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Old 07-27-2009, 03:27 PM   Top  -  End  -  #1
Johnny Blade
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Default Magic: The Gathering III - These Planes Are Made For Walkin'

Let's start this off with Uncle Festy's excellent work:



Yes, he takes requests. Sometimes.


Now that everyone is appropriately awe-struck, I announce the third Magic: The Gathering thread to be open.
This is the place for everything regarding the game - rules questions, your own card creations, decks, reports, rants about recent sets/cards/rules changes, the storyline, favorite cards/colors/sets/characters, the absolute glory that is Elder Dragon Highlander, whatever you can think of.
And definitely don't be shy if you're new to the game or think about starting. We're pretty casual players around here anyway.



If you particularly like one of your decks, it can be immortalized as a part of the list in the upcoming spoiler. Just say so. Repeatedly if I forget to add it.
Our deck gallery so far:
Spoiler

As you can see, some info about how you play the deck is preferred.
Also, it should be noted that this list was maintained by Shas'aia Toriia so far, who did a great job.

Last edited by Johnny Blade : 08-26-2009 at 06:19 PM.
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Old 07-27-2009, 03:52 PM   Top  -  End  -  #2
Johnny Blade
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Okay, so this is just in case...space reserved.

Yeah, I'm a pretty smart guy, huh?

So, past topics and links to MtG-related websites that used to be in the first post until the deck gallery got a new entry:


Past topics:




List of MtG-related websites:
Spoiler

Last edited by Johnny Blade : 08-26-2009 at 06:18 PM.
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Old 07-27-2009, 04:24 PM   Top  -  End  -  #3
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

Right. Regarding False Dawn, from what the official text says now, looks like it doesn't synergize with Springjack Shepherd. Sad.
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Old 07-27-2009, 04:38 PM   Top  -  End  -  #4
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

My twisted mind recently spawned a blue/green Darksteel Reactor deck. It's pretty weak, but has some potential. If anyone wants the decklist, I could give post it.
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Old 07-27-2009, 04:44 PM   Top  -  End  -  #5
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Quote:
Originally Posted by MountainKing View Post
Sudden thought: would giving a creature who has Persist another instance of Persist, cause both to trigger when it returns to play, thus giving it two -1/-1 counters instead of one?
They would both trigger, but the first one (resolving second) would do nothing.

Also, it would probably be best if you reposted your EDH decks here. In general, they lack recursion and reusable effects. Also, look for creatures to do what your instants/sorceries achieve. Shriekmaw over Terror and such.
The black one could use more fat creatures. Remember, everyone has 40 life and it's a multiplayer format. Small creatures don't cut it unless they're there for utility and the occasional attack.

Quote:
Originally Posted by mikeejimbo View Post
Right. Regarding False Dawn, from what the official text says now, looks like it doesn't synergize with Springjack Shepherd. Sad.
Yeah...it would have before the errata, but the way it's now, it doesn't anymore.
Weird errata.

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My twisted mind recently spawned a blue/green Darksteel Reactor deck. It's pretty weak, but has some potential. If anyone wants the decklist, I could give post it.
Sure, why not?
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Old 07-27-2009, 05:07 PM   Top  -  End  -  #6
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http://store.tcgplayer.com/item.asp?id=27266

How did one survive this long?
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Old 07-27-2009, 05:12 PM   Top  -  End  -  #7
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

okay. I usually play in games of 5+ people. this one I think there were about ten. in a game with ten people is this card http://magiccards.info/ala/en/9.html a viable way to help me win the game?
G/W deck with a splash of red.

Last edited by Kyuubi : 07-27-2009 at 05:14 PM.
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Old 07-27-2009, 05:13 PM   Top  -  End  -  #8
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Originally Posted by Kyuubi View Post
okay. I usually play in games of 5+ people. this one I think there were about ten. in a game with ten people is this card http://magiccards.info/ala/en/9.html elspeth a viable way to help me win the game?
G/W deck with a splash of red.
If you get out a lot of creatures, very much so.
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Old 07-27-2009, 05:15 PM   Top  -  End  -  #9
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I generally do and I have a few cards to get saproling tokens out.
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Old 07-27-2009, 05:25 PM   Top  -  End  -  #10
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

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I generally do and I have a few cards to get saproling tokens out.
Get out as many saprolings/creatures as possible and use it. Remember that damage still destroys them.
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Old 07-27-2009, 05:35 PM   Top  -  End  -  #11
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yeah but they still have to DEAL damage. my plan is get like five of them out and then play mycoloth.

