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Thread: Magic: The Gathering -- Vampires, zombies and werewolves! (Oh My!)

  1. #26
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    Re: Magic thread: No slivers allowed

    You should check out Wort, The Raidmother.

    She's so nuts.

  2. #27
    That Tech Guy chargeo1's Avatar
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    Re: Magic thread: No slivers allowed

    Soo. magic huh?

    ive played this as a child. i have never really played by any of the rule sets, it kinda takes the fun out of it, we play by the general turn rules and everything else but ignore card bans or restrictions (except max of four or whatever it is now of the same card type) and i have a lot of fun playing it with a small group of friends as well. i didnt however have my own deck until a few years ago. i built a green deck as its the main color i like as it runs a lot of mana, and built it only against my friends back deck.

    While this was awesome and fun, not too effective. i have over the years adjusted it to a pretty big deck size and although still green is designed to run any color. I was suprised at how well this worked!!

    also... planeswalkers are fun IMO

    EDIT: before i forget.. green deck with possibility to generate infinite mana (upwelling + doubling cube) along with the ant queen = massive fun of creating endless armies of 2/2 ants in a single turn.
    Last edited by chargeo1; 07-26-2010 at 12:04 PM.

  3. #28
    The Punmaster General mehgamehn's Avatar
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    Re: Magic thread: No slivers allowed

    Quote Originally Posted by chargeo1 View Post
    Soo. magic huh?

    ive played this as a child. i have never really played by any of the rule sets, it kinda takes the fun out of it, we play by the general turn rules and everything else but ignore card bans or restrictions (except max of four or whatever it is now of the same card type) and i have a lot of fun playing it with a small group of friends as well. i didnt however have my own deck until a few years ago. i built a green deck as its the main color i like as it runs a lot of mana, and built it only against my friends back deck.

    While this was awesome and fun, not too effective. i have over the years adjusted it to a pretty big deck size and although still green is designed to run any color. I was suprised at how well this worked!!

    also... planeswalkers are fun IMO

    EDIT: before i forget.. green deck with possibility to generate infinite mana (upwelling + doubling cube) along with the ant queen = massive fun of creating endless armies of 2/2 ants in a single turn.
    Sounds a lot like the Squirrelcraft maneuver.

  4. #29
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    Re: Magic thread: No slivers allowed

    Infinite Mana is fun!

  5. #30
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    oh god the ways to get it...

    the first infinite mana combo I knew of was back in onslaught. but I can't remember how it worked... I think it had something to do with pemmin's aura and the land that untaps elves.

  6. #31
    That Tech Guy chargeo1's Avatar
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    Re: Magic thread: No slivers allowed

    Quote Originally Posted by illisid View Post
    oh god the ways to get it...

    the first infinite mana combo I knew of was back in onslaught. but I can't remember how it worked... I think it had something to do with pemmin's aura and the land that untaps elves.

    so.. fun tip with the unglued cards...

    Upwelling + doubling cube + Mox Lotus.

    you keep doubling your infinite mana, basically you have to start figuring it out using exponents. i think i was at somewhere around a 800 thousand infinitives, or something. now thats easy enough to keep track of, until you deside to use stream of life and turn it all into life gain and you actually have to write all the equations down.. good times... good times.

  7. #32
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    Though with the doubling cube you do need something to untap it. Otherwise you can only double your mana once.

  8. #33
    The Fluffiest Moderator Wesley Foxx's Avatar
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    Re: Magic thread: No slivers allowed

    The classic Voltaic Key.

    God how I hated that thing. :V

    Whenever my brother would generate too much mana and face mana-burn (which apparently they got rid of from the official rules?) he could just tap one to untap another and back-and-forth them infinitely to burn it all off.

  9. #34
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    Re: Magic thread: No slivers allowed

    They killed mana burn, changed a bunch of the terms to be 'battle-y' (remove from game is now Exile etc etc) mostly minor things that changed going to...Alara? or Zendikar?

  10. #35
    The Punmaster General mehgamehn's Avatar
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    Re: Magic thread: No slivers allowed

    What the fuck? They got rid of Mana Burn?

    That's straight up bullshit. You tap too much mana you pay the price.

  11. #36
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    Actually I used to agree with you mehgamehn but playing with it is so much better. The battle terms were unneccesary, I don't know anybody who says "the battlefield" instead of in play, but exile is actually useful just because it's so much shorter than removed from game.

  12. #37
    Mustmayostardayonnaise deathregis's Avatar
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    Re: Magic thread: No slivers allowed

    I've never played EDH, but I'd love to go in with just 33 Swamps, 66 Relentless Rats, and a Marrow-Gnawer.

