My Little Pony: The Gathering Discussion

Post » Tue May 15, 2012 11:49 am

MAGIC:

The Gathering


Some of us may remember this card game from back in the day, but I myself, have began to play again! I'm younger than most; me being only 16, you might think "What does he know about Magic! He's just a kid!"


Well my dad introduced me to Magic when I was in the 6th grade, and I didn't really understand the game; all I knew is I liked the black of all the other colors. Thus, began my families (Bro, Dad, and I) journey into playing magic. We played a lot, and we had a lot of older cards- The older cards with the white strip on the sides, if you remember. Before all the Hybrid cards and such. Well- Our house burnt down when I was in the 7th grade, and we lost all of our Magic Cards. We began buying them again (2008-2009 maybe a little in 2010). I have a lot of the Hybrid Cards; 2http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=146010, along with many other great cards. We bought until we easily had 800 cards, but than cut it back, and haven't bought any since.




Now that I told you a little background story, time to get to the real stuff...


I'm looking to buying some more cards! I have researched (just some dabbling) into the many new cards released since 2010- And I must say, some look promising! Along withrelease of Duel Sided Cards? I am left wondering what this is all about, so if anybody could fill me in that'd be great.


I currently have two decks: A Black/Green and a Red/Blue. I like my Black/Green much better, though I haven't tried my Red/Blue as much.. (I think I should look into fixing it up xD)


So, what are your favorite Cards, Decks(combined colors?) or even tactics? Also, I would like a little more information and help towards what boosters and such I should look into buying.



I hope this picks up and we can begin a nice discussion (and delve into our nerdy sides).

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Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Tue May 15, 2012 10:29 am

Oh I love playing magic and especially I love playing white and green token decks :) and in particular I like being able to produce green tokens such as beasts or saporlings, spirits are what all the fuss is about in current token decks but I find them to be boring as most spirit cards only produce a spirit or two and then they are done but often green tokens can be pumped out repeatedly like http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249397's saporlings who cost 3 green mana a pop or they will produce a whole ton of tokens and often strong ones such as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218051 where the limit of how many tokens you can get is only the limit of the creatures you already have, and let's not forget Garruk who for example in his M12 edition as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220100 can both repeatedly (once a turn but every turn) pop out a 3/3 beast and it's final ability that puts out as many 6/6 tokens as you have lands.

I also like artifact tokens such as the ones created by http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214039 which returns to your hand on your next upkeep after putting it out but produces 5 1/1 flying thopter tokens. And it may all seem very insignificant especially for 6 mana but considering cards such as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249662 and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243217 they become devastating. With just one of each out your 5 * 1/1 flyers turn into 10 * 2/2 flyers with vigilance, who will be quite happy to swing for 20 next round and still be there to block any attacks. And it becomes even more crazy if you have more than one http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249662 out as they each trigger once but they stack on each other so one of the two cards kicks in and I get 10 flyers but then the other card triggers and I get not 10 but 20 instead of the 5 should have gotten.

But that's not all, I also run some http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=217981s in my deck so that for every token I get I get a life, or even two if I have two out, not to mention they make your opponent think twice before putting out his own creatures. And I also run some http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244682 which can easily give me a great card advantage if I have enough mana to put out a few tokens and to draw a card for them as most of my creatures and tokens have less than 2 power with any non token creatures I have mostly being creatures such as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221896 , http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243212 and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221892 who give me great early on mana advantage as well as card advantage if I throw them down with a http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244682 down.

I'm not just done there though. I mentioned http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218051 earlier, but I did not mention that I run http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220139 in my deck and it is not hard for me to have the mana to throw both out at the same time, often I may even tap 4 creatures for the mana to throw my http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220139 and then follow up with tapping my lands for mana so that I can cast http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218051 effectively clearing out my opponents side of the table while replacing my weenie creatures with a lot of 3/3 beast tokens that will often have boosts from http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243217 and even if they can't attack right away I'll often just have to deal with 1 creature on the 2nd turn and with http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233242 in my deck and quite possibly the mana to tap it I'll hit whatever opponent I face even harder. And if my http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=236907 are out as I wipe the board then all the better as I get to draw some cards too.

But I can't just rely on boardwipes for removal so I also run 4 http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234567s in my deck (much to the scorn of my friends who are starting to hate that card) and then there is still room in my deck for a mythic or two and I try to swap those around as needed like I have http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=230787 and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220230 who help me deal with flying opponents as well as generally just being strong cards, then I have http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=241832 who helps me fetch my special lands like http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221923 but mostly http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233242 and 6+ who is both strong on his own but can help buff my multitudes of tokens and my two token themed planeswalkers http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=212241 and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220100, both being very strong cards for my deck that have helped me win many duels.

