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Magic: The Gathering |OT|

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TheSeks said:
I've never played Archenemy "mode"/gametype. Does DotP 2012 explain it at all? I just unlocked it and there is no tutorial level as far as I can tell for it.

I don't believe the game really explains it, but here is a quick overview:

The game is 3 on 1. The archenemy always plays first. The archenemy begins the game at 40 life where each opposing player has a seperate 20. At the beginning of the archenemy's turn, he sets a scheme in motion. The schemes have effects that assist the archenemy since he is outnumbered. As long as a single player remains when the archenemy is killed, the entire team wins.

Get used to pausing the game to check out the schemes. I've played through the entirety of the archenemy campaign and I'm just now learning what they all do. Also, the scheme cards can differ depending on what deck the archenemy is using. If you have any more questions, let me know.

Edit:

ultron87 said:
What actually triggers a creature with Trample to have it's remaining power go through to the player as damage? Is it destroying the blocking creature or putting out enough damage to kill the blocking creature?

Aka, would a blocking 2/2 creature with "Prevent all damage to this creature" absorb all the damage from something with trample or would it only reduce that damage by 2?

When you are assigning damage, you have to assign "lethal" damage to all blocking creatures before assigning any to the defending player. If I'm not mistaken, you can actually trample over the 2/2 creature in your example. For example:

A 6/6 green creature attacks, a 2/2 with protection from green blocks. You would have to assign 2 damage to the 2/2 blocker, but could still assign 4 to the defending player even though the 2/2 will not die from the damage assigned to it.

I'll go ahead and check out some rulings to make sure.

Edit number two:

I apologize that this is post is getting out of hand, but I researched this ruling. Here is the example that I found:

Example:
A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature's controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker's protection ability. The attacking creature's controller can divide the rest of the damage as he or she chooses between the blocking creature and the defending player.

That is almost exactly what I posted even down to the creature being green. That's kinda freaky, lol.
 
jigglywiggly said:
I wish I'd have done that now. Every time I go to construct a new deck now I keep forgetting to put the filter on, and I'm usually 30 or so cards in before I spot that half of them are gold-bordered.

Anyway, I played a lot over the weekend. I still can't construct for shit, though. It usually takes 4 or 5 heavy defeats and re-tuning sessions before I can start to actually get somewhere, and even then it's usually luck of the draw. I played with a pure red deck for a while before switching to pure green, and then going for a green/black deck that has only ever given me long, drawn-out games that last over an hour.

Some of the opponents had really interesting decks. This one guy was using pure blue, and only played to deplete my library. Made for a really fun game.

But about 75% of my opponents were pure black, and every time I saw them play nothing but Infect cards I wanted to reach through the screen and punch them in the face. Is there any way to remove poison counters from yourself?

Melira wont remove poison counters, but she'll stop you from getting theem.


TheSeks said:
I've never played Archenemy "mode"/gametype. Does DotP 2012 explain it at all? I just unlocked it and there is no tutorial level as far as I can tell for it.

It doesn't explain it all that well, however it became pretty clear to me quickly, it's not that complicated. Just a three on 1 game where the solo player has an extra advantage every turn.


Built a goblin deck, had to do it. It's lame as hell to run goblins but I don't care. Between the chieftans, adaptive automatons, and phyrexian metamorphs, I can either have massive goblins very quickly, or use the metaporphs to copy opponents' fatties while I goblin grenade and firesling my way to victory.
 
Enordash said:
When you are assigning damage, you have to assign "lethal" damage to all blocking creatures before assigning any to the defending player.

To add to this, say your creature has Deathtouch, then it only has to assign 1 damage to the 2/2 since that alone is lethal. This lets you do some interesting things with cards like Lure.
 
An-Det said:
To add to this, say your creature has Deathtouch, then it only has to assign 1 damage to the 2/2 since that alone is lethal. This lets you do some interesting things with cards like Lure.
Wait...how does that combo with trample then? If a 6/6 Trample Deathtouch is blocked by a 4/4, can the 6/6 assign one point of lethal damage and then send the remaining 5 over to the opponent?
 
