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Magic Duels |OT| Magic The Hearthstonening [Update Support Ending]

I actually can't tell if you are joking or not at this point.

I don't think it's been 100% confirmed but the most common theory right is that it actually is every 24 hours from when you first launched the game, yes.

It is an extremely stupid way to handle daily resets and probably a big reason why a bunch of people have issues with the gold cap reset/new quests just not happening for a couple of days randomly.
 
Seems about right. I didn't remember the exact time I first launched it a few days ago, but I though it was "around noon", and mine has been resetting at 12:35 EST so far. I didn't know until yesterday that people were having varying reset times either, and thought 12:30 was supposed to be standard (even if it's a bit odd).
 
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.
 
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.

Actually, what he ran into is a fairly ubiquitous bug that they're aware of but have yet to patch. It affects Archangel of Tithes and Oppressive Rays. There is no fix for it at this time.
 
got to rank 27 before dropping down a bit. I don't even know how many ranks there are but the rank portrait hasn't changed since rank 15

Thopter Spy Network in a good R/U deck is a killer. And recently I'm struggling quite a bit against G/W deck that just drop value-creatures every turn, not even elves or enchantments
 
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?
 
I really like the direction they are finally taking Magic on videogames but man I hate the game's viewpoint. Why is there only one option? I hate having that angle of the view with no way to change it. Everything looks tiny. I want a direct top down view where everything is as large as possible. There is so much wasted empty space on the screen. I also hate you cant zoom even more into the cards - its like a semi zoom.

I used to play magic on pc years ago and I remember having quite a few options to zoom in to the table very close. This is something they just keep getting wrong on these yearly magic games.
 
I tried to play on my pc but the game wont even open. I keep getting a fatal error when i try and launch it. I read that i need to update windows or something but im affraid if I do that ill fuck my pc up somehow.

I guess ill just play on xb1 or something. Or just stick to xmage.
 
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?

From what we know, there is no rotation in Magic Duels.

Concerning rotations in the physical game, we're actually coming up to a change in how it's handled. Magic Origins is the final core set. Blocks will now just be two sets and there will be two a year. Rotations occurs with the start of each block, so now there will be two rotations a year. Details here.

There are three major constructed (prebuilt deck) formats:
1. Standard - This is the format that pays heed to rotations.
2. Modern - Every card from 8th Edition on (with a ban list). Cards that fit in are generally recognizable by having the modern card frame, though some cards not in the format have been reprinted with the modern frame in supplemental products.
3. Legacy - Every card in the game (with a banned and restricted list). There is also Vintage, which has a smaller banned and restricted list, but it's less played.
 
Managed to beat Nissa's final mission on the third try. Finished combat with me at 31 life and the computer at minus 24. Hit him on the killing swing with a Nissa's Chosen, an enhanced Scute Mob, a Wildheart Invoker and a 16/16 Dauntless Dourbark. Gave +5/+5 and Trample to the Dourbark (to punch through a handful elves).

Landing a Boundless Realms with a Grazing Gladeheart on the field really is "living the dream".
 
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.

At the moment, Magic Duels doesn't correspond directly to a physical block. The blocks that includes this card set, Origins, also includes:

Dragons of Tarkir
Fate Reforged
Khans of Tarkir
Magic 2015 (Core Set)
Journey Into Nix
Born of the Gods
Theros

Duels is closest to a Block-Limited format (like what you would play at a prerelease event or Draft), at the moment, but it's unlikely that's their long-term plan. If I had to guess, this is supposed to be a new "perpetual" format (like Modern, which currently includes some 48-ish legal sets), meaning that each new expansion will be added into the card pool and you will always have access to your entire collection of cards, barring the possible/hopeful addition of other game modes.

I think this is why they have the Rarity Limit in place: in the long run it's supposed to be sensible on the basis that you're going to be able to use a variety of similar cards across dozens of printings (for example: I complained earlier in the thread about the lack of Wrath of God effects, but in a perpetual format there are literally dozens to pick from, so it doesn't matter much if you're limited to 2 of each). The problem is that it doesn't work well right now, mostly because they needed to launch with a more robust set of cards (probably the full Standard set) rather than just Origins.

I don't think they'll try to do the Standard annual rotation, because most of their prospective players for this game don't know what it is and would find it enormously frustrating if they logged in one day and found a significant chunk of their deck was no longer usable. As they may have paid real money for those cards, it could even turn into a situation of demanding refunds or bringing legal action in countries with particularly robust consumer protection laws.
 
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.
 
