of the synergy. My enchanted creatures make other enchanted creatures more powerful (and in the case of magemarks, give them extra abilities!).

    Plus, it's fairly fast. Personal clicks can attest to its ability of bringing out big baddies in a relatively short amount of time.

    However, I could always do with making it faster. In fact, this deck is in dire need of optimization, so I will acquiesce to your greater abilities playground if you would deign to help me.


    SoD's Naya Deck
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    Little Creatures:
    Bloodbraid Elfx1
    Druid of the Animax2
    Naya Hushbladex3
    Stun Sniperx4
    Wild Nacatlx4 (1 foil)
    Big creatures;
    Hamletback Goliathx1
    Mossbridge Trollx1 (1 foil)
    Mycoid Shepherdx1
    Mycolothx3
    Spearbreaker Behemothx1
    Spellbreaker Behemothx
    Vigorx2
    Wooly Thoctarx4
    Artifacts:
    Behemoth Sledgex1
    Mage Slayerx2
    Enchantements:
    Happy Songx1
    Oblivion Ringx1
    Instants;
    Path to Exilex2
    Volcanic Falloutx1
    Sorcer...Sorcery's? Sorceries? Sorceri? Sorceri, yeah. That sounds good. Sorceri:
    None.
    Planeswalkers:
    Ajani Vengeantx1
    Lands:
    Fire-Lit Thicketx1
    Forestx4
    Jungle Shrinex4
    Mountainx4 (2 foil)
    Naya Panoramax1
    Plainsx3
    Wooded Bastionx1
    Vivid Cragx2
    Vivid Grovex1

    Fun Combinations; Double Vigor. Need I say more? Happy Song (Mayael's Aria) (at begining of upkeep, stuff, then win the game if you control creature with power 20 or greater) combined with Mossbridge Troll (tap a bunch of creatures, Mossbridge Troll gets +20/+20 til end of turn.
    Mycoloth.
    Another Mycoloth.
    Spellbreaker Behemoth's to stop your big things from getting countered.
    Spearbreaker Behemoth to stop them getting killed.
    Vigor to make them tougher.
    Hamletback Goliath+Mycoloth. I spawn more Saprolings. My Hamletback gets bigger.

    I'm trying to work out what to remove for a Windbrisk Raptor and a Rage Reflection. Any suggestions?
    And secondly; Foily Noble Hierach.


    Narkis' Dastardly Devour Deck
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    Flame Master Axel's RWB


    Shas'aia Toriia's Orzhov Control
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    Creatures (13)
    4x Divinity of Pride
    4x Graveborn Muse
    2x Shimian Specter
    3x Oriss, Samite Guardian

    Artifacts (1)
    1x Sword of Light and Shadow

    Instants (4)
    4x Mortify

    Planeswalkers (2)
    2x Liliana Vess

    Sorceries (16)
    4x Demonic Tutor
    4x Vindicate (substituting in a couple Oblivion Rings until I can afford a playset)
    4x Gerrard's Verdict
    2x Wrath of God
    2x Damnation

    Land (24)
    4x Godless Shrine
    4x Fetid Heath
    4x Caves of Koilos
    1x Shizo, Death's Storehouse
    1x Eiganjo Castle
    2x Orzhova, Church of Deals
    3x Flagstones of Trokair
    2x Forbidding Watchtower
    2x Swamp
    1x Plains

    To start off with this deck, you want to either strip their hand away with Gerrard's Veridct or search for something good with Demonic Tutor. Once you have Graveborn muse in play, just start accumalating card advantage. If they try to attack, prevent the damage with Oriss, or block with Forbidding Watchtower. Finish off the game with Liliana Vess or Divinity of Pride. Above all, though, don't be afraid to Wrath often. With 4 wrath effects and 6 tutors, you can always get more.

    Lastly, there is a soft lock in this deck. See if you can find what it is.



    Past topics:
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    Today's topic. . . Zendikar!
    Thoughts?
    Worries?
    Last edited by Shas aia Toriia; 2009-06-03 at 07:06 PM.
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    Avvies by Z-Axis, now bearer of 3 divine rank.
    So you may have heard of Lord Herman. Well, he's pretty awesome.
    Chief Arial Commander of HALO
    Through hostilties, Leader of AMEN
    Annoyingly Androgynous Elf
    Larger Avvies:
    Shas aia Toriia (under constuction)
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  2. - Top - End - #2
    Ogre in the Playground
     
    Shas aia Toriia's Avatar

    Join Date
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    If you have any suggestions for the first post or a title for the thread, don't hesitate to say so.

