MR BLACKMAGIK
Member
I want my Dragon deck from a few years ago.
I actually can't tell if you are joking or not at this point.Whenever you first booted the game. So if you booted at 11PM, it resets at 11PM for you.
I actually can't tell if you are joking or not at this point.
I'm not sure if this is a bug or if I'm doing something dumb, I encountered this card a couple of times that forces the opponent to pay additional mana to attack. So far the game taps lands for me when I play anything, so I don't know what I'm supposed to do. If I select creatures to attack and tap on attack nothing happens. If I don't pick any monsters and tap on skip attack nothing happens. Conceding seems to be my only choice.
Declare the attackers you want and attempt to move on to the next phase. A dialogue should pop up, if you have enough untapped lands saying, "This attack formation costs __ mana.." Then select Yes.
They say it's tuned such that you can earn every card for free by the time the next set releases, and the math works out pretty easily.
Could someone explain how blocks are supposed to work with this game, and if it's using the one that rotates cards out anually, or if it's one that allows you to use everything released from eighth edition (or whatever the core set is with this) and up? If the cards you end up getting in this game will be legal for a long enough time, I'll probably actually start buying boosters.
When I was playing the phsycial version, the rotations were really sporadic and not on a fixed schedule like they are now, and I'm not sure if there were two different kinds of blocks either. There were basically tournaments for the most recent core set and two expansions, and then there were those that included everything (but those were less common). Is what we are currently playing with just considered the "core" set, so it should be around for more than a few years?
When is this releasing on Android? I want this
got to rank 27 before dropping down a bit. I don't even know how many ranks there are
Could someone explain how blocks are supposed to work with this game, and if it's using the one that rotates cards out anually, or if it's one that allows you to use everything released from eighth edition (or whatever the core set is with this) and up? If the cards you end up getting in this game will be legal for a long enough time, I'll probably actually start buying boosters.
Just got to rank 30 with my WG deck.
Thinking about putting one more way to kill enchantments because the Thopter Spy Network card is just too good in the UR artifact. If I can kill it, it is pretty much game. If it stays up, I probably have a 33% chance of winning.
Every other deck I can usually win, even if mana starved. If I get 2 white mana, I can still win. This probably won't happen once more people get all the cards though.
You playing an elf based deck, or at least one that is using Sunblade Elves? WG looked pretty strong to me, but a lot stricter for requirements compared to some other colors.
I have started a black-blue deck to play from the grave. The deck is fun but not effective. Would you have any tip and trick to make the deck better?
Edit: Captions are in French.
I have started a black-blue deck to play from the grave. The deck is fun but not effective. Would you have any tip and trick to make the deck better?
Edit: Captions are in French.
40. It's in the achievements on Steam.
1x Anointer of Champions <-- makes your creatures have favorable trades in the early game. Also works with Reprisal to get creatures up to 4 attack.
1x Archangel of Tithes <---I have had many different "big" creatures in this slot
I have one of those in my deck too. I'm also using 2x Kytheon's Irregulars as my only "big" creatures. The fact that they themselves do not have to tap to tap another creature makes them amazing. A 4/3 for 2ww that easily gets reknowned and can tap as many creatures as you have two plains?
You probably want something bigger to reanimate. Right now your creatures all cost less than or equal to the reanimation spells so you aren't really "getting ahead" by going through the trouble of getting them into the yard. You can bring back some opponent stuff sometimes, but you don't want to depend on that.
That said, I'm not totally sure if there are great blue/black targets in the card pool right now.
Like ultron said, you are designing your deck to support reanimation, but there is nothing good to reanimate. The only card there that actually benefits from having cards in your graveyard is Graveblade Marauder, and as a card you can only have two of, I wouldn't recommend building a deck to support him. In general, I can't imagine reanimation decks would be that good with this card pool, given that the good big creatures are generally rare. Also, Consecrated by Blood and most auras are dangerous; if your opponent destroys your creature while it's enchanted, you just wasted a card.
Felt kind of like I got screwed over earlier, playing through Lilianas story mode, I revived a creature from the opponents graveyard on my side, they played a creature that exiled it till it was destroyed, so I destroyed the creature that exiled it, and then the card that I revived just stayed on my opponents side. I guess there must have been some text on one of the cards about reverting to the original owner, but I still feel like it should have gone back to me since I had control of it at the time. I basically revived one of their better creatures for them.