I think it'd be fun to do that. wait ten turns and get another mycoloth out after sacrificing all one hundred. then wait another ten turns and get another one out then sacrifice all two thousand. then wait ANOTHER ten turns and get an 80,000/80,000 Mycoloth who brings 80,000 saprolings into play each turn. I'm laughing at the prospect right now.

Last edited by Kyuubi : 07-27-2009 at 05:37 PM.
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Old 07-27-2009, 05:45 PM   Top  -  End  -  #12
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

my friend is making a blue/black deck at the moment based around 2 cards from the new M10 set.... which i cannot remember the names of but the effects are harsh

blue rare card: put top half of target players library into graveyard

black rare card: exile any number of cards from target players graveyard and and cards that share names with exiled cards (excluding lands)

basically "ill remove all your cards except land, those in your hand and those currently in play, from the game"

i think that it is the kind of deck which drains the fun out of a game, but oh well....

if i remember the names of these cards i will edit this post


P.S. the cards effects may not be word for word, just as memory serves...
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Old 07-27-2009, 06:04 PM   Top  -  End  -  #13
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Quote:
Originally Posted by littlebottom View Post
my friend is making a blue/black deck at the moment based around 2 cards from the new M10 set.... which i cannot remember the names of but the effects are harsh

blue rare card: put top half of target players library into graveyard

black rare card: exile any number of cards from target players graveyard and and cards that share names with exiled cards (excluding lands)

basically "ill remove all your cards except land, those in your hand and those currently in play, from the game"

i think that it is the kind of deck which drains the fun out of a game, but oh well....

if i remember the names of these cards i will edit this post


P.S. the cards effects may not be word for word, just as memory serves...
Traumatize/Haunting Echoes
Sounds great, but I tried it- Without a lot of counter/removal/Tutoring it can be difficult. Jace Beleran can be very useful though.

Edit: Proxy Squirrel Deck

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Old 07-27-2009, 07:15 PM   Top  -  End  -  #14
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

Decklist:

U/G Accelereactor
Spoiler


The main win condition here is to use Ocular Halo or Banishing Knack on Gilder Bairn, who you then use to draw a bunch of cards or bounce a bunch of permanents while quickly mounding up the counters on the reactor. You use Fabricate or Long Term Plans to snag one if you didn't draw one and use the counters and the Reality Acid to stall while you set up the ouphe and the reactor. Clockspinning and Energy Chamber both help immensely, since the higher the number of counters on the Reactor when you use the ouphe, the less you have to use it. The high cost of constantly buybacking the Clockspinning or untapping the Bairn is paid for by elvish mana acceleration. If the Reactor somehow doesn't pan out, you can Clone your opponents biggest threat and Sleep his side of the board, swinging for the win.
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Old 07-27-2009, 07:19 PM   Top  -  End  -  #15
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

Quote:
Originally Posted by expirement10K14 View Post
http://store.tcgplayer.com/item.asp?id=27266

How did one survive this long?
Wow...that must have been collecting dust in some attic for well over 10 years. And now it's worth a car.

Quote:
Originally Posted by expirement10K14 View Post
Proxy Squirrel Deck

Is that a multiplayer deck? I'm asking because it's pretty slow now and has no acceleration.
(I still hope that, some day, aggro squirrels will be possible.)
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Old 07-27-2009, 07:22 PM   Top  -  End  -  #16
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Wow...that must have been collecting dust in some attic for well over 10 years. And now it's worth a car.


Is that a multiplayer deck? I'm asking because it's pretty slow now and has no acceleration.
(I still hope that, some day, aggro squirrels will be possible.)
It is a for fun proxy deck I made. Not meant for actual competitive play, just for goofing off.
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Old 07-27-2009, 07:24 PM   Top  -  End  -  #17
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

Yeah, that box of Beta is practically invaluable. It's a miracle that it even still exists to this day and age. On this note, I did see a sealed box of Arabian Nights once. I would have bought it, but you know, MONEY.
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Old 07-27-2009, 07:29 PM   Top  -  End  -  #18
Johnny Blade
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Quote:
Originally Posted by Duos View Post
Spoiler
Well, don't get me wrong, it's a nice deck, but I don't see how you plan to actually survive until you've set your combo up.
I think adding White might be helpful, and a stronger counter suit.

