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Magic: The Gathering |OT|

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Step 1 has to be to drop it down to 60 cards.

Here's what I'd take out:
Fertile Ground - Generally this is a card for decks overflowing with card advantage, replace it with some other green fetcher. Perhaps my personal favourite, Harrow? Rampant growth is another solid choice.

Why is Rampant growth better than Fertile ground? fertile ground gets me any color, and rampant growth would only be one.

Favour of the Overbeing - Simply not powerful enough
Bant Sureblade - What if you get two out? I don't think solid standard weenies like this guy belong in an exalted deck. Get rid of this guy but add two more of the Qasali Pridemage, that card is fantastic.

getting +2/+2 flying vigilance on Bant Sureblade has been one of my most effective combos early on, it's not good enough?

Reborn Hope - Too often a dead card or no better than drawing one of your other cards
I used to use it to bring back Captured Sunlights so I could gain health and cascade down to better cards, but I took those out of the deck to make it smaller. So I guess I should take out 2? They'll still be useful, considering how many multicolor cards I have.

Eldrazi Conscription - Too expensive, unless your meta is casual multiplayer

I'm using Sovereigns of Lost Alara to play it for free, which I get with Demand.

An old card you could look for that fits your flavour nicely is 'Dueling Ground'
A mythic rare 'Rafiq of the Many' or the rare 'Stoic Angel' would be great too.
If you want to win just add some of the great old equipment like Umezawa's Jitte, Skull Clamp or Sword of Fire and Ice.
You really need a bit more removal in your deck, how about some Bant Charms?
Dueling Ground seems good! I considered Rafiq of the Many and Stoic Angel before, maybe I'll look into replacing the 2 Knight of New Alara with one of them x2.
 
ok so i played MTG religiously from unlimited to i think it was urzas legacy (back when they banned the jar deck like days after it was made and become popular) and fast forward to 2003-2004 i got MTGO and did some drafts on and off for about a year and since then i have done base set drafting from time to time but never got back into it and found out we have a local place here that is huge with MTG but i don't want to head over there being a complete annoying noob so i am going to practice this week on MTGO doing drafts and prepare for their FNM and i was wondering if someone could throw some tips my way like what is the new set, what colors/combos i should look into and just general tips and after a few weeks of easing my way back in i will start buying boxes and building real decks

TL;DR - Haven't played magic in forever, easing my way back in the game with MTGO drafting so tips/pointers?
 
I'm surprised I made the wall of shame. :-)

Annoyed my friend this weekend in the same match using two different mechanics. First, he didn't believe that a 6/6 lifelink will always net me 6 life and it doesn't matter how puny his blocker is. Second, he didn't think my Ratchet Bomb with no counters was able to destroy his spirit tokens. No amount of quoting the rulebook was enough for him.
 
I could have, but I knew it was futile when he started talking about how there is the "correct" way and the "right" way to play. We already have house rules for mulligans but I don't want to house rule lifelink like he wants to. The line must be drawn here.

I played lifelink like he wanted but he lost the game anyway. Last time I'll appease him.
 
ok so i played MTG religiously from unlimited to i think it was urzas legacy (back when they banned the jar deck like days after it was made and become popular) and fast forward to 2003-2004 i got MTGO and did some drafts on and off for about a year and since then i have done base set drafting from time to time but never got back into it and found out we have a local place here that is huge with MTG but i don't want to head over there being a complete annoying noob so i am going to practice this week on MTGO doing drafts and prepare for their FNM and i was wondering if someone could throw some tips my way like what is the new set, what colors/combos i should look into and just general tips and after a few weeks of easing my way back in i will start buying boxes and building real decks

TL;DR - Haven't played magic in forever, easing my way back in the game with MTGO drafting so tips/pointers?

Are you going to draft DKA/INN/INN? If so, you need to realize you're throwing money down the toilet unless you're capable of winning ~70-75% of your matches in 8-4 queues (which some pro tour players can't do consistently)

If you don't care about the loss of money, it's not a difficult format to draft. Don't get stuck in red/white (the mana costs are far too prohibitive - your ideal creatures all have WW or RR in the mana cost), if you're going to force a color combination make sure it's green/white, white/blue, or green/red, try not to splash for anything but bombs, prioritize removal.... etc etc etc. Do not pay any attention to draft ranking sites like bestiare, because the people who exclusively draft on those websites due to lack of funds for MTGO are usually horrible at the game.

Also, the faster you learn to read signals the better.

It might be worth your money to pick up a star city games premium account for a month to watch their draft videos for the format.
 
I could have, but I knew it was futile when he started talking about how there is the "correct" way and the "right" way to play. We already have house rules for mulligans but I don't want to house rule lifelink like he wants to. The line must be drawn here.

