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On May 24 2013 10:40 micronesia wrote:Show nested quote +On May 24 2013 09:25 a9arnn wrote:On May 24 2013 08:56 Proxie wrote: I have been thinking about playing magic and from what little i know about the rotating format I should wait until M14 comes out in like 2 months or just jump right in? It honestly depends on what kind of Magic you want to play. if you're interested in playing standard, the cards from Return to Ravnica block are gonna be used. If you're interested in legacy or modern, the cards mostly are out there, so it's best to start now. If you are new to the game though, M14 is a great starting point, since it will have fewer mechanics to know and there's helper text as well. edit: saw Micronesia's post, standard is the most two recent blocks, and the most recent core set. M14 will come out early summer. At the start of the summer, the legal standard cards will be innistrad block, return to Ravnica block, and M14, but after the first set in fall comes out, innistrad will be out, and the new set will be in. M14 will be legal til M15 comes out I believe M13 and M14 will both be legal from M14's release until the next release a couple of month's later when the next block starts.
Also, core sets tend to have a lot of overlap, and if an old card is reprinted in a standard-legal set, the old copies are standard-legal too. So a lot of M13 will remain legal even after M13 rotates out. For example, a Beta copy of Birds of Paradise is standard-legal, despite being printed in 1993 (it also makes you a baller).
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On May 24 2013 12:54 micronesia wrote: Doesn't that happen every year? It would just be bad to specifically invest in the Innistrad block. Ravnica still has a while.
Yes, the problem are the lands. You need Innistrad lands to maintain consistency when those lands will be worth largely nothing after rotation. Just small stuff like that adds up and basically hold no value once rotation happens. This is on top of the fact the person playing may or may not enjoy the game in the long run.
Basically my advice at this point is to learn the basics of the game, things you should do and things you shouldn't do, develop a solid base of habits and mind set. Then I would recommend drafting M14 online so you can actually get a feel for relatively simple deck construction what cards you want and what card you don't. Then I would get into Standard after that.
The reason for that progression being is that until you learn how to properly evaluate card quality in any format, you're going to be at the whim of what other people tell you is good/bad. As anyone who visits this thread alone would tell you, not everyone shares the same view or evaluation of any given card so you're at a crossroads on what to believe. Basically at this point for players, people's research can backfire on them. So I recommend limited formats first where deck construction is simpler since you can only build with what you have drafted/been given.
Then you can start recognizing which cards are what people would call "playable" in the format. Then those skills can carry over to Standard where you have a much larger potential card pool to build from and going from there.
That's not to say one should always follow this path of learning the game.
For the current people getting into the game and wanting to play Standard at some point, at this point I would draft DGM-GTC-RTR all day to build a card base and just completely shun Standard unless I can get a deck for cheap. I would pick up all shock lands (Breeding Pool cycle) and a playset of them all. Pick up some money cards that won't rotate through drafts or cheap deals.
Edit:
TL;DR version, learn the game now, actually get into the game monetarily either around M14 launch OR start drafting DGM-GTC-RTR, go from there.
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On May 24 2013 10:40 micronesia wrote: I believe M13 and M14 will both be legal from M14's release until the next release a couple of month's later when the next block starts.
Ah yes, you're right, my bad D:. But it's still a relatively short time frame to be playing if you wanna get a standard deck together that will go past rotation.
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On May 20 2013 10:37 Judicator wrote: Don't know yet, not many of the critical core set limited cards have been shown, the doom blades, the 3 damage burn, the giant spiders.
Doomblade and Shock - It's M12 reborn. I LOVE IT!!!
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I think getting into MTGO is the best for me because i dont have any friends that play, but the thought of buying digital cards and not physical cards bothers me
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On May 25 2013 12:49 Proxie wrote:I think getting into MTGO is the best for me because i dont have any friends that play, but the thought of buying digital cards and not physical cards bothers me
You actually technically don't even outright own the digital cards you buy . Always got to love how digital property works nowadays.
On the other hand, Magic is here to stay, and Magic Online is making tons of money and it's really really easy to safely turn tickets in to real $ again, so I feel like Magic Online is a pretty safe place to put your money especially if you have a disposable income and you think Magic is fun.
