Topic: ITT squeegee asks Fake Anon questions about Magic: the Gathering
squeegee started this discussion 10 years ago#51,066
i think i'm getting a handle on the mechanics of the turns now after playing the f2p magic duels game on steam. so atm i don't have questions about how to play, i just need to grind away at it till it's muscle memory. i've been having the most fun with the blue deck, i think.
right now i guess my questions are about building decks and all that. i'm not really at a point where i'm ready to start doing that (personally i plan to buy just a starter set and play with the default starter cards) but i bought my nephew multiple starter sets and he and his brother were talking about being able to mix decks and all that. i've kinda read over a little bit about deck building and they say you want, like (and i'm making this up) 40% land cards, 40% creature cards, and the rest utility cards (or something like that) but i didn't get deep into it. i'm sure there's, like, "best practices" that i can be made aware of? like, is it generally a good idea to always have 4 of the same card in your deck? i've read that there's a minimum of 60 cards in a hand and you can have as many as you can shuffle, but, most people choose to field 60 cards to keep their deck consistent. so, if i can have 4 of the same card i should have 4 of the same card?
any advice you can give a noob on deck building would be appreciated.
also, how many cards are there? (and i'm just talking about whatever the most current version or whatever, i know there's vintage sets and commander sets and all kinds of things. maybe i don't understand versions, but i'm guessing there's a current version or set or something)
and what about fielding a single mana deck vs a mixed mana deck? i would guess that both are viable, and that single mana decks are more specialized and have hard counters, and that mixed decks would be more generalized and have fewer hard counters. do you find one better than the other? do you think most players prefer one over the other?
Fake_anon joined in and replied with this 10 years ago, 1 minute later[^][v]#662,586
There are a little over 2 million cards, but you're not meant to try and collect them all. It's usually best to build your deck out of akromas, and only akromas.
RWBY Rhubarb? !!iNo3FkiZx joined in and replied with this 10 years ago, 6 minutes later, 8 minutes after the original post[^][v]#662,589
@previous (Fake_anon) > There are a little over 2 million cards
jesus christ
how is this game at all coherent or manageable
squeegee (OP) replied with this 10 years ago, 3 minutes later, 11 minutes after the original post[^][v]#662,592
i also want to know if i'm understanding the mana properly. i've been having fun with blue, and i've seen the word "control" used with it, and the dude at the comic shop i think used that word. as i understand it blue magic is used to control the deck. i've seen lots of interrupts, lots of special actions like "return card to hand" and even some spells that attack your opponents draw cards and burns them in the graveyard. it seems like a fun deck to frustrate people with. i've learned that summoning creatures can be interrupted, and you can just stop them from fielding anything big. it worked great against fire magic and the heavy hitters i guess it comes with. and black magic seems kind of fun with it's life drains and graveyard control.
i should probably just look it up, i guess this is all really well defined, what all the magic does.
i guess i can ask what decks you feel have a special "synergy" with each other?
squeegee (OP) double-posted this 10 years ago, 2 minutes later, 13 minutes after the original post[^][v]#662,594
@662,586 (Fake_anon)
whoa, seriously? jesus. i was thinking there'd be a lot, but millions. fuck.
what's an akroma?
RWBY Rhubarb? !!iNo3FkiZx replied with this 10 years ago, 7 minutes later, 21 minutes after the original post[^][v]#662,600
@previous (squeegee)
Akroma is an angel woman who is on one of the cards.
She is his waifu and he loves her very much.
squeegee (OP) replied with this 10 years ago, 1 minute later, 22 minutes after the original post[^][v]#662,601
and i'm seeing lots about tournaments and all that. like as soon as i'm googling "how to play into mtg" they start talking constructed sets, modern, vintage, standard, legacy, and that all seems like stuff i probably don't need to worry about. right? it's all kinda confusing.
probably i'll just buy a starter pack for me so i can play games with my nephew and if he wants more cards i'll just get him booster packs. i'm not planning on collecting 2 million cards.
squeegee (OP) double-posted this 10 years ago, 14 minutes later, 36 minutes after the original post[^][v]#662,603
also, according to this, no. no, there is no "standard" way of building a deck. they are wildy different.
squeegee (OP) triple-posted this 10 years ago, 5 minutes later, 42 minutes after the original post[^][v]#662,604
well, that makes me feel better, it's so excruciatingly complex all i can do is just get a core pack and now stress about it all. but, there's like different booster packs and are all those valid in any game? of the MTG featured page i see Dragons of Tarkir, Origins, battle for Zendikar, and oath of the Gatewatch. are all those valid against each other, or would i have to have a different set for each version? can i mix and match these sets?
Anonymous D joined in and replied with this 10 years ago, 2 hours later, 3 hours after the original post[^][v]#662,629
Reddit.com/r/akroma for the latest and greatest on Magic's best card!
Fake anon !ZkUt8arUCU joined in and replied with this 10 years ago, 39 minutes later, 3 hours after the original post[^][v]#662,631
@OP
For basic beginner deckbuilding, try to adhere to the Rule of 9. General rules: 40% of your deck should be mana. You should always run exactly 60 cards. So 24 lands. That leaves 36 spots for other cards. Since you can run a maximum of 4 of any of these cards, you want to maximize consistency and run the full 4-of 9 cards. The article gives examples, and is pretty short so I'd read it for a better explanation.
In total there are about 15000 unique cards. That is really only relevant if you are playing legacy or vintage. For standard (the format you will most likely play to start) there will probably be about 1-1.5k cards. Of those, you will probably only need to worry about 100-ish since the rest aren't "good" enough to be used in competitive decks for the most part. However since standard rotates (old cards leave and new ones enter) it is never the same 1k cards for too long.
As for mono color decks vs multicolored decks, the general rule is, the more colors you add, the more powerful and versatile your deck is. The trade-off is, the more colors you add, the less likely you are to have the right color mana to cast your spells on time. It is a trade-off between raw power and consistency. Usually 2 colors is the sweet spot, however there are usually many 1-3 color decks that are viable at any point.
