I Finally Got Some Cards
Quaunaut
The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
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in Off-Topic
<div class="IPBDescription">A lot. (for Magic: The Gathering)</div> Well, I got 1 Magic starter set (MTG: Core Game[?]), a Black and Green Scourge(expert level) deck[Max Attax Deck], and 2 tournement Mirrodin decks. I'm opening them now(as I type), and here are my cards(this doesn't include what was in the 'core game' starter decks, including the advanced booster pack)
Heres what I have-
1 Elvish Champion(from the core deck, only card from their I'm listing)
-Mirrodin Tournement Pack 1-
1 (Foil) Swamp Land
6 Mountain Land
5 Forest Land
6 Plains Land
7 Island Land
5 Swamp Land
1 Molder Slug Creature
1 Myr Incubator Artifact
1 Mind's Eye Artifact
1 Leonin Bladetrap Artifact
1 Tel-Jilad Stylus Artifact
1 Forge Armor Instant
1 Bloodscent Instant
1 Sun Droplet Artifact
1 Viridian Shaman Creature
1 Shrapnel Blast Instant
1 Heartwood Shard Artifact
1 Talisman of Dominance Artifact
1 Talisman of Unity Artifact
1 Turn to Dust Instant
1 Vorrac Battlehorns Artifact
1 Chimney Imp Creature
1 Necrogen Spellbomb Artifact
1 Loxodon Mender
1 Molten Rain Sorcery
1 Frogmite Artifact Creature
1 Hematite Golem
1 Spikeshot Goblin Creature
1 Pewter Golem Artifact Creature
1 Inertia Bubble Enchant Artifact
1 Elf Replica Artifact Creature
1 Tel-Jilad Chosen Creature
1 Consume Spirit Sorcery
1 Electrostatic Bolt Instant
1 Silver Myr Artifact Creature
1 Pyrite Spellbomb Artifact
1 Vault of Whispers Artifact Land
1 Annul Instant
1 Nim Replica Artifact Creature
1 Leaden Myr Artifact Creature
1 Deconstruct Sorcery
1 Scale of Chiss-Goria Artifact
1 Journey of Discovery Sorcery
1 Sunbeam Spellbomb Artifact
1 Nim Lasher Creature
1 Leonin Den-Guard Creature
1 Lifespark Spellbomb Artifact
1 Fists of the Anvil Instant
1 Wanderguard Sentry Creature
1 Dross Scorpian Artifact Creature
1 Tel-Jilad Exile
Well, thats my first Mirrodin Deck. I have another, and that B/G Scourge Max Attax Deck. In the meantime, I'm gonna try and play with someone...Anyone know if any of these cards are valuable, or good?
Heres what I have-
1 Elvish Champion(from the core deck, only card from their I'm listing)
-Mirrodin Tournement Pack 1-
1 (Foil) Swamp Land
6 Mountain Land
5 Forest Land
6 Plains Land
7 Island Land
5 Swamp Land
1 Molder Slug Creature
1 Myr Incubator Artifact
1 Mind's Eye Artifact
1 Leonin Bladetrap Artifact
1 Tel-Jilad Stylus Artifact
1 Forge Armor Instant
1 Bloodscent Instant
1 Sun Droplet Artifact
1 Viridian Shaman Creature
1 Shrapnel Blast Instant
1 Heartwood Shard Artifact
1 Talisman of Dominance Artifact
1 Talisman of Unity Artifact
1 Turn to Dust Instant
1 Vorrac Battlehorns Artifact
1 Chimney Imp Creature
1 Necrogen Spellbomb Artifact
1 Loxodon Mender
1 Molten Rain Sorcery
1 Frogmite Artifact Creature
1 Hematite Golem
1 Spikeshot Goblin Creature
1 Pewter Golem Artifact Creature
1 Inertia Bubble Enchant Artifact
1 Elf Replica Artifact Creature
1 Tel-Jilad Chosen Creature
1 Consume Spirit Sorcery
1 Electrostatic Bolt Instant
1 Silver Myr Artifact Creature
1 Pyrite Spellbomb Artifact
1 Vault of Whispers Artifact Land
1 Annul Instant
1 Nim Replica Artifact Creature
1 Leaden Myr Artifact Creature
1 Deconstruct Sorcery
1 Scale of Chiss-Goria Artifact
1 Journey of Discovery Sorcery
1 Sunbeam Spellbomb Artifact
1 Nim Lasher Creature
1 Leonin Den-Guard Creature
1 Lifespark Spellbomb Artifact
1 Fists of the Anvil Instant
1 Wanderguard Sentry Creature
1 Dross Scorpian Artifact Creature
1 Tel-Jilad Exile
Well, thats my first Mirrodin Deck. I have another, and that B/G Scourge Max Attax Deck. In the meantime, I'm gonna try and play with someone...Anyone know if any of these cards are valuable, or good?
