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David
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Post by David »

Dizzy D wrote:
David wrote:Ah going through my decks, this is a must have for mean nasty blue plays ( i.e. me)


Lobotomy- Invasion uncommon

cost is 1 U 1 B and 2 colorless

Target opponent reviels his/her hand. You choose a card from it and remove it from the game, then search their graveyard, library, and hand for any cards with that same name and remove them from the game.


Talk about absolutly gutting someone's game
Yes, I love that card and with blue's ability to send things back to your opponent's hand.....


Exactly. It's amazing all the great but cheap decks you can make with black/blue commons from 7th. Telepathy and others can help you see what that player is holding, Cards like Boomerang, Remove Soul, and such to bounce back cards, and black cards like ostrasize to remove those cards.
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Post by Dark Hellion »

Heres my current deck :twisted:
Mana:
4 Underground sea
3 Swamp
3 Island
4 Polluted delta
1 Black lotus
1 Mox pearl
1 Mox ruby
1 Mox sapphire
1 Mox jet
1 Sol ring
1 Mana vault
1 Grim monolith
4 Dark ritual
Disruption:
4 Duress
4 Cabal therapy
4 Force of will
2 Shield sphere
Broken stuff:
1 Ancestral Recall
1 Necropotence (shiny)
1 Yawgmoths Bargain
1 Gush
1 Yawgmoths Will (yawgmoths Win) :twisted:
1 Memory Jar
1 Fact or fiction (shiny)
Search:
1 Demonic tutor
1 Mystical tutor
1 Vampiric tutor
1 Merchant scroll
4 brainstorm
1 Skeletal scrying
Win:
1 Minds desire
3 Tendrils of Agony

It has no Auto-losses and does around 60% against any deck I have yet to face.
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Post by Baron Mordo »

DPDarkPrimus wrote:It was T2 legal until Masques cycled out... then they didn't reprint it in 7th Ed, and Cabel Ritual (the inferior impostor) has replaced it in the current cycle.
But that's the card that made black. Every deck had to have one, and in many cases, three or four.
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Post by Dark Hellion »

It was banned in extended when Cocoa Pebbles was too powerful (a necropotonce based deck that won 2nd or 3rd turn with a donated illusions of grandure).
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Post by LadyTevar »

Dark Hellion wrote:It was banned in extended when Cocoa Pebbles was too powerful (a necropotonce based deck that won 2nd or 3rd turn with a donated illusions of grandure).
This is why I don't play T2 or Extended. :)

And also why I stopped playing ARENA several years back.
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Post by David »

Baron Mordo wrote:
DPDarkPrimus wrote:It was T2 legal until Masques cycled out... then they didn't reprint it in 7th Ed, and Cabel Ritual (the inferior impostor) has replaced it in the current cycle.
But that's the card that made black. Every deck had to have one, and in many cases, three or four.


I've seen many a player do very well with Cabal Ritual, to bad about threshold being required. If it were not the card would be seriously overpowered and probably broken :cry: . Imagine being able to cast a 6/6 Grinning Demon the second turn. Unless your opponent is playing a blue deck that can bounce back cards, by the time he/she is able to cast a creature big enough to stop it you would have killed them, or at least wiped out all the creatures they had to block with.
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Post by Baron Mordo »

David wrote:Imagine being able to cast a 6/6 Grinning Demon the second turn.
Ah, but with one DR, you could have a Hippy out first turn. With two, a Sengir Vampire. Or if you will, Juzam Djinn.
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Post by Captain Cyran »

Baron Mordo wrote:
David wrote:Imagine being able to cast a 6/6 Grinning Demon the second turn.
Ah, but with one DR, you could have a Hippy out first turn. With two, a Sengir Vampire. Or if you will, Juzam Djinn.
My Vampire deck has done that before. I had in my hand,

2 Dark Rituals, 1 Sengir Vampire, 2 swamps, a Sinister strength (+3/+1), and some other card.

I laughed, and beat my opponent horribly.
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Post by Dark Hellion »

