I've just started getting into Magic again (not to say I've played for a long time then stopped, I just played for a few months, got bored, and started playing online now that I can find matches) and I'm really in need of something fun to play. Currently I have two decks; a blue/black Royal Assassin deck (I made my first post about this) and a white Kithkin deck (which works quite well). However, I've grown bored of using both, mostly because the Assassin one is too slow, and the Kithkin one is too...well...I don't know, samey? I mean, all i have to do is swarm my opponent, no more, no less.
Anyways, I'm sure most of you know how daunting of a game Magic can be to beginners. Its hard to find out where to go after you start. Especially if you're a casual player (such as myself) and have every set of Magic to play around with. To say the least, I don't know many Magic cards from sets old and new, and I'm sure there's a ton out there that would be fun to play.
Anyways...not to stray off topic...
I just want to get some ideas for fun decks to mess around with, or possibly, fun cards to build decks around. I hope the following info can help those wishing to help me out:
1. I like playing blue/black decks.
2. I like control of the field, and control of my opponents hand/library. Sending cards back, destroying cards from their hand, etc.
3. I like creatures that are mostly cheap, with a few powerhouses tossed in to give a final push to a win.
4. There are some fun cards I've seen that I would like to toy around with; Morphling, Jester's Cap, Ninja of the Deep Hours are just a few that I've found.
5. I know this is kinda stupid but I like Assassin/Ninja/Knight cards the most. Anything fast with an effect that just disrupts things and appeals to my aesthetic tastes.
Sorry if all of this information is a little vague/irrelevant/or stupid. And I don't mean to demand any sort of omnipotent help. Basically i just want something fun to play, and of any of these aspects described above can be fit into the deck then...that would just be great!
UB is the best color combo of mill (glimpse the unthinkable), it destroys their options, and jester's cap is very targeted mill. Nemesis of reason or Szadek could easily be the big finisher.
A knight deck would be cool to play. White with a black splash for haakon and other black knights (stromgald crusader), would give you a solid plan against *** and such. Kinsbaile Cavalier would be a solid addition. Now you're making me want to build a knight deck.
If you have 2 creature decks, why not go for a creatureless deck, or control deck?
Interesting deck types
blue - counter and draw
white - bombs like wrath and armageddon, control like o ring, swords to plowshares, and faith's fetters just to name a few
red - burn ( can be and should be used to control opponent )
green/red - land destruction, kavu predator, fling
artifact - ramp storm (infinite loops abundant)
black/white - life gain, discard, control
A rule of thumb for me is use atleast 2 colors to make it interesting and stay away from the straight creature aggro decks because they are pretty boring
I'd say if you haven't built a infinite loop deck or storm, try that next. That is very very different than creature aggro... Normally, you use tutors or drawing to dig for the combo pieces and you lay down some other stuff to delay your opponent until you can 'go off' with the combo.
Its also good to have more than one way to win... for example, don't just ramp up and then fireball... but have other things that can be fun with a lot of mana or whatever the loop is... like Brain Freeze, Braingyser, and the like.
Thanks for all of the suggestions. Just a quick question, I mentioned Jester's Cap in my first post and I showed interest in playing it. Do you necessarily need to be running a mill deck to take advantage of Jester's or is it usually very versatile? I mean, it looks that way to me (I get to see what kind all of my opponents cards, get to pick out their best cards and possibly destroy their entire deck) but I tried to put it in one of my other decks and had people tell me its pointless because I'm not running a mill. I do admit, I wish it didn't cost to use its effect (makes it a bit slower then I would like it) but it just sort of seems like a staple.
Oh, and keep the suggestions coming, I could all that I can get.
Jester's cap is definitely suited best to heavy control and / or mill. Really it's just not THAT powerful in my opinion but if you are set on playing it in something, I would use it in one of the archetypes I mentioned.
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BW(G) Junkblade - Legacy
BW Vial Deadguy - Legacy
UWR Geist - Modern
UR(B) Delver - Modern
W(G) Death & Taxes - Modern
Oona, Queen of the Fae - EDH
In other news, crazy nitwits playing dress-up have also convicted the Hamburglar, the Cookie Crisp Crook, and the Frito Bandito of sundry snack-related thefts.
Seriously, what about this strikes you as remotely worthy of discussion?