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On May 23 2013 00:59 Judicator wrote:Show nested quote +On May 23 2013 00:05 kaoxx wrote: Judicator, I'm interested in how you built your BUG list if you don't mind sharing it.
I am somewhat torn between 2 lists I feel quite content playing with. The 1st list goes for the milling wincon with x3 drownyard and x1 Jace, backed up with large suite of removals. The 2nd list goes for the aetherling/progenitor beatdown, with more counters/plasma capture, x2 deadbridge chant, more snapcasters, and x3 forbidden alchemy for dig.
The 1st list is great against most matchups, but I find it really weak against planeswalkers; if i don't have a counter in hand for it, the only way i can take care of it is with the x2 gaze of granites for 7cmc+. I've played UWR tempo decks who would opt to go for ulti on Ral Zarek because of how helpless I am against PWs.
The 2nd list does very well against midrange/jund (love aetherling), but i hate forbidden alchemy against aggro. Having to dig for an answer while tanking my life total below 10 is such a depressing scenario.
I had originally dedicated 1-2 negates and a dispel against control matchups, but am considering packing more removal/vraska since literally no one is playing esper/sphinxes these days. Planning to test more with barter in blood and RtR Jace.
I will post the 2 lists later tonight when I get home if I am not too tired. I play Syncopates and against UWR, I don't tap out early on. Ral isn't a big deal unless they just run it out there which most players do not. The aggro match up is a problem in general, but I board in Tree of Redemption and that usually stops them for me to catch a breath.
Sorry for not posting earlier; the last 2 days have been fairly busy for me.
List 1: + Show Spoiler + Lands: 4 Watery Grave 4 Drowned Catacomb 4 Hinterland Harbor 2 Woodland Cemetery 3 Overgrown Tomb 3 Nephalia Drownyard 1 Alchemist's Refuge 1 Island 4 Breeding Pool
Creatures: 4 Thragtusk 2 Snapcaster Mage 1 AEtherling
Spells: 3 Abrupt Decay 1 Dissipate 4 Farseek 3 Putrefy 2 Far // Away 2 Syncopate 1 Jace, Memory Adept 2 Garruk, Primal Hunter 2 Tamiyo, the Moon Sage 2 Gaze of Granite 4 Think Twice 1 Urban Evolution
SB: 2 Progenitor Mimic SB: 1 Abrupt Decay SB: 2 Tragic Slip SB: 2 Devour Flesh SB: 2 Duress SB: 2 Negate SB: 3 Ground Seal SB: 1 Cyclonic Rift
List 2: + Show Spoiler + Lands: 4 Overgrown Tomb 4 Watery Grave 4 Breeding Pool 4 Hinterland Harbor 3 Woodland Cemetery 3 Drowned Catacomb 2 Alchemist's Refuge 1 Island
Creatures: 3 Snapcaster Mage 4 Thragtusk 1 Progenitor Mimic 2 AEtherling
Spells: 2 Abrupt Decay 3 Putrefy 4 Think Twice 2 Plasm Capture 2 Syncopate 1 Dissipate 2 Deadbridge Chant 3 Forbidden Alchemy 2 Garruk, Primal Hunter 4 Farseek
SB: 2 Abrupt Decay SB: 1 Tragic Slip SB: 2 Devour Flesh SB: 2 Negate SB: 1 Duress SB: 3 Deathrite Shaman SB: 2 Vraska the Unseen SB: 2 Far // Away
I run Syncopates too, but i do find myself using them quite liberally on early threats rather than saving them. I've never tested with Tree of Redemption before, will give it a try today, looks good on paper though.
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Much appreciated if anyone could tell me the state of phantom booster drafts? Are they active? How much to enter? etc.
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On May 25 2013 13:34 mishimaBeef wrote: Much appreciated if anyone could tell me the state of phantom booster drafts? Are they active? How much to enter? etc.
Looks like you can only do phantom sealed. There are m13 phantom booster drafts but only for new players with new player tickets.
Here is some information on the phantom sealed if your interested there is RTR, M13, and GTC http://wizards.custhelp.com/app/answers/detail/a_id/68/=PhantomRTRSealed
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United States24494 Posts
Just got back from Friday Night Magic 3 pack booster draft (second time I've gone). I placed 6th out of 36! My friend got second.