Now you asked about dual sided cards.

Those can be really fun as they can turn the tide of battle easily if the correct conditions are met. Basically they all start out with one main side that you cast the card out as, and then when a condition is met the card will transform into a different card, typically one that is much stronger. Most of those cards are Werewolves that mostly just change at the beginning of each players upkeep if no spells were cast last turn, but there are also cards with different conditions such as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244740. This card starts out as a pathetically weak artifact equipment that costs a whole 7 mana plus it costs 1 mana to equip it and it only gives the creature +1/+0 so it's really just one extra damage and nothing more. That is until you hit your opponent directly with it at which point it will turn into a 13/13 Demon with Flying, Intimidate and Trample, a creature that is quite overpowered which excuses the high manacost. I myself used to run it in a deck I had that was largely based around getting the card http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220154 on any one of my creatures and then protecting it with http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220261 and buffing it with other equipment and enchantments.

I've had some fun with dual sided cards but I eventually just found them a bit bothersome to play with and they can be pretty unreliable if you're against an opponent that can counter the conditions of your dual sided cards transforming easily. And even then with a lot of dual sided cards being quite powerful on their own they are mostly all subject to removal as are most all cards so I don't like to depend too much on a few strong creatures rather than many small ones (which is why I don't play my http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220154 deck anymore :P).
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x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Tue May 15, 2012 3:58 am

Those can be really fun as they can turn the tide of battle easily if the correct conditions are met. Basically they all start out with one main side that you cast the card out as, and then when a condition is met the card will transform into a different card, typically one that is much stronger. Most of those cards are Werewolves that mostly just change at the beginning of each players upkeep if no spells were cast last turn, but there are also cards with different conditions such as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244740. This card starts out as a pathetically weak artifact equipment that costs a whole 7 mana plus it costs 1 mana to equip it and it only gives the creature +1/+0 so it's really just one extra damage and nothing more. That is until you hit your opponent directly with it at which point it will turn into a 13/13 Demon with Flying, Intimidate and Trample, a creature that is quite overpowered which excuses the high manacost. I myself used to run it in a deck I had that was largely based around getting the card http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220154 on any one of my creatures and then protecting it with http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220261 and buffing it with other equipment and enchantments.

I've had some fun with dual sided cards but I eventually just found them a bit bothersome to play with and they can be pretty unreliable if you're against an opponent that can counter the conditions of your dual sided cards transforming easily. And even then with a lot of dual sided cards being quite powerful on their own they are mostly all subject to removal as are most all cards so I don't like to depend too much on a few strong creatures rather than many small ones (which is why I don't play my http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220154 deck anymore :tongue:).

I see.. Duel Sided Cards seems extremely weird (Like what if you're about to draw it- The opponent could see that you're about to draw that and possibly counter it before you even get it out)
Also, this could generate another problem- What if you don't have enough mana to use the Duel-Sided card? The other player(s) will obviously be able to see this card..

I also am looking forward to playing this with my friends (we have yet to set a date- they all bring their cards to school but I'm not doing this for a few reasons) one being I have a girlfriend... Who thinks its nerdy xD (Oh.. The secrets I must keep.)

I'm probably going to buy some of these new cards in the next week or two, after I work out all the current *problems* in my two decks, I need them to work correctly...


Now, I have another question: Am I, or am I not, Supposed to make a deck that "Smoothly fits together"- Such as having a deck with cards that promotes/helps another certain card? My decks are basically thrown together randomly (mostly making since to my play style of course)

My black deck consists of; http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=122406, http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=2127, http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=3857,http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=129880 and http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=220482. Now, these are all mostly Randomly in there because they kind of all work good (and keep me alive)

Actually, The Doomed Necromancer & Beacon of Unrest work together well; as I only use these two if my http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=146010 dies (or, as I've done before, Sacrificed for having too many cards in my hand, later drawing Doomed Necro, and reviving Doomgape to ultimately win).

Now, my Doomgape eats to heal at the start of my upkeep, so I do that. I don't use him unless I have http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=142036 in my hand, as they work hand in hand for me. I heal with Doomgape at the start of the upkeep, eating whatever has a strong attack (depending on my health). Afterwords, I lay down Torment so the opponent (and myself) can no longer block or gain life, generally my Doomgape and whatever else is out can finish off my opponent and ultimately win the Duel for me- I do use caution before using this tactic, though.