@662,592 (squeegee)
So there are a couple of "archetypes", or different strategies of deckbuilding. This article is the best summary of them. Generally, there are three "kinds" of decks. Aggro decks, control decks, and combo decks. Aggro decks look to play cheap creatures with direct damage spells and "pump" spells (spells that increase the power/toughness of your creature) in order to win the game quickly, before your opponent has time to set up shop. There is a control deck which runs counterspell, kill spells and draw spells in order to run your opponent out of resources, at which point you can kill them at your leisure. Then there are cbo decks. Combo decks look to assemble 2 or more cards together that let you do something very powerful. Sometimes that is make "infinite" creatures, or grow an existing creature to be enomidrange deal dozens of damage, or make your opponent put his entire library into his graveyard, or something to that effect. These are sort of the platonic ideals. There are very rarely any decks that are "pure" control or combo, for example. Generally speaking, aggro beats control, because control has trouble dealing with many resolved threats. Control beats combo, because it runs so many counterspells and hand disruption spells that combo decks never get to do what they want, and combo decks beat aggro decks because they are faster at killing their opponent than even the fastest aggro decks, and aggro decks very rarely run any way to interact with the combo decks plan. There are also midrangey decks, aggro-control decks etc. The article explains it better.
@662,601 (squeegee)
There are various different formats. Standard modern legacy vintage commander draft, sealed, block constructed etc. All those are, are different "groupings" of cards you can legally play, and different deck construction rules. You will most likely start by playing standard, which is essentially just the most recent six sets. It's a smaller card pool and it is usually pretty nokb friendly in that if you make a couple of bad decisions, you can still usually win because they haven't put you too far behind.
@662,603 (squeegee)
That is true. There is no one "winning" deck. There are various different ways to build decks. Different kinds of decks are better and worse at different things. The game can seem overwhelming at first but eventually you will get into a groove and figure things out.
@662,604 (squeegee)
There is the Standard format which is the collection of the most recent sets. Whenever new sets come out, old sets "rotate" out, so the meta game is never truly solved. See here or here for info about that. So if you were looking to buy cards today, I would buy cards from Battle for Zendikar or Oath of the Gatewach, since they will be in standard the longest out of any existing set. When Shadows over Innistrad comes out, you will want to pick up some of that as well.
Just a general warning about buying cards: it gets very expensive very quickly. Buying booster packs is essentially a legal form of gambling. Do not buy booster packs because you expect to open cards valuable enough to pay for the pack itself, or because you are looking for a specific card. Buy the pack if you either dont care what you get or you just want the thrill of opening a pack (because it is quite fun).
If you want to get a specific card, buy it from your local game store if they have it, or buy it online at somewhere like tcgplayer.com, scarcitygames.com, channelfireball.com, trollandtoad.com etc. TCGplayer has the best price, SCG has the best customer service (but you pay more for the cards) and CFB is somewhere in-between. In general you should buy from your local store unless they don't have it, or they are charging an large markup over online. They make most of their money on selling singles, and they provide a space for you to play, so the extra cost isn't really "wasted" money, unless it is just stupidly more expensive. One last place to look for cards is big box retailers like Target or Walmart, and also sometimes Walgreens/CVS will have buy one get one free/half price on booster packs which is always fun.
One last thing I should mention is Wizards of the Coast (WOTC) has a bunch of articles called "Level One" which are aimed at new players, and introduces some of the basic to intermediate aspects of the game.
I hope I hit all your questions. If I missed anything or you want me to explain something more, feel free to ask!
(Edited 11 minutes later.)
Fake anon !ZkUt8arUCU double-posted this 10 years ago, 2 minutes later, 3 hours after the original post[^][v]#662,632
@662,629 (D)
That is in fact not true. r/magictcg is good. r/magicthecirclejerking is better. Thanks.
RWBY Rhubarb? !!iNo3FkiZx replied with this 10 years ago, 5 minutes later, 3 hours after the original post[^][v]#662,634
@662,631 (Fake anon !ZkUt8arUCU) > There is thr Standard format
Anonymous F joined in and replied with this 10 years ago, 2 minutes later, 4 hours after the original post[^][v]#662,635
@662,631 (Fake anon !ZkUt8arUCU)
I feel like I gained a nerd level just from reading this post.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 1 minute later, 4 hours after the original post[^][v]#662,637
@662,634 (RWBY Rhubarb? !!iNo3FkiZx) > fabricating typos just to make me look bad @previous (F)
Thanks!!! You can gain more nerd levels by actually playing.
Anonymous F replied with this 10 years ago, 1 minute later, 4 hours after the original post[^][v]#662,639
@previous (Fake anon !ZkUt8arUCU)
I think I'll stick to slowly gaining XP by watching Star Trek reruns and programming in obscure languages. Thanks.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 2 minutes later, 4 hours after the original post[^][v]#662,640
@previous (F)
Ok just don't be upset when nerds who powerleveled by following my advice crush you at the next nerd contest.
Anonymous F replied with this 10 years ago, 3 minutes later, 4 hours after the original post[^][v]#662,641
@previous (Fake anon !ZkUt8arUCU)
Have you ever played other deck building card games like Dominion or Ascension? I play those pretty regularly with friends, and people always think we're playing MTG.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 4 minutes later, 4 hours after the original post[^][v]#662,642
@previous (F)
I've seen them played, though I've never played them myself. They seem fine, but mtg was my first love. I don't know if I could forsake it for them.
RWBY Rhubarb? !!iNo3FkiZx replied with this 10 years ago, 5 minutes later, 4 hours after the original post[^][v]#662,643
@previous (Fake anon !ZkUt8arUCU)
Out of interest, how much do you estimate you've you've spent on MtG? If you're willing to say.
I assure you that this is not a setup to mock you. I've spent lots of money on nerd stuff myself.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 6 minutes later, 4 hours after the original post[^][v]#662,644
@previous (RWBY Rhubarb? !!iNo3FkiZx)
Personally? Or am I including money my parents spent too? I don't know exactly. I would say somewhere around $500-650 over the last 5 years or so. I don't spend that much. Most of my time playing mtg is with free programs like Forge or Cockatrice, or with cards I already own among friends.