I guess I can see what you mean by the cap. Like I noticed, its sorta slow, and by the time I get it out my opponent may already have played what they've wanted to get out this entire time. And if they have multiples of that card, well, I can take out three of them at most.
What about a Mystical Teachings toolbox control deck? Toolbox anything is always very fun to play, and there are some great instants withing U/B... SeeAgony Warp, Recoil, counterspells, creature removal, and win conditions with Flash such as Draining Whelk or Teferi, Mage of Zhalfir.
If you like blue/black and control, you might like a Mystical Teachings control deck. They play Teferi, Mage of Zhalfir and Dralnu, Lich Lord as well as counterspells and removal to control the board. It's probably faster than your Royal Assassin deck and has more variety than your Kithkin deck since it plays so many singletons.
Wow, nice suggestions everyone. Now I'm sort of lost with all the options I'm given, but I like the idea of the recent posts describing some fun types of control decks. I always like playing control rather then a straight aggro deck or something else. Makes the game more interesting.
And a quick question, something I've been wondering about recently. Is drawing power important for all magic decks are just some? (example, decks built around combos). I remember back when I played (okay, we're all mature here ((I'm assuming)) so don't laugh) Yugioh (I told you not to laugh) that card drawing power was considered a staple in every deck (Graceful Charity and whatnot) and so everybody made sure to at least run the strongest and simplest of drawing cards. I was just interested in playing around with Shadowmage and Ninja of the Deep Hours (if I can get both going and keep the field in control I'll be drawing three cards per turn) because I'm just use to the mantra of:
1) Draw cards
2) Draw more cards
3)???
4) Profit!
Oh, and be my guest to keep the suggestions coming. Really, I'm mostly just looking for people to post some fun looking cards in particular and not just deck ideas. Like I've already said, (and all of you know), there's an incredible amount of different Magic cards out there. Hell, I often find myself opening up word pad to copy down the name of some nice looking cards my opponents play against me online. I'm really just trying to weigh my options, and you're all being very helpful. *sniffle* Awww...I love you guys! (and girls, but I'm assuming that girls are mysterious creatures that dwell in clothes stores, bake pies, and wouldn't come near a greasy geek even if I had a cute little puppy dangling from my neck).
DISCLAIMER: I by am by no means insinuating any form of misogynist view point on my part.
DISCLAIMER: I'm not that greasy.
DISCLAIMER: Aren't disclaimers suppose to come before I say the potentially offensive thing just to assure nobody gets pissed? Oh, shi-
Card drawing is usually a waste in an aggro deck, where you can/should kill your opponent with the cards from your opening hand and your draw step. Combo usually plays card draw or at least some sort of search card to fetch the combo. Control always has card advantage of some type, and it's almost always card draw. The closest thing to an exception I can remember was when the Mystical Teachings control deck was in type 2. It played Think Twice for card draw, but Mystical Teachings provided most of the card advantage because it was such a powerful tutor.
Edit2: never mind, not going to. I do appreciate it though.
Here are some cards for a deck I'm thinking of using. I'm not sure how viable this is, but all of these cards seem fun and most are cards suggested here (well...mostly all are)
Morphling: Often called the greatest creature card ever printed. With a bit of extra mana he's annoying. With a lot left over he's invincible. Toss in some extra padding and boom; game winner.
Royal Assassin: I like this guy, even if he is still a little slow. I like the idea of not basing a deck around him because when he's gone them I'm screwed. But he makes my opponent think twice about tapping their creatures, and if they use removal cards I find that they usually use it on him, which means that makes my more important cards a bit safer.
Shadowmage Infiltrator: An extra card each turn and a little bit of damage each turn. 3 defense isn't bad either.
Ninja of the Deep Hours: Another extra card per turn, and can be played cheap if I can use his ninjutsu. 2/2 isn't bad either.
Tidehollow Strix: I like this guy, I never knew of this card before this thread. Really cheap, a flier that can dish out a sliver of damage and can make my opponent think twice about attacking.
Pestermite: I like the flash ability with this card. I can stop an attack if played on their turn or stop a defender on my turn. And it's flying, so it can get annoying. (or you could say...it gets PESTERING! GET IT! HAHAR!)
Silkbind Faerie: I really like this card. I get a little bit of damage out of it, and can pay the cost to get back a 3 defender on my turn and possibly provide fodder for my Royal Assassin.