Overall I am pretty proud of my black/green deck. I believe it helps me out very well and I wish I had a better Blue/Red deck :confused:
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Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Tue May 15, 2012 1:32 am

You don't put dual sided cards into your deck if you don't have protecting sleeves for your cards, instead there are stand in cards like http://media.wizards.com/images/magic/tcg/products/isd/g4cc1x3ges_en.jpg?__SQUARESPACE_CACHEVERSION=1314509828071 and for every booster or starting pack where you can get dual sided cards there is at least one of these in it so for every single dual sided card printed there should be a card such as the one I linked for it that you put in your deck. You then draw it and then you can take your dual sided card from outside of the game and put it on the field as you play this card. However with sleeves this issue is removed as you can't see the back of your card and when you need to transform it you just take it out of the sleeve and put it back in (however this is kinda tedious which is one of the reasons I don't play with them so much :P).

As for your own deck I can't tell too much about it but it seems to rely pretty heavily on end game and I can imagine you having troubles in the start unless you have a lot of cheap creatures to go with these. Also most of those are from an older block that had a totally different level of power in comparison to the current ones and it would be hard to determine how well it would work these days. You should try to have your cards compliment each other yes, when I look at the cards I can put in my deck I always try to have them work with as many cards as possible, so that I get an extra boost no matter what I draw and I don't have to rely on being lucky with drawing any one combo I need rather than just having a lot of good combos. I'd say the best way to determine how you need to change your deck to improve it is to play. I myself tend to spend little time theorizing about how I should build my deck to start with but just throw together some concept I have and when I run into troubles I improve upon my deck. Like with my current deck I quickly discovered that I had a problem with flying creatures which is why I have added some recent extra removal and flying creatures in my deck.

I dunno if you should continue playing with your old cards too much if you start playing again but it can be fun, however it will most likely be pretty overpowered. Like look at your Everlasting Torment and this more recent card that is currently legal for standard play. http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Melira,%20Sylvok%20Outcast. As soon as you add those two together you can block with your creatures without them taking any damage and your creatures will wither away your opponents creatures. Whenever Wizard releases a new block they try to keep too overpowered combos from happening as they try to keep the game fun with some powerful combos that still don't go into broken levels. I myself used to run a creature called http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249413 in my deck but it became apparent pretty quickly that the cards given to me in the 2012 set could make it way too easy to buff this 2011 card up to crazy levels. Like just look at my token production along with my http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=217981 and then throw http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249413 into the equation. I kept throwing those two mana cats out and then just watched them grow and grow as my opponents had to decide between using their removal on my ever growing cats or on my other strong cards.

Also some old cards are just broken with the power of current creatures. Creatures now tend to be a lot more powerful for a lot less mana than before but instead we don't have cards like http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221510 that are just blatantly overpowered these days. I've been trying to only play with cards that are currently legal for standard tournaments even in casual games against my friends but sometimes they will bring out those old cards and just totally wipe the board out with them. Like my friend who has a mono black deck likes to spend his two mana on turn two for two http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221510's and the 6 black mana he gets from that he uses to throw out http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=241830, a 6/6 creature with deathtouch that throws out two 2/2 zombie tokens when it comes out and when it attacks, so if I don't block any of it by turn 3 he will do 10 damage to me with the titan + the 2 zombie tokens all the while summoning 2 extra zombie tokens to block anything I could make an attack with and then he can hit for 14 on turn 4 with the titan alone, not that he's not going to use a http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226560 on turn 3 or 4, or spend the mana to throw out more creatures.

Just thinking of the possibilities of some of those older cards makes me shudder. Imagine drawing an opening hand of 4 http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=600, 2 http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221510 and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452. That's 12 mana of any color from the lotuses, spend 2 of them for 6 black mana from the rituals and you've got 16 mana that you can spend 15 of to throw the most overpowered creature in the entirety of Magic: The Gathering out on turn 1.
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Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Mon May 14, 2012 9:10 pm

I see.. Duel Sided Cards seems extremely weird (Like what if you're about to draw it- The opponent could see that you're about to draw that and possibly counter it before you even get it out)
Also, this could generate another problem- What if you don't have enough mana to use the Duel-Sided card? The other player(s) will obviously be able to see this card..

I also am looking forward to playing this with my friends (we have yet to set a date- they all bring their cards to school but I'm not doing this for a few reasons) one being I have a girlfriend... Who thinks its nerdy xD (Oh.. The secrets I must keep.)

I'm probably going to buy some of these new cards in the next week or two, after I work out all the current *problems* in my two decks, I need them to work correctly...


Now, I have another question: Am I, or am I not, Supposed to make a deck that "Smoothly fits together"- Such as having a deck with cards that promotes/helps another certain card? My decks are basically thrown together randomly (mostly making since to my play style of course)

My black deck consists of; http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=122406, http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=2127, http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=3857,http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=129880 and http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=220482. Now, these are all mostly Randomly in there because they kind of all work good (and keep me alive)

Actually, The Doomed Necromancer & Beacon of Unrest work together well; as I only use these two if my http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=146010 dies (or, as I've done before, Sacrificed for having too many cards in my hand, later drawing Doomed Necro, and reviving Doomgape to ultimately win).

