MTG?

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Mike
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Re: MTG?

Post by Mike »

I just recently found my old MtG deck hehe. Half of it seems to be from VI and the other half has no set indicator, I guess they didn't use them before that? The older ones also use terms like Bury instead of Destroy and says "Summon Orc" instead of "Creature - Orc". Had already forgotten what old cards were like, been around 13-14 years since I played :)

I got the Duels of the Planeswalkers game on STEAM recently since it wasn't that expensive and it was a really nice way to re-learn the rules and test myself a little bit. Not being able to create your own decks kinda kills it for me in the longer run though. But fun for a while anyway.

Also bought a 2012 Core Set Fat Pack a few days ago for fun. It was still a bit exciting to open boosters. Only got 1 mythic rare(Sorin Markov, I'm building a vampire monoblack deck), but it the one I actually most wanted so it works out good. Too bad I can't get a nocturnus without dipping into 2010.. Such a moneysink :razz:
Zombie
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Re: MTG?

Post by Zombie »

Nice to hear that you still enjoy the game Mike (even if it's become more of a chore money-wise nowadays).
I don't like Duels much myself (so annoying that you have to ask for permission to stop the action and do stuff when normal Magic is founded on the principle of GIVING the game permission to continue).
The puzzles on the harder end are genuinely amazing, though. They could've made some more so it would've been a better value for money (the rest of the game is bad), but yeah. Good stuff anyway.


Since someone once said that God kills a kitten every time a booster is opened without using it for Limited, I present two ways to use single boosters with a friend:

1. Minimaster / Pack Wars
Needed: 2 boosters, 2 players, 6 of each basic land.
Setup: Both players open their booster (cards face down so that you don't see any), remove the token, shuffle booster contents and 3 of each basic land together.
Play a game of Magic! It'll most likely be hilarious and weird. The occasional Minimaster never gets old. It's a good way to save kittens' lives and make drawing those bad rares a little less painful (since they're often completely bonkers in Minimaster)

2. Danish Minimaster.
Danish is a format where:
1. Mana is infinite
2. X costs can be 3 at most.
3. All lands have Cycling and "When this enters the battlefield, return it to it's owner's hand".
4. Players have no starting hands and draw one card per turn.

Danish Minimaster saves you the fuss of having basic lands with you. Just remove the token from the booster and start the madness.
Note: Danish doesn't have centrally defined rules, so some players may play it so that lands can never enter the field at all, that everything you can do must be done (ie. pay kicker costs, play everything ASAP and so on), etc, but these rules are the ones I like most. They preserve the madness and original spirit of the format but do give room for some personal choice in when to play cards and whether to cycle lands with special abilities.


I also mentioned Pauper previously. It's a format where decks are built entirely out of commons, and every card that has ever been Common (according to Gatherer) is allowed (except for two banned cards: Cranial Plating and Frantic Search).

The format is ridiculously cheap compared to other Constructed formats: the most expensive cards are Lotus Petal and Daze at about 3-4 $/€ a pop and Sinkhole at 20-30 $/€. Of those, Sinkhole is largely a sideboard card and easily substituted by much cheaper, if a bit weaker options.

Some might think that the format is rather dull, but nothing could be further from the truth. The format is surprisingly one of the fastest in Magic (Only Vintage and Legacy top it at the moment), enjoying a decent variety of different decks from mana-ramping control to green decks focused on Giant Growthing Infect creatures for blazing fast wins to monoblack discard to red burn to Tortured Existence-based graveyard shenanigans.
To see what's hot in tournament Pauper can easily be seen here ("Event Coverage" box in lower right, check the Pauper Dailies).

Here's two tournament listings that demonstrate the diversity in a format that makes it easy to check cards you don't know yet:
http://www.wizards.com/Magic/Digital/Ma ... rn/2608839
http://www.wizards.com/Magic/Digital/Ma ... rn/2608845

EDIT: Incidentally, Pauper is also the one legit reason for using Magic Online. The commons are generally ridiculously cheap to buy from bots, and the Pauper tournament community active enough to fire about 2-3 twenty-man tournaments a day. Whatever rares you pull from prize packs (or, more often, the unopened packs themselves) can be sold to fund more tournaments, keeping your costs very low if you're good.
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Re: MTG?

Post by Marcus »

Wow, I've killed literally thousands of kittens over the years, then.
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Re: MTG?

Post by davidg »

It was a pretty long time since I last played magic the gathering. I think the last champion I heard of was Daniel Zink, who made use of a combination of Mirari cards.