Comments
If i were you, do a search on <a href='http://www.magicthegathering.com/' target='_blank'>mtg.com</a> for the card and look for strategies and so on, it's a wonderful resource. For values, try <a href='http://www.anycraze.com/' target='_blank'>anycraze.com</a>.
Sorry i can't offer more help, but i've not bought even a booster since before 8th was released.
One thing i will say, ignore the "expert" label on boosters and pre-built decks, it means nothing really. "Starter" cards are usually pretty crap and nine times out of ten they're also very common cards. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Read through the rules, learn how the game works and after a short amount of time you'll be able to see what's good. Also start looking at how one card will work with another. In the pre-built decks, have a look at the little pseudo-manual that comes with them and see what the recommended strategy is, see how you can do that with the cards and learn what makes them do it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Heh. Maybe I'm one of the gimps that made you quit then. I have a shadow deck that can pop out a 13/13 Flying Shadow out w/ 3 enchantments on it at the 4th turn. I have 4 of each of them, and I get that setup about 80% of the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> .
I won a bunch of tournies with it, but I got bored so I made a white/blue/green deck with very old cards. Has 2 wrath of gods 2 Majadamy Jins (6 Mana, 3 blue 3 colorless 5/6 Flying) 2 Valsuvian Dopplegangers (4 mana copy target creature) and a BUNCH of other old stuff. I had a timewalk but I got disqualified for using it in a tourney <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (2 or 3 mana: take another turn after this one). The deck works well because it essentially eliminates any creatures the opponent has for the first bunch of turns (exile (2 or 3 mana instant, remove target attacking creature from the game), swords to plow shares(one mana remove target creature from the game, owner gains life equal to its power).
I also have a black deck which is essentially a kill creature deck. Bunch of stuff in it, including the combo of icy manipulator (artifact 4 to cast 1 mana+tap it to tap target permanent), and a royal assasin (tap it to destroy target tapped creature).
Also got a control deck for blue, take over everything essentially.
The most fun deck I have is prolly my goblin deck <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . 2 Howling mines (each player draws an extra card at the begining of their turn 2 to cast artifact) 4 goblin kings (2/2 3 to cast all goblins gain +1/+1) and a Martin Stromgold (when he attacks, all other attacking creatures gain +x/+x where x is equal to the number of attacking creatures, also works with defense); him combined with this guy with an ability (sacrafice a goblin to return a creature from your graveyard to play) as well as goblin warrens (3 mana enchantment spend 3 mana to sacrafice 2 goblins and put 3 into play), and final fortune (2 mana instant, take another turn after this turn, you lose the game after it) serve to be the most satisfying end game killers in the world. I totaled up the total potential damage of the deck (without goblin warrens) and ended up with 4,814dmg.
PS: It helps if you and your best friend combine cards so you can mix and match.
