What Is Magic The Gathering???

Started by FlickerYourOwnIdentity, February 13, 2013, 12:50:18 AM

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Mikefrompluto

Quote from: Coffee Vampire on February 13, 2013, 02:11:30 PM
I am not saying we should build reanimator, but here is something about reanimator that we should consider:

A good reanimator deck can win even if {Rest in Peace} is cast on turn 2.

This means that all good decks may have a specific way to win, but all good decks also have other ways to win. When building the deck, let's not build too much around one idea. We need to be able to win and not be effected by rule-changing cards too much, like {Rest in Peace}, {Blind Obedience}, {Glaring Spotlight}, etc.

Reanimator. Always reanimator.

Coheed015

Quote from: Seth5000 on February 13, 2013, 02:01:03 PM
Quote from: Coheed015 on February 13, 2013, 01:11:13 PM
Quote from: Seth5000 on February 13, 2013, 01:05:39 PM
The one person who always top 4 at place I go has been using a vary unique bant control deck like I've never seen anything like it, its really had to beat mainly he get 1-2 place it's scary

That could be a good starting point .
What makes his deck so different from the decks out there labeled bant control ?
He uses thing all other bant decks use like thragy tamiyo and jace but the way his mana is and the other cards he uses like gauruk centar healer and other things it's just he knows how to use it also make him in the top every time his deck has a unique way of doing control which makes it better than most of the over powered decks that everyone says are the best

Ah I understand what you mean . I know someone at my FNM that always tops with his control deck and what ticks me off is that he never changes it and it still does so well . Its not all just about the deck . It also has to be understood by its Pilot . Otherwise your just taking a deck without instructions and running it without knowing its in and outs from rigorous play testing .

FlickerYourOwnIdentity

Quote from: Coffee Vampire on February 13, 2013, 02:11:30 PM
I am not saying we should build reanimator, but here is something about reanimator that we should consider:

A good reanimator deck can win even if {Rest in Peace} is cast on turn 2.

This means that all good decks may have a specific way to win, but all good decks also have other ways to win. When building the deck, let's not build too much around one idea. We need to be able to win and not be effected by rule-changing cards too much, like {Rest in Peace}, {Blind Obedience}, {Glaring Spotlight}, etc.
It is a good point and it will be taken into consideration.  Which makes me think, what if we were screwed by some certain cards, some that would demolish our initial plan.  Whet do we have as a back-up for this deck

Trunksthemighty

I think Tudor cards are beneficial. Not having to rely on drawing what you need is always nice

FlickerYourOwnIdentity

Quote from: Trunksthemighty on February 13, 2013, 02:52:57 PM
I think Tudor cards are beneficial. Not having to rely on drawing what you need is always nice
True, although beneficial Tudors can be cumbersome, depending if some of the cards are absolutely needed or if it doesn't matter what you draw as long as it's useful.  It kind of depends on the deck, but I could be wrong, most likely I am...
I'll see what happens! ^_^

Trunksthemighty

Quote from: FlickerYourOwnIdentity on February 13, 2013, 03:34:37 PM
Quote from: Trunksthemighty on February 13, 2013, 02:52:57 PM
I think Tudor cards are beneficial. Not having to rely on drawing what you need is always nice
True, although beneficial Tudors can be cumbersome, depending if some of the cards are absolutely needed or if it doesn't matter what you draw as long as it's useful.  It kind of depends on the deck, but I could be wrong, most likely I am...
I'll see what happens! ^_^

Valid point. If we are making the best deck possible according to the colaboration of everyone we should always draw something useful.

Coheed015

Quote from: Trunksthemighty on February 13, 2013, 03:43:03 PM
Quote from: FlickerYourOwnIdentity on February 13, 2013, 03:34:37 PM
Quote from: Trunksthemighty on February 13, 2013, 02:52:57 PM
I think Tudor cards are beneficial. Not having to rely on drawing what you need is always nice
True, although beneficial Tudors can be cumbersome, depending if some of the cards are absolutely needed or if it doesn't matter what you draw as long as it's useful.  It kind of depends on the deck, but I could be wrong, most likely I am...
I'll see what happens! ^_^

Valid point. If we are making the best deck possible according to the colaboration of everyone we should always draw something useful.