    Please keep this civil.
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    Avvies by Z-Axis, now bearer of 3 divine rank.
    So you may have heard of Lord Herman. Well, he's pretty awesome.
    Chief Arial Commander of HALO
    Through hostilties, Leader of AMEN
    Annoyingly Androgynous Elf
    Larger Avvies:
    Shas aia Toriia (under constuction)
    Spoiler
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  3. - Top - End - #3
    Troll in the Playground
     
    The Extinguisher's Avatar

    Join Date
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Interesting News.

    A couple new trademarks have surfaced under Wizards of the Coast.

    Worldwake
    Duel Decks: Garruck vs Lilliana
    Planeswalker
    FtV: Exiled
    Planechase
    Rise of the Eldrazi

    First off, yes, that Duel deck is how the trademark is filled. Spelling errors and all. Secondly, it's very likely that none of the non-obvious ones are for Magic.

    Still, take this as you will.

    Thanks Uncle Festy for the wonderful Ashling Avatar
    Quote Originally Posted by The Extinguisher
    So the moral of this story is that you should never listen to me ever.

  4. - Top - End - #4
    Ogre in the Playground
     
    Wraith's Avatar

    Join Date
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    One fresh and tasty "Internet" to Uncle Festy for their gorgeous artwork to start off the new thread Who's next - I'd think that the Greater Morphling would make a fine 'OotS character' myself...

    Not a lot to say about Zendikar at the moment. Then again, I'm still trying to assimilate Shards of Alara and even a few of the late-arrivals from Shadowmoore, so I suppose I need to get myself in gear and catch up with the latest news.

    A smaller topic, then, to get me started? Although so far the GitP Magic Players have proven themselves a highly adept and well-researched bunch of scholars, I would like to lower the tone for a moment to ask a simpler, possibly even trivial question.

    I've recently been experimenting with a RWGU Deck that has no underlying theme other than "These two or three cards will make a cute combo that will annoy the hell out of my opponent, let's see how many of them I can get into one 60-card deck".

    Stoneybrook Schoolmaster + Power of Fire + Intruder Alarm
    Nacatl War-Pride + Relentless Assault (+ Phyrexian Altar + Banefire for multiplayer giggles)
    Leech Bonder + Utopia Vow + Everlasting Torment

    ...And so on.
    Ridiculously unwieldy to play, but endless humour when I get one or more of the tricks to work. Regardless, in doing so I've discovered a number of cards that I would like to term "My Favourites". They're the ones that jump out at me and scream "Hey! Play me in every single deck that you can, I'll be great!" even if the truth is somewhat less so.

    • Nacatl War-Pride, as I mentioned above, is a terrifying card to play on an unsuspecting weenie deck (Giving it 'Haste' down the line, even more so).
    • Ixidron, just to upset every 'Indestructible' or otherwise 'Globally-affecting' creature in the game. Even Akroma herself hates this thing, which can't be a bad idea.
    • I can't say enough nice things about Apocalypse Hydra for it's sheer simple effectiveness - all I need is a deck worthy of hosting them....
    • Creakwood Liege has recently become my best friend in my new 'bubble' of Players, whose usual tactic of forcing each other to sacrifice creatures (though effects such as Attrition) has upset many an opponent.
    • Raven Guild Master is an oldie, but at the same time a truly horrifying prospect to see running at you in a combat turn. Despite it's potential cost and statistical weakness, I can safely say that this is my favourite creature in the game, ad as such I've even adopted him as my Avatar


    There's no logic behind some of these choices - they're on my list because I just really, really like the concept behind them even if that is hard to pull off or just plain inefficient, or because they do something that makes me laugh no matter how often I see it ("I'll take the entire '1' damage'. What do you mean, 'Top 10 cards of my library are removed from the game!?' That's sick!")

    The question is - am I alone? Am I the only 'Timmy' left on GitP, or will anyone else out there admit to having an expensive, unwieldy but much-loved card in their collection that they simply can't go without?
    Head Coach of The Ironbeards
    "Nuffle Hates Us."

    Roll of Honour: Krungil Axebeardaxe (Went crowd-surfing, and never came back)

  5. - Top - End - #5
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    I figured that I'd post one of my favorite decks. Note: this is also my oldest deck. As such, it has a fair amount of card cobwebs in it.