Heh. Maybe I'm one of the gimps that made you quit then. I have a shadow deck that can pop out a 13/13 Flying Shadow out w/ 3 enchantments on it. I have 4 of each of them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . I won a bunch of tournies with it, but I got bored so I made a white/blue/green deck with very old cards.
Has 2 wrath of gods 2 Majadamy Jins (6 Mana, 3 blue 3 colorless 5/6 Flying) 2 Valsuvian Dopplegangers (4 mana copy target creature) and a BUNCH of other old stuff. I had a timewalk but I got disqualified for using it in a tourney <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (2 or 3 mana: take another turn after this one). The deck works well because it essentially eliminates any creatures the opponent has for the first bunch of turns (exile (2 or 3 mana instant, remove target attacking creature from the game), swords to plow shares(one mana remove target creature from the game, owner gains life equal to its power).
I also have a black deck which is essentially a kill creature deck. Bunch of stuff in it, including the combo of icy manipulator (artifact 4 to cast 1 mana+tap it to tap target permanent), and a royal assasin (tap it to destroy target tapped creature).
Also got a control deck for blue, take over everything essentially.
The most fun deck I have is prolly my goblin deck <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . 2 Howling mines (each player draws an extra card at the begining of their turn 2 to cast artifact) 4 goblin kings (2/2 3 to cast all goblins gain +1/+1) and a Martin Stromgold (when he attacks, all other attacking creatures gain +x/+x where x is equal to the number of attacking creatures, also works with defense); him combined with this guy with an ability (sacrafice a goblin to return a creature from your graveyard to play) as well as goblin warrens (3 mana enchantment spend 3 mana to sacrafice 2 goblins and put 3 into play).
PS: It helps if you and your best friend combine cards so you can mix and match. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I have a deck kinda like that... except the creature could become infinite / infinite... lmao... I had an enchantment that added +1/+1 every time a creature got put into the graveyard. Used skull catapult to do 1 damage to them, then... I forget.. some other card.. cant remember name.. to bring them back... actually it was a creature. I got it up to 50/50 one game before the other guy just quit.
Almost all my losses were due to kill creature decks. One time a guy killed me with a land destruction deck...had it rigged so each time I lost a land I lost 4 health, and he could kill 3 or 4 land in a turn. That didnt go so well <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> .
Yea I used treetop braces with the creatures too.. i think its +2/+2 or 3, creatures cannot be blocked unless black, or flying. I think thats the card. Like I said been a while since I played. It came from one of the later Urza expansions I believe.. got it out of a trade from friend. That plus shadow pretty much made them unblockable. LMAO. He also gave me a royal assassin for a couple land. Moron. 2/2 creature I think one black two generic. Tap to destroy target tapped creature. Lmao I love sitting with that out grinning "I dare you to attack with that big creature of yours" *block with 1/1 saproling token, tap assassin, DIE DIE DIE*
Dude, if you don't agree, or don't like it, what's the point in posting in a thread about it. This is a thread asking for help from people that do play, not asking for your opinion on the game.
Dude, if you don't agree, or don't like it, what's the point in posting in a thread about it. This is a thread asking for help from people that do play, not asking for your opinion on the game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Because posting topics on how MTG, AOL, EA games, Microsoft, etc suck is fun.
Look, do you honestly want to sink so much money into a game where all that matters is, well, how much money you've spent on it? I could understand if there was some strategy to it, but when I've pointed this out to other people at uni they've all agreed that it all comes down to how good your cards are. And how good your cards are comes down to how much money you're willing to spend.
Seriously, man. If you don't want your money you're welcome to send it to me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Look, do you honestly want to sink so much money into a game where all that matters is, well, how much money you've spent on it? I could understand if there was some strategy to it, but when I've pointed this out to other people at uni they've all agreed that it all comes down to how good your cards are. And how good your cards are comes down to how much money you're willing to spend.