We should definitely put in digging into the library . More draw means more options like  {Thought Scour} . If we go reanimator route it's extra when we use it on us if not , why not mill 2 from oppenent and who knows what you might hit . But digging into your library as much as possible to get answers to what's on the board is essential if this is going to be all around build .

Coffee Vampire

So far I am looking at a bant deck that has splashed black. Red seems more of an aggressive color and it doesn't have a lot of stable things to offer that would benefit a solid "anti everything" god deck.

FlickerYourOwnIdentity

Quote from: Coffee Vampire on February 13, 2013, 05:16:18 PM
So far I am looking at a bant deck that has splashed black. Red seems more of an aggressive color and it doesn't have a lot of stable things to offer that would benefit a solid "anti everything" god deck.
Well that is true...  Bant is what I was thinking too, what I wasn't thinking about is splashing black.  I mean for sacrifice we could use sigarda, against aggro we could use {supreme verdict}, splashing black could add discard against control though... Very interesting!

Kaleo42

#24
Ok here's what i have.

Reanimator
Strengths: mana ramp, draw card, big bombs, strong mid and late game, versitile sideboard options.

Weaknesses: graveyard based mechanics, dork based mana (some), counterspells, bomb to deck count ratio is low
-----------------------------------------------------------

RDW, boros, naya, and gruul aggro
Strengths: fast high damage early game with powerful swarmming, many combat tricks, some direct damage/ removal, haste, difficult to block

Weaknesses: wrath, tap effects, lifegain, first strike, mid and late game
-----------------------------------------------------------

Boros, naya, and gruul midrange
Strengths: versitile threats, spot removal, burn, utility cards, minor ramp, decent early mid and late plays, haste

Weaknesses: wrath, tap down effects, lifegain, hand hate, counterspells ({cavern of souls} unused)
-----------------------------------------------------------

Jund midrange
Strengths: versitile threats, spot removal, burn, utility cards, minor ramp, decent early mid and late plays, haste, hand hate, versitile answers

Weaknesses: hand hate, tap down effects, wrath (less so than against aggro), spot removal, fast aggro
-----------------------------------------------------------

Humans (any color)
Strengths: fast aggro swarming, first strike, minor mana acceleration, tribal (for cavern), well tested

Weaknesses: tap down effects, wrath, tribal hate, color intensive, late game
-----------------------------------------------------------

Rakdos aggro
Strength: recursion, fast aggro, non combat life loss, wrath resiliant, spot removal and burn, haste, tribal

Weaknesses: tap down, lifegain, non damage or "destroy" based wrath, tribal (or color) hate, first strike.
-----------------------------------------------------------

Combo (omniscience)
Strengths: versitile answers, wrath, ramp, card draw, possible end game as early as turn 4

Weaknesses: hand hate, artifact hate, enchantment hate, fast aggro (or combo)
-----------------------------------------------------------

Combo (humans)
Strengths: fast infinite, minor ramp, card draw, utility creatures

Weaknesses: graveyard based, spot removal, wrath, mill with counters
-----------------------------------------------------------

Combo ({burn at the stake}/ {massive raid})
Strengths: really fast combo, swarm

Weaknesses: spot removal, counter spells, early hand hate
-----------------------------------------------------------

Bant and esper control
Strengths: counters, draw/ramp, wrath, tap down and bounce, flash, versitile answers ans wincons, planeswalkers

Weaknesses: fast aggro, hand hate, recursion
-----------------------------------------------------------

Junk and black white tokens
Strengths: swarm, flying, lifelink, death touch, planeswalkers, army rebuild

Weaknesses: tap down, fast aggro, enchantment and walker hate, tribal hate

FlickerYourOwnIdentity

Ok let's see so most of the things that pop up are wraiths, hand hate, spot removal, and tap down effects, some ones that are lesser seen are lifegain, graveyard hate, and enchantment hate.  Those are the most commonly seen problems.  I thank kaleo for breaking that down because that is time consuming, so props for that.  Deck idea days are coming up very soon guys be ready with your idea... ;)

Coffee Vampire

Woah thanks kaleo, that post will for sure make things much better. It's nice to have it all in one place so we can focus on trying to make a deck instead of wondering what decks do. +1! :)

Mintkid219

Does it have to be standard? Just wondering

Coffee Vampire

Yup, dat is why it be in teh standard section of teh forumz ;D

Mintkid219

Haha duh lol I forgot what section I was in lol