Magic: The Gathering,GO TEAM MS!
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hitogoroshi ¯\_(ツ)_/¯
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InflatablePie they / themAccept When They Dothey / them
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I don't think they'll be random, but I think/hope that there won't be 5 set combinations. Like, if you pick Guild A you get Guild B as your ally, but if you pick Guild B as your primary guild, you get Guild C.If you don't know how to lie, then how do you know when you're being lied to?
No snowflake in an avalanche ever feels responsible.now playing:
Even on your own, you are not alone.-
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xRECKONERx GD is my Best Man
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In post 1699, kdowns wrote:Nope... Dragons Maze will be 6 packs of Dragons Maze
you realize this is incorrectgreen shirt thursdays-
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xRECKONERx GD is my Best Man
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kdowns HeGoddammitHe
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GreyICE Fifty Shades
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In post 1686, Sudo_Nym wrote:Why isn't tarmogoyf banned yet? Is it because a 5/6 for two is fair, or because wizards doesn't want to loss of people who spent $300 for a playset?
Tarmogoyf is a fair card.
It's a powerful card, but inherently fair.
It's really hard to make it a 5/6 on turn 3, at least without some SERIOUS nonsense-bad cards in your deck (Turn 1 Careful Study not possible), meaning it's more like a 2/3 or 3/4 for 2, and that's really not too far above power curve.
Later in the game it's obviously a lot better, but later in the game is later.ShowThat which is done out of love always takes place beyond good and evil
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hitogoroshi ¯\_(ツ)_/¯
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read a thing so you can recognize if your opponent is cheating"Don’t buy a dozen eggs if you just want a hardboiled egg. Don’t buy a head of lettuce if you just want a salad. Don’t buy eggs and lettuce if you want egg salad because those are not the right ingredients." -Julius Bloop-
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Thestatusquo He/HimSheaHe/Him
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I can't believe I'm finding myself agreeing with greyice. This is a distinction that people are missing. Fair and powerful. Tarmogoyf and BBE both find themselves in that camp. Just because a card is good doesn't make it broken. Broken has a very specific meaning in the game of magic.
The only argument I can somewhat agree with for a goyf banning has to do with removing a barrier for entry into modern due to cost, but that doesn't really work, since wizards isn't creating the cost. There will always be cards that are expensive in a format of older cards that is played competitively. Getting rid of goyf only would make some other card that much more expensive as the meta shifted around the banning, and, frankly, the fetch lands are a bigger barrier to entry anyway.tout comprendre c'est tout pardonner-
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Fate :HAPPY:
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I'd like some advice on this Gruul deck I'm building.
Concept: I've been playing R/B some and sometimes I look at a hand of 4 spells and 3 lands and go "well shit, its a good spread but I can't do shit with this." I'm leaning toward more creature based decks, and even RDW (besides being too meta for me) has a ton of spells that can clog up your hand.
So I want to run this, it hits fast and early. It needs to be winning by turn 4 and win on turn 5 best case scenario, and has plenty of tools to do so.
4 Experiment One
4 Burning-Tree Emissary
3 Rubblebelt Raiders
3 Ghor-Clan Rampager
4 Lightning Mauler
4 Legion Loyalist
3 Mayor of Avabruck
3 Pit Fight
2 Ground Assault
1 Gruul Charm
2 Domri Rade
3 Wild Beastmaster
4 Stomping Ground
4 Rootbound Crag
6 Mountain
6 Forest
2 Kessig Wolf Run
//Sideboard
SB: 4 Ranger's Guile
SB: 3 Searing Spear
SB: 2 Ground Assaults
SB: 2 Clan Defiance
SB: 1 Pit Fight
SB: 2 Wolfir Silverheart
Now I was wondering if there any obvious inclusions and subtractions from the deck (possible from innistrad block) that I'm missing.
What IDON"Twant to hear is to splash white. I don't want to splash white. It ruins the deck theme into a "Naya" build, gives me mana trouble (as well as making me get an additional 8 shocklands that I don't want), and makes it less consistent. I don't care how could Champion of the parish would love this build I don't want to go tri-colored, nor do I care how insane Boros Charm is (srsly wdf).
Gruul Charm is underrated, but we can discuss that if you really hate it. Its a game winner for me. That+Rubble belt is probably lights out.
I suppose I should through in some Hellriders for my 4 drop instead? I just really like mah raiders.
Ideal Curve:
T1-Experiment 1
T2- Emissary+Mayor/Mauler, etc.
T3: Wild Beastmaster
T4: Raiders (NOPE GET SUPREME VERDICTEDZ)
T5: Legion Loyalist+BLood Rush Beastmaster+Gruul Charm (yeah you can do all 3 for 5 mana baby)=won games?