Seriously, man. If you don't want your money you're welcome to send it to me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Pfft i say. I have a red deck that's worth around ?4 and requires virtually no strategy to play, but it pwns hard. The fact is, it's a fun game, but don't dissuade people because of the cost. If you can afford it, go ahead, if you can't, stop buying cards, it's that simple.
Bottom line is, if you don't like MTG, don't play it, and don't sit around telling us all what to do. It is a fun game, yes it does sap a bit of money if you let it, but if you're prepared to pay a little, it's worth it i feel.
Anyway guys, this is rambling off-topic (yes, i know this post is too), so can we drop the for and against MTG argument now.
Well, just to let you know Esuna, I used your advice, which is why I didn't care what kind of deck I got, just as long as it had green. I ended up getting a green and a black deck, and now I'm using those and a few non-denominational cards. But I have a few questions.
1. Is there a card limit?
2. Would it be a good idea to go through the cards, and what I think is a good card, put in?
3. Are there different game types?
4. Should you have many instants?
5. Are artifact creatures really any better than a regular creature?
6. Are spellbombs worth it?
I may have more, but those are my main questions at the moment.
I so saw this coming <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As I've said before: whatever floats your boat. I just find it a little odd to sink so much money into something that, ultimately, really is a competition to see who has the most money. But hey, if that's what you enjoy go right ahead <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.
2. Would it be a good idea to go through the cards, and what I think is a good card, put in?
3. Are there different game types?
4. Should you have many instants?
5. Are artifact creatures really any better than a regular creature?
6. Are spellbombs worth it? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, it's nearly 3am so i don't know how easy to read this will be. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1) There is and there isn't. Tournament standard is 60 cards but if you're just playing casually with friends, you're pretty much able to have any reasonable amount. I often play with a 40 card deck with friends since they don't mind. If you have people you regulaly play with, just ask them if it's ok.
2) Definately. A lot of pre-built decks are good standard decks, but a deck built by anyone who knows what they're doing will more than likely own it. Read the cards, look for good combos and strategies and mix and match what you think will go. It's all about experimentation really, if something doesn't work, replace the cards or add different ones. When you feel it works well, keep it like that. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3) There are and there aren't, again. When it comes to Tournaments there's a number of different rules, mostly concerning the cards you choose. But really, the game changes depending on your tactics or the way you choose to play.
4) Depends on the deck you're playing. If you're interested in green i'd advise against it. There aren't too many great green spells, and when there are good ones, they've usually got a high mana cost. Creature pumping instants are always worth having, and are thankfully very cheap and easy to come across with green decks, but instants are just that, they're gone in an instant, and sometimes it's best to think of your more permanent investments.
5) Artifact creates have two major bonuses really. The first is that they're colourless. By this no "target <insert colour here> creature" will work since it has no colour. This also benefits since there are a fair few number of cards that say "cannot be blocked except by black or artifact creatures", or similar, this once again gets around that. The second major benefit is that they never require a specific colour of mana to cast. This means that they can go in a deck of any colour. Which is good. One small disadvantage is that the power/toughness to mana ratio is not usually that great, but this is usually made up for by the lack of colour-specific mana required to cast.
6) Spellbombs really depend on how you like to play. Personally i prefer to surprise people. Spellbombs loose that because they must be placed on the table before you can cast them. Ontop of that, when they're on the table they can be destroyed with destroy artifact spells, so this leaves them open for countering by non-blue decks. On the other hand, they are cheap enough and have fairly impressive results. Play a few games, see if you notice any benefits or disadvantages with using them over instants. It's all about personal preference. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
*EDIT: If you're interested in green decks, here's some cheap cards that really do make a difference, just a suggestion.
<b>Blastoderm</b>: These are extremely cheap (2colourless 2green) 5/5 creatures. Ontop of this they cannot be the target of spells or abilities, meaning that on the table they're virtually untouchable by spells and enchantments (Excluding, however, global spells such as pestillence). The only draw back is that they have fade counters on them, meaning that in 4 turns they get sent to the graveyard. If you keep 4 of these in your deck they can be fantastic to get out early for some pretty big damage.