    Ella Enchanted: by Graymayre
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    Creatures:
    Dowsing Shaman X2
    Gatherer of Graces X4
    Gruul Guildmage X1
    Flaring Flame-kin X4
    Slith Firewalker X1
    Spikeshot Goblin X1
    Thran Golem X1
    Yavimaya Enchantress X4
    Verduran Enchantress X1

    Enchantments:
    Ancestral Mask X2
    Beastmaster's Magemark X4
    Crown of Flames X1
    Exoskeletal Armor X1
    Fencer's Magemark X4
    Fists of Ironwood X1
    Lightning Talons X2
    Treetop Bracers X1
    Uncontrollable Anger X1
    Web X1

    Instants:
    Grab the Reins X1
    Naturalize X2
    Vitalize X1

    Land:
    Forest X10
    Mountain X10
    Skarrg, the Rage Pits X2


    Oh Lawd, my now seasoned Magic: The Gathering (tm) mind cries when it sees all of these X1's! As some people can guess, this isn't the most... stable of decks.

    But, boy howdy, is it fun to play! The creatures it can manufacturer are always loaded with power. This is mostly from all of the synergy. My enchanted creatures make other enchanted creatures more powerful (and in the case of magemarks, give them extra abilities!).

    Plus, it's fairly fast. Personal clicks can attest to its ability of bringing out big baddies in a relatively short amount of time.

    However, I could always do with making it faster. In fact, this deck is in dire need of optimization, so I will acquiesce to your greater abilities playground if you would deign to help me.
    Last edited by Graymayre; 2009-05-10 at 08:17 PM.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Wraith View Post
    The question is - am I alone? Am I the only 'Timmy' left on GitP, or will anyone else out there admit to having an expensive, unwieldy but much-loved card in their collection that they simply can't go without?
    Um...*points at "Conspiring Ultimatums"* I think Wort, the Raidmother is one for me.

    I think I've been a Timmy for a while. I mean, what kind of person could build a deck designed to conspire Cruel Ultimatum and Conflux and not call himself a Timmy?

    Also, Shas'aia Toriia, could you edit the Conspiring Ultimatums deck? It has the following changes:
    - 3 Primal Command
    - 4 Cone of Flame
    - 2 Vivid Marsh
    + 2 Lavalanche
    + 4 Maelstrom Pulse
    + 1 Cloven Casting
    + 2 Rupture Spire
    Last edited by tgva8889; 2009-05-10 at 08:44 PM.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Wraith View Post
    One fresh and tasty "Internet" to Uncle Festy for their gorgeous artwork to start off the new thread Who's next - I'd think that the Greater Morphling would make a fine 'OotS character' myself...
    Thanks.
    And if that's a formal request, I'd be glad to. Or, if you'd like, I can make an OotS version of Raven Guildmaster…*
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    That guy was badass! He was like, "Oh! Oh, you're gonna try to Chuck Norris me, I'll just Chuck Norris you!" Unfortunately, I am the best Chuck Norris since Chuck Norris.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Uncle Festy View Post
    Thanks.
    And if that's a formal request, I'd be glad to. Or, if you'd like, I can make an OotS version of Raven Guildmaster…*
    If you would make an OotS Vesuvan Shapeshifter or OotS Wort, the Raidmother, that'd be awesome.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Two things; one; my Naya Power 5+ deck;
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    Little Creatures:
    Bloodbraid Elfx1
    Druid of the Animax2
    Naya Hushbladex3
    Stun Sniperx4
    Wild Nacatlx4 (1 foil)
    Big creatures;
    Hamletback Goliathx1
    Mossbridge Trollx1 (1 foil)
    Mycoid Shepherdx1
    Mycolothx3
    Spearbreaker Behemothx1
    Spellbreaker Behemothx
    Vigorx2
    Wooly Thoctarx4
    Artifacts:
    Behemoth Sledgex1
    Mage Slayerx2
    Enchantements:
    Happy Songx1
    Oblivion Ringx1
    Instants;
    Path to Exilex2
    Volcanic Falloutx1
    Sorcer...Sorcery's? Sorceries? Sorceri? Sorceri, yeah. That sounds good. Sorceri:
    None.
    Planeswalkers:
    Ajani Vengeantx1
    Lands:
    Fire-Lit Thicketx1
    Forestx4
    Jungle Shrinex4
    Mountainx4 (2 foil)
    Naya Panoramax1
    Plainsx3
    Wooded Bastionx1
    Vivid Cragx2
    Vivid Grovex1