I put together a black and blue deck with milling, removal, debuffing, and the like. It was very frustrating for my opponents XD
My friend did a green and white crazy deck that destroyed everything except for the Orzhov deck in the final round (which he said was the best way to counter what he was doing).
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On May 25 2013 13:20 kaoxx wrote:Show nested quote +On May 23 2013 00:59 Judicator wrote:On May 23 2013 00:05 kaoxx wrote: Judicator, I'm interested in how you built your BUG list if you don't mind sharing it.
I am somewhat torn between 2 lists I feel quite content playing with. The 1st list goes for the milling wincon with x3 drownyard and x1 Jace, backed up with large suite of removals. The 2nd list goes for the aetherling/progenitor beatdown, with more counters/plasma capture, x2 deadbridge chant, more snapcasters, and x3 forbidden alchemy for dig.
The 1st list is great against most matchups, but I find it really weak against planeswalkers; if i don't have a counter in hand for it, the only way i can take care of it is with the x2 gaze of granites for 7cmc+. I've played UWR tempo decks who would opt to go for ulti on Ral Zarek because of how helpless I am against PWs.
The 2nd list does very well against midrange/jund (love aetherling), but i hate forbidden alchemy against aggro. Having to dig for an answer while tanking my life total below 10 is such a depressing scenario.
I had originally dedicated 1-2 negates and a dispel against control matchups, but am considering packing more removal/vraska since literally no one is playing esper/sphinxes these days. Planning to test more with barter in blood and RtR Jace.
I will post the 2 lists later tonight when I get home if I am not too tired. I play Syncopates and against UWR, I don't tap out early on. Ral isn't a big deal unless they just run it out there which most players do not. The aggro match up is a problem in general, but I board in Tree of Redemption and that usually stops them for me to catch a breath. Sorry for not posting earlier; the last 2 days have been fairly busy for me. List 1: + Show Spoiler + Lands: 4 Watery Grave 4 Drowned Catacomb 4 Hinterland Harbor 2 Woodland Cemetery 3 Overgrown Tomb 3 Nephalia Drownyard 1 Alchemist's Refuge 1 Island 4 Breeding Pool
Creatures: 4 Thragtusk 2 Snapcaster Mage 1 AEtherling
Spells: 3 Abrupt Decay 1 Dissipate 4 Farseek 3 Putrefy 2 Far // Away 2 Syncopate 1 Jace, Memory Adept 2 Garruk, Primal Hunter 2 Tamiyo, the Moon Sage 2 Gaze of Granite 4 Think Twice 1 Urban Evolution
SB: 2 Progenitor Mimic SB: 1 Abrupt Decay SB: 2 Tragic Slip SB: 2 Devour Flesh SB: 2 Duress SB: 2 Negate SB: 3 Ground Seal SB: 1 Cyclonic Rift
List 2: + Show Spoiler + Lands: 4 Overgrown Tomb 4 Watery Grave 4 Breeding Pool 4 Hinterland Harbor 3 Woodland Cemetery 3 Drowned Catacomb 2 Alchemist's Refuge 1 Island
Creatures: 3 Snapcaster Mage 4 Thragtusk 1 Progenitor Mimic 2 AEtherling
Spells: 2 Abrupt Decay 3 Putrefy 4 Think Twice 2 Plasm Capture 2 Syncopate 1 Dissipate 2 Deadbridge Chant 3 Forbidden Alchemy 2 Garruk, Primal Hunter 4 Farseek
SB: 2 Abrupt Decay SB: 1 Tragic Slip SB: 2 Devour Flesh SB: 2 Negate SB: 1 Duress SB: 3 Deathrite Shaman SB: 2 Vraska the Unseen SB: 2 Far // Away
I run Syncopates too, but i do find myself using them quite liberally on early threats rather than saving them. I've never tested with Tree of Redemption before, will give it a try today, looks good on paper though.
I will post a list tomorrow morning. The lists look fine except a few things; Urban Evolution is too good to be a one-of.