The_Technomancer said:
Wait...how does that combo with trample then? If a 6/6 Trample Deathtouch is blocked by a 4/4, can the 6/6 assign one point of lethal damage and then send the remaining 5 over to the opponent?

Yeah, I believe that's the case. It only has to deal enough damage to be lethal, and the rest tramples over.

(Not that I'm some rules expert by any stretch of the imagination - anyone please feel free to correct me - but I spent a while reading over 10th ed rules changes last week)
 
siddx said:
Built a goblin deck, had to do it. It's lame as hell to run goblins but I don't care. Between the chieftans, adaptive automatons, and phyrexian metamorphs, I can either have massive goblins very quickly, or use the metaporphs to copy opponents' fatties while I goblin grenade and firesling my way to victory.

I made a gobbie deck this weekend as well. A bunch of one and two drops and some Chancellors of the Forge to really bring up the goblin count. So far, it's been fun to play.
 
Hm yeah, the rule is pretty specific:
702.18b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that's being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that's actually dealt.
 
After getting into the DoTP 2012 I want to get into the table top game.

However, the physical card game is so daunting. Where should I start buying, what sets are allowed which are not? etc etc. I'm sure i can find magic games irl through the power of google.

Many helps on what I need to know etc thanks.
 
Soru said:
After getting into the DoTP 2012 I want to get into the table top game.

However, the physical card game is so daunting. Where should I start buying, what sets are allowed which are not? etc etc. I'm sure i can find magic games irl through the power of google.

Many helps on what I need to know etc thanks.
The currently legal sets that you should buy are Scars of Mirrodin, Mirrodin Besieged, New Phyrexia, and Magic 2012. Technically there are another four that are allowed, but they will become illegal in September so I wouldn't say they're worth investing in right off the bat. For a new player I'd recommend either picking up a Deck Builder's Toolkit, a 2012 Intro Pack or both.

That's if you want to play Standard, which is the most common tournament format. Most hobby-stores run small scale Standard tourneys every week or every other week. You should find out what your local places do, or for an even better experience recruit three or four of your friends into playing and just spend a night a week around the kitchen table.
 
The_Technomancer said:
The currently legal sets that you should buy are Scars of Mirrodin, Mirrodin Besieged, New Phyrexia, and Magic 2012. Technically there are another four that are allowed, but they will become illegal in September so I wouldn't say they're worth investing in right off the bat. For a new player I'd recommend either picking up a Deck Builder's Toolkit, a 2012 Intro Pack or both.

That's if you want to play Standard, which is the most common tournament format. Most hobby-stores run small scale Standard tourneys every week or every other week. You should find out what your local places do, or for an even better experience recruit three or four of your friends into playing and just spend a night a week around the kitchen table.

On that note, is Block Constructed still a popular format?

I always liked it a lot more then Standard because it had a much smaller card pool, so the power level was lower. My current plan for getting properly back into magic is to wait until the next Block starts (dunno what it is, but it comes out Septemberish right?) and then start playing limited and block constructed for that block...
 
siddx said:
Melira wont remove poison counters, but she'll stop you from getting theem.

Oh, that looks ideal. I'll have to keep an eye out for it coming up in any trades.

So how many people on here play MTGO? It'd be nice to play some games at length and get some pointers from you guys.

My tag is pyxl_8. Buddy me up if you fancy it. I know nobody on there at all, so I'll be always willing to play with a friendly face. :)
 
manipulate said:
Yeah, I believe that's the case. It only has to deal enough damage to be lethal, and the rest tramples over.