Felt kind of like I got screwed over earlier, playing through Lilianas story mode, I revived a creature from the opponents graveyard on my side, they played a creature that exiled it till it was destroyed, so I destroyed the creature that exiled it, and then the card that I revived just stayed on my opponents side. I guess there must have been some text on one of the cards about reverting to the original owner, but I still feel like it should have gone back to me since I had control of it at the time. I basically revived one of their better creatures for them.
Are the servers just perpetually down or is it when I try to log on I crash the servers? LOL
The AI seems to be "okay" at most things, but why is it so horribly stupid regarding haste? It always casts a creature or enchantment that has haste after the attack phase.
I remember what I really hated the most about this game; the land screw, especially in dual colored decks.
1. Get twelve lands and only two creatures (of 26)
2. Get seven plains and one mountain, while having three cards requiring 2R that would swing the match.
3. Get five mountains and one plains, while having a handful of 2W creatures.
4. Get two lands for six turns.
Every single loss but one today has been because of this, and I'm using 22 lands. Of the 60 cards, I have three red with RR and five white with WW with more plains than mountains, since the majority of the creatures are white. Time to start swapping normal lands for those that let you search for any basic land, since it's better losing out on your whopping first turn +2 damage advantage compared to getting land-locked.
edit: there is something seriously fucked with this game. I just lost again having only three plains in play for ten turns, and 3x Fiery Impulse and 3x Twin Bolt in my hand.
Perhaps you could post your deck?
* Evolving Wilds is not a good solution to this for two-color decks. You are better off using just basic lands and guildgates.
Your curve is a little awkward. You have way too many 1-drop creatures and not enough 2 and 3-drop creatures. My recommendation is to cut all of the 1-drops besides the Vanguards. Goblin Arsonist is a decent 1 drop because it can trade up, so run a few of those if you have them, but it's more important to fill out your 3 drops.Ironically, my next two games after posting went like this (again):
1 Plains for seven turns, four creatures.
10 lands, one creature.
1x Anointer of Champions - W
3x Elite Vanguard - W
2x Akroan Jailer - W
3x Suntail Hawk - W
2x Goblin Glory Chaser - R
3x Fiery Impulse - R
1 x Perilous Myr - 2
1x Relic Seeker - 1W
1x Nimbus Wings - 1R
2x Consul Lieutenant - WW
1x Topan Freeblade - 1W
1x Throwing Knife - 2
1x Alchemist's Vial - 2
1x Inferno Fist - 1R
2x Reprisal - 1W
4x Twin Bolt - 1R
1x Exquisite Firecraft - 1RR
1x Chandra - 1RR
1x Solemn Offering 2W
1x Archangel of Tithes - 1WWW
2x Kytheon's Irregulars - 2WW
1x Angelic Edict - 4W
1x Avaracious Dragon - 2RR < I wouldn't drop this anyway until turn 7+ unless I somehow got a freak draw.
11 Plains
8 Mountains
2x Clifftop Retreat
2x Evolving Wilds
Guildgates are better because they can be tapped for either color on later turns. Evolving Wilds forces you to choose which color you want right away. Guildgates (and other dual lands) allow you to play a R cost card one turn and a WW cost the next, Evolving Wilds doesn't.How's that? They are essentially a land that makes your deck smaller. Two more basic lands in place of them just means you have a higher chance for mana flooding.
I played the game for eleven years, and getting mana screwed was just a part of the game and happened every so often. In this game however, it happens a metric fuckton. It's nowhere near the same as the physical version, because you can't weave/shuffle.
Ironically, my next two games after posting went like this (again):
1 Plains for seven turns, four creatures.
10 lands, one creature.