Anonymous F replied with this 10 years ago, 10 minutes later, 4 hours after the original post[^][v]#662,646
@662,642 (Fake anon !ZkUt8arUCU)
Well, no one is asking you to forsake your first love. Don't do that.
Ascension is amusing because the characters and mythos (yes, there is a whole story to it if you look hard enough) draw a lot from ancient Greek, old near east religions, Jewish, Christian, and Zoroastrian influences. The authors of this game put a lot of love into making it.
Anonymous F double-posted this 10 years ago, 8 minutes later, 4 hours after the original post[^][v]#662,648
@662,643 (RWBY Rhubarb? !!iNo3FkiZx)
Ascension has four kingdoms which actually resemble the four kingdoms in RWBY. Playing it actually makes me wish the board game featured in season two RWBY (the one they were playing in the library) really existed. It seems like a cross between Ascension and Axis and Allies.
RWBY Rhubarb? !!iNo3FkiZx replied with this 10 years ago, 4 minutes later, 4 hours after the original post[^][v]#662,649
@previous (F)
Miles and Kerry (RWBY's writers, but you probably know that) said that they once spent a day thinking up rules for that game. Then they remembered that they were meant to be writing the show.
So hey, maybe it'll actually be made, someday.
Anonymous F replied with this 10 years ago, 2 minutes later, 4 hours after the original post[^][v]#662,650
@previous (RWBY Rhubarb? !!iNo3FkiZx)
Holy shit I hope so. It would be nice if they would consult with some actual game designers though so that the game mechanics don't turn out too bent. I think it would be a fun game to play.
squeegee joined in and replied with this 10 years ago, 1 hour later, 6 hours after the original post[^][v]#662,669
@662,631 (Fake anon !ZkUt8arUCU)
awesome, thanks for the detailed responses. this is gold.
squeegee double-posted this 10 years ago, 26 minutes later, 7 hours after the original post[^][v]#662,676
went to the comic shop and picked up 3 things, a boxed "core" set with a bit of everything. i also bought a blue boxed deck and a black and red boxed deck. the decks are preassembled and ready to use, and the core set needs to have decks assembled from it. so i'll be able to play against the preassembled decks i got for my nephew and i have enough cards to mix and match and make my own.
also i can teach my brother and we'll both have premade decks that aren't gimped by my noobishness.
maybe by the time we go to dreamhack we'll be okay enough we can play random people in the table game area -and not just get obliterated (even though we'll still get destroyed).
oh yeah, but really i want to learn how to play with 4 players since 4 of us are going. you mentioned there's ways to play multiplayer, teams and free for all, is it basically just the same rules? i can see how it could play without many special rules.
(Edited 1 minute later.)
FuckAlms !vX8K53rFBI joined in and replied with this 10 years ago, 3 hours later, 10 hours after the original post[^][v]#662,714
@previous (squeegee)
You pretty much just go around the circle. I don't recall any special rules, but we were just playing around the lunch table in high school. I've only played a handful of games since graduating.
squeegee replied with this 10 years ago, 5 hours later, 16 hours after the original post[^][v]#662,776
@previous (FuckAlms !vX8K53rFBI)
that sounds fun. had my brother over after work and we had pizza and i taught him what i've learned so far. i gave him the black/red starter deck and i kept the blue deck. he was getting it down pretty quick and even played a clutch sorcery card that killed my strongest creature. i think he's looking forward to playing with his son. so we'll have to try out a team game when we do game night again.
squeegee double-posted this 10 years ago, 12 minutes later, 16 hours after the original post[^][v]#662,778
technical question: can you explain anything about exile? i have cards that "exile target permanent" and i'm not sure what that means. presumably i'm removing cards from the battlefield but they don't go into the graveyard. they go into exile.
and how does an opponent get their cards out of exile? it hasn't come up in a game yet. but a lot of my cards exile stuff like library cards and creatures.
squeegee triple-posted this 10 years ago, 8 minutes later, 16 hours after the original post[^][v]#662,779
i also don't fully understand this card. the last part, to "return target creature" bit. am i sending an exiled creature to the graveyard and then to their hand?
FuckAlms !vX8K53rFBI replied with this 10 years ago, 57 minutes later, 17 hours after the original post[^][v]#662,792
@662,778 (squeegee)
Exile is removing the card from play so it can't be used. Some card effects do this permanently, others specify a time limit after which some other action is taken.
@previous (squeegee)
Basically this one takes an opponent's card that has been exiled and returns it to the graveyard (which is technically considered to be "in play"), then you can send any creature on the field back to the hand of whoever initially played it. (As opposed to the hand of the controller, in cases where a player may have taken control of the creature by means of some other effect.)
squeegee replied with this 10 years ago, 26 minutes later, 17 hours after the original post[^][v]#662,798
@previous (FuckAlms !vX8K53rFBI)
ah, okay. yeah, earlier my brother took control of one of my creatures and attacked me with it.
i've come across a few cards like this mentioning "tokens". and as an enchantment if i play this card it just sits to the side and gets used as a can pay for it?
so far i think i've only used enchantments on creatures. is this more like a personal enchantment?
FuckAlms !vX8K53rFBI replied with this 10 years ago, 1 hour later, 18 hours after the original post[^][v]#662,809
@previous (squeegee) > is this more like a personal enchantment?
yep. It can be activated whenever you play an Instant, Sorcery, etc.
There's even Enchant Enchantment cards.
(Edited 16 seconds later.)