(Not that I'm some rules expert by any stretch of the imagination - anyone please feel free to correct me - but I spent a while reading over 10th ed rules changes last week)
I'm by no means a rules expert either, and am not about to shuffle through the rules attempting to interpret them. However, for what it's worth, a quick Google search and scans of Magic forums seems to indicate that what you are suggesting is incorrect, and that for trample to work the "lethal damage" must be that in the traditional sense, and not in the deathtouch sense. Intuitively (and I say that despite not being good at the game), that seems logical. But anyhow, the deathtouch ability still plays, but only after combat damage is delved out as normal. So, 5/5 trample/deathtouch attacks and is blocked by a 4/4 and a 2/2. 5 damage is dealt to the 2/4 killing him, with one damage carrying over to the 2/2. Since it has deathtouch, the one damage is lethal. However, the deathtouch ability did not permit dealing one to each creature and three to the player. Either way, both creatures die.
 
Steve Youngblood said:
I'm by no means a rules expert either, and am not about to shuffle through the rules attempting to interpret them. However, for what it's worth, a quick Google search and scans of Magic forums seems to indicate that what you are suggesting is incorrect, and that for trample to work the "lethal damage" must be that in the traditional sense, and not in the deathtouch sense. Intuitively (and I say that despite not being good at the game), that seems logical. But anyhow, the deathtouch ability still plays, but only after combat damage is delved out as normal. So, 5/5 trample/deathtouch attacks and is blocked by a 4/4 and a 2/2. 5 damage is dealt to the 2/4 killing him, with one damage carrying over to the 2/2. Since it has deathtouch, the one damage is lethal. However, the deathtouch ability did not permit dealing one to each creature and three to the player. Either way, both creatures die.

This seems correct since Lethal Damage is defined as:

Lethal Damage
An amount of damage greater than or equal to a creature's toughness. See rules 119.6, 510.1, and 704.5g.
 
ultron87 said:
This seems correct since Lethal Damage is defined as:

Lethal Damage
An amount of damage greater than or equal to a creature's toughness. See rules 119.6, 510.1, and 704.5g.
Yeah, but Deathtouch inherently redefines Lethal Damage to "any amount of damage"
 
Soru said:
After getting into the DoTP 2012 I want to get into the table top game.

However, the physical card game is so daunting. Where should I start buying, what sets are allowed which are not? etc etc. I'm sure i can find magic games irl through the power of google.

Many helps on what I need to know etc thanks.

You can find local places to play through Wizards' Store Locator.

I agree with The_Technomancer that you should buy only from m12 and Scars block, those will still be legal for a full year. I would also recommend trying out by drafting, to give you a start into deckbuilding and tournaments. Local stores often do constructed and draft at points during the week, so hopefully you'll have some options.
 
ultron87 said:
What actually triggers a creature with Trample to have it's remaining power go through to the player as damage? Is it destroying the blocking creature or putting out enough damage to kill the blocking creature?

Aka, would a blocking 2/2 creature with "Prevent all damage to this creature" absorb all the damage from something with trample or would it only reduce that damage by 2?
It would only reduce the damage by 2. Same thing as a creature that is blocking has protection from green and it's a green creature with trample attacking, the trample damage would still go through but the creature would live from receiving no damage but would not block more than its defense.

Edit: Seems I should refresh my page more often. :P
 
The_Technomancer said:
Yeah, but Deathtouch inherently redefines Lethal Damage to "any amount of damage"
But (and I say this with only moderate confidence) that doesn't redefine how it works for the trample ability. I don't know the jargon very well, but it seems that deathtouch resolves at the end of combat? So, instead of saying "I deal one damage and it kills you," at the end of combat, if damage was dealt by a creature with deathtouch, then that creature dies. As it pertains to trample, I don't think specifying one damage instantly kills it.
 
Steve Youngblood said:
But (and I say this with only moderate confidence) that doesn't redefine how it works for the trample ability. I don't know the jargon very well, but it seems that deathtouch resolves at the end of combat? So, instead of saying "I deal one damage and it kills you," at the end of combat, if damage was dealt by a creature with deathtouch, then that creature dies. As it pertains to trample, I don't think specifying one damage instantly kills it.

Doesn't deathtouch resolve the same time other damage resolves? I think it would since 1st strike deathtouch with 1 damage point assigned definitely kills the other creature before they can counter attack. I would think it would be the same for trample since you're dealing the lethal damage and you decide how damage is distributed. I guess you'd have to find the part of the rules for deathtouch to makes sure.