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Last night I saw the funniest and most awesome draft deck ever on a twitch stream:
7 Guildgates 3 Cluestones 1 Prism 3 x Green Gatekeepers (+7 life) 2 Fall of the Gavel 1 UUGG counterspell 2 Ruination Wurm 1 Blue guy giving multicolor flying 4/4 flyer blue guy blast of genius
edit: oh yeah, it also had: that 4WB card that exiles all creatures or enchantments or something else (lol) streetspasm the 3UR card that draws 4 and discards 2
and more
it was hilarious... pretty much used the following strategy:
-gain 7 life -play 6 drops -counter opponent's spells -??? (half the time it was swing with your 7/6 flyer ... or as some like to call it "turn my ruination wurm sideways") -profit
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Two questions.
How does a counter work vs Fuse cards? Also how do Fuse cards resolve such as Far and Away? Can I decide which one happens first?
Also concerning Exort effects, do I have to pay the exort cost when I play my spell? So if it gets countered, I still lose my exort effects?
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On May 26 2013 02:26 Fawkes wrote: Two questions.
How does a counter work vs Fuse cards? Also how do Fuse cards resolve such as Far and Away? Can I decide which one happens first?
Also concerning Exort effects, do I have to pay the exort cost when I play my spell? So if it gets countered, I still lose my exort effects?
Fuse cards resolve left to right. You can counter the fuse card with one counter to counter both sides.
Exort is triggered when a spell is cast, so you have to pay the cost when you cast the spell. Since the exort trigger is already on the stack, countering the spell does not harm the integrity of the exort trigger, and it still works.
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Straight outta Johto18973 Posts
On May 26 2013 02:26 Fawkes wrote: Two questions.
How does a counter work vs Fuse cards? Also how do Fuse cards resolve such as Far and Away? Can I decide which one happens first?
Also concerning Exort effects, do I have to pay the exort cost when I play my spell? So if it gets countered, I still lose my exort effects? Okay. So.
A Player plays one half of a Fuse card (say, Away only). You play Counterspell. That 'half' part is treated as one spell. It gets countered.
Player fuses both sides of the card (so both Far and Away). It is treated at one spell that does the left side of the card, then the right side of the card in an entire resolution. You play Counterspell. Everything on the Fuse card is treated as one spell here. Everything is countered.
Fwiw, you can see fuse cards as three cards in one. The first card is the left side (Far, CMC 2). The second card is the right side (Away, CMC 3). The third card is Far+Away together, doing the Far part before the Away part (Far/Away fused, CMC 5). In all instances, they are treated as one spell. In the case where they are fused, you can not reply between both halves of the card because it resolves all in one go.
Extort is a triggered ability. That means when you play a spell, Extort will trigger for each instance you own. So if you own a Blind Obedience and a Basilica Guards two instances will trigger. Those are placed on the stack. Resolve from the top of the stack as normal.
Let's say you play an Away, and someone plays a Counterspell in response. You own a Blind Obedience only. The correct way to resolve this is as follows:
- Away is played and placed on the stack.
- One Extort trigger is placed on the stack.
- The opponent plays Counterspell. It can be in response to the Extort trigger or to the Away being played.
- Let's say Counterspell resolves. Extort trigger is still on the stack regardless of whether Counterspell was played in response to Away or the Extort trigger.
- Away is countered.
- Resolve Extort.
Interestingly it also means you can counter an Extort trigger with, say Trickbind. Not sure when you'd want to, but you can if you feel like it.
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Gotcha. Forgot another weird situation I encountered, maybe it is my lack of understanding of the stack properly.
Let's say I had an Aetherling and I needed to exile him to save his ass. If my opponent uses Squelch on it, I could exile it again in response to that correct?
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Straight outta Johto18973 Posts
On May 26 2013 03:14 Fawkes wrote: Gotcha. Forgot another weird situation I encountered, maybe it is my lack of understanding of the stack properly.
Let's say I had an Aetherling and I needed to exile him to save his ass. If my opponent uses Squelch on it, I could exile it again in response to that correct? Yup.
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On May 25 2013 15:37 Judicator wrote:Show nested quote +On May 25 2013 13:20 kaoxx wrote:On May 23 2013 00:59 Judicator wrote:On May 23 2013 00:05 kaoxx wrote: Judicator, I'm interested in how you built your BUG list if you don't mind sharing it.