Now, my Doomgape eats to heal at the start of my upkeep, so I do that. I don't use him unless I have http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=142036 in my hand, as they work hand in hand for me. I heal with Doomgape at the start of the upkeep, eating whatever has a strong attack (depending on my health). Afterwords, I lay down Torment so the opponent (and myself) can no longer block or gain life, generally my Doomgape and whatever else is out can finish off my opponent and ultimately win the Duel for me- I do use caution before using this tactic, though.

Overall I am pretty proud of my black/green deck. I believe it helps me out very well and I wish I had a better Blue/Red deck :confused:
4 http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Vapor%20Snag&ref=hoverand 4 http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Snapcaster%20Mage&ref=hover will ruin your day. By today's standards those cards aren't all that impressive.

Edit
There are different card formats for different cards. So "Standard" currently consists of Scars of Mirrodin Block, Core 2012, and Innistrad. Innistrad is composed of Innistrad, Dark Ascension, and soon to be Avycyns return. After this we will get Core 2013. I believe all of this will be standard. Then after core 2013 we get the next "block" of cards. We don't have any ideas what this could be. When that new block comes in Scars of Mirrodin block will rotate out of standard.

Extended allows for a few sets back to be used with each other. Then there's other older formats. Legacy allows almost anything to be played barring a banned list.
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Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Tue May 15, 2012 7:25 am

You don't put dual sided cards into your deck if you don't have protecting sleeves for your cards, instead there are stand in cards like http://media.wizards.com/images/magic/tcg/products/isd/g4cc1x3ges_en.jpg?__SQUARESPACE_CACHEVERSION=1314509828071 and for every booster or starting pack where you can get dual sided cards there is at least one of these in it so for every single dual sided card printed there should be a card such as the one I linked for it that you put in your deck. You then draw it and then you can take your dual sided card from outside of the game and put it on the field as you play this card. However with sleeves this issue is removed as you can't see the back of your card and when you need to transform it you just take it out of the sleeve and put it back in (however this is kinda tedious which is one of the reasons I don't play with them so much :tongue:).

Ahhhhhhh... Ok thanks for clarifying this for me. I was a little stuck on how these new cards would work. They seem pretty good (the ones that I looked at, that is). I'm looking forward to finding some of these cards.



As for your own deck I can't tell too much about it but it seems to rely pretty heavily on end game and I can imagine you having troubles in the start unless you have a lot of cheap creatures to go with these. Also most of those are from an older block that had a totally different level of power in comparison to the current ones and it would be hard to determine how well it would work these days. You should try to have your cards compliment each other yes, when I look at the cards I can put in my deck I always try to have them work with as many cards as possible, so that I get an extra boost no matter what I draw and I don't have to rely on being lucky with drawing any one combo I need rather than just having a lot of good combos. I'd say the best way to determine how you need to change your deck to improve it is to play. I myself tend to spend little time theorizing about how I should build my deck to start with but just throw together some concept I have and when I run into troubles I improve upon my deck. Like with my current deck I quickly discovered that I had a problem with flying creatures which is why I have added some recent extra removal and flying creatures in my deck.

I dunno if you should continue playing with your old cards too much if you start playing again but it can be fun, however it will most likely be pretty overpowered. Like look at your Everlasting Torment and this more recent card that is currently legal for standard play. http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Melira,%20Sylvok%20Outcast. As soon as you add those two together you can block with your creatures without them taking any damage and your creatures will wither away your opponents creatures. Whenever Wizard releases a new block they try to keep too overpowered combos from happening as they try to keep the game fun with some powerful combos that still don't go into broken levels. I myself used to run a creature called http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249413 in my deck but it became apparent pretty quickly that the cards given to me in the 2012 set could make it way too easy to buff this 2011 card up to crazy levels. Like just look at my token production along with my http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=217981 and then throw http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249413 into the equation. I kept throwing those two mana cats out and then just watched them grow and grow as my opponents had to decide between using their removal on my ever growing cats or on my other strong cards.

Ahhhh.. Well I am not using ANY 'older' cards in my deck; all my cards are newer-gen versions of older-gen cards like my Pit Lord and Sengir. And you're right, sometimes I don't do to well up until the end, but I do have a good mix of low-mana monsters to where I can protect myself long enough in the game, but my deck is very reliant on Land that's for sure..

My friend did inform me of the whole older card rule where they don't allow older cards (they being my friends AND actual "Tournament" Things. I will continue using my Torment card.. And am definitely looking forward to buying some of the new cards... I'm looking for some "Box" sets, they're like big boxes with a fair amount of boosters inside? I forget what they're called, but I'll be making a stop in my local Card shop next time i'm in town..