    Fun Combinations; Double Vigor. Need I say more? Happy Song (Mayael's Aria) (at begining of upkeep, stuff, then win the game if you control creature with power 20 or greater) combined with Mossbridge Troll (tap a bunch of creatures, Mossbridge Troll gets +20/+20 til end of turn.
    Mycoloth.
    Another Mycoloth.
    Spellbreaker Behemoth's to stop your big things from getting countered.
    Spearbreaker Behemoth to stop them getting killed.
    Vigor to make them tougher.
    Hamletback Goliath+Mycoloth. I spawn more Saprolings. My Hamletback gets bigger.

    I'm trying to work out what to remove for a Windbrisk Raptor and a Rage Reflection. Any suggestions?
    And secondly; Foily Noble Hierach.
    Last edited by SoD; 2009-05-10 at 10:18 PM.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Graymayre!! Totally forgot, I owe you some decks, right?

    Deck 1: Magnivore UrzaTron

    The basic idea is that I play a big number of red and blue sorcery's (lots of X spells like Demonfire, Fireball, Mind Spring, whatever) and then use Wildfire and Magnivore to win the game.

    Deck 2: UpCube

    Here, I use Doubling Cube and Upwelling to make massive amounts of mana. Use things like Savage Twister and Moment's Peace to stall out the game, then make tons of mana and go for the throat with Lavalanche. Fun stuff.

    Deck 3: Mono-Black Control

    Really, this deck is common and easy. Use big black spells like Corrupt and Consume Spirit along with solid black fatties and board sweepers to win the game.

    Deck 4: Bant (WUG) Aggro

    So far, this deck isn't quite complete, since I'm missing some Noble Hierarchs and Rafiqs, but the idea is solid. Use Finest Hour and other Exalted guys (like the aforementioned Rafiq and Noble Hierarch) alongside Stoic Angel to get tons of combat phases.

    I might pop in later with more decks or maybe complete lists of these ones.

    Also, Wraith, you are not alone. Hell, for the longest time I loved Craw Wurm since I got it really early in my gaming career. Still like that card. I recall fondly the days where a 6/4 vanilla guy was the best man around.

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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Allow me to share another new deck of mine for the benefit of all budget players everywhere. This is a pauper deck, which means only commons are allowed, and it certainly won't cost you much to build. However, it does faithfully adapt the principles of one of the game's most effective competitive archetypes: Countersliver.

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    Deck: Pauper UW Countersliver
    Format: Extended Pauper

    Creatures:
    4 Azorius First-wing
    4 Bant Sureblade
    4 Deft Duelist
    4 Ethercaste Knight
    4 Esper Stormblade

    Artifacts:
    4 Fieldmist Borderpost

    Enchantments:
    4 Temporal Isolation

    Instants:
    4 Mana Tithe
    4 Mana Leak
    3 Remove Soul
    3 Hindering Light

    Lands:
    4 Terramorphic Expanse
    7 Island
    7 Plains

    Countersliver is a classic and effective Magic deck archetype that seeks to win by playing a few cheap, efficient threats to take the early game lead, then using permission and light removal elements to prevent the late-game from coming as you press your advantage. The archetype is named after the original version, which played Crystalline Sliver as its flagship creature.

    Countersliver is a good example of an effective aggro-control deck. Your creatures are weaker than your opponent's best aggro creatures, and your removal and card advantage suite isn't nearly as strong as a dedicated control player's. What you do have, though, is tempo. You have superior early-game creatures to all but the best aggro decks, and you'll be shaving pieces off your opponent's life very quickly while trying to maintain your board advantage. Countersliver especially likes to prey on slower decks. Compare a Countersliver deck to a normal permission control deck. Against a mid-range deck, both are able to stall for several turns with their counterspells. However, while the permission deck is just buying time to play a big finisher, Countersliver will have a guy in play by turn 2, and attacking the opponent relentlessly while stalling for time. In other words, it has a tangible clock in play, which will likely win before the late-game hits.