Fake anon !ZkUt8arUCU replied with this 10 years ago, 8 hours later, 1 day after the original post[^][v]#662,839
@662,676 (squeegee)
Free for all multiplayer is pretty similar. You just pick a starting player and go around in some kind of order. For 2v2 the official style is Two Headed Giant (2hg). You can ignore the deckbuilding constraints there, that's just so people don't break the format and you aren't trying to do that. @662,778 (squeegee)
There is an exile zone, just like there is a battlefield, hand, library, and graveyard. Think of it like a super graveyard. There are very few ways for a person to get a card they own back from exile because mechanically it is supposed to be basically super dead. There are a handful of cards that do it (pull from eternity, runic repetition) but you generally don't have to worry about them coming back. @662,779 (squeegee)
So this is an eldrazi. Eldrazi are basically the cthulu horone of those cards monsters of MTG so they are a bit weird. If your opponent has any cards in his exile zone, when this card enters the battlefield, you may put one from the exile zone into the graveyard. If you do, you may return one creature on the battlefield to its owner's hand. @662,798 (squeegee)
Yeah. A token is treated just like any other kind of permanent, with one important exception. So you would pay the 2 mana after casting the spell and get a 2/2 djinn dude. There are official printed tokens like this. It is treated just like any other creature except if it leaves the battlefield for any reason (returned to hand, killed, exiled either temporarily or permanently, put into the library somehow) it is exiled forever instead.
And yes there are many kinds of enchantment. If they just say "Enchantment" then they sit on the battlefield and have some kind of effect that happens either passively or by you spending mana/paying some cost. It may also say "Enchantment - Aura" in which case you need a legal target for whatever it says it enchants. So if it says "Enchant creature" there needs to be a creature it can legally target. If it says "Enchant land" there needs to be a land it can legally target etc. Note these don't have to be yours. You can Enchant your opponents or teammates stuff unless it explicitly says "Enchant creature you control" which I think almost no cards do.
(Edited 2 minutes later.)
squeegee replied with this 10 years ago, 2 hours later, 1 day after the original post[^][v]#662,861
@previous (Fake anon !ZkUt8arUCU)
i think i'm starting to get a handle on all this.
serious thank you to both fulkalms and fake anon. this awesome little game is way less impenetrable with y'alls help.
i spent some time last night going through the cards i bought. like i said i bought 2 assembled decks and a big box of core cards.(i think it's called the deck builder's kit)
my brother was given one premade deck and i took the other. my deck is all blue cards.
i disassembled the deck and was a little disappointed, 29 creature cards and 5 instants that were kinda boring. the rest are land. i was hoping for less creatures and more control spells.
but i'm very please with the deck builder blues. ended up with 19 instants/sorcery, the majority of which bully my opponent in awesome ways. far fewer creatures, but i shuffled everything with land and dealt out a hand and each time i'd end up with something that looks playable. mostly i'd be sitting on plenty of mana and using it to banish creatures, tap them, exile them, etc. and eventually bring out moderate to heavy hitters when i have the mana. it looks exactly like the kind of deck i'm most interested in atm.
so i think i have a kinda cool blue deck with lots of control. i'll be going through the other colors today and seeing what everything does and i'll probably play around with making a mixed deck or two. but i kinda hope the cards fall together like thet did with blue and that each color is playable as it's own deck. that'd just make it easy to pull a deck on the fly.
but i bet i've at least got enough variety to build any color combo.
squeegee double-posted this 10 years ago, 42 minutes later, 1 day after the original post[^][v]#662,867
when it says "can't be regenerated"?
and on the right it mentions "regenerate it." restore to full health?
Fake anon !ZkUt8arUCU replied with this 10 years ago, 11 minutes later, 1 day after the original post[^][v]#662,872
@previous (squeegee)
Generally, can't overrides can. They could cast the spell, and the creature would get +2/+0 and the regen shield, but the the regen would not save it.
(Edited 20 seconds later.)
squeegee replied with this 10 years ago, 8 minutes later, 1 day after the original post[^][v]#662,874
@previous (Fake anon !ZkUt8arUCU)
that makes sense. what does the regen shield do? does it make a difference against multiple defenders? if i attack and my opponent declares multiple defenders would casting the right card regen health between fights?
Fake anon !ZkUt8arUCU replied with this 10 years ago, 17 minutes later, 1 day after the original post[^][v]#662,881
@previous (squeegee)
So regeneration is a clunky word, but it sticks around because they haven't come up with a better alternative. The basics are, whenever you regenerate a creature, it gets a regeneration shield. You can have multiple shields. If a creature would be destroyed (not sacrificed) for any reason (kill spell, lethal damage taken, etc.) , instead you tap that creature, remove it from combat, and wipe away all damage on it.
Let's say you attack with a 5/5 and your opponent blocks with two 2/2s and a one 3/3. Since you are attacking you choose the order that the creatures block in. So you order blockers as follows
1: 3/3
2: 2/2
3: 2/2
Then before combat damage is dealt, there is time for you and your opponent to cast spells or activate abilities. Let's say you cast a spell that says "regenerate target creature" pointing at your 5/5 and your opponent does nothing. You will go to assign combat damage in the order of blockers that you chose. At the same time, your creature takes damage from all the creatures blocking it. So you will deal 3 damage to the 3/3, killing it, and 2 damage to the first 2/2, killing it. The second 2/2 emerges unscathed. Your creature simultaneously takes 3 damage from the 3/3, 2 damage from the first 2/2 and 2 damage from the second 2/2 for a total of 7 damage. When all the damage is done, the game checks what are called "state based actions". Basically it is the game checking to make sure everything is where it should be. The two creatures you dealt lethal damage to go to the graveyard. The one you did no damage to stays on the battlefield. The game sees you have a 5/5 with 7 damage on it, and so it tries to send it to the graveyard, but since it has a regeneration shield, that means instead of dying, it becomes tapped, removed from combat and has all damage removed. So at the end you have a tapped 5/5 with no damage, and your opponent has a 2/2 with no damage on it on the battlefield. The 3/3 and other 2/2 were put into the graveyard.
(Edited 3 minutes later.)
squeegee replied with this 10 years ago, 7 minutes later, 1 day after the original post[^][v]#662,883
the artwork on some of these is really awesome. the agent of erebos is all, "yeah motherfucker, i kill the dead for good, bitch. fuck off."
