Cymbal Head
Banned
Has anyone built the WRG renown deck that this cardpool is so obviously calling out for? I don't have access to a lot of those cards or enablers/pumpers like Subterranean Scout and Patron of the Valiant.
here's a small problem I currently face with my W/R deck
if you have to chose, would you rather play Inferno Fist or Infectious Bloodlust in an aggro deck? I currently use 4 Inferno Fists and a Nimbus Wings, I like that you still get value out of the card when the creature gets destroyed. On the other hand Infectious Bloodlust replaces itself and haste is pretty neat
as a side note, I really need better equipment cards for my Relic Seekers
here's a small problem I currently face with my W/R deck
if you have to chose, would you rather play Inferno Fist or Infectious Bloodlust in an aggro deck? I currently use 4 Inferno Fists and a Nimbus Wings, I like that you still get value out of the card when the creature gets destroyed. On the other hand Infectious Bloodlust replaces itself and haste is pretty neat
as a side note, I really need better equipment cards for my Relic Seekers
Has anyone built the WRG renown deck that this cardpool is so obviously calling out for? I don't have access to a lot of those cards or enablers/pumpers like Subterranean Scout and Patron of the Valiant.
here's a small problem I currently face with my W/R deck
if you have to chose, would you rather play Inferno Fist or Infectious Bloodlust in an aggro deck? I currently use 4 Inferno Fists and a Nimbus Wings, I like that you still get value out of the card when the creature gets destroyed. On the other hand Infectious Bloodlust replaces itself and haste is pretty neat
as a side note, I really need better equipment cards for my Relic Seekers
Both leave you wide open to 2-for-1ing yourself as you're casting them, but I think Inferno Fist works a bit better, since removing a small blocker allows your creature horde to slip by unimpeded, can be used to hit players for those last two points of damage (even though it's a 1RR sorcery-speed Shock in those cases), and doesn't force the creature to attack in case you need to actually not suicide your creatures as soon as your opponent drops anything capable of beating the creature in combat.
Or after. I have played several matches where I've been able to Reprisal one of my opponent's creatures immediately after a power-pumping aura resolves.
Even in an aggro deck, "attacks each turn" is not something you want on your creatures, and it won't be too common for you to both cast a creature and be able to cast Infectious Bloodrage. Inferno Fist can be used for direct damage.
Depends. Bloodlust if i got cheap evasive creatures. Inferno fist if not. Both are similar in power level.
Theres no good equipment aside from throwing knife. Maybe that medallion thingy but honestly i think they are dead for now.
gotcha. Inferno Fist seems to be the clear winner as I expected, I was just wondering because I've seen a couple mono red deck lists with Bloodlust but not Inferno Fist, curiouslyBoth leave you wide open to 2-for-1ing yourself as you're casting them, but I think Inferno Fist works a bit better, since removing a small blocker allows your creature horde to slip by unimpeded, can be used to hit players for those last two points of damage (even though it's a 1RR sorcery-speed Shock in those cases), and doesn't force the creature to attack in case you need to actually not suicide your creatures as soon as your opponent drops anything capable of beating the creature in combat.
I played a couple successful ranked matches just now with my elves deck and honestly it's just too fun trolling my opponents with Evolutionary Leap. I probably made them hate the card if they don't already
ehm someone please explain why I didn't get the gold for the community twice now. Do you actively have to participate?
And add to that Duels' severe land clumping issues and Abbot is a prime example of a card that is excellent in real Magic, but kind of shite in Duels Magic.
They really, really need to simulate several different shuffling styles for a deck.
What do you guys mean? Different "shuffling styles" to spread out your lands in a non-random manner is deck stacking.
People can claim now that weaving in lands is considered stacking, but it wasn't in the past as long as you shuffled decently after. It was mostly to prevent huge land clumps that could happen if the previous duel lasted long enough for you to get most of your land out in play.
yes, you have to actually do the quest
It is stacking. If you then shuffle enough that your deck is random again you were just wasting time. If you dont shuffle enough and your draws are different when you weave or don't weave then you're cheating.