    Countersliver is normally weak against fast aggro decks with superior creatures. However, my personal build contains a few elements that help that matchup. First is the high number of first-striking creatures. Bant Sureblade and Deft Duelist make formidable blockers, easily dispatching lots of popular aggro creatures with high power but low toughness. Deft Duelist is also impossible to burn out of the way, making it a particularly impressive defender. Of course, both are also rather nasty on offense as well. Another nice card in the aggro matchup is Ethercaste Knight. 3 toughness means it can handle many early-game opposing creatures with ease, and it can lend power to my offense without ever having to tap. My favorite starting plays with this deck involve Esper Stormblade on turn 2, followed by Ethercaste Knight on turn 3 with one land up for Mana Tithe. I get to swing for 4 points of flying starting on turn 3, which can lead to a turn 7 win. With Ethercaste Knight blocking on the ground and a slew of countermagic and removal, I'm likely to win a damage race with just those two creatures.

    The key to playing this deck is to not overextend with your creatures, and to keep mana open for counters available as often as possible, even if you aren't actually holding a counter. Exalted lets you finish games quickly without having to play many additional creatures. I prefer my fliers for attacking while keeping the first strikers back for defense to win the damage race against aggro. Of course, if you have a clear creature advantage, by all means attack en masse! Just be sure to have countermagic on hand in case they drop a big creature or removal spell. The good thing about this deck is that practically every single spell costs just 2 mana or less (I don't count the borderposts, as I usually pay their alternate cost), which means by turn 4 you can feasibly drop another threat and still have Mana Leak or Remove Soul ready. The deck desperately wants to hit UW by turn 2 (an opening hand that can't do this should be mulliganed), but with 4 Terramorphic Expanses and 4 Borderposts, that shouldn't be too hard to do, at least in my testing thus far.

    If you want a sideboard, I would recommend trying out Steel of the Godhead. Against decks light on removal but heavy on aggro, this card is a total beating that almost ensures victory in the damage race. Just keep in mind that you can't enchant your Azorius First-wings or Deft Duelists. In such a matchups where I'd want Steel of the Godhead, such as against aggressive red decks, I'd probably swap out the griffins for Vedalken Outlander.
    Last edited by Mirrinus; 2009-05-11 at 02:27 AM.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Uncle Festy View Post
    Or, if you'd like, I can make an OotS version of Raven Guildmaster…*
    I don't have a first-born child yet, but when I do, where would you like it sent for collection?

    Quote Originally Posted by arguskos
    Also, Wraith, you are not alone. Hell, for the longest time I loved Craw Wurm since I got it really early in my gaming career. Still like that card. I recall fondly the days where a 6/4 vanilla guy was the best man around.
    A friend of mine religiously hoarded Sea Monsters for the same reason. Ah, the good old days, eh?
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Mirrinus View Post
    Hey there, and welcome back to Magic! I actually stopped playing Magic myself sometime just before 8th Edition came out, and returned about 2 years ago at the beginning of Lorwyn block.

    Here's a few notable changes regarding the current trend of Magic and standard sets:

    1. A new rarity that debutted with the latest block: Mythic Rare. Mythic Rares are rarer than normal rares, and are reserved for flashly legends and other epic cards. They are not necessarily as powerful on a competitive level, though.

    2. More diverse mana bases, due to multicolor blocks being released. It's now easier to support multiple colors (even moreso than during Invasion block).

    3. Somewhat stronger emphasis on creatures. Creatures have been getting stronger for their cost. Note that some types of spells, such as counterspells, have actually grown slightly weaker over time.

    4. 10th Edition will be the last normal core set; a new format for core sets begins this year.
    Thanks! I was very surprised in that draft tournament at the mana diversity. Back then two colours were considered the maximum, iirc, and now not a single player used less than three. And the winner played with a 5 colour deck, which I used to consider insane.

    Anyway, I'm beginning to craft my new deck. I've fallen in love with devour (and the cerodons), so I'm thinking of a red/green/white one, using dragon fodder and other token creators to feed a devour 2 or 3 creature and use mayael's aria and other power boosters to win the game. Of course, I'll also need a method to draw the aria at the critical moment, damage spells, and stuff. Thoughts and suggestions about that?

    Oh, and a player at the gamestore complained that "planeswalkers" broke the game, and said that he's never playing with one. What's up with those?
    Many thanks to Assassin 89 for this avatar!

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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Wraith View Post
    One fresh and tasty "Internet" to Uncle Festy for their gorgeous artwork to start off the new thread Who's next - I'd think that the Greater Morphling would make a fine 'OotS character' myself...
    Actually, you'll notice that Uncle Festy's art adorn the first thread too. Also, if I happen to miss somebody's deck, just repost it or send me a PM.