Edit: Ya, death touch just says whenever a creature is dealt damage by death touch destroy it. It seems simultaneously as other damage.
 
Zaraki_Kenpachi said:
Doesn't deathtouch resolve the same time other damage resolves? I think it would since 1st strike deathtouch with 1 damage point assigned definitely kills the other creature before they can counter attack. I would think it would be the same for trample since you're dealing the lethal damage and you decide how damage is distributed. I guess you'd have to find the part of the rules for deathtouch to makes sure.
Yeah, I might be confusing the jargon. Basically, I was just trying to throw out an official sounding phrasing that states that you cannot just specify one damage as lethal and have the rest carry over. For trample to work, the creature still has to deal out damage equal to the creatures (remaining) toughness.
 
Steve Youngblood said:
Yeah, I might be confusing the jargon. Basically, I was just trying to throw out an official sounding phrasing that states that you cannot just specify one damage as lethal and have the rest carry over. For trample to work, the creature still has to deal out damage equal to the creatures (remaining) toughness.

702.2. Deathtouch

702.2a Deathtouch is a static ability.

702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rules 510.1c-d.

702.2c A creature with toughness greater than 0 that's been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.

702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.

702.2f Multiple instances of deathtouch on the same object are redundant.

Examples:

Ya, I think trample said after lethal damage is done and it specifically states that death touch is considered lethal damage so you can.

Should have bought basilisk collars for my wurms earlier. :(
 
From the Magic 2011 FAQ on the WOTC site:
* If an attacking creature with deathtouch and trample becomes blocked, the attacking creature first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. However, since the creature has deathtouch, assigning even 1 damage to a creature is considered to be lethal damage.
Example: Yavimaya Wurm (a 6/4 creature with trample) is equipped with Gorgon Flail (an Equipment that grants the equipped creature +1/+1 and deathtouch). It attacks a player and is blocked by Siege Mastodon (a 3/5 creature). Yavimaya Wurm must assign at least 1 damage to the Mastodon. Its remaining damage may be assigned as its controller chooses between the Mastodon and the defending player. Notably, the Wurm may assign 1 damage to the Mastodon and 6 damage to the defending player. After that damage is dealt to the Mastodon, the Mastodon will be destroyed.
 
Steve Youngblood said:
Yeah, I might be confusing the jargon. Basically, I was just trying to throw out an official sounding phrasing that states that you cannot just specify one damage as lethal and have the rest carry over. For trample to work, the creature still has to deal out damage equal to the creatures (remaining) toughness.

But, that's exactly what Deathtouch does (specify 1 damage as lethal). This is why you can kill three 4/4's with a single 3/3 with deathtouch. In the new rules, you have to assign lethal damage to the first blocker in the assignment order before moving onto the next. In this instance, 1 damage is assigned to the first 4/4, which is considered lethal damage, so now you can move onto the next creature in the assignment order. Doesn't it seem like it should work the same with Trample added?

My thought process is this: a 6/6 deathtouch trample creature attacks, three 4/4s block.
Each 4/4 would be assigned 1 damage and 3 would trample over. Adding trample shouldn't take away the functionality of deathtouch right?

Edit: Super beaten.
 
Oh wow, learning something new all the time. Now I'm thinking since I don't have any death touch equipment, I will make a green/black deck and pump my trample creature with tainted strikes (I think that gives +2/0 and deathtouch.)
 
y2dvd said:
Oh wow, learning something new all the time. Now I'm thinking since I don't have any death touch equipment, I will make a green/black deck and pump my trample creature with tainted strikes (I think that gives +2/0 and deathtouch.)
+1/+0 and infect, not deathtouch.
 
ultron87 said:
From the Magic 2011 FAQ on the WOTC site:
Hmm... well, okay. That really doesn't seem very intuitive to me, but obviously maybe there' something I'm just missing here that doesn't make that combination lamely overpowered. After all, I'm no tournament player. I'm not even that good for that matter.
 