I played lifelink like he wanted but he lost the game anyway. Last time I'll appease him.

I can't tell you how often I have to correct my old-school magic friends just because they've been playing for years and I have no say just because I'm fairly new. Eff that, if it's an official ruling, we are going to go by it. Plenty of heated arguments but the line must be drawn in order to play the game correctly.
 
Someone must have been high as fuck at wizards when they approved the Jitte.
Make it a two drop? yeah thats sounds good
Don't specify the type of combat damage so it gets counters regardless of what or who it hits? Yeah why not
Make the counters go on the jitte rather than the creature so it can still use it's abilities even if the creature dies? Sounds fair
Print it and go get me a pizza.
 
Someone must have been high as fuck at wizards when they approved the Jitte.
Make it a two drop? yeah thats sounds good
Don't specify the type of combat damage so it gets counters regardless of what or who it hits? Yeah why not
Make the counters go on the jitte rather than the creature so it can still use it's abilities even if the creature dies? Sounds fair
Print it and go get me a pizza.

The -1/-1 ability was always what felt like it really broke it in half.
 
The -1/-1 ability was always what felt like it really broke it in half.

Completely, and you don't get the full scope of how powerful it is until you play both with it and against it. Being able to drop and attach so early is ignorant too.
 
Someone must have been high as fuck at wizards when they approved the Jitte.
Make it a two drop? yeah thats sounds good
Don't specify the type of combat damage so it gets counters regardless of what or who it hits? Yeah why not
Make the counters go on the jitte rather than the creature so it can still use it's abilities even if the creature dies? Sounds fair
Print it and go get me a pizza.

Jitte is probably the biggest single card mistake that Wizards has ever made. Worse than skull clamp. Just absolutely RUINED limited in that set.
 
I could have, but I knew it was futile when he started talking about how there is the "correct" way and the "right" way to play. We already have house rules for mulligans but I don't want to house rule lifelink like he wants to. The line must be drawn here.

I played lifelink like he wanted but he lost the game anyway. Last time I'll appease him.

Sounds like he's a sore loser. There's a huge difference from a mulligan rule and a core part of the game...

Edit: Is there a deck list for the Avacyn event decks? I see a bunch of places have them for preorder but I can't find what's in them anywhere.
 
Sounds like he's a sore loser. There's a huge difference from a mulligan rule and a core part of the game...

Edit: Is there a deck list for the Avacyn event decks? I see a bunch of places have them for preorder but I can't find what's in them anywhere.

I was going to say he sounds like a whiny dickhead but your way was nicer
 
The -1/-1 ability was always what felt like it really broke it in half.

I read an old article that said it was initally going to be "add BB to your mana pool" for the second ability. The way they came to this solution seemed a bit haphazard.

I was going to say he sounds like a whiny dickhead but your way was nicer

It's true, though. Fortunately he only whines this hard when he's losing in a very bad way so it's not that often, but I've already told him that I'm not going to play with more houserules that affect the game this way.
 
I read an old article that said it was initally going to be "add BB to your mana pool" for the second ability. The way they came to this solution seemed a bit haphazard.
LOL.

Oh wow if that made it into print.
 
Are you going to draft DKA/INN/INN? If so, you need to realize you're throwing money down the toilet unless you're capable of winning ~70-75% of your matches in 8-4 queues (which some pro tour players can't do consistently)

If you don't care about the loss of money, it's not a difficult format to draft. Don't get stuck in red/white (the mana costs are far too prohibitive - your ideal creatures all have WW or RR in the mana cost), if you're going to force a color combination make sure it's green/white, white/blue, or green/red, try not to splash for anything but bombs, prioritize removal.... etc etc etc. Do not pay any attention to draft ranking sites like bestiare, because the people who exclusively draft on those websites due to lack of funds for MTGO are usually horrible at the game.

Also, the faster you learn to read signals the better.

It might be worth your money to pick up a star city games premium account for a month to watch their draft videos for the format.
I will probably draft whatever the current base set is, M11? M12? i will most likely do 2-3 of those to get the gears turning you know? when i used to play MTGO i would win or place 2nd most drafts and the base sets usually stay the same.

What about sealed deck tournaments? i haven't played a sealed deck tournament since oh god like tempest or stronghold.. i would love to do one of those and i can throw around $50-100 this week on drafting to re-familiarize myself with the game/mechanics and get myself comfortable with the game again but i don't JUST want to play whatever the current base/core set because that gets boring.

Also any tips on the creature/spell/mana ratio? what's the base line these days?
 
I will never get tired of winning a game with a kicked Rite of Replication on the opponent's best creature that they finally managed to get past all your counterspells.
 
