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Magic: The Gathering |OT|

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Test?
 
I hope vampire starts becoming viable. I want a vampire deck with olivia and stuff but it's just not there. :/

I play a vampire deck! It's not super amazing, but it is still pretty fun, and can hold its own against most decks.

Spells:

2x Go for the Throat
2x Doom Blade
2x Tragic Slip
2x Volt Charge
4x Arc Trail

Creatures:

4x Bloodline Keeper
2x Markov Blademaster
4x Bloodcrazed Neonate
4x Stromkirk Noble
4x Stromkirk Captain
2x Olivia Voldaren
4x Falkenrath Aristocrat

Lands:

4x Blackcleave Cliffs
4x Dragonskull Summit
7x Swamp
9x Mountain

--

Think I need to cut down on the Aristocrats and grab a couple Black Sun's Zeniths, as token decks kinda destroy me. Love playing against white decks though.

With that said, I pretty much have only made a few decks, but never a side board. I really don't know what I should put in to a side board. I think if I made one of my own volition it would just be 15 random cards. Heh.
 
She's not great, but the invuln sac can come in handy, in a rare circumstance.

Also being able to plop down a 4 damage hasted flyer is nice, in a pinch.

Ya, I guess. Just seems underwhelming with the 1 defense. :/

And I'm sure I'm super late to the party but Avacyn is drafted by itself? WTF? When's the last group that was like that.
 
Ugh. I feel like such a moron. I mistook an undying evil in my hand for a tragic slip, so I turn 1 undying evil my opponents birds of paradise.

UGH.

I make so many mistakes :( And I already feel like I play slow :(
 
Ugh. I feel like such a moron. I mistook an undying evil in my hand for a tragic slip, so I turn 1 undying evil my opponents birds of paradise.

UGH.

I make so many mistakes :( And I already feel like I play slow :(

Haha that sucks :(

And yeah clock management is a huge component of MTGO. I play pretty slow in real life so it took a lot of getting used to online.

I remember back during TPF drafts where Sprout Swarm was the bomb in real life, I cringed playing with that card in games just because it took forever to resolve and was a total clock killer.
 
It was MTGO so I just left after I saw "undying" on his birds of paradise. x_x

To be fair, that was probably one of the better cards you could have done it on. a 1/2 flier shouldn't be a problem if it dies. Could definitely be worse.


Haha that sucks :(

And yeah clock management is a huge component of MTGO. I play pretty slow in real life so it took a lot of getting used to online.

I remember back during TPF drafts where Sprout Swarm was the bomb in real life, I cringed playing with that card in games just because it took forever to resolve and was a total clock killer.

I miss the buyback mechanic.
 
Ugh. I feel like such a moron. I mistook an undying evil in my hand for a tragic slip, so I turn 1 undying evil my opponents birds of paradise.

UGH.

I make so many mistakes :( And I already feel like I play slow :(

I tried to attach Avacyn's Mask to an Phantasmal Dragon.
 
Flash and Regenerate give that wolf some interesting possibilities in limited. At worst you have a 3/3 on turn 3. At best you can flash him in to surprise block a creature and regenerate him, then swing in for the win on your turn.

Also like that pinging devil in limited. Gives you something to sink mana into when the game gets deadlocked. I can see it being a nightmare for opponents while they wait for a bomb to appear and break through.
 
Oh, does equipping it make it die cause it's an illusion?

Yup.

So, I tried to make sure my illusion guy that cost 4 mana unkillable by my opponent by killing him myself with the equipment that would make him invincible.

Also, preordered 2 boxes of AVR.
 
Wow some of these new spoilers are pretty swell. And there's been a ton of them today up over at MTGS.

hzPSQl.jpg


Devastating Tide - 3UU
Sorcery
Return all nonland permanents to their owners hands.
Miracle - 1U

So Evaucation gets toned down to sorcery but with the added ability of dealing with artifacts, enchantments and planeswalkers and Miracle too. Very cool card, the massive Upheaval part (lol) of the card actually just makes it worse than Evacuation in most blue decks but it's still pretty powerful.
 