There's no FNM near by where I live. I found some info though, there are usually draft tournaments run on Sundays by some dude and standard piss abouts I believe. I guess thats as good a place to start as any.

Still pretty daunting, i'm a competitive person and even though I would say I'm above average on DoTP 2012 I wouldn't really count that as much as I can predict quite well whats going to happen when I'm playing against certain decks.

Oh fuck.
 
Steve Youngblood said:
Hmm... well, okay. That really doesn't seem very intuitive to me, but obviously maybe there' something I'm just missing here that doesn't make that combination lamely overpowered. After all, I'm no tournament player. I'm not even that good for that matter.
"You want my creature with deathtouch that cost a bit more to cast than the three you have on the field to die? Stack blockers." ^_^
 
Steve Youngblood said:
Hmm... well, okay. That really doesn't seem very intuitive to me, but obviously maybe there' something I'm just missing here that doesn't make that combination lamely overpowered. After all, I'm no tournament player. I'm not even that good for that matter.

Eh, if you're going by that I think glissa a 3/3 first strike deathtouch is more fucked up. First strike with deathtouch is more absurd than trample.
 
Zaraki_Kenpachi said:
Eh, if you're going by that I think glissa a 3/3 first strike deathtouch is more fucked up. First strike with deathtouch is more absurd than trample.
Yeah, but I'm just thinking in terms of, for instance, now play overrun and then attach some other instant buff for 2+ power on that creature. It's an 8+ deathtouch/first strike/trample. The way I understood it before, as the defending player, there would be the decision to either take that, or attempt to soak up some of the damage with one of my bigger creatures if I couldn't spare being dealt all of that directly. With my new understanding, it really doesn't matter. My 1/1 is every bit as effective at stopping this onslaught as my 10/10 (i.e. not at all effective). They both die and only soak up 1 point of damage.
 
Zaraki_Kenpachi said:
Eh, if you're going by that I think glissa a 3/3 first strike deathtouch is more fucked up. First strike with deathtouch is more absurd than trample.

Oh crap I got that card too! But it can't first strike multiple blockers though correct? I would actually prefer trample over first strike for aggro I'd think.
 
I had an old roommate that was unhealthily obsessed with this game. The amount of money he sunk into cards was scary. It's one of the biggest money pits that I know of because he has to have everything.
 
Steve Youngblood said:
Yeah, but I'm just thinking in terms of, for instance, now play overrun and then attach some other instant buff for 2+ power on that creature. It's an 8+ deathtouch/first strike/trample. The way I understood it before, as the defending player, there would be the decision to either take that, or attempt to soak up some of the damage with one of my bigger creatures if I couldn't spare being dealt all of that directly. With my new understanding, it really doesn't matter. My 1/1 is every bit as effective at stopping this onslaught as my 10/10 (i.e. not at all effective). They both die and only soak up 1 point of damage.

Where is that creature getting first strike from though? They both aren't as effective since the 10/10 at least kills that creature so he can't do it again, unlike the 1/1s that let him attack for the same amount the next turn. Besides to get something like that off takes a lot of mana, if you have nothing in your deck to combat that then your deck needs to be improved. Even green has removal now with beast within. Or block with your 10/10 and use withstand death so it only goes through once and your 10/10 lives and his 8/8 dies.

y2dvd said:
Oh crap I got that card too! But it can't first strike multiple blockers though correct? I would actually prefer trample over first strike for aggro I'd think.

Of course it can. It's just damage. You divide up your first strike damage as you see fit amongst blockers if it's attacking. It's the same as normal first strike damage but you only have to assign 1 point since it's deathtouch 1st strike. Remember she's legendary so only one on the field at a time or both copies get exiled. Her and ratchet bomb is really good also.
 
Zaraki_Kenpachi said:
Where is that creature getting first strike from though? They both aren't as effective since the 10/10 at least kills that creature so he can't do it again, unlike the 1/1s that let him attack for the same amount the next turn. Besides to get something like that off takes a lot of mana, if you have nothing in your deck to combat that then your deck needs to be improved. Even green has removal now with beast within.
I was just operating off of the example of Glissa and assuming some sort of green and black deck where buffing that card with trample shouldn't be all that out of the ordinary.