I'd consider the Parallax enchantments. They're pretty good with Doubling Season, and downright silly with Gilder Bairn.
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Old 07-27-2009, 07:41 PM   Top  -  End  -  #19
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

okay. were I to get an 80,000/80,000 mycoloth out would adding coat of arms just be adding insult to injury?
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Old 07-27-2009, 07:53 PM   Top  -  End  -  #20
Johnny Blade
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Originally Posted by Kyuubi View Post
okay. were I to get an 80,000/80,000 mycoloth out would adding coat of arms just be adding insult to injury?
No.
Injury was when you waited ten turns to play a second Mycoloth.
The third one was insult.
The fourth was indignity.
Coat of Arms would be...um...how about invidiousness?

Last edited by Johnny Blade : 07-27-2009 at 07:57 PM. Reason: Bla.
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Old 07-27-2009, 08:36 PM   Top  -  End  -  #21
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

I know I'm kind of new to Magic, but isn't 30 turns a really long time? Aren't most games over by then?
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Old 07-27-2009, 08:47 PM   Top  -  End  -  #22
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Quote:
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Well, don't get me wrong, it's a nice deck, but I don't see how you plan to actually survive until you've set your combo up.
I think adding White might be helpful, and a stronger counter suit.

I'd consider the Parallax enchantments. They're pretty good with Doubling Season, and downright silly with Gilder Bairn.
That's the problem I've been having. I end up chump blocking with my elves, usually.

The Parallax enchantments look pretty good. My problem lies in figuring out what I can safely remove to improve the deck without really endangering my ability to set up and execute the combo. With less available mana, I generally get the Bairn killed or the Reactor removed from the game before I can get twenty counters. With less tutoring, I have trouble getting the peices into play. With less of the combo pieces, the reactor is too slow. I'm really at a loss...

On a tangently related note, I propose we all work together to build a deck, then have one of us run it in the FNM tourny this weekend. It might improve our general pool of knowledge, and collaborative effort produces some fun and surprising stuff, in my past experience. It'll be fun!
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Old 07-27-2009, 08:55 PM   Top  -  End  -  #23
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Quote:
Originally Posted by Johnny Blade View Post
Coat of Arms would be...um...how about invidiousness?
Why use Coat of Arms when you could use Door of Destinies? The Door is a lot less likely to end up killing you. (this goes for the Squirrel deck too)

Quote:
Originally Posted by Duos View Post
Decklist:

U/G Accelereactor
Spoiler


The main win condition here is to use Ocular Halo or Banishing Knack on Gilder Bairn, who you then use to draw a bunch of cards or bounce a bunch of permanents while quickly mounding up the counters on the reactor. You use Fabricate or Long Term Plans to snag one if you didn't draw one and use the counters and the Reality Acid to stall while you set up the ouphe and the reactor. Clockspinning and Energy Chamber both help immensely, since the higher the number of counters on the Reactor when you use the ouphe, the less you have to use it. The high cost of constantly buybacking the Clockspinning or untapping the Bairn is paid for by elvish mana acceleration. If the Reactor somehow doesn't pan out, you can Clone your opponents biggest threat and Sleep his side of the board, swinging for the win.
The best thing you can do for consistency is to bump up the Darksteel Reactor and Gilder Bairns to 4x each.

Also, you may want to consider some creature control artifacts like 1x Ensnaring Bridge, 1x Cumber Stone and maybe even 1x Ward of Bones as alternative Fabricate targets, along with a few more Fabricates.
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Old 07-27-2009, 09:06 PM   Top  -  End  -  #24
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

I have some questions about EDH. Mostly, what about the mechanics of it make it better for "social" gaming than other playtypes?

Also, any good suggestions for a deck featuring Progenitus as the general?
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Old 07-27-2009, 09:15 PM   Top  -  End  -  #25
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Originally Posted by mikeejimbo View Post
I have some questions about EDH. Mostly, what about the mechanics of it make it better for "social" gaming than other playtypes?

Also, any good suggestions for a deck featuring Progenitus as the general?
get lands like mirrodin's core so you can produce any type of mana.

get joiner adept so all lands have tap add one mana of any color to your mana pool.

get fist of suns and you can play him for half

get him in your hand and wait until you're able to discard then cast a spell like beacon of unrest, breath of life ETC.

these work for you?
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Old 07-27-2009, 09:17 PM   Top  -  End  -  #26
Shas aia Toriia
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

Ha! Yes! Someobody else has to handle formatting people's decks into the first post now!

In all seriousness though, I think colour-coding decks in the first post was a huge mistake on my part. It looks pretty terrible. Anybody else agree and think it should be removed?

The reason EDH is popular (in my opinion) is because there aren't any playsets - this means less of a drain on your wallet. If a deck is cheap, it also means you're more likely to build wacky, fun decks. This leads to wacky fun scenarios with reasonably powerful decks.

