Official M:TG Thread

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Dark Hellion
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Post by Dark Hellion »

I love the little buggers.
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Post by aphexmonster »

Dizzy D wrote:
gravity wrote:
aphexmonster wrote:
If you have a scars of the vetran you can stop this, or if you went first, a healing salve, or a lightning bolt would tie the match
Not to mention Force of Will (counter the channel, not the torch).
Or Foil (again counter the channel)
Im pretty sure you cant counter channel, because its a mana source .... thats the way dark ritual was for a while too ... =/
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Post by Dark Hellion »

No, channel can be countered.
It's the only way to counter that win method.

Thats why I like Tendrils. The deck kicks control decks ass.
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Post by aphexmonster »

gravity wrote:
David wrote:Disenchant is an inferior card.... I won't miss it if it is no longer part of the core set.
What the heck? Disenchant is a great utility/sideboard card. Probably not so good for main deck though, unless you know what your opponents are going to be playing.


For realz ... fuck naturalize ... its just a green version of the same card ....


they're trying to dumb down white ... which is while ill always be a T1 Player for the most part, fuck a restriction! Play the cards as they fall, they just keep making old cards weaker and weaker for the most part, its only when they think of something new that they succeed.
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Post by aphexmonster »

Dark Hellion wrote:No, channel can be countered.
It's the only way to counter that win method.

Thats why I like Tendrils. The deck kicks control decks ass.

Not really ... control decks can control anything depending on the type, and the ones that control your mana are teh oWn
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Post by Exonerate »

For those who play control decks, I suggest you look into the Cephalid Constable... You return a number of permaments your opponent has equal to the damage it deals to them. Or something along the lines of that, but I've been on the recieving end of one, and it's not fun.

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Post by Dark Hellion »

Again, noobs, if you understood anything about competitive T1 you would not make so many dumb suggestions.
Old cards are re-fucking-diculously powerful. No one in there right mind would think they are weakening old cards.
But just for your viewing pleasure, I will list the top 5 magic cards of all time.
1.Yawgmoths will
2.Ancestral Recall
3. Force of Will
4.Mind Twist
5. Balance
have fun with the list
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Post by gravity »

Dark Hellion wrote:Again, noobs, if you understood anything about competitive T1 you would not make so many dumb suggestions.
Old cards are re-fucking-diculously powerful. No one in there right mind would think they are weakening old cards.
But just for your viewing pleasure, I will list the top 5 magic cards of all time.
1.Yawgmoths will
2.Ancestral Recall
3. Force of Will
4.Mind Twist
5. Balance
have fun with the list
Mind twist is only good at all because of all the broken mana in type 1. If it was in type 2 it would be mediocre. Also, what about Necropotence?
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Post by aphexmonster »

Dark Hellion wrote:Again, noobs, if you understood anything about competitive T1 you would not make so many dumb suggestions.
Old cards are re-fucking-diculously powerful. No one in there right mind would think they are weakening old cards.
But just for your viewing pleasure, I will list the top 5 magic cards of all time.
1.Yawgmoths will
2.Ancestral Recall
3. Force of Will
4.Mind Twist
5. Balance
have fun with the list



This list hardly seems accurate
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Post by LadyTevar »

gravity wrote: Mind twist is only good at all because of all the broken mana in type 1. If it was in type 2 it would be mediocre. Also, what about Necropotence?
"broken Mana"??

What do you mean by that?
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Post by DPDarkPrimus »

Picked up a box of 8th at a 10th Anniv tournament yesterday. I like it alot more than I did before... lots of great old rares are legal again, and they brought back the poetry quotes!