Not being an instant is kind of shitty. It makes it more likely that in the "race to get everything back out" your opponent will have the upper hand. But bouncing everything non land is nice. Really strikes me as a delay tactic that puts off the inevitable though.
 
Not being an instant is kind of shitty. It makes it more likely that in the "race to get everything back out" your opponent will have the upper hand. But bouncing everything non land is nice. Really strikes me as a delay tactic that puts off the inevitable though.

Ya, especially with blue. You're probably not gonna have more land than the other. I feel like you'll usually lose the resulting race.

Edit: O ya, and dies to counter...
 
I honestly don't think this set is going to be very fun to play. There is going to be a lot less strategy and a lot more luck involved in winning/losing a game because of the miracle mechanic.
 
I like a lot of the cards, but I am not pleased with either of the new mechanics. I have similar worries about the impact of miracle on the importance of luck vs. strategy, and soulbond is going to be one huge headache after another.

I hope you're wrong, WW...
 
Not if you play it as a miracle. Like most of the miracles it is potent if you can exploit that, shit if you can't.



pft, fuck that card then

Ah, true. You have a slight headstart on the race... If you get it early enough it's still worthless. I still think it's dangerous if R/G ramp stays around since it'll just out ramp you again.


Drafting this set really won't be fun if the miracle stuff shows up too much.

This too... I hope drafting doesn't suck with it since I should have a job and some money again soon.
 
I honestly don't think this set is going to be very fun to play. There is going to be a lot less strategy and a lot more luck involved in winning/losing a game because of the miracle mechanic.

I promise you will see a lot of shitty players exposed thanks to miracle. Whether it's players playing the card for it's miracle cost when it makes more sense to just put it in your hand and save it, or fucking it up and not triggering it correctly. There is usually at least one mechanic every set that helps me identify the shit players.
 
It's a definite must run, it seems, against token decks.

And I hope I'm wrong about this set being not too fun. It just seems to thick on the lore side, not balanced whatsoever and having topdecking a lucky draw be a core mechanic seems counter to real strategy, outside of sticking 4 of each miracle card of your chose colors in the deck.
 
The balance with miracle cards is the fact you are forced to cast it right then and there to take advantage of it. It may not sound like much but not being able to chose your timing in regards to when you cast these spells is a huge drawback.
 
I can't see running more than 4 miracles - total - in any given deck. Even with 4 the chance you will draw one in your opening hand is too high; in that situation it's dead weight unless you have some way to get it back in your deck.
 
The balance with miracle cards is the fact you are forced to cast it right then and there to take advantage of it. It may not sound like much but not being able to chose your timing in regards to when you cast these spells is a huge drawback.

I think of the ones so far, the most recent one is the only one that seems to have any drawback for not playing it right away.
 
Now I have a weird question... Say you reach time in standard and you have to do the turns thing, if you play the temporal mastery thing, does that count against the turns before the game ends or it's free?
 
I think of the ones so far, the most recent one is the only one that seems to have any drawback for not playing it right away.

The white instant that removes an artifact, creature, or enchantment is another one. Thats the kind of card you hold on to and use on the right target at the right time. Being forced to cast it right away takes away a lot of it's potency (still a good card though).
Bonfire of the damned is a great game ender, hold on to it till you can burn away your opponents enemies and swing in for the kill. But miracle means you would cast it before it's ideal.
I think people will be surprised by how annoying and how much of a drawback having to cast a spell during a specific time can be.

Now I have a weird question... Say you reach time in standard and you have to do the turns thing, if you play the temporal mastery thing, does that count against the turns before the game ends or it's free?

Pretty sure that counts as one of the turns.
 
The white instant that removes an artifact, creature, or enchantment is another one. Thats the kind of card you hold on to and use on the right target at the right time. Being forced to cast it right away takes away a lot of it's potency (still a good card though).
Bonfire of the damned is a great game ender, hold on to it till you can burn away your opponents enemies and swing in for the kill. But miracle means you would cast it before it's ideal.
I think people will be surprised by how annoying and how much of a drawback having to cast a spell during a specific time can be.



