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2014-04-29, 03:14 AM (ISO 8601)
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- Jun 2013
Re: Magic the Gathering XIX: Heroic- Bump this thread.
Now that is what I call a promotion. "Alright, I got a god card in my pack! And... another one? And another, and... oh my."
I wonder how they're going to top this in the future. "The next Return to Kamigawa booster pack you open may be filled with every mythic rare card in the block, including those from the two as-yet-unreleased editions, as well as a Mox Opal"?
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2014-04-29, 06:23 AM (ISO 8601)
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- Mar 2013
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
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2014-04-29, 12:15 PM (ISO 8601)
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- Jun 2013
Re: Magic the Gathering XIX: Heroic- Bump this thread.
I quit somewhere halfway through the Kamigawa block out of overwhelming dislike of, well, the Kamigawa block. That apparently was a bad idea, because goddammit, I missed so much cool stuff.
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2014-04-29, 12:27 PM (ISO 8601)
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- Dec 2007
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- Connecticut
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
My prerelease was pretty fun. I picked Green at the midnight, then came back and did two-headed giant the next day, picking Blue and partnering with someone who picked White.
I managed to open a copy of Kruphix, God of Horizons both days, so I build Green/Blue both times. More control-heavy for the midnight release - Daring Thief was by far the MVP of my deck, he is *awesome* combined with bounce spells to take your cards back after trading them away. Then for Two-Headed Giant I went more bomb-heavy with huge green dudes. I had a Kiora's Follower and Market Festival, plus a Courser of Kruphix and some Golden Hinds, and of course Kruphix himself, so I was able to occasionally get massive massive mana ramp to do absurd things like flash in Fleetfeather Cockatrice and make him monstrous on the same turn, or pump Heroes' Bane twice on the turn I played him, or make Hydra Broodmother monstrous with 6 for X. It was fun. My teammate, meanwhile, played white/black control, and basically focused on keeping us alive until I could get out the fatties.
It turns out that having an Underworld Coinsmith, Nyx-Fleece Ram, and Courser of Kruphix on the field all at once makes for some very nice life gain. In both decks I made wonderful use of Interpret the Signs. I had it flop once on me, where my top three cards were lands and a one drop, and the one under them was another land, but every other time I cast it, given how bomb-heavy my decks were, I was able to draw between five and seven cards and pretty much assure myself a massive massive advantage.
All in all, I went 3-1 at night, then 2-1-1 at the two-headed giant. Between the two gods, a foil Silence the Believers, a Godsend in a prize pack, and a really fun time besides, I went home happy.
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And now, after having gotten wrecked by double Doomwake Giant in one of my matches, I'm working on a Constellation deck. I'm still fine-tuning it and trying to better establish it's focus, it feels like it has too many two-ofs right now, there were just too many cards I wanted to include. Any thoughts?
SpoilerBoon Satyr x2
Courser of Kruphix x2
Doomwake Giant x4
Eidolon of Blossoms x3
Grim Guardian x2
Nylea, God of the Hunt x2
Pharika, God of Afflictions x2
Renowned Weaver x2
Sylvan Caryatid x4
Banishing Light x2
Dictate of Erebos x2
Extinguish All Hope x2
Gift of Immortality x2
Kruphix's Insight x2
Soul Tithe x3
Godless Shrine x2
Overgrown Tomb x3
Temple Garden x2
Temple of Malady x2
Temple of Plenty x1
Temple of Silence x1
Forest x5
Plains x4
Swamp x4
Maybeboard includes...
Brain Maggot?
Ajani's Chosen?
Blightcaster?
Auramancer?
Sphere of Safety?
Forlorn Pseudamma?
Ethereal Armor?
Helios, God of the Sun?
Dreadbringer Lampads?
Reviving Melody?
Nyx Weaver?
Odunos River Trawler?
Oath of the Ancient Wood?
Nyx-Fleece Ram?
Armament of Nyx?
Underworld Coinsmith?Last edited by Neoseanster; 2014-04-29 at 12:48 PM.