Jitte is probably the biggest single card mistake that Wizards has ever made. Worse than skull clamp. Just absolutely RUINED limited in that set.


Time Spiral, Memory Jar (the only card ever banned in Standard before the set was even released to the public), Jace the Mind Sculptor, and Stoneforge Mystic would like to have a word.

Jitte was only dominating in a creature-on-creature match. It sucked in control decks, and it wasn't that great against control decks. Overpowered, yes, but not awfully so
 
I'm not surprised I made the wall of shame. Nice to see the thread has done well since we started in those first days.

Has anyone purchased from the tcgplayer thing where people can list and you buy them? Do you have anyone help you if they don't come/are in bad shape?

Like this:

http://store.tcgplayer.com/product.aspx?id=58181&partner=MAGCINFO

I'm pretty sure I've bought a few things from that, including at least one of my Grim Tutors. All my stuff came in fine though, not sure who to contact if things dont.

Time Spiral, Memory Jar (the only card ever banned in Standard before the set was even released to the public), Jace the Mind Sculptor, and Stoneforge Mystic would like to have a word.

Jitte was only dominating in a creature-on-creature match. It sucked in control decks, and it wasn't that great against control decks. Overpowered, yes, but not awfully so

Agreed, Jitte broke Kamagawa block stuff and limited, and has certainly had an impact elsewhere, but stuff like Jace and Stoneforge in recent memory broke Type 2 and required banning in Ext/Mod, and is still heavily played in Type 1 and 1.5. And they aren't called Black Summer and Combo Winter for nothing.
 
I will never get tired of winning a game with a kicked Rite of Replication on the opponent's best creature that they finally managed to get past all your counterspells.

I did this to my friend not too long ago. He plops out a Blightsteel colossus and was all "what do you got to beat that?"

I said how about 5 Blightsteel colossus's. He scooped.
 
I did this to my friend not too long ago. He plops out a Blightsteel colossus and was all "what do you got to beat that?"

I said how about 5 Blightsteel colossus's. He scooped.

My favorite Rite moment so far was using it in my artifact EDH deck on a Filigree Angel and realizing that they all see each other as they come into play.
 
Time Spiral, Memory Jar (the only card ever banned in Standard before the set was even released to the public), Jace the Mind Sculptor, and Stoneforge Mystic would like to have a word.

Jitte was only dominating in a creature-on-creature match. It sucked in control decks, and it wasn't that great against control decks. Overpowered, yes, but not awfully so

I say this as someone who prefers limited. You almost couldn't lose if you picked Jitte in draft. If we are talking constructed blunders, Affinity as a deck is easily the worst. If artifact lands hadn't been printed, that deck probably would have been fine. But instead, it completely destroyed the format and drove many away from the game.

I also hate mythics as a concept because they drive up prices for constructed decks and make competitive Magic more inaccessible. I also hate the reserved list while we are at it. I want to play eternal formats but I dont want to fork over money for amazingly expensive cards. Reprint this shit damnit.
 
I had a pretty good M12 Sorin ultimate moment today. I had Sheoldred out. Ulimated Sorin on my opponent, sacked his 13/13 champion of the parish and then threw his remaining creatures at my deathtouch defenders.

*feels good man*

Fifteen each, plus an additional twelve or so from the artifacts I had out...in grand total somewhere around 162 life

Oh geez, that's right. God damn.

My biggest life total was sticking this baby on a flyer with lifelink.

Image.ashx


This was before we started looking up rulings on Gatherer, so the +1/+1 wasn't till end of turn. I think I had over 250 HP by the end of the game (it was like a 6 player FFA).
 
I say this as someone who prefers limited. You almost couldn't lose if you picked Jitte in draft. If we are talking constructed blunders, Affinity as a deck is easily the worst. If artifact lands hadn't been printed, that deck probably would have been fine. But instead, it completely destroyed the format and drove many away from the game.

Oh god affinity.

There's one of my friend whose very first deck when we got back into MTG (when most of us bought a Alara Theme Pack to get back into it) who borrowed a tournament-level Affinity deck from his friend.

We didn't play with him for long.
 
There are definitely more broken cards out there, Tolarian Academy for instance. Tinker can be incredibly broken in the right hands.
But there is something extremely aggravating about being beaten down by a jitte. Almost as bad as getting locked down my jace the fun ruiner.

Affinity is indeed nasty, I have an affinity deck minus ravagers and even that is brutal. Just too many things an opponent has to deal with. I manage to play my entire opening hand quite often, today I had a frogmite, ornithopter, 2 baubles, land, mox opal, and myr enforcer come out first turn, second turn after popping the baubles I had another thopter, a second land, and a cranial plating, played the plating, equipped, swung for 14 turn 2.
 