Found that land damage card in a booster. Apparently I already had one of them in my collection which makes the max. Now to see if I can pull that "destroy a land, destroy your deck" deck off. I just gotta think of some cards and then see if I can pull them/scry(?) them as creatures in a land of mana to protect my 20 life?
Yes, sort of. I just beat it, you kinda have to bait out counterspells and try to shut down the 2/2 that lets you draw on combat damage and do you best to eliminate any card advantage. Hopefully you get some mana flood for the AI as well (which is what happened) for me. Basically I think the "do 10 damage with instants/sorceries in Chandra's campaign" achievement is pretty much for the last duel.Does anyone know if the story mode duels randomize the card pool somewhat? I know there are tons of cards that are story mode specific, but holy hell. I'm doing Chandra's for the community as a change of pace, and it's nothing like it was the first time I finished it. I beat it with ease on my first attempt, so maybe I just didn't get to see how many cards the game actually uses, but the last three attempts have been nothing but:
Does anyone know if the story mode duels randomize the card pool somewhat? I know there are tons of cards that are story mode specific, but holy hell. I'm doing Chandra's for the community as a change of pace, and it's nothing like it was the first time I finished it. I beat it with ease on my first attempt, so maybe I just didn't get to see how many cards the game actually uses, but the last three attempts have been nothing but:
1. AI drops X creature that causes mine to remain tapped as long as that creature is out. And they are typically 3/3 and unkillable for a long time.
2. AI constantly drops 0/7 walls that I have no way to deal with.
People can claim now that weaving in lands is considered stacking, but it wasn't in the past as long as you shuffled decently after. It was mostly to prevent huge land clumps that could happen if the previous duel lasted long enough for you to get most of your land out in play. I don't know about different "shuffling styles" either, but the shuffling in this game leaves much to be desired. It's nothing like paper MTG. I may have been out of the loop for a decade, but I have played a few thousand paper games at least, and the mana screws in this game are off the charts.
If you shuffled sufficiently afterwards, then the initial weaving was a complete waste of time. Weaving only does anything if you're insufficiently shuffling afterward.
There's tons of complaints about virtual MTG shuffling, but it is properly random. This was been studied and explained to death. The perception of "the shuffler is broken" is a combination of:
1) People play many more games over shorter periods of time digitally, so they see the statistical outlier cases more frequently.
2) Some people aren't actually randomizing their decks when they play paper Magic.
If you shuffled sufficiently afterwards, then the initial weaving was a complete waste of time. Weaving only does anything if you're insufficiently shuffling afterward.
There's tons of complaints about virtual MTG shuffling, but it is properly random. This was been studied and explained to death. The perception of "the shuffler is broken" is a combination of:
1) People play many more games over shorter periods of time digitally, so they see the statistical outlier cases more frequently.
2) Some people aren't actually randomizing their decks when they play paper Magic.
Isn't the game actually MORE friendly with mulligans than paper magic? The default first mulligan gets you another 7 cards whereas competitive magic usually brings you straight down to 6?I think the lack of "friendly" mulligans probably also has something to do with it. (That is, if both players want to mulligan it's not uncommon for them to agree to stay at seven cards rather than both going down to six.)
Isn't the game actually MORE friendly with mulligans than paper magic? The default first mulligan gets you another 7 cards whereas competitive magic usually brings you straight down to 6?
I guess, it's just that in all of my years playing magic, I've never done friendly mulligans. It's always been 7>6>5>4 etc. So to me, the game just seems very friendly in that regard (though I do think the shuffler is wonky).Yes and no. This game does give you a free mulligan, but technically you can end up getting multiple friendly mulligans in paper play. Mostly, it's just in the way people remember it at the end of the day.
Honestly, in both situations it's a matter of perception: if I go to a Draft I'm probably going to remember the number of games during the night that I had to mulligan down to less than seven cards, but not actually remember the number of friendly mulligans I had. As a result, through the (shitty) magic of memory I'm going to recall that I only had to mull to six or fewer once in an entire night.