  13. #38
    That Tech Guy chargeo1's Avatar
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    Re: Magic thread: No slivers allowed

    Quote Originally Posted by illisid View Post
    Though with the doubling cube you do need something to untap it. Otherwise you can only double your mana once.
    not with upwelling.

    upwelling causes the mana pools to not EMPTY. which means all mana stays in your pool even after your turn.

    so once its your turn again you just do it again!

  14. #39
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    Re: Magic thread: No slivers allowed

    They changed a lot of rules...

    Combat damage doesn't use the stack anymore, so Mogg Fanatic is terrible.

    Also, they changed the way ownership works, so Brand is completely fucking useless

  15. #40
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    I was planning a deck around cards like blistering firecat and returning it to my hand after damage was on the stack but now its useless.

    Ah well

  16. #41
    Mustmayostardayonnaise deathregis's Avatar
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    Re: Magic thread: No slivers allowed

    Quote Originally Posted by Leaf View Post
    They changed a lot of rules...

    Combat damage doesn't use the stack anymore, so Mogg Fanatic is terrible.

    Also, they changed the way ownership works, so Brand is completely fucking useless
    Literally the only change to how ownership works is that tokens are owned by whoever controls them when they're created, not whoever created them. It eliminates some Brand shenanigans with Hunted creatures and the like, but I don't know about fucking useless.

  17. #42
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    Re: Magic thread: No slivers allowed

    Quote Originally Posted by deathregis View Post
    Literally the only change to how ownership works is that tokens are owned by whoever controls them when they're created, not whoever created them. It eliminates some Brand shenanigans with Hunted creatures and the like, but I don't know about fucking useless.
    But... Who uses Brand to get their actual creatures back?

    Also, Warp World shenanigans got slightly worse, but it's still fun as hell.

  18. #43
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    The closest any of my friends got to getting anywhere in standard was making a warp world deck. That thing was absolutely nuts.

  19. #44
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    Re: Magic thread: No slivers allowed

    Man, when one card is able to fuck the game up so much...

    It's beautiful...

    Warp World was always the ultimate ramp deck. Awesome.

  20. #45
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    I just... doesn't work anymore. The murderous redcap / seigegang combo is gone, along with mulldrifter, kitchen finks, and farhaven elves. Sure there are alternatives, but none of them are as good. The best you can hope is to warp in multiple ob nix'es and syphon them to death, but you still lack the mass permanent generation in the ramp. Those were good days :'(

  21. #46
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    Re: Magic thread: No slivers allowed

    Right on man...

    I was playing Warp when Fertile Ground and that new one were both in the format. Along with Farhaven Elf... Shit was nuts.

    It can still work if you use Garruk and the green Titan as ramp, but it's not as solid. I like to win via Valakut.

  22. #47
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    That is a damn good idea. Best idea we've had is make it a wall-warp deck. Use the blue wall to return your warp and chain warps, like nucklavee used to be used for. It definitely lacks the permanent generation though.

    If you warp into multiple garruks that's a problem :/

  23. #48
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    Re: Magic thread: No slivers allowed

    Maybe, but you've also Warped into a better board position regardless.

    Also, Warping into a Realm Razor is hawt.

    Especially if you had an active Valakut when you Warped.

  24. #49
    Isaac illisid's Avatar
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    Re: Magic thread: No slivers allowed

    So I have a deck I'm trying to make work. For casual. The thing revolves around Death Baron, and other cards that go well with him and the zombie theme.

    death baron gives all zombies and skeletons deathtouch, which no longer only counts combat damage. With him out, reassembling skeleton can scare off any attacker, since I don't even need to have the mana open to bring him back. Crypt Champion is amazing for reanimating my death baron (it will likely die), and it works well with zombie cannibal as a one drop. Flame fusillade makes all my guys be able to ping for deathtouch with the death baron out, and deathbringer thocktar can wipe the board once he gets a single counter.

    So far, unless I topdeck, it's slow. Ideally, turn 1 zombie cannibal. Turn 2 reassembling skeleton, maybe chump block with it. turn 3 death baron, swing with the cannibal if they have a creature in the graveyard, they would be afraid to block because of deathtouch. Turn 4, assuming they bolted my death baron, crypt champion, both players zombify a creature converted mana cost 3 or less. If my cannibal got through they probably don't have a creature. From there I likely have advantage with a 3/3 double striker deathtouch and a reassembling skeleton alive or in my graveyard, and if not I can flame fusillade or deathbringer thocktar to wipe the board. But if I don't do that I have no other viable options for turn 1 or 2, making this deck slow. Ideas?

  25. #50
    slyfan64's Avatar
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    Re: Magic thread: No slivers allowed

    for casual, Gravespawn sovereign is always fun http://gatherer.wizards.com/Pages/Ca...iverseid=10722

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