<b>Llanowar Elves</b>: These are the bread and butter of a lot of green decks. They cost just 1 green mana to put out and you can tap them to add 1 green mana to your pool. Think of them essentially as mana as opposed to creatures. To put it this way, first turn you can have a forest down and one of these elves down and have 2 mana in one turn. This <i>really</i> helps speed up the mana flow a bit.
<b>Wild Growth</b>: Another mana generator. It's a land enchantment and costs 1 green mana to put into play. Basically it doubles the mana produced by the land it's enchanting. Once again a great card to get the mana flowing fast.
<b>Giant Growth</b>: The most basic, and in my opinion, best creature pump. It's an instant for 1 green mana that adds +3/+3 to any creature. It's cheap and very effective. It's also perfect to cast on cheap 1/1 elves to do some heavy damage out of the blue.
Well, just to let you know Esuna, I used your advice, which is why I didn't care what kind of deck I got, just as long as it had green. I ended up getting a green and a black deck, and now I'm using those and a few non-denominational cards. But I have a few questions.
1. Is there a card limit?
2. Would it be a good idea to go through the cards, and what I think is a good card, put in?
3. Are there different game types?
4. Should you have many instants?
5. Are artifact creatures really any better than a regular creature?
6. Are spellbombs worth it?
I may have more, but those are my main questions at the moment. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) 60 card limit to a deck
2) Yes
3) LOTS. Subscribe to Inquest magazine, they have monthly variants, AND its funny
4) Depends what type of deck youre doing and what the instant does
5) If the stats are better go for it.
6) Spellbomb???
Just a tip when deck building, usually you want half as much land as cards of that color which you have (i.e. 30 blue would yield 15 islands) I usually don't count artifacts when counting, but if I still feel mana screwed when I'm playing I'll tweak it to them too.
Being I've got a ton of cards now(well, to me), I was wondering if having more than just green and black, and maybe adding blue in. Is it easier for newbies with 3 colors, or harder?
Being I've got a ton of cards now(well, to me), I was wondering if having more than just green and black, and maybe adding blue in. Is it easier for newbies with 3 colors, or harder? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I've found that its harder. I've never really liked multicoloured decks and the only deck with more than one colour i've ever pulled off was a red and blue deck. If i were you, build up your confidence with mono decks first, then dual colour, then work upwards from there. Basically, you're splitting your deck in three and for each third of the deck you'll need land for that colour and also enough decent cards to make using that colour viable.
What is my mana pool? Is it the mana I have already set down, thats not tapped?
And whats converted mana?
I did have a rare card though, I guess it was rare, on AnyCraze it says its rare....
<img src='http://www.anycraze.com/images/products/magic/mc04067.jpg' border='0' alt='user posted image'>
I did have a rare card though, I guess it was rare, on AnyCraze it says its rare....
<img src='http://www.anycraze.com/images/products/magic/mc04067.jpg' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I have that sitting right beside me right now.
Similar. Ive got this one.
My most valueable card is the <a href='http://www.anycraze.com/images/products/magic/mc05863.jpg' target='_blank'>Morphling</a>. *checks anycraze*, !! 30 bucks US wooo, i have got to sell this.
I also have two <a href='http://www.anycraze.com/images/products/magic/mc04601.jpg' target='_blank'>Cursed Scrolls</a>, 20 bucks a pop. My collection spans from tempest-urzas legacy. I find that magic soon gets really boring, unless you are playing with a lot of peaple.
<!--QuoteBegin--Quanaut+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quanaut)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Is it safe to have 26 land cards(all forest, doing 1 type at a time)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, go by the rule of thumb, roughly 30% land. Although u have to factor in mana production sources too, my green deck has 18/60 land but multiple mana sources, i usually end up with too much mana. More land is better for n00blar decks tho, with <i>mirrodin</i> you can get away with having multiple colours, but you'll need more mana, unless you can find some crazy mana engines (theres plenty in mirrodin).