Then I'm going to go online, not remembering the friendly mulls, and assume that I should get similar "draw luck". I'm selectively ignoring that I should have been mulled to six or fewer in many of the games where I wasn't, because it's a detail that my memory decided to categorize as unimportant.
That said, just in general: "Land Luck" is kind of garbage and there's a reason you don't see it much in modern CCG design. No one likes non-starter games.
I guess, it's just that in all of my years playing magic, I've never done friendly mulligans. It's always been 7>6>5>4 etc. So to me, the game just seems very friendly in that regard (though I do think the shuffler is wonky).
I've played a bit today and it seems pretty fun. Decks are all super crummy but I figure they will get better as I unlock more cards. Orzhov Auras seem fun with two boosters opened, I cracked two of the 4/3 elf dudes that kill when ETB.
Looks really grindy though but that's probably intentional.
Looking more into hitting landrops and the RNG here's some nice reading material. Its written by Frank Karsten, a pretty good magic player
It expresses why 24 or greater lands are important to consistent land drops.
There's some damn good decks you can make with the default cards. BR Aggro/Sacrifice is great.
but BW Auras is not one of them. Those Winnowers you got are effing great, though, even if a lot of the bigger threats in the format aren't valid targets. 4/3 Menace for 5 is not bad, and if it can hit anything at all, it is a great value.
The deck wizard is a sadistic piece of shit. Somebody at Stainless enjoys torturing newbies. "Sure, you're black red with some unconditional removal spells or burn at your disposal, but here, have some Bone Splinters!" Fuck you, give me the damn Twin Shots.
If any relative newbies want to post their decks, I'm willing to give advice. I'm running across too many opponents playing Fog, and it hurts me.
Hmm if you say so. I'll check Rakdos aggro then. I had a blast with Heliod's Pilgrim tutoring the nerfed Faith's Fetters, then enchanting the First Strike Griffin with the +2/+2 Vigilance aura. That guy is a boss, he owned the board. Game is fun.
Knightly Valor is good, but there's no shortage of bounce or unconditional removal in the current format, and there's enough cheap burn to kill the creature before the Aura actually lands.
So, I like Magic. I like Hearthstone. I like well running games. Will I like this game?
Let it be known, that the most important part of that previous sentence is the "well running games" part. If it doesn't run well, then that's probably going to be a huge factor in not enjoying it. Even if it wasn't that polished right now, is there potential for Wizards to actually make this client good (assuming it's not) or would it require a massive overhaul eventually/new game entirely?
I'm starting to get tired of grinding out packs using the mediocre starter cards + what few I have managed to open. Is there a fun, off-the-beaten-path deck that I can build with mostly starters? I'm a little burned out on elves, thopters, and weenies.
Thopters and Elves are awful with the starting pool. You need a bunch of Origins cards to make them worthwhile.
Black/Red's starting pool is great.
4x RR sacrifice guys.
4x Perilous Myr
4x Twin Bolts
3x of the 4B Ogre that gets a boost from having mountains.
2x or 3x of the 3BB instant removal spell.
A few sacrifice outlets
1 or 2 Traitorous Instincts.
A few more aggressive 2 and 3 drops.
etc.
What Black/Red cards have you opened? Black and Red have a ton of great commons that belong in this deck.
Most of the packs I opened gave me Red and White uncommons, rares and mythics, so here's what I'm currently running. The idea is basically cheap, decent creatures (lots of first strike/double strike or enter the battlefield effects), a few +1 +1 effects and enchantments to make for tough blocking (first strike/double strike), decent removal, and a few fliers to go over the top later game. I think I'm level 12, going 11-1 so far (though truthfully, I've only fought a few decent decks). Anything obvious to swap out (realizing that I might not actually have extras of cards to bring in).