Like I said, though, I really don't know what I'm talking about. I'm more learning than arguing with you at this point.
 
Steve Youngblood said:
I was just operating off of the example of Glissa and assuming some sort of green and black deck where buffing that card with trample shouldn't be all that out of the ordinary.

Like I said, though, I really don't know what I'm talking about. I'm more learning than arguing with you at this point.

Haha, cool that's fine. Like I said it could happen but you also need mana for it but I guess Glissa+ mutagenic growths+ unnatural predation would be pretty ridiculous you would just have to time it correctly.
 
Well isn't the point of Magic that the ridiculous combination of cards in your deck works out better than the ridiculous combination of cards in your opponent's deck?
 
So wait.

If a creature has Deathtouch and is enchanted with Lure attacks, say it's a 4/4 creature, and I have fifteen creatures that all have to block, do they all die, or do only creatures that would have damage assigned to them die?
 
OnPoint said:
So wait.

If a creature has Deathtouch and is enchanted with Lure attacks, say it's a 4/4 creature, and I have fifteen creatures that all have to block, do they all die, or do only creatures that would have damage assigned to them die?

Only those assigned damage. So in your instance 4 of your 15 creatures die bringing you down to 11 creatures. You must assign at least 1 point of damage for deathtouch to take effect. They choose which 4 die though obviously.

Same is true if you attack with say a 0/2 and then try to play a card that says "if opponent was dealt damage this turn" or something like that you couldn't use it since dealing 0 isn't considered dealing damage.
 
Zaraki_Kenpachi said:
Eh, if you're going by that I think glissa a 3/3 first strike deathtouch is more fucked up. First strike with deathtouch is more absurd than trample.

As long as we are talking about absurdity: Trample w/ Double Strike is absurd. Hell, tack on Deathtouch for craziness value.
 
Enordash said:
As long as we are talking about absurdity: Trample w/ Double Strike is absurd. Hell, tack on Deathtouch for craziness value.
Where would you get that going though? Green/White Crusader deck? And Double strike in general is pretty ridiculous, especially with the swords potentially giving you protection.
 
Zaraki_Kenpachi said:
Where would you get that going though? Green/White Crusader deck? And Double strike in general is pretty ridiculous, especially with the swords potentially giving you protection.

If we are just talking in general, you could use Kor Duelist and something like Loxodon Warhammer to get Trample and Double Strike.
 
Enordash said:
If we are just talking in general, you could use Kor Duelist and something like Loxodon Warhammer to get Trample and Double Strike.

Ah, ok. I was only thinking standard since that's like literally all I play. That works though. I wish there was a cheaper legacy to play. So many cool combinations are possible. :(
 
Zaraki_Kenpachi said:
Ah, ok. I was only thinking standard since that's like literally all I play. That works though. I wish there was a cheaper legacy to play. So many cool combinations are possible. :(

I've actually just started to play again. I usually only play Standard as well, but I need to get on learning all of the new cards. I'm going to go ahead and forget about Zendikar block (obviously). I've been thinking about new deck ideas, but my thinking might be a little out of date. Maybe someone can stop me if this sounds like a terrible idea:

I'm thinking about building a U/W control-based deck that uses Shape Anew to bring out Blightsteel Colossus. The colossus will be the only artifact in the deck. I'll use Blade Splicer and Master's Call (maybe more like them) to bring out artifacts that I can Shape Anew (this way, Blightsteel Colossus is the only thing it will find).

It's pretty similar to the Polymorph/Eldrazi deck that was floating around for a while. Any thoughts/words of advice/insults?
 
Finally "won" a draft this past Sunday. Well, technically, I agreed to draw with the other guy who was 3-0 because he had to go to a wedding, but he let me have the first place prize (4 packs, wee). I got a lot of good mid-late picks including Blood Ogre, Shock, Bloodrage Berserker, the 1-drop Goblins that serve as Bloodthirst enablers, Giant Spiders, Sacred Wolf, Hunter's Insight and other goodness that made for a pretty synergistic deck. I didn't get any mythics from my prize packs, but 3 of the 4 rares were pretty decent: Skinshifter, Automaton, and Quicksilver Amulet. Fourth was Reverberate.