My opponent did that to me once. I laughed and balanced half his board away.
Its a matter of perspective. Dark ritualing any creature out ain't that broken.
In fact, no creatures in magic are actually really good. Morphling and Psychotog are the 2 best and they aren't that special.
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Post by Baron Mordo »

Dark Hellion wrote: Its a matter of perspective. Dark ritualing any creature out ain't that broken.
In fact, no creatures in magic are actually really good.
That's because WotC got it into their heads that every successive set has to make previous sets obsolete.
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Post by aphexmonster »

DRs are teh OwN ....


4 rituals a swamp and a mind twist, thats their entire hand gone on the first turn ...



3 rituals, phague, swamp, lotus petal, chaos charm, first turn kill....


its always good to start on that card, and i can see why they took it out of type 2 so quickly ... it gave black an unfair advantage, and i'de say white is the only color that got screwed in the 1 mana for three of something department.


but every new set has just gotten worse to me with the execption of a few cards ...
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Post by aphexmonster »

Dark Hellion wrote:My opponent did that to me once. I laughed and balanced half his board away.
Its a matter of perspective. Dark ritualing any creature out ain't that broken.
In fact, no creatures in magic are actually really good. Morphling and Psychotog are the 2 best and they aren't that special.


This is from a completely type 2 perspective ... and for that, i still dont think it holds very true ... i think the wild mongrel is way better than the morphling, and the psychotog doesn't got shit on a tombfire
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Post by David »

Dark Hellion wrote:My opponent did that to me once. I laughed and balanced half his board away.
Its a matter of perspective. Dark ritualing any creature out ain't that broken.
In fact, no creatures in magic are actually really good. Morphling and Psychotog are the 2 best and they aren't that special.


Hehe the world champ recently got his ass handed to him by a player using a psychatog deck. Of course he was pissed off, mostly because he was planning to use the same deck himself. :D
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Post by David »

Ah change of subject, has anyone thoguh of any interesting new mechanics that could be brought into the game.


An creature ability ( lets call it counterstrike) that would allow certain creatures to attack during the other person's attack phase might liven things up a little.
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Post by Dark Hellion »

It would cause massive timing headaches.
I think phasing needs another set. I mean they did it with cycling, and phasing was a remarkably underutilized ability, as was cumulative upkeep.

Frankly, from a T1 players point of view, the main problem with magic is the making of cards strictly inferior to previous cards. Shock is strickly inferior to lightning bolt. Cabal ritual isn't, as it can provide 5. Wizards has shown in the past it can make a well balanced set (Tempest) and has shown they can be idiots (Urza block on). They need to return to a definite tempest level of power, where incinerate was considered a reasonable spell, and survival of the fittest and cursed scroll could exist without cries of cheese (other than against sligh).
Biggest problem is pandering to the little kids with fat wallets after Pokemon fell through.
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Post by Dark Hellion »

Why isn't this thread stickied?
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Post by DPDarkPrimus »

It would be interesting to see some creatures with an ability like: "When creature blocks, it deals combat damage to blocked creatures controller instead of blocked creature."
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Post by Lagmonster »

DPDarkPrimus wrote:It would be interesting to see some creatures with an ability like: "When creature blocks, it deals combat damage to blocked creatures controller instead of blocked creature."
You want Mogg Maniac and Wall of Souls, then? :)
Note: I'm semi-retired from the board, so if you need something, please be patient.
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Post by thecreech »

What are some of your guys favorite card combos
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Post by Exonerate »

Overrun plus lots of weenies.

Damn, anybody else here think that double strike is a stupid idea?

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Post by aphexmonster »

Exonerate wrote:Overrun plus lots of weenies.

Damn, anybody else here think that double strike is a stupid idea?