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2014-04-29, 12:49 PM (ISO 8601)
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- Jan 2011
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- Dromund Kaas
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2014-04-29, 04:02 PM (ISO 8601)
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- Mar 2013
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
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2014-04-29, 04:48 PM (ISO 8601)
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- Mar 2009
Re: Magic the Gathering XIX: Heroic- Bump this thread.
Does anybody know what type of blacklight I'd need at a minimum in order to determine whether a card is fake or not?
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2014-04-30, 03:08 AM (ISO 8601)
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- Nov 2006
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
I've never really used a blacklight for it. I'd recommend a jeweler's loupe to check the print pattern and edges and such. Another way to check (alongside a loupe) is to do the light test. Both are a bit easier to do on the fly than a blacklight test in my opinion. http://www.apathyhouse.com/fake/page331.php Here's a good article on ways to test. Bend testing is bad though, don't.
I just noticed it doesn't really mention the print pattern anywhere. But most magic cards have a specific print pattern you can see under a magnifying glass. It's a way to weed out lower quality fakes, but apparently some of the better ones can emulate it these days. That's where the light test comes in (that and comparing it to a card you know is real to see if there's a difference in card stock/surface finish/such).Last edited by Penguinizer; 2014-04-30 at 03:15 AM.
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2014-04-30, 03:10 AM (ISO 8601)
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- Dec 2006
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- Dancin' away
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2014-04-30, 03:21 AM (ISO 8601)
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- Nov 2006
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
They should be able to take it, but I still wouldn't recommend it. If it's wastelands the biggest issue will probably be either re-backs from the world's championship decks and print out fakes. The blacklight test would work, but I think the light testing should be enough.
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2014-04-30, 03:30 AM (ISO 8601)
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- Mar 2009
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2014-04-30, 03:37 AM (ISO 8601)
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- Sep 2012
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
Bit late, but went 3-1 at the prerelease with White box. I pulled Xenagos in a booster, so decided to go Red Green and White. Enchantments, and combat tricks are very fun. I lost to a Black Green Deathtouch Lifelink deck, amking him 4-0.
The same guy played the other two prereleases that night, and went 4-0 as well.
Was REALLY peeved that the box next to mine, by less then 5 seconds, after me had a God Pack in it. He grabbed white, and boom, all 15 gods. Everyone was freaking out about it, but the guy that grabbed the pack didn't play magic that much, so he traded the 5 new gods to the owner of the store, and the owner let him do the other two prereleases that were going on that night for free.
I think I am going to go more Prereleases from now on...
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2014-04-30, 10:15 AM (ISO 8601)
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- Jun 2013
Re: Magic the Gathering XIX: Heroic- Bump this thread.
I tend to not make good decisions.
Me too! I had totally forgotten how much fun those are.
(Though, in the light of the above statement - if I'm excited for the next prerelease, you should probably skip it, because boxes will randomly contain rusty nails instead of cards. Or something.)Last edited by Khay; 2014-04-30 at 10:29 AM.
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2014-05-02, 01:58 AM (ISO 8601)
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- May 2013
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
i'm thinking of making a scarecrow deck, how do they usually work?
i assume they're not used much, since almost all of them are dirt cheap, but that kinda makes me want to play them more
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2014-05-02, 02:04 AM (ISO 8601)
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- Mar 2009
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2014-05-02, 05:15 AM (ISO 8601)
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- Aug 2009
Re: Magic the Gathering XIX: Heroic- Bump this thread.
Depends on what you mean with "usually". If you want to know how scarecrows are used in any established decks, you are thinking competitively.
In this case Painter's Servant is the only Scarecrow that sees serious tournament play - but Painter's Servant decks are only scarecrow decks in the same sense in that BUG-Delver is an elf-deck (becaus it runs deathrite shaman, an elf).
That is to say there are no dedicated scarecrow decks in any tournament format.
Now, if we're talking casual, there is no "usual" way to build a deck with scarecrows, because the "format" is so very open.