(And yes, I have four promo Rukh Eggs now. 8) )
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Post by Dark Hellion »

Play type 1. That list is very accurate.
Yawgmoths Bargain comes in a very close 6, with necro at 7.
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Post by Slayen »

My three current decks (all pretty much works in progress):

White Cleric
Land:
28 Plains
1 Kor Haven

Creatures:
4 Doubtless Ones
2 Noble Templar
2 Battlefield Medics
2 Aven Soulgazers
2 Celestial Gatekeepers
1 Solitary Visionary
1 Shieldmage Elder
1 Daunting Defender
1 Hallowed Healer
1 Blessed Ordator
1 Beacon of Destiny
1 Akroma's Devoted
1 Aven Redeemer
1 Soul Warden
1 Atalya, Samite Master
1 Ancestor's Prophet
1 Valor
1 Windborn Muse

Enchantments:
3 Pacifism
1 Righteous Cause
1 Shared Victory
2 Test of Endurance
1 Words of Worship

Sorceries:
1 Akroma's Vegeance
2 Breath of Life

Instants:
2 Akroma's Blessing
3 Demystify
1 Disenchant

Artifacts:
1 Riptide Replicator
1 Urza's Incubator

White/Blue Soldier
Land:
17 Plains
15 Islands

Creatures:
2 Phantom Flock
2 Gustcloak Savior
2 Ironfist Crusher
1 Catapult Master
1 Catapult Squad
1 Gustcloak Savior
1 Gustcloak Skirmisher
1 Swooping Talon
1 Aven Brigadier
2 Grassland Crusader
1 Gustcloak Sentinel

Enchantments:
Blue:
1 Crown of Ascension
1 Dispersing Orb
White:
1 Sandskin
1 Pacifism
1 Mobilization
1 Righteous Cause
1 Crown of Awe

Sorceries:
2 Essence Fracture
2 Airborne Aid

Instants:
Blue:
2 Discombobulate
2 Syncopate
1 Meddle
White:
1 Inspirit
1 Akroma's Devoted
2 Piety Charm
3 Unified Strike

Green
Lands:
26 Forests

Creatures:
1 Heedless One
1 Wirewood Guardian
1 Elvish Pioneer
2 Wirewood Channeler
2 Wirewood Elf
3 Timberwatch Elf
2 Wellwisher
2 Wirewood Savage
2 Elven Riders
2 Birchlore Rangers
2 Elvish Warrior
2 Spitting Gourna
2 Venomspout Brackus
1 Krosan Groundsaker
1 Kamahl, Fist of Krosa
1 Symbiotic Wurm
1 Silvos, Rogue Elemental

Enchantments:
1 Elvish Guidance
1 Blanchwood Armor

Sorceries
1 Explosive Vegetation

Instants:
3 Naturalize
2 Tribal Unity
2 Vitality Charm
1 Wirewood Pride
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Post by Lagmonster »

Dark Hellion wrote:Again, noobs, if you understood anything about competitive T1 you would not make so many dumb suggestions.
Old cards are re-fucking-diculously powerful. No one in there right mind would think they are weakening old cards.
If you understand anything about competitive Type 1, you'd realize that most people don't know much about competitive Type 1, because it's almost stupidly expensive to get into. There's nothing wrong with Extended players - by far the majority - wishing for the occasional Mox, as it were, because it doesn't make much of a dent in casual play (also the majority).
But just for your viewing pleasure, I will list the top 5 magic cards of all time.
1.Yawgmoths will
2.Ancestral Recall
3. Force of Will
4.Mind Twist
5. Balance
have fun with the list
Eh? That contains some of the most broken cards of all time, yes. But not necessarily the *best*. Most pros agree that 'best' is a term relegated to actual good cards, as opposed to first-turn whomp combo pieces. Which is why things like Swords to Plowshares, Disenchant, Shock, Counterspell, Terror, and such are arguably the 'best cards of all time'. The simple staples of Magic have kept showing up for a reason - they're simple, cheap, and almost always effective at what they do.
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Post by Dark Hellion »

Actually the 5 best are dual lands, but heh?
These are the 5 most powerful (aka Best) cards in all of magic.
As for T1, look for proxy tournies, they have power for prizes and can be played in for less that $100.
If people actually learned about T1 they would realize that a competent deck only costs about $300 dollars, the same as a new T2 deck. I have stories about full powered decks that where only twice as expensive as T2 decks. Aka a deck playing $1200 in 7 cards, worth less than a T2 deck that couldn't win.