I probably will continue using my older cards.. As most of my friends don't generally use my "older" (2008-10) cards, and they are interested in seeing some. I am hoping to clean the floor with them xD...


As to the Dark Ritual thing, I actually do have some of those- Though I took them out of my Deck for fairness and such, but damn that'd be a great opening hand for sure.

EDIT: Are all forms of Dark Ritual banned from the game? Also, can you tell me a few more 'black' cards that are banned from the game (based on a non-local stand point)
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Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Tue May 15, 2012 1:38 am

4 http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Vapor%20Snag&ref=hoverand 4 http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Snapcaster%20Mage&ref=hover will ruin your day. By today's standards those cards aren't all that impressive.

Vapor Snag would ruin anybody's day by the looks of things, and from what I remember 3 or 4 is the max amount of a single card you can have in your deck..

Snapcaster from what I see seems to be pretty rare and I doubt I'll run into any of those from my local friends, but that is a nice card.


And yeah, I know my cards aren't that impressive, which is why I'm looking towards buying some more cards- my cards may not be all that impressive, but they get the job done pretty well
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Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Tue May 15, 2012 6:35 am

Vapor Snag would ruin anybody's day by the looks of things, and from what I remember 3 or 4 is the max amount of a single card you can have in your deck..

Snapcaster from what I see seems to be pretty rare and I doubt I'll run into any of those from my local friends, but that is a nice card.


And yeah, I know my cards aren't that impressive, which is why I'm looking towards buying some more cards- my cards may not be all that impressive, but they get the job done pretty well
Snapcasters aren't too rare, not mythic rarity or anything. I happen to have 8 because of a mix up. I got lucky as hell and found 4 in boosters I opened. Then I thought I lost them a few weeks back or perhaps they were stolen or someone threw them out. SO I bought new ones. Then the old ones turned up. So now I am in possession of 8 of them and down some money. I'll have to hope I can get some good trades or cash for them at my nerd store. :(

Edit
Also these new cards aren't even all that overpowered. Should have seen the Eldrazi block (I wasn't into the game then) looking back at a lot of those cards it looks they were injected with steroids or something. Insane amounts of value on them and strength.

Edit2
http://www.youtube.com/watch?v=B6eUQ5DTqtU trailer, http://www.youtube.com/watch?v=sn-mZusg9tAn trailer, and http://www.youtube.com/watch?feature=player_embedded&v=OyCNSD71iME restored trailer.
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Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Tue May 15, 2012 11:34 am

Snapcasters aren't too rare, not mythic rarity or anything. I happen to have 8 because of a mix up. I got lucky as hell and found 4 in boosters I opened. Then I thought I lost them a few weeks back or perhaps they were stolen or someone threw them out. SO I bought new ones. Then the old ones turned up. So now I am in possession of 8 of them and down some money. I'll have to hope I can get some good trades or cash for them at my nerd store. :(

Edit
Also these new cards aren't even all that overpowered. Should have seen the Eldrazi block (I wasn't into the game then) looking back at a lot of those cards it looks they were injected with steroids or something. Insane amounts of value on them and strength.


Yeah I know the new cards aren't too OP, some look nice, but I still do get a good kick out of my 08-10 cards, I do believe it's time to gather some of these newer cards.

And man, you're lucky to have 8 of those cards. That's a lot of the same card, but damn o.o.

In an hour or so I'll be going over my deck and determine what I should do to fix it.. And i've gotten some good input from you guys...


My dad played back in the day, I just wish we still had the cards.. Not to use, but because he had so many. I'm kind of sad now that they're all gone.

Now,my deck contains the card http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=122413, and I'm wondering if it's worth keeping, and also wondering if the damage goes to the original owner? I hope it does.. I've been using it like that, but it seems like a lot of mana? Idk, I guess it sort of helps later on.
I also found http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=157426 and http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=157406 in my deck, now the Liege definitely helps my black/green deck, and Violet Pall seems to help (dismiss the fact of its high mana cost, that is)
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Ruben Bernal
 
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Post » Tue May 15, 2012 1:16 pm

Also wizards made these trailers, that covers all the sets out or about to be out.
http://www.youtube.com/watch?v=wnxugIyI1dc&feature=relmfu had http://www.youtube.com/watch?v=o7ixdHQj3O4trailers, Mirrodin Besieged didn't get a trailer, and http://www.youtube.com/watch?v=LdDXMG9jvwg. We lost that fight, the Phyrexian's won. Closest thing to a core http://www.youtube.com/watch?v=AvCwPBMNdXM
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Nicholas
 
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Post » Tue May 15, 2012 11:07 am