Reaper King is obviously a powerful card and also a "build around" type of card.
But scarecrows in general good supporting creatures and can go in a variety of decks.
My personal favorite scarecrow and one of my favorite magic creatures of all times is the Scuttlemutt.
It is a 2/2 for 3 with a Birds of Paradise effect. Since its colorless, it is useful in many decks (especially 3+ color decks with a restrained budget for lands), but not groundbreaking. The fun part is the second ability. It is not only are very fun and rather unique ability, but also very skill-testing. A card like scuttlemutt demands you to get creative. I like that
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2014-05-02, 06:28 AM (ISO 8601)
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- Mar 2013
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
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2014-05-02, 07:02 AM (ISO 8601)
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- Jan 2014
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
Why? :P
Not to say it should be built as an affinity deck is, but what specific need does the deck have for colored creatures?3DS Friend Code: 3067-5674-0852. Currently running: Emerald.
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2014-05-02, 08:16 AM (ISO 8601)
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- Jun 2013
Re: Magic the Gathering XIX: Heroic- Bump this thread.
Apparently, some scarecrows become stronger if coloured creatures are present, or can buff creatures of specific colours. But there are ways to cheat such requirements, in addition to those already mentioned. (Not all of them are terribly good, but they exist. Like this, this, this, this, this, this, this, this, or this. Potential fun with Washout in some cases.)
I guess it's also not fun to keep running into a Rune of Protection, or to have Shatterstorm become a combined one-sided Armageddon/Wrath of God, but a five-colour deck really ought to have ways around such things.Last edited by Khay; 2014-05-02 at 08:18 AM.
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2014-05-02, 05:57 PM (ISO 8601)
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
My FLGS needs to hit 50 people on gameday in order to qualify for New Store+ or whatever their new top tier is. Its a standard event which is a format I don't play and know almost nothing about. I like the idea of the Honey Badger Charge decks floating around the internet and I already own a fair portion of the cards. I was just wondering if anybody had any experience with them/ideas on how to construct and play them/proper sideboarding etc.
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2014-05-04, 09:54 PM (ISO 8601)
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- May 2014
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- San Francisco
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
Legacy is fun!
I hate fun!
Spoiler//Artifact (2)
2 Cursed Scroll
//Creature (3)
2 Nether Spirit
1 Tombstalker
//Enchantment (2)
1 Nether Void
1 Night of Souls' Betrayal
//Instant (7)
4 Dark Ritual
3 Funeral Charm
//Planeswalker (4)
4 Liliana of the Veil
//Sorcery (18)
4 Hymn to Tourach
4 Innocent Blood
1 Inquisition of Kozilek
1 Pox
4 Sinkhole
4 Smallpox
//Land (25)
4 Ghost Quarter
16 Swamp
1 The Tabernacle at Pendrell Vale
4 Urborg, Tomb of Yawgmoth
Any suggestions on my Pox deck?
Also, does anyone wanna play through post on this site?
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2014-05-04, 11:02 PM (ISO 8601)
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- Nov 2008
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2014-05-05, 02:11 AM (ISO 8601)
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- Jan 2011
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2014-05-05, 05:44 AM (ISO 8601)
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- Mar 2011
Re: Magic the Gathering XIX: Heroic- Bump this thread.
This looks almost like a budget pox deck, but then I see Nether Void and Tabernacle and I don't even.
You want to replace the Ghost Quarters with Wastelands. Cabal Pits are also good. Thoughtseize is better than Funeral Charm. Night of Soul's Betrayal is probably too little for too much. Mishra's Factory is also a good addition to have, Bojuka Bog is nice as a 1 of, and 4 Urborgs is most likely too many.
You also want Dark Rituals in order to power out nasty things like Turn 1 Liliana, Turn 1 Thoughtseize+hymn, etc. Crucible of Worlds would probably also be a good addition to make your lands recur.Last edited by Litewarior; 2014-05-05 at 06:49 PM.