I am somewhat torn between 2 lists I feel quite content playing with. The 1st list goes for the milling wincon with x3 drownyard and x1 Jace, backed up with large suite of removals. The 2nd list goes for the aetherling/progenitor beatdown, with more counters/plasma capture, x2 deadbridge chant, more snapcasters, and x3 forbidden alchemy for dig.
The 1st list is great against most matchups, but I find it really weak against planeswalkers; if i don't have a counter in hand for it, the only way i can take care of it is with the x2 gaze of granites for 7cmc+. I've played UWR tempo decks who would opt to go for ulti on Ral Zarek because of how helpless I am against PWs.
The 2nd list does very well against midrange/jund (love aetherling), but i hate forbidden alchemy against aggro. Having to dig for an answer while tanking my life total below 10 is such a depressing scenario.
I had originally dedicated 1-2 negates and a dispel against control matchups, but am considering packing more removal/vraska since literally no one is playing esper/sphinxes these days. Planning to test more with barter in blood and RtR Jace.
I will post the 2 lists later tonight when I get home if I am not too tired. I play Syncopates and against UWR, I don't tap out early on. Ral isn't a big deal unless they just run it out there which most players do not. The aggro match up is a problem in general, but I board in Tree of Redemption and that usually stops them for me to catch a breath. Sorry for not posting earlier; the last 2 days have been fairly busy for me. List 1: + Show Spoiler + Lands: 4 Watery Grave 4 Drowned Catacomb 4 Hinterland Harbor 2 Woodland Cemetery 3 Overgrown Tomb 3 Nephalia Drownyard 1 Alchemist's Refuge 1 Island 4 Breeding Pool
Creatures: 4 Thragtusk 2 Snapcaster Mage 1 AEtherling
Spells: 3 Abrupt Decay 1 Dissipate 4 Farseek 3 Putrefy 2 Far // Away 2 Syncopate 1 Jace, Memory Adept 2 Garruk, Primal Hunter 2 Tamiyo, the Moon Sage 2 Gaze of Granite 4 Think Twice 1 Urban Evolution
SB: 2 Progenitor Mimic SB: 1 Abrupt Decay SB: 2 Tragic Slip SB: 2 Devour Flesh SB: 2 Duress SB: 2 Negate SB: 3 Ground Seal SB: 1 Cyclonic Rift
List 2: + Show Spoiler + Lands: 4 Overgrown Tomb 4 Watery Grave 4 Breeding Pool 4 Hinterland Harbor 3 Woodland Cemetery 3 Drowned Catacomb 2 Alchemist's Refuge 1 Island
Creatures: 3 Snapcaster Mage 4 Thragtusk 1 Progenitor Mimic 2 AEtherling
Spells: 2 Abrupt Decay 3 Putrefy 4 Think Twice 2 Plasm Capture 2 Syncopate 1 Dissipate 2 Deadbridge Chant 3 Forbidden Alchemy 2 Garruk, Primal Hunter 4 Farseek
SB: 2 Abrupt Decay SB: 1 Tragic Slip SB: 2 Devour Flesh SB: 2 Negate SB: 1 Duress SB: 3 Deathrite Shaman SB: 2 Vraska the Unseen SB: 2 Far // Away
I run Syncopates too, but i do find myself using them quite liberally on early threats rather than saving them. I've never tested with Tree of Redemption before, will give it a try today, looks good on paper though. I will post a list tomorrow morning. The lists look fine except a few things; Urban Evolution is too good to be a one-of.
Id really like to run more Urban Evolutions because they are awesome, but in most of my games they are only playable when i have 7+ lands to avoid tapping out. A lot of times it is just stuck in my hand, with no good opportunity to play them so I decided it down to a 1-of.
Tested the Trees out today on cockatrice. That 13 toughness butt really does so much work against red. I will probably put x2 in the sideboard over a removal and a duress.
edit: Will most likely be taking the 1st list to game day in ~12 hrs, but I'd love to see your list/opinions before then haha.