Ideas?Last edited by Fate on Sat Feb 02, 2013 6:44 am, edited 1 time in total.Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"-
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kdowns HeGoddammitHe
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chamber Cases are scummy
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In post 1709, kdowns wrote:Get rid of one Domri, three is overkill
If hes trying to be aggro that wins on turn 5, 1 is overkill.Taking a break from the site.-
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bv310 Mafia Scum
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Thestatusquo He/HimSheaHe/Him
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Fate :HAPPY:
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Fair enough on Domri
. how about goblin hellraisers it safe to attack with them on Turn 3 because of Legion loyalist and I'm turn for my Raiders come out swingingFate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"-
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Fate :HAPPY:
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as for the high curve the rampages are only for blood rush and the Raiders are what wins me the game. what 2 or 3 drop should I stick to in your opinion Shea to make the deck still affective and a lower curveFate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"-
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Fate :HAPPY:
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Fate :HAPPY:
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Hmmmm
Cut Domri and Silver for... Hellraisers and? Rangers guile? I like its interaction with beastmaster if they try to remove her in response to her trigger, extra damage for allFate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"-
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Fate :HAPPY:
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chamber Cases are scummy
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Nuwen Mafia Scum
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Fate :HAPPY:
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Fate :HAPPY:
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chamber Cases are scummy
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In post 1720, Fate wrote:All negative no suggestions eh chamber
Raiders with hellraisers is a huge threat turn 4 and synergies with my lots of early creatures theme
I don't know how to make the kind of semi-competitive deck you are looking to make. My suggestions would probably involve adding cards like hellrider and Thundermaw Hellkite if you are just looking to make it better. And probably 2 more 1 drops of some natureTaking a break from the site.-
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Fate :HAPPY:
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Hellkite's are 5 mana and too high for the curve I want
Hellriders will probably make it in, but I want to use Raiders more and I can't fit two 4 drops. Also Hellrider RR opens up potential to be color screwed (I dont own any stomping grounds yet)
I just want advice for cards that are good with the strategy I proposed. No "well youre in G/R you have to get Huntmaster trololol and Rancor's and XXX"
Huntmaster is more for midgame he isnt a game winner.
Anyway yeah I need more 1 drops thats what I dont have a great knowledge base of. Throw in wasteland vipers? Stromkirk Nobles? What? Vexing Devils?
What spells should I throw in now that I wont have Domri?
Also I like Domri still because I can't think of any decent 3 drops (Beastmaster is pretty niche and Hellraiser seems good, but thats all besides going something else), but if he's not aggro enough I'll take your word. I just like the "draw more into my creature pool that I need to win+Removal fighting"
I also have zero way to get rid of indestructible stuff, any g/r cards that do that, or is that just going to be my weakness?
I'm thinking Gruul Charms and Ground assaults on the SB to deal with heavy flyers, but other than that the only weakness I can see is Predator Ooze and even that I might be able to ignore for two turns or so?Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"-
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chamber Cases are scummy
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In post 1723, Fate wrote:Hellkite's are 5 mana and too high for the curve I want
Hellriders will probably make it in, but I want to use Raiders more and I can't fit two 4 drops. Also Hellrider RR opens up potential to be color screwed (I dont own any stomping grounds yet)
I just want advice for cards that are good with the strategy I proposed. No "well youre in G/R you have to get Huntmaster trololol and Rancor's and XXX"
Huntmaster is more for midgame he isnt a game winner.
Anyway yeah I need more 1 drops thats what I dont have a great knowledge base of. Throw in wasteland vipers? Stromkirk Nobles? What? Vexing Devils?
What spells should I throw in now that I wont have Domri?
Also I like Domri still because I can't think of any decent 3 drops (Beastmaster is pretty niche and Hellraiser seems good, but thats all besides going something else), but if he's not aggro enough I'll take your word. I just like the "draw more into my creature pool that I need to win+Removal fighting"
I also have zero way to get rid of indestructible stuff, any g/r cards that do that, or is that just going to be my weakness?
I'm thinking Gruul Charms and Ground assaults on the SB to deal with heavy flyers, but other than that the only weakness I can see is Predator Ooze and even that I might be able to ignore for two turns or so?
The 3 mana 2/2 that makes all your dudes attack and gives them haste is probably fine, so is that undying has to be blocked by at least 2 creatures guy. There are a plethora of good red 1 drops right now. crackler and stromkirk are the 2 I'd look at first. Beastmaster isn't good at all but it+ pump seemed like the kind of gimickyness a semi-competative deck was looking for.
5 mana spells aren't too slow when they have haste or immediately effect the board in some other way(silver heart), and also help get past stuff like thragtusk (hellrikite flying over top at that point is important, the fact that it still can win the game when your early game gets murdered for w/e reason is also helpful)Taking a break from the site.
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