    Actually, editing in decks may take a while, my computer hates me right now.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Narkis View Post
    Oh, and a player at the gamestore complained that "planeswalkers" broke the game, and said that he's never playing with one. What's up with those?
    You what? Did he keep in mind that if he hates them that much he just needs to hit them with a burn spell or two, or an o-ring, or any multitude of other things, including straight out attacking it?

    That being said, Sarkon Vol is nasty...all creatures in all graveyards come back under your control? Owch.

    And you're running a Devour Deck? Get Thunder-Thrash elder, cost of three, for a 1/1 with devour 3. And mycoloths. Devour 2, at the begining of your upkeep, put a 1/1 saproling into play for every 1/1 counter on Mycoloth.
    Last edited by SoD; 2009-05-11 at 06:30 PM.
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    Quote Originally Posted by Mauve Shirt
    SoD is my favorite too.
    Quote Originally Posted by TigerHunter View Post
    SoD casts Pun
    SoD's Pun crits TigerHunter for 10k.
    TigerHunter dies.


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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by SoD View Post
    You what? Did he keep in mind that if he hates them that much he just needs to hit them with a burn spell or two, or an o-ring, or any multitude of other things, including straight out attacking it?

    That being said, Sarkon Vol is nasty...all creatures in all graveyards come back under your control? Owch.
    I thought the same thing - While they can produce painful effects, they do tend to require a fair bit of effort to get to work and there's little more to getting rid of them than a quick Lightning Bolt or three...

    Clearly, the Player in your gamestore suffers from the same problem as a Player in my local circle - someone played one against him, it fulfilled the role it was meant to have within the deck, he lost quite badly because he wasn't prepared for it, and now ALL Planeswalkers are labeled 'broken' rather than simply reading the rules in full and dealing with them.

    *Shrug* Some people are just born weird, I suppose....
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by SoD View Post
    That being said, Sarkon Vol is nasty...all creatures in all graveyards come back under your control? Owch.
    Lilliana Vess has the ability to put all creatures into play under your control. Sarkhan Vol just puts 5 4/4 flying dragons into play.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Wraith View Post
    I don't have a first-born child yet, but when I do, where would you like it sent for collection?
    Mind if i sig that?

    Quote Originally Posted by Wraith View Post
    A friend of mine religiously hoarded Sea Monsters for the same reason. Ah, the good old days, eh?
    You make it sound like there is a reason not to still hoard them

    -------
    on a different note: when i play magic i get into mood swings. I end up getting into cycles of colors and just kinda do what i want from there. Right now i'm feeling really red, and the major red deck i've always wanted to make was a You Pick deck.
    Need to find more of these buuuutt...
    4 Book Burnings
    4 Browbeats
    4 Dwarven Drillers
    4 Dwarven Scorchers
    (trying to find more of the you pick cards and also thinking about getting amplifying cards to double the effects.)

    The way the deck would work: all of those cards let the opponent decide their fate. Book burning, mill top 6 or take 6 damage for 2 mana. Browbeat for 3, take 5 or let me draw 3 cards. Drillers, sacrifice a land or take 2.
    The opponent has to chose 1 of 2 on each of those.

    I know it wouldn't be a great deck, but it would be hella fun. less work for me

    Edit:
    Quote Originally Posted by Shas'aia Toriia View Post
    Lilliana Vess has the ability to put all creatures into play under your control. Sarkhan Vol just puts 5 4/4 flying dragons into play.
    Also gotta take into account, Jund (sarkan Vols ideal deck world) is all about sacrificing creatures and bringing them back...so Lillend would crush...but only in a idea black deck where it can protect her till she can get 8 counters.
    Last edited by EndlessWrath; 2009-05-11 at 09:57 PM.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Graymayre View Post
    I figured that I'd post one of my favorite decks. Note: this is also my oldest deck. As such, it has a fair amount of card cobwebs in it.

    decklist

    Oh Lawd, my now seasoned Magic: The Gathering (tm) mind cries when it sees all of these X1's! As some people can guess, this isn't the most... stable of decks.

    But, boy howdy, is it fun to play! The creatures it can manufacturer are always loaded with power. This is mostly from all of the synergy. My enchanted creatures make other enchanted creatures more powerful (and in the case of magemarks, give them extra abilities!).

    Plus, it's fairly fast. Personal clicks can attest to its ability of bringing out big baddies in a relatively short amount of time.