Creatures (26)
1 x Kytheon, Hero Of Akros
1 x Anointer of Champions (1/1, tape to give +1 +1)
2 x Elite Vanguard (2/1)
2 x Knight Of The White Orchid (2/2 first strike, fetch plains if less lands than opponent)
2 x Consul's Lieutenant (2/1 first strike, Renown 1, if renowned, other attacking creatures buffed)
4 x Kinsbaile Skirmisher (2/2, when enters gives a creature +1 +1)
1 x Blessed Spirits (2/2 flying, when cast enchantment get +1 +1 counter)
1 x Flaring Flame-Kin (2/2, if enchanted +2 + 2, trample, firebreathing)
1 x Akroan Sergeant (2/2 first strike, renown 1)
3 x Iroa's Champion (2/2 double strike)
1 x Archangel Of Tithes (3/5 flying, opponent pays mana to attack/block depending on sit')
2 x Ampryn Tactician (2/2, when enters other creatures get +1 +1)
1 x Razorfoot Griffin (2/2 first strike, flying)
1 x Avaricious Dragon (4/4 flying, at beginning upkeep draw extra card, discard hand at end)
2 x Pia And Kiran Nalaar (2/2, when enters add two 1/1 thopters, sac artifact + 3 mana, deal 2 damage to creature/player)
1 x Patron Of The Valiant (4/4 flying, when enters put +1 +1 counter on all creatures with +1 + 1 counter on them)
Spells (8)
3 x Fiery Impulse (2 damage, 3 if have 2 or more instants/sorcery in graveyard)
3 x Twin bolt (2 damage divided anyway)
1 x Reprisal (Destroy creature with 4 or greater power)
1 x Exquisite Firecraft (4 damage, potential to not be countered)
Enchantments (3)
1 x Nimbus Wings (+1 +2 flying)
2 x Infectious Bloodlust (+2 +1, haste, attack each turn, if creature dies, search library for another copy of enchantment)
Lands (23)
11 x Plains
8 x Mountains
2 x Clifftop Retreat
2 x Boros Guildgate
Magic is soooo much more fun and rewarding than HS (even if the matches take forever sometimes). I'll ever be thankful to Blizzard for forcing WotC's hand into this.
Most of the packs I opened gave me Red and White uncommons, rares and mythics, so here's what I'm currently running. The idea is basically cheap, decent creatures (lots of first strike/double strike or enter the battlefield effects), a few +1 +1 effects and enchantments to make for tough blocking (first strike/double strike), decent removal, and a few fliers to go over the top later game.
Thanks!1. Considering how few enchantments you have, you either need to get more enchantments or swap out your creatures that only get strong if you have enchantments.
2. It's generally a bad idea to have a lot of cards with both WW and RR in the cost (as in 2WW, as opposed to 3W), since you'll have a hard time casting one or the other. Especially given that you can only have two of the rare dual lands, it's better to lean heavily on one color over the other in your lands. It is fine to have a mix of WW and RR for cards that you'd generally cast later, though. However, Archangel of Tithes in particular seems like it could be hard to cast.
3. Infectious Bloodlust is a bit dangerous, since "attacks each turn" is generally not something you want on your creatures.
From Origins I have:
1 x Deadbridge Shaman
1 x Eyeblight Assassin
1 x Fleshbag Marauder
2 x Kothophed (got lucky here)
1 x Nantuko Husk
1 x Rabid Bloodsucker
1 x Shadows of the Past
2 x Unholy Hunger
1 x Avaricious Dragon
2 x Call of the Full Moon
1 x Chandra
2 x Embermaw Hellion
1 x Fiery Impulse
1 x Firefiend Elemental
1 x Ghirapur Gearcrafter
2 x Ravaging Blaze
1 x Subterranean Scout
1 x Thopter Engineer
1 x Titan's Strength
1 x Blazing Hellhound
Also the extra draw seven is great in Duels. Anectdotal but ive only been mana screwed once so far. I'm curious what decks people are playing.
I've been manascrewed pretty often. A bunch of creatures or no creatures. Either way the RNG for the decks seems kinda lop-sided toward one or the other even if you try to balance both to be 50/50 in the distribution.