Also wizards made these trailers, that covers all the sets out or about to be out.
http://www.youtube.com/watch?v=wnxugIyI1dc&feature=relmfu had http://www.youtube.com/watch?v=o7ixdHQj3O4trailers, Mirrodin Besieged didn't get a trailer, and http://www.youtube.com/watch?v=LdDXMG9jvwg. We lost that fight, the Phyrexian's won. Closest thing to a core http://www.youtube.com/watch?v=AvCwPBMNdXM

Wow, this makes me wonder if I should just wait a while then buy some new cards... I don't know, maybe I could buy a little of each
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Ymani Hood
 
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Post » Tue May 15, 2012 12:48 pm

Wow, this makes me wonder if I should just wait a while then buy some new cards... I don't know, maybe I could buy a little of each
The Mirrodin block will be rotating out around the end of the year I do believe. If that at all matters. But they do stop printing the old sets when they're about to go out of rotation. Actually that could be a good thing. The prices on lots of those cards will go down and there will be an abundance of them to buy after it rotates out.
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Matt Bee
 
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Post » Tue May 15, 2012 1:25 am

:( Sad that Mirrodin will be rotating out, I love my Elspeth and I'd hate to have to replace my Thopter Assembly with ugly spirit tokens =.=, really feel like Wizards is forcing me into using spirits, I've already cracked a bit on that by putting http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=230787 in my deck, would rather not put any more spirits in my deck.
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xemmybx
 
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Post » Tue May 15, 2012 1:51 am

I never really got into Magic. I was more a Yu-Gi-Oh kid. Earlier this semester, however, a couple college friends taught me to play and I really enjoy it. Right now when I want to play I just use one of their spare decks, but I may start buying my own cards in the future.
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Shannon Lockwood
 
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Post » Tue May 15, 2012 2:50 am

Magic got ruined for me when tokens became the main gamestyle, there is almost no other ways to beat token decks unless, you are a token deck an anti token deck or wolf run ramp.
Maybe zombies too, but mostly its blotted out all other forms of gameplay and tactics.
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Rik Douglas
 
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Post » Mon May 14, 2012 10:27 pm

Magic got ruined for me when tokens became the main gamestyle, there is almost no other ways to beat token decks unless, you are a token deck an anti token deck or wolf run ramp.
Maybe zombies too, but mostly its blotted out all other forms of gameplay and tactics.
I'm not digging the token spam style of play either. Also I feel like red has been marginalized in this set. It lacks any distinctiveness to it. The other colours are showing traits more in common with other colours. Red is the only one to not adapt or be different. White is playing a faster and stronger style of deck than red could ever hope to match. In other words red's only play style has been usurped by the other colours. White in particular. It's in need of some serious love at the moment because it's on life support.
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Amy Cooper
 
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Post » Mon May 14, 2012 9:15 pm

I still have my cards from about 10 years ago, but I dunno if any of them are considered good anymore.
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Nancy RIP
 
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Post » Tue May 15, 2012 8:48 am

The Mirrodin block will be rotating out around the end of the year I do believe. If that at all matters. But they do stop printing the old sets when they're about to go out of rotation. Actually that could be a good thing. The prices on lots of those cards will go down and there will be an abundance of them to buy after it rotates out.

Good point; I'll probably pick up some of the current cards, THAN buy some of the newer cards.

I never really got into Magic. I was more a Yu-Gi-Oh kid. Earlier this semester, however, a couple college friends taught me to play and I really enjoy it. Right now when I want to play I just use one of their spare decks, but I may start buying my own cards in the future.

I used to play Yu-Gi-Oh too, and I tried getting my dad to play once, but he turned around and had me try Magic- He built me a quick Black/Green deck and it stuck with me, so I'm glad he did this.

Magic got ruined for me when tokens became the main gamestyle, there is almost no other ways to beat token decks unless, you are a token deck an anti token deck or wolf run ramp.
Maybe zombies too, but mostly its blotted out all other forms of gameplay and tactics.
I'm not digging the token spam style of play either. Also I feel like red has been marginalized in this set. It lacks any distinctiveness to it. The other colours are showing traits more in common with other colours. Red is the only one to not adapt or be different. White is playing a faster and stronger style of deck than red could ever hope to match. In other words red's only play style has been usurped by the other colours. White in particular. It's in need of some serious love at the moment because it's on life support.

I don't really like using Tokens all that much either, I mean yeah people will go around using it, but I generally don't use tokens; I might have a few in my deck that I may remove. My dad has a type of White Pegasus Unicorn Token thing.. Meh I forget what it's called now, but it was pretty good.

I still have my cards from about 10 years ago, but I dunno if any of them are considered good anymore.

Certain ones are still considered good, but cards that old generally aren't going to be used in tournaments and such, considering many have been banned... But, even if used, they still might be worth a little bit of money for the art styles and just memories, depending on how they look.


