Mtg
James_H4xwell
Join Date: 2002-12-25 Member: 11518Members
in Off-Topic
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<b>Lands:</b>
Plains (11)
Islands (12)
Urza's Mine/Power Plant/Tower (2 of each)
<b>White Creatures:</b>
Sheild Dancer
Fountain Watch
Mageta the Lion
Peacekeeper
<b>White Spells:</b>
CoP (1 of each color)
Aura Fracture
Celestial Convergence
Ivory Mask
Spiritual Asylum
<b>Blue Creatures:</b>
Ertai, Wizard Adept
Wandering Eye
Stronghold Biologist
Stronghold Machinist
Fog Bank
<b>Blue Spells:</b>
Counterspell (4)
Rewind (4)
Dismiss (3)
Douse (2)
Time Warp
Quash
Prosperity
Confiscate
<b>Artifacts:</b>
Millstone (2)
Helm Of Obediance
Cursed Totem
Lifeline
The great thing about this deck is, if you get Ivory Mask, Spiritual Asylum, Fountain Watch, and Peacekeeper out at the same time, everything you control is untargetable, and creatures can't attack. You should see the look on someone's face when they realise that they are doomed to a slow millstone death.
My other favorite deck was the exact opposite, a speed red/white deck that often got 1 turn kills a lot because it had 4 Sonic Bursts in it.
10 swamp
8 island
4 tainted isle
4 imagecrafter
4 callous opressor
4 artificial evolution
4 nantuko husk
4 misery charm
4 rotlung reanimator
4 chainer's edict
4 innocent blood
4 chain of vapor
2 shepherd of rot
My favourite combination, as far as I can recall, was Black and Red, since I like to get some powerful creatures in my defence. Blue was a favourite too, because of the amount of irritation you can cause with cheap counter spells ^_^
I always used to get my **** kicked on the PC with a black and red deck when playing against green decks though, because of the Balisk (?) which forces people to block it, and doesn't allow regeneration.
I keep meaning to teach all my friends here at uni (who cares to learn) how to play the game, but unfortunately I havn't gotten around to actually making any decks.
Phasing is not a new abilty. It's been around since Mirage. Personally, I think MTG started going downhill right after Prophecy came out. Invasion was OK, but after that everything just stunk.
BTW, James, I can't see how that's infinite damage, wouldn't you eventually run out of lands to sac to Chain of Vapor?
Ugh, counterspells. I used to love 'em when I first started playing, but then people started ganging up on me and slowly cutting me with weenies. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
My favorite deck types are basically anything other people aren't expecting. For example, I built a really sweet discard deck a while ago, and it was absolutely undefeated in 1v1 duels. Nobody could ever get a strong spell or big creature out because I'd always be cycling their hands into the graveyard. Meanwhile, I'd be very slowly nipping at their life with my fast weenie creatures.
My current deck wins about 90% of the time. It's a creature disabling deck. Any time someone plays a strong creature, I disable it with Cessation or Kirtar's Desire. If attacking creatures are able to deal a lot of damage to me, I nullify their entire attack with Respite or Moment of Silence.
The whole idea of the deck is to disable their side long enough for me to get some heavy hitters out. Once they're out, my army is usually quite capable of crushing anything that happens to be capable of blocking. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
How's this for an infinite damage combo? I designed a whole deck just to do this once, and it worked like a charm. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<b>1 Mogg Maniac</b> -- <b>1/1 Goblin</b> for <b>1R</b>
Whenever Mogg Maniac is dealt damage, it deals an equal amount of damage to target opponent.
<b>1 Furnace of Rath</b> -- <b>Enchantment</b> for <b>1RRR</b>
Double all damage assigned to any creature or player.
<b>2 Nomads en-Kor</b> -- <b>1/1 Soldiers</b> for <b>W</b>
<0>: Redirect 1 damage from Nomads en-Kor to a creature you control.
The idea is simple - any time any damage is dealt to one of the Nomads en-Kor, redirect it all to the other one. The Furnace of Rath will then double that damage. Continue bouncing the full damage between the two and it doubles every time, then dump the whole lot of it on the poor Mogg Maniac. The Mogg Maniac ends up taking an infinite amount of damage, which is all dealt to the player of your choice. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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<b>Serra Avatar</b> -- <b>*/* Avatar</b> for <b>4WWW</b>
Serra Avatar has power and toughness each equal to your life total. When Serra Avatar is put into a graveyard, shuffle Serra Avatar into its owner's library.
<b>Spirit Link</b> -- <b>Enchant Creature</b> for <b>W</b>
Whenever enchanted creature deals damage, you gain that much life.
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Again, another simple concept - Serra Avatar attacks, and its controller's life doubles regardless of whether it's blocked or not. His whole deck was built around the "life gaining" concept, and it actually worked rather well.
My "infinite-damage, sacrificial-goblin" combo listed a few posts up did a fine job of destroying him <b>and</b> the planet he was currently standing on. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[<i>edit1</i>] I hate making grammatical errors
IIRC, phasing temporarily removes a creature from play.
For example, if you have a creature with Phasing which is active during your turn, it'll "phase out" when your turn ends. As far as the rest of the players are concerned, that card is no longer in play. It can't be targetted by spells or abilities, it doesn't benefit from global buffs, and so on.
Once your turn comes around again, the card will "phase in", and is now physically there.
Someone correct me if I'm wrong, because my grasp of Phasing is a little shaky anyways. This is just my interpretation of it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
A friend of mine bought a mint-condition Mox Emerald a few years ago for about $100 CDN. It's been stored in a hard-plastic case and duct taped to his geek box (<i>aka "card box"</i>) since then.
He was curious as to the actual value of the card a few days ago, so me and him went to one of the local card/comic shops. The owner was only in business for a few weeks, and wanted some good power cards to put in his display. He offered him $150 cash <i>immediately</i>, or $185 trade.
Well, here's what he got for it.....
As for my favorite cards, black is my favorite color. All my friends think black is weak but i've made some nearly undefeated black decks. My favorite card though, happens to be blue, Wormfang Manta. Give it some phasing and you get unlimited turns =D Win
Well, he's much more likely to actually <i>use</i> the many cheap cards than he is the single expensive one. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
He ended up getting 14 foil cards and a few <i>really</i> nice rares from the box. The box was only about $160, so he got a Mox Diamond and .... (forgot the other card) ... to make up the rest of the trade value.