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2014-05-05, 06:13 PM (ISO 8601)
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- Feb 2005
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
So my commander deck did really well, but I have to change things If I want people to ever play with me again. I got rid of Worldslayer and Armageddon. As fun as it was to play Armageddon right after the Mayael player just played Boundless Realms for 9 lands, I think he was pretty close to throttling me.
Although I'm leaving in Cleansing and Catastrophe, since Pacts have shown up before.
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2014-05-05, 07:40 PM (ISO 8601)
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- May 2013
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
so, i'm finally trying to design an EDH deck
it's going to be a child of alara deck, with lots of ramp, and some big guys in it, like the five praetors
problem is, i've never made an edh deck before, so i have no idea what makes a good one
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2014-05-05, 08:31 PM (ISO 8601)
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- Apr 2013
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- Middle of nowhere USA.
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
From what I've read online, the bigger a deck is the more mana curve matters.
From my own experience, if you would put one-of something in a 60 card deck you want to put 3-5 variants of it in an EDH deck.
Your general can either be the hingepin your deck revolves around or the enabler for color combinations. I prefer to use them as hingepins since they rarely ever stay dead.
Tuck spells are extra useful in EDH. Sending enemy generals to their owner's libraries can end games.
Search is king in EDH. (Though admittedly search is often king.)
You'll also want tho Bringers cycle from Mirrodin block and Maelstrom Archangel from Alara block.
I've noticed with my own Child deck that the option to wipe the field by letting it go to the graveyard or not wipe by letting it go to the general zone gives you a lot of political power while also painting a giant target on your forehead. Be prepared for potentially very long games with lots and lots of field resets.
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2014-05-05, 09:07 PM (ISO 8601)
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- May 2006
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Re: Magic the Gathering XIX: Heroic- Bump this thread.
Depending on your meta a few things are important.
You need a ramp or card draw suite. A collection of cards whose purpose is to get you more cards. You need to make sure you have a few ways to cheat out lands or fish for colors and draw extra cards.
You need a removal suite. ~10 cards dedicated to removal is the number I shoot for. This can be anything: enchantment removal, artifact removal, creature removal, etc. Sending things to the graveyard is good. Tucking them is better. Exiling them is best. Removal on a body is excellent. If it has an ETB: Exile/destroy/whatever this is very useful. Also things like Royal Assassin.
You need Versatility. An 8/8 with trample is fine. a 6/6 that does things is better. A spell that fishes for land is good. A spell that fishes for land or cycles to draw a card is better. Flashback is very good. Rebound is very good. In general the more use you can get out of a single card the better that card is. The more different things a card can do the better it is.
Creatures are easy to kill. Enchantments and artifacts are harder to deal with.
Synergy is important. Powerful individual cards are great but lots of interactions is better. Abhorrent Overlord in my green/black deck synergizes with a lot of things. It is extremely powerful. Its a house. I can't tell you how many games I've won because I resolved an Abhorrent Overlord in green/black.
But in my red/green/black deck it doesn't do much beyond make some harpies. Its value goes way, way down as one of the 99 because it has no synergy. When you put a card in your deck ask what other cards it will interact with. The fewer the interactions the less useful the card. Even if that card is a Praetor. Sometimes a big stupid thing is just a big stupid thing.
Graveyard recursion. Your graveyard is your second hand. When people mill me I think heck yeah put those cards in my graveyard. put em there! DO IT. You need a few ways to hate out people's graveyards and exploit your own.
Tutors. This is a tricky situation. Tutors add consistency to EDH. I don't play with many tutors because I think they run counter to the spirit of the game. But I do run them because sometimes you just need to tutor up an answer. How many you run is up to you. The more tutors you play the more cinsistent your deck will be. The fewer you run the more random and, I think, the more varied and interesting your deck will be.
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2014-05-05, 10:52 PM (ISO 8601)
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- Jan 2011
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2014-05-05, 11:02 PM (ISO 8601)
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- Nov 2010
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