Fake anon !ZkUt8arUCU replied with this 10 years ago, 4 minutes later, 1 day after the original post[^][v]#662,887
@previous (squeegee)
Yeah the art in mtg is sick. You can usually find full versions of the art too if you poke around online. Those are usually a lot cooler because the frame isn't cutting into it, and the small details are more visible. For example Agent of Erebos
(Edited 41 seconds later.)
squeegee replied with this 10 years ago, 9 minutes later, 1 day after the original post[^][v]#662,891
@previous (Fake anon !ZkUt8arUCU)
omg, it's full of stars
Fake anon !ZkUt8arUCU replied with this 10 years ago, 3 minutes later, 1 day after the original post[^][v]#662,892
@previous (squeegee)
Yeah that has to do with the Theros mythology. Nyx is the realm of the gods, and is starry for some reason or other. I think it is the realm of dreams? Anyway there is an overarching story for every block and you can probably find it somewhere on the wizards site. It is pretty decent C or B-tier fantasy writing, spread out over several short stories/chapters.
(Edited 12 seconds later.)
squeegee replied with this 10 years ago, 4 minutes later, 1 day after the original post[^][v]#662,893
does regen override deathtouch? deathtouch seems pretty good.
edit: fucked the orientation somehow :/
(Edited 1 minute later.)
squeegee double-posted this 10 years ago, 4 minutes later, 1 day after the original post[^][v]#662,894
@662,892 (Fake anon !ZkUt8arUCU)
oh? i didn't know the game lore went that deep. tbh i figured lore kinda ended with the quotes printed on the cards. huh. whole chapters though, and entire mythos. that's pretty cool.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 15 minutes later, 1 day after the original post[^][v]#662,895
@662,893 (squeegee)
Deathtouch just means any amount of damage is lethal. So a creature with 1 regen shield would live through any amount of combat damage dealt by a creature with deathtouch, be it 1 damage or 15.
squeegee replied with this 10 years ago, 7 minutes later, 1 day after the original post[^][v]#662,896
@previous (Fake anon !ZkUt8arUCU)
i think there was a card called plague rats back in the day when mtg first came out and i remember it did something pretty devastating. i's stack the max (i guess 4) and they were weak but killed everything and the more you had the worse it got. something like that. i loved me some plague rats.
squeegee double-posted this 10 years ago, 16 minutes later, 1 day after the original post[^][v]#662,897
i want to make sure i understand this card.
so it allows me to spend mana to turn my top library card into a facedown 2/2 creature. then i can spend the mana cost on that card to turn it face up if it happens to be a creature.
do manifested creature tokens suffer spawn sickness?
if i manifest a creature token and turn it face up in the same turn does the summoned creature suffer spawn sickness?
if the manifested card is something other than a creature and must remain a 2/2 creature token then if it dies does the card then to the graveyard?
am i using terms incorrectly? if so what should i be calling things?
(Edited 56 seconds later.)
Fake anon !ZkUt8arUCU replied with this 10 years ago, 27 minutes later, 1 day after the original post[^][v]#662,898
@previous (squeegee)
That is actually one of the more confusing cards printed recently. > So it allows me to spend mana to turn my top library card into a facedown 2/2 creature. then i can spend the mana cost on that card to turn it face up if it happens to be a creature
Yes. You physically take the top card of your library and put it on the battlefield. Face down creatures in MTG are defined as 2/2s. You can turn it up at any time by paying its mana cost. This is considered a "special action". It is effectively faster than an instant, and doesn't make a trigger your opponent can respond to. Let's say you have a face down creature. Your opponent casts flesh to dust targeting it. In response, you pay the mana cost on the creature and flip it up. The face-up creature has Hexproof ajdnso the flesh to dust is countered upon resolution since it no longer has a legal target. not only is that spell countered but there was no window for your opponent to hit your creature with a spell again between when you paid the mana cost to flip it, and when it actually flipped.
> do manifested creature tokens suffer spawn sickness
"Token" has a very specific definition. These aren't tokens. These are real cards from your deck and so they behave identically to any face up creature. They suffer summoning sickness yes, however the enchantment's ability can be played at instant speed so you can activate it on your opponent's end step and then untap and attack with the creature. > if i manifest a creature token and turn it face up in the same turn does the summoned creature suffer spawn sickness?
Yes because the game treats the face up creature and the face down creature as the same object. The fact that it was face down and is now face up or vice versa doesn't affect summoning sickness. > if the manifested card is something other than a creature and must remain a 2/2 creature token then if it dies does the card then to the graveyard?
Yes!
squeegee replied with this 10 years ago, 37 minutes later, 1 day after the original post[^][v]#662,904
@previous (Fake anon !ZkUt8arUCU)
got it. man, that's a pretty useful card then.
so if i have a manifested 2/2 upside down "creature" and i get attacked by a 3/3 creature, can i use the instant ability to turn it into it's 4/4 face up version? and if i do does my opponent's creature "lose target" like it would with a spell, or would the attack land on the freshly flipped 4/4 creature?
squeegee double-posted this 10 years ago, 18 minutes later, 1 day after the original post[^][v]#662,910
this is the most awesome looking card in the whole bunch. the art has a holographic effect.
squeegee triple-posted this 10 years ago, 3 minutes later, 1 day after the original post[^][v]#662,914
i found a nice pdf of the basic rules too and i just read through that. these decks come with a "rules reference card" and it leaves a lot out. i'm familiarizing the glossary and stuff.
i think my whole day off is shot.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 16 minutes later, 1 day after the original post[^][v]#662,917
@662,904 (squeegee) > so if i have a manifested 2/2 upside down "creature"
It's "face down" just for future reference. > And i get attacked by a 3/3 creature, can i use the instant ability to turn it into it's 4/4 face up version?
Yes > and if i do does my opponent's creature "lose target" like it would with a spell, or would the attack land on the freshly flipped 4/4
Sorry I think my earlier example was confusing. I'll try to explain.
So you have a face down 2/2 that can be flipped up into a 4/4. You attack with it. Your opponent blocks with a 3/3. You pay the creature's mana cost and flip it up into a 4/4. Your opponent's creature dies and yours lives.
Let's say you had a face down 2/2 creature that was a 4/4 with the ability "Hexproof". Hexproof is an ability like trample, flying, regenerate, deathtouch etc. Hexproof means "this creature can't be the target of spells or abilities your opponents control." If you happened to manifest a creature with hexproof, and your opponent targets it with a spell, you can flip up the creature in response and effectively "counter" that spell. Note this only works with creatures that have hexproof or a similar ability that changes what spells can target it. If you are only dealing with creatures that have no abilities, then this part doesn't apply to it.