    However, I could always do with making it faster. In fact, this deck is in dire need of optimization, so I will acquiesce to your greater abilities playground if you would deign to help me.
    1)An extra Verduran Enchantress or two would make the deck more consistent.
    2)I'd swap out some of those enchantments for creatures, and focus more on re-usable enchantments. Say hello to Moldervine Cloak and Rancor.
    3)Use enchantments for other purposes besides enchanting creatures in order to trigger your Enchantresses. Replace Naturalize with Seal of Primordium. Shoot stuff with Galvanic Arc and Seal of Fire. Use Sangrite Backlash for both kill and pump. Reuse all of the above with Dowsing Shaman.
    Last edited by Bucky; 2009-05-12 at 01:21 AM.

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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by EndlessWrath View Post
    Mind if i sig that?
    By all means help yourself, you strange little puppy, you...

    You make it sound like there is a reason not to still hoard them
    I say "used to" only because he has since discovered Slivers. In his own words: Why build a deck that requires effort, when you can just buy some two-or-three coloured lands and build up something even bigger?

    And with regards to your Deck, have you considered using things like Fire // Ice in there? I appreciate that you might not want the colour-splash, but if you did then you're still playing cards that have multiple effects depending on what you force your opponent to choose.

    I'm not suggesting that you browbeat them into choosing their own doom in some kind of sadistic way, but....
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Alright, I think I've edited in everything to the first post.
    Also, what do you guys think of Planechase, as predicted by FMA?

    I guess that means the list is true.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by EndlessWrath View Post
    :
    -------
    on a different note: when i play magic i get into mood swings. I end up getting into cycles of colors and just kinda do what i want from there. Right now i'm feeling really red, and the major red deck i've always wanted to make was a You Pick deck.
    Need to find more of these buuuutt...
    4 Book Burnings
    4 Browbeats
    4 Dwarven Drillers
    4 Dwarven Scorchers
    (trying to find more of the you pick cards and also thinking about getting amplifying cards to double the effects.)

    The way the deck would work: all of those cards let the opponent decide their fate. Book burning, mill top 6 or take 6 damage for 2 mana. Browbeat for 3, take 5 or let me draw 3 cards. Drillers, sacrifice a land or take 2.
    The opponent has to chose 1 of 2 on each of those.

    I know it wouldn't be a great deck, but it would be hella fun. less work for me
    Red spells and artifacts you might want to include:
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    Blazing Salvo
    Echo Chamber (feels red for some reason)
    Lava Blister
    Menacing Ogre
    Molten Influence
    Rhystic Lightning


    There are some nice spells in other colors as well.
    Blue: (pick which of my cards you're about to get hit by)
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    Covenant of Minds
    Gifts Ungiven
    Fatespinner
    Intuition
    Truth or Tale


    Black:
    Choice of Damnations (the main reason to play black in this deck IMO)
    Shrouded Lore
    Dash Hopes

    Blue-Black:
    Barrin's Spite
    Perplex

    Blue-Black-Red:
    Prince of Thralls
    Last edited by Bucky; 2009-05-12 at 04:05 PM.

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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Shas'aia Toriia View Post
    Alright, I think I've edited in everything to the first post.
    Also, what do you guys think of Planechase, as predicted by FMA?

    I guess that means the list is true.
    It depends on how Plane cards work. The key questions I can think of:

    1. Are they permanents, or some new kind of card all together?
    2. How much do they change the rules of the game? Are they like glorified enchantments, or are they more like super-powered Leylines? Or are they not even like those?
    3. When do they come into play? At what "spell speed" are they played (like instants or like sorceries)?
    4. Can they be stopped by answers already existing in the format?

    Depending on the answers to these questions, Plane cards may or may not completely mess with Standard before Nationals. Which, honestly, would be very interesting for me to ponder.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Oh snap, that art is cool! The first one looks like Alara's Maelstrom, while the second is undoubtably Serra's realm.

    I'm guessing that Planechase will be sort of like chaos effect magic, which is already a casual Magic variant. You basically flip over a random "effect" card with some sort of global effect that effects all players. Since you will cycle through different effects, and it's all random, it's hard for any one player to prepare an advantage on everything. The effects could be things like giving all permanents shroud, howling mine-ish effects, allowing players to play extra lands, etc.

    Then again, that's still all speculation.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Yeah, but I don't think that planes are going to be tournament legal. Of course, that won't stop me from tying to get some anyways.