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?

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Edit: Captions are in French.
 
This crashes on my ipad mini 2 pretty much every game. :( The ipad is jailbroken and I wonder if that has anything to do with it.
 
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.

No elves, I switched. The only elves I'm using is Sunblade and the one that destroys enchantments/artifacts. Sunblades are useful even in the lategame.

It is mainly about dropping creatures and making a way for them to hit. They usually have some kind of bonus like vigilance/renown/first strike.

1x Kytheon, Hero of Akros
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 Elite Vanguard
3x Sunblade Elf
1x Knight of the White Orchid
1x Consul's Lieutenant
1x Topan Freeblade
3x Kinsbaile Skirmisher
1x Undercity Troll
2x Grasp of the Hieromancer
4x Nimbus Wings
2x Reprisal
2x Celestial Flare
3x Skyhunter Skirmisher
2x Heliod's Pilgrim
2x Reclamation Sage
1x Citadel Castellan
4x Wildsize
1x Archangel of Tithes <---I have had many different "big" creatures in this slot.
1x Tragic Arrogance
13x plains
6x Forest
2x Sunpetal Grove
2x Foundry of the Consuls <---mvp when they board clear.

Most of my stuff where I only have 1 is because I don't have 2 of the cards.
 
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.

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.
 
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.

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.
 
40. It's in the achievements on Steam.

ah so I'm not that far away anymore. Currently stuck at 27, it's kind hard to move up from here
I got two Evolutionary Leaps from boosters and they are as fantastic as I thought, but I really could use some elves cards now
 
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.

Hah. I knew about tossing an enchantment on an enemy creature to buff it to Reprisal range, but I didn't realize the Anointer could do that as well. Probably because you can't do that with the throwing knife artifact, and so I gave up on that strat.

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?
 
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?

Don't have them
 
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.

Thanks! It makes sense
 
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.
 
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.
 
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.

Yeah Banisher Priest, it says right in the reminder text that exiled things come back under their owners control. Basically in magic anything that is a counter or a temporary change is 'forgotten' when something leaves the battlefield. It's the same reason that if you resurrect one of their creatures and it dies itd oesn't then go to YOUR graveyard, because it forgets your temporary control, that it became black, and that it became a zombie, the instant it leaves the battlefield. Exile is basically the same as killing it in that way.
 
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.

There are a couple weird interactions like this. The blue spell Disperse sends things back to their owner's hands, so it works wonderfully as a counter to any sort of creature theft. Adding to what TheYanger said, you have to pay attention to where it's talking about "owner" and where it's talking about "controller" - the game uses the words differently.

Another really weird interaction is that if a spell has targets but also does something else, denying it targets causes it to fail to do anything. Like, the green spell Wildsize gives a creature +2/+2 and trample, and draws you a card. But if you kill or unsummon the creature getting Wildsized, it doesn't draw a card either. Compare to the black spell Cruel Revival which targets a creature and targets a creature in your graveyard - the reviving part still works even if the living creature escapes the spell.

Also note that you can dodge Reprisal and Reave Soul by manipulating the attack of the target.
 
Are the servers just perpetually down or is it when I try to log on I crash the servers? LOL

Apparently they go down around this time for ten minutes and then should be back.
 
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.

There are a lot of bugs like that. In the older dotp games they had almost perfect ai decisions but the cpu took a long time to choose. When they moved to tablet (in 2012?) they changed to a more simple, straightforward ai. In the older games the ai had deck specific strategies but it requires fixed decks and a lot of specific scripting which I guess they don't want to spend the effort on. Good ai seems to be both labor and cpu intensive.
 
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.
 
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.

While mana screw/flood does suck, a lot of it really is due to your deck structure.
* You should have at least 23 lands. May not seem like much, but it does make a difference.
* You have both cards with RR and cards with WW in the cost? If your deck doesn't have an easy way to "fix" your mana colors, you should either only have cards with WW and R, or just cards with W and R in the mana cost.
* Evolving Wilds is not a good solution to this for two-color decks. You are better off using just basic lands and guildgates.

Perhaps you could post your deck?
 
You get all the dual combo lands at the start as well. But yeah double colour costs are still dicey unless you're playing green and you can fetch for lands with other spells.
 
Perhaps you could post your deck?

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

When your first hand is four lands (and the colors you need), one creature and whatever else do you mulligan?
What happens when you have an entire hand full of W casting creatures and one plains? What are the odds that you won't draw another land for five plus turns?