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United States24494 Posts
On May 26 2013 02:39 MoonBear wrote:Show nested quote +On May 26 2013 02:26 Fawkes wrote: Two questions.
How does a counter work vs Fuse cards? Also how do Fuse cards resolve such as Far and Away? Can I decide which one happens first?
Also concerning Exort effects, do I have to pay the exort cost when I play my spell? So if it gets countered, I still lose my exort effects? Okay. So. A Player plays one half of a Fuse card (say, Away only). You play Counterspell. That 'half' part is treated as one spell. It gets countered. Player fuses both sides of the card (so both Far and Away). It is treated at one spell that does the left side of the card, then the right side of the card in an entire resolution. You play Counterspell. Everything on the Fuse card is treated as one spell here. Everything is countered. Fwiw, you can see fuse cards as three cards in one. The first card is the left side (Far, CMC 2). The second card is the right side (Away, CMC 3). The third card is Far+Away together, doing the Far part before the Away part (Far/Away fused, CMC 5). In all instances, they are treated as one spell. In the case where they are fused, you can not reply between both halves of the card because it resolves all in one go.
Extort is a triggered ability. That means when you play a spell, Extort will trigger for each instance you own. So if you own a Blind Obedience and a Basilica Guards two instances will trigger. Those are placed on the stack. Resolve from the top of the stack as normal. Let's say you play an Away, and someone plays a Counterspell in response. You own a Blind Obedience only. The correct way to resolve this is as follows: - Away is played and placed on the stack.
- One Extort trigger is placed on the stack.
- The opponent plays Counterspell. It can be in response to the Extort trigger or to the Away being played.
- Let's say Counterspell resolves. Extort trigger is still on the stack regardless of whether Counterspell was played in response to Away or the Extort trigger.
- Away is countered.
- Resolve Extort.
Interestingly it also means you can counter an Extort trigger with, say Trickbind. Not sure when you'd want to, but you can if you feel like it. don't think you can ever counter extort since it resolves right when a spell is cast, rather than going on the stack.
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Straight outta Johto18973 Posts
On May 26 2013 06:09 micronesia wrote:Show nested quote +On May 26 2013 02:39 MoonBear wrote:On May 26 2013 02:26 Fawkes wrote: Two questions.
How does a counter work vs Fuse cards? Also how do Fuse cards resolve such as Far and Away? Can I decide which one happens first?
Also concerning Exort effects, do I have to pay the exort cost when I play my spell? So if it gets countered, I still lose my exort effects? Okay. So. A Player plays one half of a Fuse card (say, Away only). You play Counterspell. That 'half' part is treated as one spell. It gets countered. Player fuses both sides of the card (so both Far and Away). It is treated at one spell that does the left side of the card, then the right side of the card in an entire resolution. You play Counterspell. Everything on the Fuse card is treated as one spell here. Everything is countered. Fwiw, you can see fuse cards as three cards in one. The first card is the left side (Far, CMC 2). The second card is the right side (Away, CMC 3). The third card is Far+Away together, doing the Far part before the Away part (Far/Away fused, CMC 5). In all instances, they are treated as one spell. In the case where they are fused, you can not reply between both halves of the card because it resolves all in one go.
Extort is a triggered ability. That means when you play a spell, Extort will trigger for each instance you own. So if you own a Blind Obedience and a Basilica Guards two instances will trigger. Those are placed on the stack. Resolve from the top of the stack as normal. Let's say you play an Away, and someone plays a Counterspell in response. You own a Blind Obedience only. The correct way to resolve this is as follows: - Away is played and placed on the stack.
- One Extort trigger is placed on the stack.
- The opponent plays Counterspell. It can be in response to the Extort trigger or to the Away being played.
- Let's say Counterspell resolves. Extort trigger is still on the stack regardless of whether Counterspell was played in response to Away or the Extort trigger.
- Away is countered.
- Resolve Extort.
Interestingly it also means you can counter an Extort trigger with, say Trickbind. Not sure when you'd want to, but you can if you feel like it. don't think you can ever counter extort since it resolves right when a spell is cast, rather than going on the stack. It's a tiggered ability which lets you counter it with specific cards like Trickbind. Trickbind doesn't counter spells, it counters activated and triggered abilities.
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