I will probably draft whatever the current base set is, M11? M12? i will most likely do 2-3 of those to get the gears turning you know? when i used to play MTGO i would win or place 2nd most drafts and the base sets usually stay the same.

What about sealed deck tournaments? i haven't played a sealed deck tournament since oh god like tempest or stronghold.. i would love to do one of those and i can throw around $50-100 this week on drafting to re-familiarize myself with the game/mechanics and get myself comfortable with the game again but i don't JUST want to play whatever the current base/core set because that gets boring.

Also any tips on the creature/spell/mana ratio? what's the base line these days?

Creatures... It's dependent on what you draft. Most people draft archtypes nowadays, and it's not as simple as "draft an efficient deck with tons of beaters and fliers". Lands, you can't really go wrong with 16-18. 16 if your curve tops at 4-5, 17 if it tops at 5, and 18 if you have a large number of 6-drops.

The 4-pack sealed tournaments are a fairly good deal in terms of prize support, but they aren't really indicative of the real sealed format... which is very expensive.
 
What the fuck were they thinking with Jace anyway? Free brainstorm every turn?

Plus there were fetch lands in the format, which makes that even more insane. I love some of the things Rosewater has done for Magic since he became head designer but that was just idiotic. I have to imagine the entire design team was drunk/high the day Jace got final approval.
 
I still think they know what they're doing with the OP cards. They get them to hype up pack sales, when they start to affect tournament attendance, then ban them.
 
Plus there were fetch lands in the format, which makes that even more insane. I love some of the things Rosewater has done for Magic since he became head designer but that was just idiotic. I have to imagine the entire design team was drunk/high the day Jace got final approval.

It's not even designing it, it's the fact that they always say they extensively play test the cards before they finalize it. They really didn't notice anything while play testing him at all? They just seem so full of shit when they ban stuff now and it seems like it's entirely on purpose.
I still think they know what they're doing with the OP cards. They get them to hype up pack sales, when they start to affect tournament attendance, then ban them.

That how it seems to me.

Edit: Same thing with snap caster mage, they didn't see any problem with his ability but recently they cried about what a huge mistake they made... I can't see how they can be this ignorant.
 
Why is Rampant growth better than Fertile ground? fertile ground gets me any color, and rampant growth would only be one.
Yeah as mentioned it 'thins' your deck, is less vulnerable to destruction and is about as easy to use as fertile ground since you don't have to create a green mana at the same time. Also a good place to generate a little card advantage if you wanted to try something like 'cultivate'.

getting +2/+2 flying vigilance on Bant Sureblade has been one of my most effective combos early on, it's not good enough?


Yeah that's a good deck too but it's a different deck. You'd get rid of basically everything that costs more than 4 if you wanted to do that. It's no good just getting them to 10 life.

I used to use it to bring back Captured Sunlights so I could gain health and cascade down to better cards, but I took those out of the deck to make it smaller. So I guess I should take out 2? They'll still be useful, considering how many multicolor cards I have.
The problem with that plan is you're basically adding 6 mana captured sunlights to your deck. Which is then in turn basically a 6 mana 3 drop. Decks that can use graveyard recovery either dump their deck in the graveyard or have one or two key cards.
I'm using Sovereigns of Lost Alara to play it for free, which I get with Demand.
Ok fair enough, in that case bump the sovereigns to 2 or 3 and cut the Eldrazi Conscription to 1.
 
What the fuck were they thinking with Jace anyway? Free brainstorm every turn?


That wasn't even the worst part of it. It's the Fateseal every turn that really makes it awful.

Oh and there's the instant-win-the-game built in, but really that doesn't even matter a lot of the time.

Hell, the whole thing was just bad news from the get go. It probably should have cost like 7 mana with all those abilities.
 
What the fuck were they thinking with Jace anyway? Free brainstorm every turn?

Jace TMS is so ridiculous. Not only does he have four abilities, but all four abilities are so good. He defends himself, he screws your opponent over, and creates massive card advantage. The ultimate is just gravy, really. If it ever got to the point where you can use it, chances are your opponent is screwed anyway.
 
My favorite Rite moment so far was using it in my artifact EDH deck on a Filigree Angel and realizing that they all see each other as they come into play.
I don't think this works. Whenever a card refers to itself by name it usually means "this card" instead of "all cards with the same name as this card". It would have to say something like "Whenever a card named Filigree Angel comes into play under your control" in order to get those triggers.
 
I don't think this works. Whenever a card refers to itself by name it usually means "this card" instead of "all cards with the same name as this card". It would have to say something like "Whenever a card named Filigree Angel comes into play under your control" in order to get those triggers.
I make five token copies. The tokens check for artifacts I control for their count and count each other, thus each token is gaining me a minimum of fifteen life (four other copies plus the original)
 
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