I think I prefer drafting M12 over Scars block. Gonna draft as much as I can before Innistrad, which I expect to blow me away.
 
http://www.examiner.com/magic-the-g...ezzeret-agent-of-bolas-machinations-deck-list <---This deck is the shit.

Summon creatures and as you summon more and more they all gain benefits for the most part because Metalcraft only needs 3 artifacts and since the deck is artifact creatures, they apparently count.

Just ran over the first AI after you unlock the deck from Tezzeret in the singleplayer campaign and just stomped over her with Metalcraft flyers.

How awesome is the deck? PeterMooreSoAwesome.jpg
 
Leunam said:
I made a gobbie deck this weekend as well. A bunch of one and two drops and some Chancellors of the Forge to really bring up the goblin count. So far, it's been fun to play.

Goblins are fun, but I find competitive players look at it like they look at Affinity, likes it's a deck for newbs trying to be competitive. Which makes me want to play it more lol.

I went with

4X goblin fireslingers
4X goblin arsonists
4X goblin chieftans
4X goblin guide
4X warren instigators (just found out recently that because it has double strike, it's ability triggers twice, letting you drop two goblins into play if it hits an opponent)
4X Adaptive Automaton
4X Phyrexian Metamorph
3X Spikeshot elder
4X goblin grenade
4X lightning bolt

sideboard
4X shock
4X goblin tunnelers
4X Chancellor of the Forge
3X Goblin Wardriver
1X Red Sun Zenith


It's ridiculously fast. The instigator can fill up the board so quickly, and an arsonists blown up with a goblin grenade is nasty.

I'd like to pick up some older cards like goblin piledrivers to be able to change it into a Legacy deck if need be as well.
 
TheSeks said:
http://www.examiner.com/magic-the-g...ezzeret-agent-of-bolas-machinations-deck-list <---This deck is the shit.

Summon creatures and as you summon more and more they all gain benefits for the most part because Metalcraft only needs 3 artifacts and since the deck is artifact creatures, they apparently count.

Just ran over the first AI after you unlock the deck from Tezzeret in the singleplayer campaign and just stomped over her with Metalcraft flyers.

How awesome is the deck? PeterMooreSoAwesome.jpg

Yup, that was my first deck I ran with until I unlocked everything. Then I went with Sorin's deck (which I also love) and the new blue/green planeswalkers deck (which is also quite fun). Since then I've unlocked all of Jura's deck and all of Nissa's and I'm working on Sarkhans. I hope they let us use Karn's in the first expansion, I'd love to use it.
 
The AI in general makes some pretty boneheaded moves. That said, it's quite impressive that they've managed to make an AI that can play as well as it does. It must have been a bitch to program. I notice it's main issue is it assigns value to specific creatures and therefor will target those creatures over others that might be a bigger threat. So it thinks for instance the grim lavamancer with no cards in my graveyard is a bigger threat than the 3/3 that is hacking it to death and wastes a kill spell on it instead of removing the 3/3 that ends up winning it for me.
 
siddx said:
The AI in general makes some pretty boneheaded moves. That said, it's quite impressive that they've managed to make an AI that can play as well as it does. It must have been a bitch to program. I notice it's main issue is it assigns value to specific creatures and therefor will target those creatures over others that might be a bigger threat. So it thinks for instance the grim lavamancer with no cards in my graveyard is a bigger threat than the 3/3 that is hacking it to death and wastes a kill spell on it instead of removing the 3/3 that ends up winning it for me.

Yeah, it's definitely flawed, but it's not bad. We were talking about this a few days ago, where my friend was playing Archenemy and Garruk was beating him down. One of his allies was Jace, but instead of keeping up Cancel mana free, Jace played some dork, to which Garruk promptly responded with Overrun on his turn. Still, the AI is isnt bad for the most part.
 
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