(Edited 26 seconds later.)
squeegee replied with this 10 years ago, 4 minutes later, 1 day after the original post[^][v]#662,920
@previous (Fake anon !ZkUt8arUCU)
oh, i see. okay, thank you for the clairification.
squeegee double-posted this 10 years ago, 17 minutes later, 1 day after the original post[^][v]#662,923
does this allow me to place +1/+1 on any creature or on to itself?
or is it both? it looks like self-outlast cost 1 mana
and casting outlast on another creature requires 1 mana +tapping abzan falconer.
am i reading that right?
Fake anon !ZkUt8arUCU replied with this 10 years ago, 30 minutes later, 1 day after the original post[^][v]#662,925
@previous (squeegee)
This only puts counters on itself. MTG cards are usually quite straightforward and don't mean more than the text says. Outlast lets you put a +1/+1 counter "on this creature". It also has benefits if other creatures you control happen to have +1/+1 counters, but by itself it doesn't let you add counters to other creatures.
squeegee replied with this 10 years ago, 35 minutes later, 1 day after the original post[^][v]#662,932
@previous (Fake anon !ZkUt8arUCU)
okay. and the counter persists through hands, right?
would i be able to tap this ability more than once? say two hands in a row or more?
squeegee double-posted this 10 years ago, 1 hour later, 1 day after the original post[^][v]#662,935
does ferocious apply to the creature it mentions?
or does it mean if i control a 4/x creature then Wild Slash can't be prevented and 2 damage is dealt?
Fake anon !ZkUt8arUCU replied with this 10 years ago, 34 minutes later, 1 day after the original post[^][v]#662,939
@662,932 (squeegee)
"Hands"? There are turns, and yes counters are permanent buffs that last the rest of the game. They only go away if the creature leaves the battlefield or if the opponent has some way to remove counters. You can abilities as many times as you can pay the costs. The costs in this case are one white mana, and tapping the creature at sorcery speed. If you had some way to untap the creature, say for example Kiora's Follower, you could pay one white mana, and tap the falconer giving it a +1/+1 counter, then tap Kiora's Follower targeting the falconer, untapping it. Then you could pay the 1 white mana and tap the falconer to get another +1+1 counter on it. @previous (squeegee)
The latter. Ferocious just means "If you control a 4/X, something extra happens".
(Edited 3 minutes later.)
squeegee replied with this 10 years ago, 7 hours later, 1 day after the original post[^][v]#662,971
my brother came by again tonight and we got high as fuck and played some magic. he wanted to try out the videogame to help understand the turns. he played about 5 games and it had clicked by the third. he already pretty much had it down except for when sorcery cards were castable.
we got the real cards out and played a bunch of hands and played with a few different decks and i think we're getting a pretty good feel for how the colors play. we're already imagining how we can combine them to get the best of both worlds.
he's also really looking forward to game night!! tomorrow with his kids. now that we both know the basics and can muddle through games we're going to sit down with them and get them up to speed. we want to play 2 headed giant. his youngest (who got the game as a gift) was stoked when he heard we can play teams.
i don't know why i hadn't considered buying his kids mtg, i thought this game was great back in the day. i'm not surprised my brother is getting into it either, i really should have done this sooner.
great suggestion for a gift, fake anon, everyone is having fun with it. i think this might replace settlers of katan as our goto game night!! game.
squeegee double-posted this 10 years ago, 15 minutes later, 1 day after the original post[^][v]#662,974
also i think i understood all the other red cards i've got. but i still haven't gone through green and i'll have a few questions about a couple of cards i'm sure. we played the green cards from the "deck builder's toolkit" box as a monocolor deck and -first of all- it fucking kicked amazing ass, and the cards were pretty clear but, man, there's this fucking unicorn that fucked me up. it said "every unit that can defend does defend" and so while my whole fucking army of vigilant renound flying oxen were defending a single 2/2 unicorn the rest of his army dealt enough direct damage to fuck me up bad. (we played assuming the computer rules which wouldn't allow a declared defender to defend 2 attackers and that direct damage resolves before creature damage. so while my forced defenders were occupied the damage was dealt to me, not that they could have defended again anyway.)
not sure if we played it correctly, but it was devastating. and he had one creature that, again, forced a defender and it would occupy a creature during an attack and that fucker was annoying as shit. he also had an elk that gave trample to an army with more than combined 8 power and that stomped like my last 6 points. it was a beat down.
also we ran into a few other questions, but your answers here mostly resolved any issue we had with how these more unusual cards play. so again, thanks for being so helpful.
(Edited 5 minutes later.)
squeegee triple-posted this 10 years ago, 1 day later, 3 days after the original post[^][v]#663,347
game night was a lot of fun! all we did was play magic. didn't even talk about settlers of katan. i taught my oldest nephew how to play and we went through the rulebook and he got the swing of it very quickly. he mentioned he's always wanted to learn to play, so he paid very close attention and ask a bunch of questions.
he even won his first game, so i'm pretty sure he's hooked. so now there's 4 of us playing. my youngest nephew is smitten with it and told me he told all his friends at school about it. definately the best gift i've given him in a couple of years. he was super excited when he found out i taught his dad.
we ended the night with a 4 player free-for-all. that was a lot of fun. we actually had to team up on the youngest becuase he kept summoning, like, 6/6 giants with renown 6 and shit. it was pretty fun.
next time i want to take a bunch of booster packs or one of the deck builder kits (whichare cheap i guess becuase origins is out of date at the end of the year and a new expansion is on the way.) it'd be fun to do the tournament thing where you draw a deck from random booster packs and play 2 headed giant or something. i just think it would be neat to award the first place team their pick of cards and divide the rest up with everyone. something like that. i'm open to suggestion.
anyway, we had a bunch of fun and everyone is looking forward to many more game nights. thanks for all the help, fake anon. i might still post a couple of other cards that aren't clear to me.