Pretty sure that counts as one of the turns.

Alright, that's what I figured but wasn't sure.
 
Yeah, Miracle right away didn't seem as potent to me as some people were making it out to be. I think I said it earlier but it feels a lot like the inverse of kicker Kicker, and it creates the same kind of learning experience for new players. When you're a novice you're almost certainly going to always cost a Miracle as soon as you draw it, but the experienced player will recognize when its better to hold onto a removal spell and play it later at greater expense.
 
Yeah, Miracle right away didn't seem as potent to me as some people were making it out to be. I think I said it earlier but it feels a lot like the inverse of kicker Kicker, and it creates the same kind of learning experience for new players. When you're a novice you're almost certainly going to always cost a Miracle as soon as you draw it, but the experienced player will recognize when its better to hold onto a removal spell and play it later at greater expense.

This is where it really gets interesting, isn't it? Even the most experienced player has seconds to survey the board and choose his timing, or his opponent will know he drew a miracle. Only so much time you can sit there staring at a card, trying to decide if you want to put it in your hand, before you give the game away.

This is why I said earlier that I think bluffing could turn out to be great in this set. I love bluffing.
 
This is where it really gets interesting, isn't it? Even the most experienced player has seconds to survey the board and choose his timing, or his opponent will know he drew a miracle. Only so much time you can sit there staring at a card, trying to decide if you want to put it in your hand, before you give the game away.

This is why I said earlier that I think bluffing could turn out to be great in this set. I love bluffing.

Ya, exactly. More than a second or two and they know it's miracle or why would you keep it separate from your hand and stare at the board.
 
Well I'm always evaluating the board state for "what would I do with a removal spell next turn" anyway, so I don't think there would be too much delay for me...
 
Yeah, I think vets will pick up the habit of checking the board and asking, "if I draw ____, should I play it as a miracle?" before drawing rather quickly.

Still, there will be bluffing.
 
Man, that 1GG wolf doesn't seem too bad. I'm not too concerned about the Flash, but a 3/3 with 1G regenerate for 1GG that can be pumped up by Immerwolf and Mayor's flipside sounds great.

I honestly don't think this set is going to be very fun to play. There is going to be a lot less strategy and a lot more luck involved in winning/losing a game because of the miracle mechanic.

Honestly, I don't think Miracle is going to affect too much (just throwing my personal prediction out there), especially in AVR AVR AVR drafting. It'll definitely create some occasional "HOLY SHIT WTF!!!!" wins, though.

I'm expecting a UR Delver variant that will make use of some of the better Blue and Red Miracle cards, but I don't think it will be too much to write home about.

I really do think that this set will be fun to draft/play in general, because a lot of these individual cards are just really fun in my opinion. Soulbond is going to be a great mechanic in drafting I think, and will create a lot of effective drafting strategies if you can grab the good ones before the rest of your table.
 
This is where it really gets interesting, isn't it? Even the most experienced player has seconds to survey the board and choose his timing, or his opponent will know he drew a miracle. Only so much time you can sit there staring at a card, trying to decide if you want to put it in your hand, before you give the game away.

This is why I said earlier that I think bluffing could turn out to be great in this set. I love bluffing.


So if I do that to every card I draw, then it's a great mind game. I know this is a pretty grey area, but wouldn't that constitute as stalling?
 
Now I have a weird question... Say you reach time in standard and you have to do the turns thing, if you play the temporal mastery thing, does that count against the turns before the game ends or it's free?

It definitely counts as a turn. I've won multiple Vintage matches when I had Time Walk into Snapcaster Time Walk and dealt lethal damage via creatures.
 
So if I do that to every card I draw, then it's a great mind game. I know this is a pretty grey area, but wouldn't that constitute as stalling?

Depends on how long you do it for, I guess? They are going to have to allow for some kind of window for miracle decisions, which means they are going to have to allow for some kind of window for the draw, period.

But I don't know much about DCI/competitive environments, just friendly play, so I'm not sure.
 
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