You either risk going with those, or you mulligan for potentially something just as bad, or even worse. If you get something worse, you either stick with that or lose out on another card. Plus, the odds seems to be even worse for a decent mix when you do that.

* Evolving Wilds is not a good solution to this for two-color decks. You are better off using just basic lands and guildgates.

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. And right now, even though it's nowhere near as veratile, I feel like I'd be doing better with a mono deck.

https://steamcommunity.com/app/255420/discussions/0/617330406664788165/ < not me.
 
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
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.

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.
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.

There are situations where you would prefer evolving wilds though, mainly for things that care about landfall or specific land types (like Sunblade Elf, for example).

Also, weaving is pretty frowned upon in tournament play and can potentially get you into trouble. Because either it has no effect, in which case it's a waste of time, or it does have an effect which means at best you didn't sufficiently shuffle and at worst you've cheated by stacking your deck.
 
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

Oh, so you do have 23 lands. Anyway, my recommendations are:
* You don't have to have so many creatures that cost 1 mana, especially since your deck doesn't really benefit too much from them. They are weak and easily get outclassed. In particular, I recommend replacing Akroan Jailer and Suntail Hawk. The Jailer's tap ability uses up too much mana to be useful, and you don't have enough ways to boost the Hawk for a turn-one flyer to be helpful.
* Drop Chandra. She's hard to consistently cast by turn 3 in your deck, and you don't have enough red cards to consistently untap her.
* Archangel of Tithes is dangerous to run outside of a monocolor deck. If you lower the number of red cards and Mountains, thus increasing the number of Plains, I'd keep her, but she's a bit risky as is.
* You yourself don't seem to like Avaricious Dragon much, but I'm assuming that means you don't really have another good option for a big flyer. Replace it when you can.
* Replace Exquisite Firecraft, since it may be too hard for your deck to cast.
* Unless you're encountering nothing but decks heavy in artifacts and enchantments, replace Solemn Offering. Otherwise, it will just be a dead card in your hand. If you're encountering a lot of guys with auras, it's often better to use a kill spell on the creature instead of using Solemn Offering to destroy an aura.
* Replace the Evolving Wilds with Boros Guildgate.
* You generally want increase the number of creatures that cost 2 and especially 3 mana. It should be more of a bell curve, with less creatures at both 1 and 5 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.
 
Ugh, the dumb thing about the deck wizard is that if you crack open Rogue's Passages they will pretty much get added to your deck.
 
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.

You don't need so many pump spells. Replace at least half of them with creatures, so then you actually have something to use them on. Add creatures that act as mana sources to fill out to lower end a bit more, and add more creatures in the 4+ mana range. You probably also want to get rid of Willbender; it's better suited for an aura deck than a deck with a lot of instant pump spells.
 
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.

4x Wildsize

It will make your Iheasian Thief and outland Colossus better.

I don't think might of the masses works for this deck. I would also take out titanic growth. Wild Instincts costs too much for me though it does allow you to kill stuff which you don't have access to really.

Gatekeeper vines

Ramp up you mana and play bigger creatures.
 
Just played a mono red deck. 23 lands. Won the first game, then ended up with no more than two lands by turn six with the next two. I am going to start writing down every single game now, because this isn't right.
 
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.
 
What is the timer for? My opponent has been stalling after the timer ran out and it just sits there so he can avoid a loss. This is bullshit. He's just sitting there and I'd have to concede to lose my own point and gold.


Bleh... not worth it... I reported the asshole and moved on.

Edit: Dude finally either left after 15 minutes or the computer finally kicked him off. At any rate, 20 gold is 20 gold :p

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.

There's really a lot going on with your deck. It's not focused or consistent enough to withstand aggro. Honestly I don't think Tri colored decks are ready for prime time yet. The fixing we got is poopy. With only 2x of the untapped if you got the corresponding basic rares of each pair isn't enough and the gates are meh. The vines help smooth that out but while you're dropping tapped lands the aggro decks are building a board and you'll get swarmed. I guess displacement wave helps but with only 2 copies to draw it won't come soon enough to recover.

Starfish are good however. At least they'll keep aggro at bay for early turns and smooth your draws.

I think 2x Displacement waves are too many anyway. One should be fine. The problem is early on you're using it to hold back aggro but you are also resetting your own early board as well. Also Displacement wave wrecks planeswalkers that have flipped as they have 0 casting cost. If the card was an instant it would be a lot better as you can do it EOT and then set yourself up for a first crack at the wiped board.

I don't think the card pool is good enough for pure control yet. The counters that we got are stinky.