OKAY-

I went and worked on my decks, and I come back with this; I took apart my 2 decks, and made my Black/Green Deck into a Black/Red deck for now. The Green just wasn't doing it for me, but I now only have one useable deck (And hardly enough good cards to make a second, at this time). I went with Red/Black because the Red spells are pretty good, mostly Instants that deal x/x damage and even one that does 2+Wither on a blocking or attacking foe. I still must test this, hoping to get my brother to help test this with me..
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Rik Douglas
 
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Post » Tue May 15, 2012 7:24 am

Magic got ruined for me when tokens became the main gamestyle, there is almost no other ways to beat token decks unless, you are a token deck an anti token deck or wolf run ramp.
Maybe zombies too, but mostly its blotted out all other forms of gameplay and tactics.

There are many ways to defeat token decks. Here are some of the cards that have given me grief personally as someone who runs tokens.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205482: This is a particularly nasty card against tokens as most all tokens have a converted mana cost of 0 unless under some very specific circumstances. So you can throw a http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205482 out on the field for 2 mana and then tap it to destroy every single token your opponent has.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214061: This one will hurt your own creatures but chances are you will have some larger creatures than your token using opponent who will mostly have a lot of weenies unless he or she has already put out some cards to buff their tokens. Blue and black decks love to cast this like there is no tomorrow while keeping next to no creatures out enjoying the low mana cost boardwipe allowing them some extra time to mill you down.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227075: -1/-1 counter on every single creature your opponent has, it speaks for itself when it comes to 1/1 tokens, put more than one of that curse out and you can also lock out 2/2 or even 3/3 tokens (4/4 if you get 4 our of course...) in a deck where your opponent might be short on much larger creatures.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=217981 (and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244252 for black): Granted I myself counter this tactic by having some priests of my own but putting a creature that deals one damage to you for each token you put out will seriously make you consider slowing down your game, I could easily see myself with two http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249662 throwing out a http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214039 only to have my opponent throw out a Suture Priest or a Blood seeker making me deal 20 damage to myself in my next upkeep (to be fair a friend of mine who plays black did this to me once with a Blood Seeker turning a pretty confident win for me into a losing game).

Now I didn't list that many methods but one method is also simply to be very aggressive in the start, some token decks can take a while to start getting a build up, and if they are using enchantments like I am to boost themselves then something as simple as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237015 can become devastating to your play, I'd hate to spend 4 mana on a Parallel lives to see it destroyed with 2 mana.

Anyway token decks can be powerful but they aren't all that unbeatable, there are many creative ways to beat them if you look hard enough.
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CRuzIta LUVz grlz
 
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Post » Tue May 15, 2012 2:46 am

Now I didn't list that many methods but one method is also simply to be very aggressive in the start, some token decks can take a while to start getting a build up, and if they are using enchantments like I am to boost themselves then something as simple as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237015 can become devastating to your play, I'd hate to spend 4 mana on a Parallel lives to see it destroyed with 2 mana.

Anyway token decks can be powerful but they aren't all that unbeatable, there are many creative ways to beat them if you look hard enough.

Very good point.. Tokens do sometimes take a long time to build up, especially since you need a fair amount of tokens which sometimes requires a fair amount of mana.. Plus, there's a fair amount of Blue cards that let you see and destroy your opponents hand/cards in hand, or even destroy top x cards of their deck, which will help cut away chances of effectively using their Tokens..

That reminds me, Blue decks always made me angry.. They always have spells that keep monster perma tapped, or flying, or even just make them have shroud...



I also must say, I just drew my own Magic: The Gathering card... It's named "Slash" after the greatest Guitarist ever, Beast-Guitarist type, 0 mana, 20/20, First-Strike, haste, and flying. Has- Tap; Automatically win the game. Just thought I'd share this with you all :biggrin:
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Benji
 
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Post » Tue May 15, 2012 2:05 am


I also must say, I just drew my own Magic: The Gathering card... It's named "Slash" after the greatest Guitarist ever, Beast-Guitarist type, 0 mana, 20/20, First-Strike, haste, and flying. Has- Tap; Automatically win the game. Just thought I'd share this with you all :biggrin:

I tap 3 islands for http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227225 *yawn*, what was that about blue decks again ?
Spoiler
:P
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Ross
 
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Post » Mon May 14, 2012 9:37 pm

Very good point.. Tokens do sometimes take a long time to build up, especially since you need a fair amount of tokens which sometimes requires a fair amount of mana.. Plus, there's a fair amount of Blue cards that let you see and destroy your opponents hand/cards in hand, or even destroy top x cards of their deck, which will help cut away chances of effectively using their Tokens..