Basically, pick a good number of creatures, avoid creature enchantments and other cards which wont give you <i>card advantage</i>. Removal spells are good (creature removal), cards that kill more things at once are even better, use cheap small mana-efficient creatures and build your deck around central themes. Cards which let you draw cards are also good, thats all i can think of now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
[EDIT] concerning the money-sinkhole theory of magic, its like this. Magic will cost a pretty penny, though if you look at the <a href='http://www.wizards.com/magic/displaythemedeck.asp?set=worldchampionshipdecks2002&decknum=3?=en' target='_blank'>world champion decks</a> you will see they are mostly common and uncommon. The deck in the link has 2 rares (6 actually but 2 different cards), and 4 are only there because they are dual lands, which you can substitute at the uncommon level. These decks can be made easily without spending too much cash if you are buying singles. Magic requires a lot of strategy, play-wise (more with newer additions) and deck building wise. Check out the concept of <a href='http://www.wizards.com/default.asp?x=sideboard/strategy/20020709a' target='_blank'>card advantage</a>.
What i would recommend, quaunaut, is going to your local cardshop and looking through the common-singles box, after youve compiled a lost of commons you want. You will get them for 15-25 cents a piece (AUD, so like 10c US). You can buy uncommons for a buck (70c i believe US). Commons and uncommons are good, i build my decks around commons, some uncommons if they fit my theme (eg i bought 4 <a href='http://www.anycraze.com/images/products/magic/mc04743.jpg' target='_blank'>Whispers Of The Muse</a> ), i use rares rarely, even if i have multiples, unless the deck demands it.
[FURTHER EDIT] just wanted to point out the urls <a href='http://mtg.dynip.com/scripts/index.exe' target='_blank'>Mox Diamond</a> and <a href='http://www.caryfleming.com/asp/MagicPicsFile.asp' target='_blank'>Magic Suitcase Card Pics</a>.
That sounds about right. Like I said usually you want half the land as cards of a particular color. Also you might want to consider more if your'e running a deck with big creatures. You can get away with less with smaller creatures.
That sounds about right. Like I said usually you want half the land as cards of a particular color. Also you might want to consider more if your'e running a deck with big creatures. You can get away with less with smaller creatures. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not so. Basic lands can be a total curse, especially in abundance. I find it's better to play decks with little land, but a lot of ways of getting that land into play. Playing by the 1/3rd-of-cards-being-basic-land technique i've found myself deep into the game with something like 15 lands already out (Enough to pay for anything in the deck twice over) and no creatures because i keep drawing land!
My usual 40 card deck i play with 6 basic land in, 2 hickory woodland, 4 wild growth, 4 llanowar elves, 4 vine trellis, 2 harrow, 2 skyshroud claim. Those are enough to get mana flowing FAST and early into the game, mana has never been a problem. Also, the vine trellis' are 0/4 walls for 2 converted mana and llanowar elves are 1/1 elves for 1, far more helpfull than lands. Also, to increase the usability of lands i usually have some living terrain in there which makes a basic forest into a 5/6 creature.
As to one of your questions earlier Quanaut. The mana pool is how much mana you have to spend, this only includes tapped mana. Basically when you tap a forest it puts the 1 green mana into the mana pool, whenever you pay for something it removes that mana from the mana pool. Any mana left in the pool (say you tap 6 forests and only use 5 mana) you'll burn for 1 damage at the end of your turn if it's not spent.
As for converted mana, that's an easy one. Basicall on the cards you see something like (2) GG (2 colourless, 2 green mana), the converted mana cost is 4. Basically it's the total amount of mana that needs to be spent on the card, regardless of colour mana.
How does it work?
How would I tap 6 lands and only use 5 mana?
Somebody explain this THOROUGHLY, please...