Again, go to themanadrain.com. It is the best T1 site out there, and will quickly dispell the myths you seem to have about T1.

And sorry about the noobs thing, I was having a bad day, a picked a bad thread to vent.
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Post by aphexmonster »

LadyTevar wrote:
gravity wrote: Mind twist is only good at all because of all the broken mana in type 1. If it was in type 2 it would be mediocre. Also, what about Necropotence?
"broken Mana"??

What do you mean by that?

Well 4 DRs and a mind twist and a swamp on your first turn is your opponents entire hand ...

one less DR and thats 6 cards from it ...

Before lotus petal was restricted, i once droped a land and a soul ring and a lotus petal the first turn, and wheel of fortuned, then i drew another lotus petal, all four of my dark rituals, and a mind twist. That is something you really dont want happening to you, especially on the first turn.

Type 1 mana is hella broken xD ...
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Post by Dark Hellion »

Then the opponent MisD's, and you cry. :twisted:
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Post by Captain Cyran »

Lagmonster wrote:Eh? That contains some of the most broken cards of all time, yes. But not necessarily the *best*. Most pros agree that 'best' is a term relegated to actual good cards, as opposed to first-turn whomp combo pieces. Which is why things like Swords to Plowshares, Disenchant, Shock, Counterspell, Terror, and such are arguably the 'best cards of all time'. The simple staples of Magic have kept showing up for a reason - they're simple, cheap, and almost always effective at what they do.
Terror has become even more powerful now if a T1 deck is going against a T2. As T2 doesn't really have any powerful artifact creatures to make a Dark Banishing more useful.
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Post by Baron Mordo »

aphexmonster wrote: Well 4 DRs and a mind twist and a swamp on your first turn is your opponents entire hand ...
I've got two words for you, Aphex:

Force Spike.
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Post by Dark Hellion »

Force Spike my ass, I am gonna divert it.

Holy shit, that above line is really damn funny. Well its sig time for you.
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Post by Exonerate »

Slayen, how you can play a white weenie deck without Crusade is beyond me...

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Post by DPDarkPrimus »

Hey, did you know that they reprinted Skull of Orm in 8th?
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Post by Lagmonster »

DPDarkPrimus wrote:Hey, did you know that they reprinted Skull of Orm in 8th?

Yes. Apparently on the premise that the Core set needed to suck a bit.
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Post by Slayen »

Exonerate wrote:Slayen, how you can play a white weenie deck without Crusade is beyond me...

2 reasons:

1 - Until now i had not heard of it

2 - now that i have, its a bit pricer than i'm willing to spend on one card.

Lagmonster wrote:
DPDarkPrimus wrote:Hey, did you know that they reprinted Skull of Orm in 8th?

Yes. Apparently on the premise that the Core set needed to suck a bit.

...... how exactly does that cause the Core set to suck a bit? For enchantment heavy decks, it can be a life saver. Hell, useing the right tricks, can be used to bring in enchantments cheaper than normal.
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Post by aphexmonster »

Dark Hellion wrote:Force Spike my ass, I am gonna divert it.

Holy shit, that above line is really damn funny. Well its sig time for you.


... first of all thats considering if you play with diverts... which i dont, because i dont really play against T2 Direct damage decks, and that would be the only point. First of alll, mindtwist cannot be deflected or diverted because it says Opponent must discard X cards at random. You can divert it to someone else if it was a multi player duel, but you cannot redirect it to its caster, force spike is clearly the way to go. Second of all, i dont play counter decks either, so a force spike is usless to me ... force of will maybe. Third of all, this is considering that you went FIRST, and drew and island, and your force spike and decided to play it because you were expecting funny buisness. Most people nowadays play with non basic land that comes into play tapped, so they usually play something like that on the first turn. Besides, now that i think of it, if you go first and drop a land, that means you have 6 cards in your hand.... you only gotta mindtwist for 6 ... so you'll have mana left over for the force spike.... but seriously ... who expects a first turn mindtwist ?
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