1x Anointer of Champions - W
3x Elite Vanguard - W
2x Akroan Jailer - W
3x Suntail Hawk - W
2x Goblin Glory Chaser - R
3x Fiery Impulse - R
1 x Perilous Myr - 2
1x Relic Seeker - 1W
1x Nimbus Wings - 1R
2x Consul Lieutenant - WW
1x Topan Freeblade - 1W
1x Throwing Knife - 2
1x Alchemist's Vial - 2
1x Inferno Fist - 1R
2x Reprisal - 1W
4x Twin Bolt - 1R
1x Exquisite Firecraft - 1RR
1x Chandra - 1RR
1x Solemn Offering 2W
1x Archangel of Tithes - 1WWW
2x Kytheon's Irregulars - 2WW
1x Angelic Edict - 4W
1x Avaracious Dragon - 2RR < I wouldn't drop this anyway until turn 7+ unless I somehow got a freak draw.
11 Plains
8 Mountains
2x Clifftop Retreat
2x Evolving Wilds
In case someone is interested, this is the deck I am currently trying to improve (mostly focussed on taking out enemy creatures, while making mine stronger and to win before most high cost creatures can have an impact):
I win about 50-66% of the online matches. It is a bit annoying that I dont have any additional mana creatures in there. I was really tempted to add these 0/2 Mana creatures, but then again, all other creatures proved incredibly useful for winning, not to mention that I can do most of my early game combinations with 3 mana.
In case someone is interested, this is the deck I am currently trying to improve (mostly focussed on taking out enemy creatures, while making mine stronger and to win before most high cost creatures can have an impact):
I win about 50-66% of the online matches. It is a bit annoying that I dont have any additional mana creatures in there. I was really tempted to add these 0/2 Mana creatures, but then again, all other creatures proved incredibly useful for winning, not to mention that I can do most of my early game combinations with 3 mana.
As long as we're sharing decks for critique, I've made it up to about 35 with this one:
1x Jace 1U
1x Sigiled Starfish 1U
2x Gatecreeper Vine 1G
3x Telling Time 1U
2x Disperse 1U
2x Displacement Wave XUU
1x Nissa 2G
3x Bounding Krasis 1GU
2x Claustrophobia 1UU
3x Wildsize 2G
2x Solemn Offering 2W
3x Darkslick Drake 2UU
3x Thunderclap Wyvern 2WU
2x Suppression Bonds 3W
4x Inspiration 3U
1x Disciple of the Ring 3UU
2x Tragic Arrogance 3WW
1x Gaea's Revenge 5GG
1x Plains
5x Islands
3x Forest
2x GU rare land
2x WU rare land
2x GW rare land
3x WU tap land
3x GU tap land
1x Evolving Wilds
(22 lands + 2 Gatecreeper Vines + Nissa + a bunch of scry)
I've recently swapped out 1x Tragic Arrogance and 1x Darkslick Drake for 2x Harbinger of Tides. I'm not sold on them yet, though they can be helpful.
I sometimes just get absolutely slaughtered by aggro, but if I can stabilize I typically win any game that goes on long enough since I build up so much card advantage. I'm a big fan of card draw, and I really like Flash minions. This deck originated as just blue and white, trying to make use of the Thunderclap Wyvern's surprise factor with a bunch of blue flyers. When I picked up Nissa I put her in because she's just game-winning if she gets going and she's easy to activate, and then added in the Wildsizes for more surprise and card draw and the Bounding Krases to have a nice 3 drop. I'd like more Disperses but I've only pulled 2 so far. I was thinking mana availability might be a problem with three colors but it really hasn't been, though when I get more Evolving Wilds I'll probably replace some tap lands. I keep toying with getting rid of white entirely but Tragic Arrogance can be huge, Suppression Bonds is one of the only really good ways to shut down a planeswalker semi-permanently, Solemn Offering is great against that Evolutionary Leap deck or Flameshadow Conjuring (Suppression Bonds is good for this too), plus it snipes dangerous artifact creatures and heals (which is good since I often go down to 10 or less health early on even in games I win), and of course the Thunderclap Drakes require a white mana.
I'm mainly thinking about getting rid of some Telling Times in favor of more Starfish. I'd kind of like some counterspells since I play so many Flash creatures anyway (so I don't risk wasting mana), but I'm not sure what to cut. Maybe cut some Inspirations for some Bone to Ash (2UU counter creature spell and draw a card). I don't have any of those yet though. I've played with Calculated Dismissal but I don't like how dead it is late-game in a control match-up or where they're top-decking.