FuckAlms !vX8K53rFBI replied with this 10 years ago, 2 hours later, 3 days after the original post[^][v]#663,359
@previous (squeegee)
Sounds awesome. I wish I could join you guys.
squeegee replied with this 10 years ago, 22 minutes later, 3 days after the original post[^][v]#663,363
@previous (FuckAlms !vX8K53rFBI)
you would find my youngest nephew is somehow ruthless at table games. it's luck is what it is, he can have a marginal understanding of the rules and end up with the best hand/best play/most op whatever and just cleans house.
he has won most of the games of settlers of katan that he's played. he'll rub it in too, he's a little shit :)
squeegee double-posted this 10 years ago, 19 hours later, 4 days after the original post[^][v]#663,503
neat. not sure how the planeswalkers play. but i like the -8 ability. that looks op as fuck.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 4 hours later, 4 days after the original post[^][v]#663,578
Cool! No worries. Sorry I missed this thread. Welcome to the fold! @previous (squeegee)
Planeswalkers are pretty cool, but kinda complex. I'll try to run it down for you.
Planeswalkers are cast just like any other spell. When they resolve they enter with a number of loyalty counters equal to the number in the bottom right hand corner of the card. In this case, that number is 4. Once during your turn, any time you could cast a sorcery (so main phase when nothing is on the stack), you may activate one of the abilities, provided there are enough loyalty counters to activate it. So in this case there are 2 options initially. You can +1 to add one mana of the color of your choice and draw a card, bringing the total loyalty to 5 OR you can -2 to put a dragon token into play, leaving you with 2 loyalty. If you +1 you do not have to spend the mana, you can simply use it to draw the card and then "waste" the mana.
How do you kill a planeswlaker? 3 ways.
1. Destroy it with any spell that lets you kill planeswalkers directly, e.g. Ruinous Path, or permanents that include planeswalkers, e.g. Utter End, Bramblecrush.
2. You may target your opponent with a direct damage spell, for example Wild Slash, and then you have the option to redirect that damage to a planeswalker that player controls. Each 1 damage dealt reduces the number of loyalty counters by 1. Wild slash would remove 2 counters, Lava Axe would remove 5 etc. If a planeswalkers loses all loyalty counters, it is put into its owner's graveyard.
3. When you are attacking a player who controls a planeswalker. You may choose to attack the planeswalker instead of the player with as many or as few creatures as you want. Each 1 damage dealt by a creature reduces the amount of loyalty counters by 1, just like dealing noncombat damage. You must announce which player/planeswalker each creature you control is attacking. You can just separate them into two different groups or whatever if it is clear who is attacking what.
I think that's it. General things: most planeswalkers have 3 abilities. One that increases loyalty, providing you with some kind of advantage. One that decreases loyalty, which usually provides you slightly more of an advantage. One "ultimate" ability, which either wins you the game, or gives you a HUGE advantage over the opponent. Most of the time you will be evaluating planeswalkers based on their + and - abilities, since if you have time to + your planeswalker all the way to its ultimate ability and then use it, you are probably winning the game anyway.
(Edited 3 minutes later.)
FuckAlms !vX8K53rFBI replied with this 10 years ago, 20 minutes later, 4 days after the original post[^][v]#663,582
@previous (Fake anon !ZkUt8arUCU)
Hey, it's probably not relevant to squeegee, but can you explain mana burn to me? This came up occasionally in high school and I always suspected my friend was trying to screw me with it because he couldn't explain exactly in what sort of situations it applied. After a while I gave up on trying to understand it.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 35 minutes later, 4 days after the original post[^][v]#663,584
@previous (FuckAlms !vX8K53rFBI)
I will give you a good news: in the Magic 2010 rules update mana burn was removed. It no longer applies.
How it used to work is that for each mana left over at the end of a phase, you would take one damage. So let's say you had a Mana Flare in play and 5 mountains. Let's say you wanted to cast a Fire Elemental. So you tap five mountains like usual, and cast it. But oh no! Mana flare adds an extra red mana for each mountain you tapped. So you have 5 red mana floating. Let's say you have no spells or abilities to spend it on. You will move to the next phase, but you will take 5 damage. If you tapped 3 mountains, you would produce six mana, and then you could spend 5 of it on the fire Elemental, leaving you to only take one damage.
A lot of old decks used to include cards like Mishra's Factoryor something similar that would let you repeatedly spend 1 mana, even for little/no effect just so you wouldn't get hurt by mana burn.
FuckAlms !vX8K53rFBI replied with this 10 years ago, 17 minutes later, 4 days after the original post[^][v]#663,586
@previous (Fake anon !ZkUt8arUCU)
Ah, good to know, thanks.
squeegee replied with this 10 years ago, 8 hours later, 5 days after the original post[^][v]#663,603
i remember mana burn. i don't miss it.
squeegee double-posted this 10 years ago, 2 hours later, 5 days after the original post[^][v]#663,627
@663,578 (Fake anon !ZkUt8arUCU)
planes walkers sound fun, but i think i'm going to keep it out of my deck until my nephews have some too.
a friend of mine popped by friday night and crashed on my couch and after initially making fun of me for having magic cards under the coffee table we played a game and ended up doing a best of 5.
i had put together a red/green deck with a lot of heavy hitting creatures with nice bonuses, lots of instant damage, and a few defensive spells and cheap creatures. with my choices limited i went with 16 spells, 20 creatures and only a few have duplicates so it's not going to be super consistent but it has the best cards. at least the most aggressive cards, no "draw" cards or other utility cards. just pure damage or pump cards as far as spells go, and they are cheap to cast. so good for early game defensive buffs.
i let him play the red/green and i played a solid blue deck with lots of spell cancels and a variety of other control cards. it plays slow and hits hard in the late game but i need a lot of mana to do anything.
he won 3/5 games and 2 of them he won with a single point. the red/green was difficult to deal with and as soon as he had the mana up he was an unstoppable force dealing attacks with fucking a combined 30 damage. felt like a great combo for just doing massive damge. and the red instants did a lot of direct damage.
for a first try at a combined deck it felt like a pretty solid contender. and a great deck to let new players use since it's very straight forward and hard for me to deal with.
anyway, evidently i got another person hooked. he said he thinks his wife would love it and wants to get some cards to teach her. i might go and buy a couple of intro decks to give to people to take home.
and like i'm not even bringing it up is the funny part. people are just seeing it and asking if i can show them how it plays. then they want to play till 4am. it's weird, but cool. and everyone has heard of it, just no one knows what it is.
tl;dr duh, red and green are purty, and i like blue. duh, now my friends want to play too, duh.