That reminds me, Blue decks always made me angry.. They always have spells that keep monster perma tapped, or flying, or even just make them have shroud...



I also must say, I just drew my own Magic: The Gathering card... It's named "Slash" after the greatest Guitarist ever, Beast-Guitarist type, 0 mana, 20/20, First-Strike, haste, and flying. Has- Tap; Automatically win the game. Just thought I'd share this with you all :biggrin:
You'll hate this http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249875

Edit
Also http://magic.falseblue.com/output/1333251484.png
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Cool Man Sam
 
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Post » Mon May 14, 2012 10:35 pm

There are many ways to defeat token decks. Here are some of the cards that have given me grief personally as someone who runs tokens.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205482: This is a particularly nasty card against tokens as most all tokens have a converted mana cost of 0 unless under some very specific circumstances. So you can throw a http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205482 out on the field for 2 mana and then tap it to destroy every single token your opponent has.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214061: This one will hurt your own creatures but chances are you will have some larger creatures than your token using opponent who will mostly have a lot of weenies unless he or she has already put out some cards to buff their tokens. Blue and black decks love to cast this like there is no tomorrow while keeping next to no creatures out enjoying the low mana cost boardwipe allowing them some extra time to mill you down.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227075: -1/-1 counter on every single creature your opponent has, it speaks for itself when it comes to 1/1 tokens, put more than one of that curse out and you can also lock out 2/2 or even 3/3 tokens (4/4 if you get 4 our of course...) in a deck where your opponent might be short on much larger creatures.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=217981 (and http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244252 for black): Granted I myself counter this tactic by having some priests of my own but putting a creature that deals one damage to you for each token you put out will seriously make you consider slowing down your game, I could easily see myself with two http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249662 throwing out a http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214039 only to have my opponent throw out a Suture Priest or a Blood seeker making me deal 20 damage to myself in my next upkeep (to be fair a friend of mine who plays black did this to me once with a Blood Seeker turning a pretty confident win for me into a losing game).

Now I didn't list that many methods but one method is also simply to be very aggressive in the start, some token decks can take a while to start getting a build up, and if they are using enchantments like I am to boost themselves then something as simple as http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237015 can become devastating to your play, I'd hate to spend 4 mana on a Parallel lives to see it destroyed with 2 mana.

Anyway token decks can be powerful but they aren't all that unbeatable, there are many creative ways to beat them if you look hard enough.
They can just use honor of the pure, and their 1/1 white tokens with flying become 2/2 then that curse of deaths hold will only slog them down to 1/1 and since I'm going black/white I'll have no room for a naturalize to knock out their honor of the pure.
Never mind I can take out their enchantments with another card, its 2 mana 1 colourless 1 white and it destroys enchantments.
And dismember is my friend, I also have curse's of deaths hold, so thanks for the idea my brother won't know what hit him.

Edit again after thinking of it my deck would just become a token counter deck, I've fallen into the mindless masses of anti tokeners.
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Quick Draw III
 
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Post » Mon May 14, 2012 9:56 pm

I tap 3 islands for http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227225 *yawn*, what was that about blue decks again ?
Spoiler
:tongue:

Lmao.. Touche... >_>

You'll hate this http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249875

Edit
Also http://magic.falseblue.com/output/1333251484.png

Ahhhh.. Yes, I hate Blue Decks a lot.. Lol, I really want to make a good Blue deck though... One of these days..

OKAY- I don't really like the April Fools thing with all the ponies and threads name switched to something based on ponies.. BUT whatever I'll get over it :stare: Maybe.

I still haven't tried out my new Black/Red deck, me and my bro will play after we get home from watching Wrath of the Titans, looks like a good movie- we'll see...
Might be able to run into town one of these upcoming days, grab myself (and my bro wants some) some of these new cards.. Just gotta do some research on which of the current "boosters" hold the best Red/Black cards, if you have any opinions I would like to see which ones you all think are good, and ones you think are bad- also if you can, tell me which 'boosters' they come in. Thanks!
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Ludivine Dupuy
 
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Post » Tue May 15, 2012 10:05 am

Core 2012 and Scars of Mirrodin have the best fire cards currently, but it wont be too long until they rotate out. In may we have Avacyn restored which is the final expansion of the Innistrad block. Then two months later in July we have Core 2013. Then some time later around the fall time the new set will be unveiled/launch and then finally core 2012 and the Mirrodin block rotate out of standard. If anyone sees any mistakes feel free to correct me. So all of the "good" fire cards might not return. Or with their favorites gone people will look to the new cards to use. Innistrad has a few good ones, but not nearly as much as Core 2012 and Mirrodin.

Edit
If you want your cards to last for quite some time in a "standard" format. Then I would start with Innistrad and just forget about Mirrodin.
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Kira! :)))
 
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