    Quote Originally Posted by Bucky View Post
    Red spells and artifacts you might want to include:
    Spoiler
    Show
    Blazing Salvo
    Echo Chamber (feels red for some reason)
    Lava Blister
    Menacing Ogre
    Molten Influence
    Rhystic Lightning


    There are some nice spells in other colors as well.
    Blue: (pick which of my cards you're about to get hit by)
    Spoiler
    Show
    Covenant of Minds
    Gifts Ungiven
    Fatespinner
    Intuition
    Truth or Tale


    Black:
    Choice of Damnations (the main reason to play black in this deck IMO)
    Shrouded Lore
    Dash Hopes

    Blue-Black:
    Barrin's Spite
    Perplex

    Blue-Black-Red:
    Prince of Thralls
    Really? No offence, but some of those cards are just. . . terrible. To be fair, some are quite good, but then I look at some of the others, Dash Hopes in particular.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Shas'aia Toriia View Post
    Yeah, but I don't think that planes are going to be tournament legal. Of course, that won't stop me from tying to get some anyways.
    You're right; I just saw the key word "oversized" about the planar cards. Meh, I thought they were really going to shake things up, but instead they're just making a fun diversion for Magic. Big whoop, I guess.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Shas'aia Toriia View Post
    Really? No offence, but some of those cards are just. . . terrible. To be fair, some are quite good, but then I look at some of the others, Dash Hopes in particular.
    Keep in mind that he used Book Burning as a reference point for the kind of card he wants.

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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Endless Wrath: Tyrannize sounds like exactly the sort of card you're looking for! As do Skullscorch and Breaking Point.
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by SoD View Post
    You what? Did he keep in mind that if he hates them that much he just needs to hit them with a burn spell or two, or an o-ring, or any multitude of other things, including straight out attacking it?

    That being said, Sarkon Vol is nasty...all creatures in all graveyards come back under your control? Owch.

    And you're running a Devour Deck? Get Thunder-Thrash elder, cost of three, for a 1/1 with devour 3. And mycoloths. Devour 2, at the begining of your upkeep, put a 1/1 saproling into play for every 1/1 counter on Mycoloth.
    I have no idea what's going on. I know this player has an absurd love for Lavalanche, so it can't be the lack of burn spells.

    Quote Originally Posted by Wraith View Post
    I thought the same thing - While they can produce painful effects, they do tend to require a fair bit of effort to get to work and there's little more to getting rid of them than a quick Lightning Bolt or three...

    Clearly, the Player in your gamestore suffers from the same problem as a Player in my local circle - someone played one against him, it fulfilled the role it was meant to have within the deck, he lost quite badly because he wasn't prepared for it, and now ALL Planeswalkers are labeled 'broken' rather than simply reading the rules in full and dealing with them.

    *Shrug* Some people are just born weird, I suppose....
    Yeah, I guess.

    Now, on to my Dastardly Devouring Deck. I dropped White for Black, as I gain some sweet stuff that way.

    Spoiler
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    I chose the Viashino instead of the Elder because of its Trample. Predator Dragon and Soul's Fire are my I-Win buttons, Fate Transfer preserves those precious tokens, Bone Splinters sacrifices a token to hopefully take out a powerful creature, Dragon Fodder, Tukatongue Thallid and the Thrinax provide the food, and the Iguanars are there for a a little extra bonus. What do you think of it? And how does its mana supply fares? It's been a while since I last tried to make a deck, and I only had 2 colours to balance.

    Oh, and a couple rules questions: A creature with Mage Slayer deals its damage to the enemy even if it's blocked, and if it's not blocked it deals double, right? Is there any reason at all to use a Panorama land, or a Terramorphic Expanse? And what does a Spellbreaker Behemoth mean by "can't be countered"?
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    Default Re: Magic: the Gathering II - Planeswalkers in the Playground -

    Quote Originally Posted by Narkis View Post
    Oh, and a couple rules questions: A creature with Mage Slayer deals its damage to the enemy even if it's blocked, and if it's not blocked it deals double, right?
    Correct. It deals damage via Mage Slayer when it attacks and then deals normal combat damage afterwards.

    Is there any reason at all to use a Panorama land, or a Terramorphic Expanse?
    Deck thinning. Each Panorama/Terramorphic Expanse removes 2 lands from your deck when you draw it instead of 1, so you're more likely to draw a nonland card later in the game when you already have enough lands to cast all your spells. They also help you set up Domain cards.

    And what does a Spellbreaker Behemoth mean by "can't be countered"?
    It means it isn't affected by Remove Soul, Cancel etc.

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