Magic: The Gathering,GO TEAM MS!
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Gammagooey Glad Hatter
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it was karaoke night there, it wasn't a pleasant place to stay and drink.
Reck I think the best thing you can do against my deck is take out some one toughness creatures for 2+ creatures. The others I at least have to use a decent burn spell on, but I have so much stuff to kill one toughness creatures (blistershock shaman, forge devils, every burn spell, first strike guys or something with a moderate amount of toughness) that they're not going to be threatening very often.-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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In post 447, InflatablePie wrote:FUCK GAMMA'S DECK
I'm gonna play my Runechanter's Pike giving this creature plus five and - NOPE DESTROY ARTIFACT
I'm gonna miracle Terminus and - NOPE I STILL HAVE BULLSHIT TO PLAY
I'm gonna play my Tyrant of Discord (one turn later than I planned because he destroyed one of my lands) and destroy random shit - NOPE YOU HIT A LAND
then I lost right before I could miracle Blessing of Nature and play two Joint Assaults on my 7/7, which would have dealt 15 damage and won me the game
(╯°□°)╯︵ ┻━┻
huheauheuahea
FLYYYYYYYYING WEREWOLVESSSSSS
also i had like 7 lands and one creature of course you were going to hit a land-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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In post 1117, InflatablePie wrote:came in 4th at a constructed thingy with my Primal Surge + Lab Maniac deck
how
(also used Surge three times, reactions were hilarious... especially playing it at 1 life after a swing for 19 and topdecking a land for mana #10, surge being last card in-hand)
did anyone just kill the lab maniac or did you win every time you got to play it?-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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In post 1468, Fate wrote:I have the most fun in magic playing a deck I created with a theme that I enjoy and making it viable.
This is pretty much what I did with my werewolf deck- I don't really like spending money on magic except for drafts so I just took one of the only big money cards I got from drafting (huntmaster of the fells) and put together a deck that would use its colors, and wound up just slowly making it better when I could find a few cards super cheap that I could throw in that would improve it. It's not very good against other aggressive decks but it's really fun to play and it's still good enough to win a pretty decent amount against the Scumhaus decks.-
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Gammagooey Glad Hatter
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ignore bitches have fun
also a 1G enchantment for delayed get a counter on all your dudes every turn would be super broken, people play cathar's crusade and something that similar for 2 mana would have the shit played out of it with stuff like champion of lambholt or regenerating creatures plus rancor-
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Gammagooey Glad Hatter
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no they're mine
they're all mine-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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didn't splash anything, only match loss was to another gruul deck that got a 5/5 slime+added a counter and killed my pig+used his own pig for bloodrush then brought it back to his hand with something and constantly threatened to win the game with 11 damage if I didn't throw stuff under it game 3, and played an amazing bluff that I fell for game 1 after I mulled to 5 with him at 3 life.
had a pretty damn amazing optimal curve, deck was
1 mana:2 experiment 1s
2 mana:2/1 goblin with 1 mana bloodrush and two signal of the clans to look for other stuff+2 Pits for fighting dudes+madcap skills
3 mana:3/2 bull with 1 mana bloodrush+some thrown in 1/3 evolve dude+slime maker where X is highest power
4 mana:4/4 trample with 2 mana and trample bloodrush+ rubbleback raiders+ +2 5/1s with 3 mana bloodrush+ivy lane denisen i never really used
5 mana:5/4 pig with 3 mana blood rush+4/5 that killed enchantments/artifacts if it was blocked
6 mana:*/* promo where * is number of lands with 3 mana bloodrush+7/6 wurm
8 mana: +9/+9 and trample with 7 mana bloodrush that won me at least 3 games, probably more
+
gruul keyrune+gruul guildgate+9 forests+8 mountains
slime for either 5 off a 5/1 or waiting for a wurm/promo dude was always great, madcap skills on either the 5/1 when they only had one blocker or on an experiment one turn 2 was fantastic, and I just about always had stuff to bloodrush with if I needed, but with so much land I usually just played the creatures except the 9/9 trample bloodrush which I usually used the keyrune to ramp up into.
got 10 packs and generally mediocre rares but a pretty decent amount of gruul stuff+boros stuff for silly commander deck in them so they'll be fun to play with.-
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Gammagooey Glad Hatter
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In post 1635, Fate wrote:Also how the hell did you beat Boros with dat curve?
only boros i played was actually Reck in the first match, first game I got enough dudes out to have him not just kill me, put madcap skills on my land dude that was either 7/7 or 8/8 and swung with everything, then when he blocked it with two squishy dudes I played the +9/+9 trample bloodrush on it. 16 trampling damage pretty stronk.