Although to be fair, I've never seen anyone play EDH outside this thread.
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Old 07-27-2009, 09:29 PM   Top  -  End  -  #27
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Default Re: Magic: The Gathering III - These Planes Are Made For Walkin'

I've heard there is a change in rules and i come to confirm it. I was sketchy with the rule in the first place...so just tell me if its currently allowed to be done.

1st Question: If an opponent attacks with an X/2 (X doesn't matter), and you block with a 1/1 creature, then tap to do an effect, say deal 1 damage to target creature Can you block than tap for a screw you I'm gonna play this one more time before this guy dies?

2nd Question: same situation.. but the requirement is you sacrifice the creature to deal the point of damage. Since its last in first out, you cannot block and take the opponents damage, then deal yours, then sac...it just doesn't work. so what happens to the opponents damage? blocking then sacrificing, the opponents damage goes straight to you right?
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Old 07-27-2009, 09:33 PM   Top  -  End  -  #28
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unless a creature has "target creature blocking X" due to new rules no an effect such as "sacrifice do 1 damage to target creature." would not work. if you play old rules I'm not sure.

Edit.: I don't know if even the first effect works due to new rules since you can't tap after you block I don't think and tapping a creature prevents it from being able to block.

Last edited by Kyuubi : 07-27-2009 at 09:34 PM.
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Old 07-27-2009, 09:33 PM   Top  -  End  -  #29
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1. Yes, that still works, as far as I can understand the question.

2. You can't block, stack damage, then sacrifice for an effect anymore. Notably, if you sacrifice a blocker, you still don't take the damage, since it DID block.
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Old 07-27-2009, 09:56 PM   Top  -  End  -  #30
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Quote:
Originally Posted by Duos View Post
My problem lies in figuring out what I can safely remove to improve the deck without really endangering my ability to set up and execute the combo. With less available mana, I generally get the Bairn killed or the Reactor removed from the game before I can get twenty counters. With less tutoring, I have trouble getting the peices into play. With less of the combo pieces, the reactor is too slow. I'm really at a loss...
Well, I'd remove all creatures but the Gilder Bairns. This is a slow combo, so I'd rate board sweepers higher than fast mana creatures. And Signets are good enough.
Then I'd also cut Clockspinning and Put Away for being too weak, Sleep for not really being a card for dedicated control, and Reality Acid because, well, sorry to say, but I have no idea why you put that into the deck.
Then I'd add some more lands and artifact mana and try to strengthen the control aspects.

Also, more 4-ofs would be good if possible, as Bucky said.

Quote:
On a tangently related note, I propose we all work together to build a deck, then have one of us run it in the FNM tourny this weekend. It might improve our general pool of knowledge, and collaborative effort produces some fun and surprising stuff, in my past experience. It'll be fun!
I suppose you mean a Standard deck?


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Originally Posted by Bucky View Post
Why use Coat of Arms when you could use Door of Destinies? The Door is a lot less likely to end up killing you. (this goes for the Squirrel deck too)
Door of Destinies doesn't work well with token decks, though.


Quote:
Originally Posted by mikeejimbo View Post
I have some questions about EDH. Mostly, what about the mechanics of it make it better for "social" gaming than other playtypes?
Deckbuilding is more fun due to the limitations and while it favors having a large collection, you can get away with a pretty cheap pile of cards if you accept that you won't have the versatility of 3-color decks.
Also, due to the deckbuilding restrictions and the whole 40 life multiplayer thing, you're all but forced to build a deck that has a certain theme built to be supplemented by your general, get to sling around all those crazy spells you never have the chance to in regular play (although EDH shares that with many multiplayer formats), and need to find effective card interactions. So, you pretty much get awarded for style here.
Sure, you can also spend a lot of time building a deck, but it's worth it.

Quote:
Also, any good suggestions for a deck featuring Progenitus as the general?
Uh...are you sure about that? I mean, that's going to be an expensive mana base if you don't have the cards needed and want it to be good, and Progenitus can still get killed by a sweeper, which are quite common in EDH.
Anyway, usually, it's best to go for card synergies, although you can start making decks that just play random good stuff if you play 5 colors, or the right 3 colors - WRG is still better off going for synergies, but UBG can go for whatever and still be very strong.

Anyway, if you're new to EDH, I recommend looking through the legends you have (or all that exist ) and picking one that:
1. you like.
2. has some ability that can lead to a reasonable deck theme.
3. is either two-colored or, if it has to be mono-colored, black, white or blue. Red and Green have some difficulties - Red has no recursion, tutors, enchantment removal and such, and Green can't deal with creatures and tends to have trouble recovering from sweepers as well.
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