I was running a Blue/White skies deck. Its pretty good but now I've been experimenting with Mono Blue tempo:



2 Drops
2x Harbinger of Tides
1x Jace, Vryn's Prodigy
3x Sigiled Starfish
3x Welkin Tern

3 Drops
4x Frost Lynx
3x Jessian Thief
3x Snapskin Drake

4 drops
2x Seperatist Voidmage
3x Whirler Rogue

5 Drops
1x Soulblade Djinn

Spells
2x Throwing Knife
3x Disperse
3x Anchor to the Aether
2x Claustrophobia
1x Thropter spy network

Lands
1x Rogue's Passage
23x Islands

Creatures:

For the 2 drops:
Welkin Terns are great early aggro. Will fly over elves and other ground creatures.

Jace filters your hand, then provides safe attacks and defense and reuses your spells for Thieves and the Djinn. His ultimate will rarely be used but can be an alternate win con if the game goes long.

Starfish holds back aggro and smooths your draws out.
Harbinger can be an early creature, bounce or combat trick. It's such a good card. Use it. Always use it.


3 Drops:

Frost Lynx are SO good. They take away blockers and prevent a hitback. There's so much value in such a card. I've said before it may not be Man O' War but at least it affects the board at turn three. Also it provides a way to bounce creatures with the Harbinger.

Jessian Thief does a lot too. She allows you to draw cards, she can be used as a combat trick with your instants, she forces others to block her and let your other forces get in there unless the opponent wants to be behind on card advantage.

Snapskin drakes are decent aggro for the price.

4 Drops:

Separatist Voidmages are great for bounce. Again its a two for one value creature.

Whirler Rogue: Such a friggan awesome card. It's 3 creatures for one card. It's ability is relevant to help Jessian Thieves to get in there, the thropters power the spy network. It does so much.

5 Drop:

Soulblade Djinn is your finisher. Has a decent body for a flyer and its ability is relevant to deal out a bit more damage if you're on a stalemated board.


Spells:

2 Drops:

Throwing knife powers Thropter Spy network. It's a free payment for the Whirler Rogue's abliity. It's pump for your flyers. It's removal which is something that Blue lacks aside from bounce. Again it does a lot for the deck.

Disperse is a great instant that synergizes with your Thieves, it removes blockers, it wrecks Voltrony Aura strategies. It blows up token creatures. It can bounce Lords to blowout a block or attack opponent's make. It's cheap and great.

Anchor to the Aether is almost the same but also gives a Time Walk like effect when your opponent is Top Decking. The scry ability also helps get you out of situations. It's big downside is that it's a sorcery. Honestly I may just swap them out with two more claustrophobias and another throwing knife.

Claustrophobia is your only "permanent" removal. Sometimes its the only solution you have.

Thropter Spy network is a powerful card but honestly probably the weakest card because on it's own it doesn't do anything. It really probably isn't the deck for it but the rewards gained can be so much. You have so much as one thropter or knife out and you are going to overwhelm them with card advantage. The reward is too much for me not to risk it. I might replace it though with A disciple of the Ring because late game she's a great finisher. She'll tap down the opponent's team or act as a sorely needed negate, which I wish was in this set...

Lands:

The one Rogue's passage is a mise for stalemates and can allow the Thieves to get in there to draw for you.

Islands are islands.



So yeah going mono blue it allows me to concentrate on casting creatures and keeping the pressure on the opponent instead of worrying about how I'm going to cast spells in my hand. It's a pretty strong deck as your goal is just to drop early creatures, bounce anything out of the way, refill your hand with the thieves and lock down the troublesome fatties. Your fliers are your main source of damage and the ground creatures will gum up the board. Don't be afraid to double block of course. It's reaaaly strong against aura heavy decks, which a lot of newbies tend to go for. It's not uncommon to play against a mono white or red/white aggro deck and easily three for one them with a bounce spell.

But of course there's going to be some weaknesses:

It can't get rid of creatures permanently aside from throwing knives and claustrophobia. The key to the deck is to swing early and keep pressure and keep bouncing creatures so the opponent can't catch up. You can't survive the late game unless you've locked down all his best creatures.

The other weakness is against value creatures. Any opponents that have come into play creatures this deck isn't really good against. The problem is that they can reuse the creatures and get more effects with your bounce. This is why at first I went Blue/white for access to Suppression Bonds and the Drake flyer Lord. I might go back to that but I love consistency more than anything.

Anyway its a pretty good deck. I like it :p
 
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