second game I had experiment one+madcap skills+1/3 evolve guy+5/1 guy and he scooped on my turn 4 since he didn't draw white mana early enough.-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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- Posts: 7630
- Joined: October 24, 2009
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Gammagooey
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Gammagooey
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Gammagooey Glad Hatter
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hmm
isn't blocked isn't nearly as good as when deals combat damage, wanted to kessig wolf run some junk
he'd be pretty good in red-black-blue or in decks with lightning maulers, otherwise hes just another bomb you have to deal with or you lose the game (and probably isn't better than olivia voldaren in most situations)-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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SMAAAAAAAAASH
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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beep boop RAL ZAREK
also two packs for twelfth place
and making people super mad by putting pursuit of flight and madcap skills on a stab wounded wrecking ogre and then mizzium skinning the removal they try to use on it
and winning more with 4-color MADNESS that just throws all the bomb rares and nonsense together than red green blue
IT WAS A GOOD DAY
sleep now bye-
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Gammagooey Glad Hatter
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- Joined: October 24, 2009
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Gammagooey
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Gammagooey
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Gammagooey Glad Hatter
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- Joined: October 24, 2009
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Gammagooey Glad Hatter
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i kinda liked that you could use legendary creatures as the most specific removal spell ever in a mirror match since it generally helps whoever played it second stabilize and made it harder to race mirrors but being able to replace your own legendary is also pretty cool and probably makes more sense.
much cooler is the new sideboard rules which are super cool and make it so theres a chance of actually seeing non 60-card decks (that also aren't battle of wits decks) since you can have an extra card or two as one-ofs for search cards and take out all the cards you don't need for later games.-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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uh no i was Green Blue White play-awesome-five-drops-also-manafixingIn post 3133, xRECKONERx wrote:Yeah that was dumb -- we had a 6 person draft, and we ended up with:
1) RG aggro
2) RW aggro
3) RGW aggro
4) BW enchantments
5) RG aggro
6) BW control
Literally not a single blue player, everyone had a shit ton of blue cards in their sideboard
i didn't actually go into it until pack 2 but two air servants pretty good except against John's like 4 removal spells in one game-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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yeah pretty sure nylea's the worst god
dunno how good erebos is given that you have to pay 2 life and the mana every time you want to draw a card with him so there's a hard limit on the amount of use you can get out of him unless you have lifelink creatures/sphinx's too
purph and thassa are both awesome and then Heliod isn't really good but he's tolerable and making clerics can help defend against dudes without trample until you draw something that can actually win you the game-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Innistrad's the bestttttttttt
I really, really like the clue mechanic giving some mid/late-game card draw to colors that normally would never have any, which'll give more choices and much more interesting choices to late games that would normally turn into *hope i draw a not-land*
Vampire/werewolf tribal is awesome (other tribal stuff like zombies is fine too, just less interesting than madness+flip cards, and playing one of red/green or red/black is pretty much my jam and they both look like they'll be pretty damn good draft decks)
No eldrazi (wastes as a concept was really cool but made drafting kind of wonky with trying to fit a few colorless mana into what would normally be a two-color deck for random eldrazi bonuses)
THE BEST-
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Gammagooey Glad Hatter
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FUCK YEAH just won a 4-3-2-2 mtgo draft against someone who played westvale abbey and nahiri, when the rares I opened were either awful (harness the storm and something else) or I never drew them (the werewolf that gives you cards when they play spells on your turn)
I also may have spent slightly too long thinking and spent the last attack phase mashing where the OK button appears
uncaged fury #1 (Pack guardian kicked ass pretty much every single game too though)
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Gammagooey Glad Hatter
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^I kind of hate the mtgo interface a lot of the time and thought I could probably win the first round and get better prizes than swiss but didn't want to play with all the actually serious people in 8-4 and have one of my minor misplays mean I probably win nothing.
Plus since the player pool in it is generally worse than 8-4, slightly worse prize rates for more fun actually winning and playing against less douchebags seems like an okay tradeoff.-
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Gammagooey Glad Hatter
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if magic dies, it'll die in the same way world of warcraft has 'died' i think- a slow-medium sustained drop in the playerbase that ocassionally spikes back up for expansions that are particularly interesting. honestly it's too big to just flatline, and the professional scene potentially dying out won't actually matter to the tons of casual players who already don't give a shit about it.Natirasha wrote:Wild Guess: Magic will die within the next 7 years unless they massively restructure the whole game from the ground up.
I feel it in my bones.-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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- Joined: October 24, 2009
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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oh man oh man oh man i know rightIn post 7163, Natirasha wrote:I can't wait to lose to Sword of Feast and Famine in Kaladesh Limited
but you know what's even better???
BETTER RANGER'S GUILE
I will put this shit in every green deck I make for the next 2 years I am absolutely serious-
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Gammagooey Glad Hatter
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I played black/white servos and things that make servos awesome (master tinkerer, underhanded designs, the artifact creatures get +1/+1 dude, and aaaangel of invention
Won the first two matches pretty solidly, lost to a chandra/do ysoverign deck where we went to game 3 where I intentionally attacked when I shouldn't have with about 30 seconds left on the clock and then died to the skysoverign played after, and then played another match where I mulligan ed both games and couldn't get my synergies together before getting killed by an aggressive blue deck with 3 of the 4/3 whales and the blue 'bounce everything but this' rare (though I flooded out the 2nd game pretty hard)
Went 2-2 and beat pie at pack wars
So I'm the real winner here-
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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Gammagooey Glad Hatter
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NiceIn post 8105, InflatablePie wrote:dumped some WCs into Historic to grind out gold for draft and went with the classic Izzet Blitz.
and people keep just... not blocking my Kiln Fiends? surprisingly it hasn't gotten old yet.
every time I can hear, "sure I'll take one or two. why block? I mean, what if they have a combat trick?"