I am not that familiar with the cards now and the other add-ons but I am still pretty interested over playing it. Probably start getting a box of booster packs again. That is how I got most of my rare cards before because there was no solid fan base near my area.
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Re: MTG?

Post by Zombie »

Right now, some of the best ways to start Magic are the Deckbuilder's Toolkit that has tons of decent (and bad) cards you can build a deck out of. Gives you good staples, a decent amount of land (4 Terramorphic Expanses and 20 of each basic), plus a few boosters to spice things up. The decks end up being strong Limited decks (of 60 cards), pretty much. Good stuff all around.

The other good starting point are Event Decks. Why? Well, they're Wizards-made preconstructed decks. Which surprisingly do not suck all that much. They're not the best, but you do get tournament staples in good numbers with those.

The other WotC starter products I really dislike. The precons (now called Intro Packs) just suck, as usual. Stay away from them.
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shapenaji
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Re: MTG?

Post by shapenaji »

Zombie wrote:Right now, some of the best ways to start Magic are the Deckbuilder's Toolkit that has tons of decent (and bad) cards you can build a deck out of. Gives you good staples, a decent amount of land (4 Terramorphic Expanses and 20 of each basic), plus a few boosters to spice things up. The decks end up being strong Limited decks (of 60 cards), pretty much. Good stuff all around.

The other good starting point are Event Decks. Why? Well, they're Wizards-made preconstructed decks. Which surprisingly do not suck all that much. They're not the best, but you do get tournament staples in good numbers with those.

The other WotC starter products I really dislike. The precons (now called Intro Packs) just suck, as usual. Stay away from them.


Caveat, if folks would like to play with the event decks, I'd avoid the equipment one... you can technically use it in tournament play, but the best two cards in it (stone-forge mystics) are technically banned. (They made an exception for that one deck, as long as you make NO changes to it... most mtg players are experimental folk, and that probably won't fly) you'll get better value out of one of the others, which have great cards that you can use in other decks as well...
Tactics yes, Tact no...
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shapenaji
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Re: MTG?

Post by shapenaji »

Found this fun little random mtg card generator, some of the stuff that comes out is really neat:

http://www.toothycat.net/wiki/bnf.pl?pa ... dGenerator

on the other hand, sometimes you get stuff like this :P

Creature - Beast (3/2, green)
your opponents may cast instant spells as though they had flash
Tactics yes, Tact no...
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Chew Terr
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Re: MTG?

Post by Chew Terr »

I like the idea that it's not so much an ability as a warning. "Careful! Opponents may cast instants at any time. Be vigilant!"
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Re: MTG?

Post by lightvector »

I love some of the abilities.

All permanents gain ''Discard a land card: put a warp counter on target land'' and ''3G: regenerate target enchantment with a warp counter on it''


If a creature damaged this way would be put into a graveyard this turn, exile it instead and tap that creature


Tap an untapped enchantment you control, remove any number of charge counters from ~this~: that many multicoloured enchantments gain ''Sacrifice ~this~: two target Soldiers gain flying until end of turn and those creatures gain protection from Soldiers until end of turn'' until end of turn


Gain control of target library until end of turn


And this hilarious land:

Land
~this~ enters the battlefield tapped.
T: add U to your mana pool. Spend this mana only on activated abilities from a Goblin source.
When ~this~ leaves the battlefield, up to three target artifact creatures are colourless until end of turn
Whenever an opponent casts a sorcery spell, flip ~this~.
All artifact creatures can't be blocked except by artifact creatures
~this~ enters the battlefield with a charge counter on it for each spell cast this turn
Whenever a artifact is put into a graveyard from the battlefield, you may pay X, where X is the number of cards in your hand. If you do, put a charge counter on ~this~
Remove a charge counter from ~this~: return up to three target Merfolk to their owner's hand
All artifact creatures get -4/-0
All untapped creatures with exalted can't be blocked
U, T: attach target Equipment to target artifact creature. (Control of that Equipment doesn't change.) and untap that Equipment and gain control of it until end of turn. It gains haste until end of turn.
- - - - -
Legendary Land
At the beginning of your upkeep, the next time a artifact creature would be dealt damage this turn, target opponent may pay 2. If that player doesn't, prevent 2 of that damage
Zombie
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Re: MTG?

Post by Zombie »

Found a better introduction to the Pauper format than anything I could ever come up with.
http://www.starcitygames.com/magic/misc ... auper.html

Read it, folks, and save your wallets from the cardboard crack!
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