Its not so bad ... it makes for alot of damage on players.... 10/10 doublestrike is 20 dmg, and theres nothing more brutal than double strike/trample. I just dont like how all the DS creatures are butt fuck expensive, you have to take creatures like that and sneak em out with haste, I.E. pipers, charms, incarnations, Quick silver Amulet... ect.


thecreech wrote: What are some of your guys favorite card combos



Static orb / opposition / breeding pit ( Weinnie blue/black/red/green/white ) I also run static orb with 3 rings of Gix ( and or icy manipulators ) tap their two permenents and your static orb at the end of their turn.


Underworld dreams / puzzle box / Upheaval- thats game right there, the puzzle box makes you draw as many cards as you have in your hand +1, so if the field is heavy on permenents you can easily win, however it costs alot to pull this off ... 12 mana, you just gotta tap everything before you upwelling.

Necropotence / spellbook / ivory tower - draw your deck and gain as much life as you want

Breeding pit / opposition - tap everything

Merfolk assassin / war barge - kill anything without protection from blue

War barge / disenchant - Gives something island walk and kill the WB and it destroys anything that you gave islandwalk to




Hey, is anybody appauled by the way the new cards look ? ... 8th edition is comming out, and im disgusted by the new look.

Hers an example
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Post by thecreech »

aphexmonster wrote: Hey, is anybody appauled by the way the new cards look ? ... 8th edition is comming out, and im disgusted by the new look.

Hers an example
They look awful. If it isn't broke don't fix it.

Here is one of my favorite card combos

Circle of Protection: Red, Earnest Fellowship, Skirk Fire Marshal

All you need is one mana open to protect yourself from Skirk and earnest fellowship will protect the goblins. your opponent will lose all of his creatures and take ten damage and you will be left unscathed

Lure, Rabid Elephant, gang of elk

Put lure on Rabid elephant or gang of elk. You can destroy just about every creature you opponent controls.

price of glory, Burning Sands, Dingus egg

Use alot of direct damage cards to destroy opponents creatures. Price of glory and burning sands will insure that no matter what they do they will lose land and dingus egg will just add insult to injury
Last edited by thecreech on 2003-07-22 03:19pm, edited 1 time in total.
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Post by DPDarkPrimus »

Lagmonster wrote:
DPDarkPrimus wrote:It would be interesting to see some creatures with an ability like: "When creature blocks, it deals combat damage to blocked creatures controller instead of blocked creature."
You want Mogg Maniac and Wall of Souls, then? :)
New cards. (And Mogg Maniac didn't do that, so nyah! ((I don't remember Wall of Souls exactly...)))
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Post by Lagmonster »

DPDarkPrimus wrote:
Lagmonster wrote:
DPDarkPrimus wrote:It would be interesting to see some creatures with an ability like: "When creature blocks, it deals combat damage to blocked creatures controller instead of blocked creature."
You want Mogg Maniac and Wall of Souls, then? :)
New cards. (And Mogg Maniac didn't do that, so nyah! ((I don't remember Wall of Souls exactly...)))
Mogg Maniac is close enough to what you want, and better to boot. I run a goblin deck with Maniacs, Goblin Grenades and Furnace of Rath. ("Lessee...I sac, oh, say a Raging Goblin as I play the Grenade to deal 5...no...10 points of damage to the Maniac...and it deals 10...no...20 points of damage to you. Have a very nice day.")

I also run a nigh-unstoppable all-enchantments deck featuring Opalescence ("So, have you ever been attacked by a 7/7 auto-counterspelling enchantment? You have now.")

Also, a token B/W/U deck. "Here. Have a Sleeper Agent. Have a Treacherous Link to go with it. And hell, a Pariah. I'll sit here absorbing attacks spurred by my Maddening Imp or Instigator - or rather, let YOU absorb them - and fling counterspells at things until you die."
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Post by Dark Hellion »

Ahh, the old opolescense decks, i loved them. Kicking the crap outta people with paralax waves and parralax tides.
Best combo of all time by the way is.... Mox ruby, black lotus, channel, karvaeks torch. First turn, uncounterable win.
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