(Edited 31 seconds later.)
squeegee triple-posted this 10 years ago, 1 day later, 6 days after the original post[^][v]#663,858
quick question, you can have 4/4 planeswalkers of the same card? those still follow default rules? i guess yes
can you have more than one planeswalker? is it generally bad to have more than one or can that be viable?
tl;dr duh....
(Edited 1 minute later.)
Praise be to our Lord and Chri joined in and replied with this 10 years ago, 33 minutes later, 6 days after the original post[^][v]#663,861
@previous (squeegee)
Please don't stop publishing official summaries.
Fake anon !ZkUt8arUCU replied with this 10 years ago, 15 minutes later, 6 days after the original post[^][v]#663,862
@663,858 (squeegee)
You can put 4 of any card in a deck. You cannot have more than one of any Planeswalker "type" out. For example, the Sarkhan Unbroken is called in its type box "Planeswalker - Sarkhan". You cannot have multiple planeswalkers with the type "Sarkhan", so you cannot have a Sarkhan Unbroken out at the same time as a Sarkhan the Dragonspeaker or Sarkhan the Mad. You can have a Sarkhan the Unbroken out with other planeswalkers, like Jace Beleren and Liliana of the Veil. If you have a Sarkhan Unbroken in play and you cast another one, when the second one enters the battlefield, you choose one of them to remain on the battlefield, and put the rest into the graveyard.
This is called the "Planeswalker Uniqueness Rule'.
There is a similar rule for some specific kinds of creatures called the Legendary Creature rule. You can run up to 4 legendary creatures in a deck just like any other card, but only one of them may be in play at any time. If a second one enters the battlefield, you choose one of the legendary creatures to remain in play and put the rest into your graveyard. Legendary creatures are not just any creature, but specifically have the supertype "legendary" in their text box, like Brimaz, King of Oreskos which says "Legendary Creature - Cat Soldier". Compare that to something like Akourn Firebird, which while flashy and a mythic rare, is not legendary because its type line is "Creature - Phoenix". Since it's not legendary, the "legend rule" doesn't apply to it.
Fake anon !ZkUt8arUCU double-posted this 10 years ago, 3 minutes later, 6 days after the original post[^][v]#663,863
@663,627 (squeegee)
Cool! Yeah, Red/Green creature beatdown is a lot more noob friendly. It just feels good to cast big monsters and beat your opponent's face in. Given time, everyone will find their own playstyle. There is pretty much always a strategy that you can make viable at tournaments in your local game store, in some format or another. Among friends, you can pretty much do whatever and have it work out just fine.
squeegee replied with this 10 years ago, 46 minutes later, 6 days after the original post[^][v]#663,872
@663,862 (Fake anon !ZkUt8arUCU)
got it. and yeah, i'm looking at going to a friday night magic thing with my brother so we can have real players call us out on mistakes and whatnot. to learn some of the finer points, i guess.
like this:
players 1 attacks with a 2/2 creature enchanted with double strike.
player 2 defends with a 2/2 creature with deathtouch.
the rules say to break combat into 2 phases with phase one dealing doublestrike (and first strike) and phase 2 dealing all creature damage, but i'm not sure if the doublestrike damage kills player 2's creature before it can deal deathtouch.
i'm inclined to say player 2 loses a creature and player 1 doesn't. that when a creature toughness reaches zero during the doublestrike phase it kills it outright and it deals no damage in regular combat.
(am i close?)
FuckAlms !vX8K53rFBI replied with this 10 years ago, 31 minutes later, 6 days after the original post[^][v]#663,876
@663,862 (Fake anon !ZkUt8arUCU)
Does that apply to any legendary creatures, or only ones of the same name? Also, can 2 different players both have the same legendary creature on the field?
Fake anon !ZkUt8arUCU replied with this 10 years ago, 1 hour later, 6 days after the original post[^][v]#663,882
@663,872 (squeegee)
That is correct. First strike damage is applied, and then the game checks to see if anything has taken lethal damage. If it has, the game kills it, and then you move on to assign regular combat damage, at which point the 2/2 with 2 toughness has already been dealt 2 damage and killed. The double strike creature deals no additional damage to any creature or player during the second (regular) combat damage step.
@previous (FuckAlms !vX8K53rFBI)
Only legendary creatures, and only legendary creatures of the same name. For example you could have Avacyn, Angel of Hope and Avacyn Guardian Angel in play since while they are both a legendary angel named avacyn, they are different cards. Also the legendary rule allows both players to have the same card in play at the same time. That was changed fairly recently.
squeegee replied with this 10 years ago, 15 hours later, 1 week after the original post[^][v]#663,968
@663,863 (Fake anon !ZkUt8arUCU)
red/green is strong as fuck. i've been playing solitaire with 2 decks and green/red just stomps everything. i put together a black/white deck that wins most of the time (against intro decks) but green/red is like a 7 or 8 turn game and just cleans up fast. i think i need to try blue/black and try and stop red/green with spells and taking control of the big green beasts.
squeegee double-posted this 10 years ago, 6 hours later, 1 week after the original post[^][v]#664,028
i'm kinda confused as to black's strengths. i'm probably not playing to its strengths when i built the deck.
in your opinion what does black play well with? one of the decks i got my nephew is a black/white and he's got a bunch of vampires and stuff that does lifedrain so he saps life and also deals a lot of damage to himself when damaging others. it's a neat deck, but i can't replicate it with what i've got.
i guess it is super card dependent, but what color combos and build archtypes (i'm just now looking into those) are your favorite?
heavy spell casting decks sound interesting (rather than creature heavy decks)