I also crafted monoR Storm which is a fantastic pile of nonsense that sometimes wins a game
lots of clicking though
Any ideas that could work for the Strixhaven-only Constructed thing on Arena? My draft decks keep not actually being a "I'm X college" so I feel like I might make a weird aggro red-black deck with a bunch of heated debates/2 drops/+1/+1 counter buff spells-
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Gammagooey Glad Hatter
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Looks like they're changing how werewolves work (at least new werewolves, dunno if old ones will be changed) to sometimes enter on the flipped side with a Day/Night token? https://www.reddit.com/r/magicTCG/comme ... ght_token/
As someone whos first deck was 'red innistrad cards means I can put Cobbled Wings on werewolves and have FLYING WEREWOLVES' this is of great interest to me-
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Gammagooey Glad Hatter
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Any thoughts on the Midnight Hunt archetypes as they're looking so far?
RG werewolves, WG Coven (w/ maybe human synergies), UB Zombies look just straightforwardly good even before most of the commons get released, RU Spells looks neat and I'd want to try it as long as the basic RU common creatures that you need to actually survive don't just get steamrolled by other archetypes (some of those 5ish mana green werewolves are BIIG)
UW looks like they want it to exist but it maybe doesn't? If I opened Teferi or Dennick (Ghost side makes a clue every time a creature card goes into a graveyard) I'd lean towards it. It seems like it'll be tempo-y but I don't see the payoffs so far for going that way aside from rares (and maybe Ominous Roost), but again there's a boatload of commons to still be revealed too tbf. Also I always think UW is slightly boring but if there are enough decent/good fliers in those colors it'll at least partially work.
RW if I open AngelFire Ignition in either of the first two packs I will probably try to force it (or at least splash for it) because that card looks NUTS
and then all of UW/GB/RB all seem like "if you happen to be in both of these colors anyway there's a few extra uncommons/rares you can look for" but nothing really draws me to them (like Rite of Oblivion seems like you can only play it if you're making enough zombie tokens or 1/1 human tokens to justify it, just think about how much better Dire Tactics from Ikoria is than that)-
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Gammagooey Glad Hatter
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ehhhhh like maybe it's ok in Sealed? But I feel like Rite will be the 9th-14th pick for a lot of drafts because people drafting UB zombies and WG Coven will take most of the enablers for it instead of them falling to someone drafting WB, Eaten Alive is just a better version of it at common unless/until you can afford to flash it back later (or there's a non-creature artifact/enchantment you desperately need to remove) b/c they're both sorceries. Plus BW looks like it'll be either aggro or midrange instead of Control-y, and there's a decent chance that using Rite removes a creature you need for your white creatures to get Coven bonuses unless you're playing it lategame.In post 8168, Infinity 324 wrote:it's hard to get a handle on archetypes just looking at the cards for me, i'm gonna see what limited level ups has to say. also i plan on drafting a lot cause i have a lot of gold and gems stockpiled so i'll report my experiences
uw seems pretty nice to me so far. like milling over/discarding some of the disturbed cards seems really nice, and they seem like good cards anyway. and devoted grafkeeper seems really really nice.
don't really agree. it feels to me like there's gonna be a lot of decayed tokens floating around, also flashback is huge and ikoria was a super powerful set anyway. rite seems super good to meIn post 8166, Gammagooey wrote:like Rite of Oblivion seems like you can only play it if you're making enough zombie tokens or 1/1 human tokens to justify it, just think about how much better Dire Tactics from Ikoria is than that
GU good stuff looks better than I thought earlier, do tempo things+draft good cards=win game. RB vamps got a lot of support at common but nothing astounding, it's prob just the typical red black aggro deck where if they stablize above 5-6 life it loses but if they don't have something to decent to play by turn 3 you'll run over them. Morkrut Behemoth and Dreadhound are good finishers if opposing decks are forced to use removal early though.-
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Gammagooey Glad Hatter
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Just finished my pre-release a couple of hours ago, there were a lot of people in WB it seemed. I was leaning RW or WB while opening my first couple packs, but the commons/uncommons weren't there for it so I wound up going Red Black (had two graveyard tresspassers, Florian Voldaren Scion, and a goodish amount of black removal) and splashed white for ANGELFIRE IGNITION w/ 2 plains and an evolving wilds and it was great and I went 3-1.
Played against WB (only loss and he had tonnnss of good shit, Champion of the Perished+Jadar+Liesa with him finding his one copy of Morbid Opportunist early both games and it doing serious work), then RU, WB again, and WG. Also had Wake to Slaughter and Burn Down the House but they really only seemed to matter a ton in the final match against the WG coven player where Burn Down the House pretty much won both games.Last edited by Gammagooey on Sun Sep 19, 2021 11:49 am, edited 1 time in total.-
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Gammagooey Glad Hatter
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