Sygg River Cutthroat: A cheap card that can speed up draw and has nice defense. To be honest, I'm not sure I want to use it though. But if I have Shadowmage and my Ninja dealing damage each turn...well...there's three extra cards right there.
Knacksaw Clique: Like Silkbind, and if I pay the cost I can take advantage of my opponents deck, or use my top card instantly (which can be risky though). Oh, and 4 defense is nice.
Agony Warp: Seems like good removal. And it's cheap.
Recoil: More exspensive boomerang but causes my opponent to loose a card. I may just use boomerang instead though, because my opponent loosing one card isn't that great (if I could choose the card in hand then it would be more viable imho)
Counterspell: Obvious reasons for including this will not be voiced.
Diabolic Tutor: Bring out my Morphling or something else nasty.
Again, not sure how viable this is, but it looks like fun. If it seems okay, I could use some suggestions on how to make it better,
Well, the thing about Morphling is that he is very powerful in a mono blue deck, but not quite so much in multicolor. Idealy, you want to be able to use his shroud ability multiple times in one turn to help fight against multiple kill spells. I'm not saying he's bad for multicolor, but he is definatly at his strongest in mono blue.
As far as your deck list goes, in my opinion, it's a little too creature focused.
It's interesting to me, because you're basically building a deck very similar to my very first real magic deck. It was :symu::symb: and used royal assassin, counterspells and all that jazz. Recoill is indeed a powerful spell, but I found that it was especially nice when backed up by Hypnotic spectre.
Anyways, I'm sure most of you know how daunting of a game Magic can be to beginners. Its hard to find out where to go after you start. Especially if you're a casual player (such as myself) and have every set of Magic to play around with. To say the least, I don't know many Magic cards from sets old and new, and I'm sure there's a ton out there that would be fun to play.
Anyways...not to stray off topic...
I just want to get some ideas for fun decks to mess around with, or possibly, fun cards to build decks around. I hope the following info can help those wishing to help me out:
1. I like playing blue/black decks.
2. I like control of the field, and control of my opponents hand/library. Sending cards back, destroying cards from their hand, etc.
3. I like creatures that are mostly cheap, with a few powerhouses tossed in to give a final push to a win.
4. There are some fun cards I've seen that I would like to toy around with; Morphling, Jester's Cap, Ninja of the Deep Hours are just a few that I've found.
5. I know this is kinda stupid but I like Assassin/Ninja/Knight cards the most. Anything fast with an effect that just disrupts things and appeals to my aesthetic tastes.
Sorry if all of this information is a little vague/irrelevant/or stupid. And I don't mean to demand any sort of omnipotent help. Basically i just want something fun to play, and of any of these aspects described above can be fit into the deck then...that would just be great!
Thanks in advance for all help!
A knight deck would be cool to play. White with a black splash for haakon and other black knights (stromgald crusader), would give you a solid plan against *** and such. Kinsbaile Cavalier would be a solid addition. Now you're making me want to build a knight deck.
--- Meren of Clan Nel Toth --- Jhoira of the Ghitu --- Prime Speaker Zegana ---
--- Drana, Kalastria Bloodchief --- Ghoulcaller Gisa --- Akroma, Angel of Fury --- Titania, Protector of Argoth ---
Thanks Darth Monkey
Interesting deck types
blue - counter and draw
white - bombs like wrath and armageddon, control like o ring, swords to plowshares, and faith's fetters just to name a few
red - burn ( can be and should be used to control opponent )
green/red - land destruction, kavu predator, fling
artifact - ramp storm (infinite loops abundant)
black/white - life gain, discard, control
A rule of thumb for me is use atleast 2 colors to make it interesting and stay away from the straight creature aggro decks because they are pretty boring
I'd say if you haven't built a infinite loop deck or storm, try that next. That is very very different than creature aggro... Normally, you use tutors or drawing to dig for the combo pieces and you lay down some other stuff to delay your opponent until you can 'go off' with the combo.
Its also good to have more than one way to win... for example, don't just ramp up and then fireball... but have other things that can be fun with a lot of mana or whatever the loop is... like Brain Freeze, Braingyser, and the like.
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http://www.roguedeals.com
Oh, and keep the suggestions coming, I could all that I can get.
BW(G) Junkblade - Legacy
BW Vial Deadguy - Legacy
UWR Geist - Modern
UR(B) Delver - Modern
W(G) Death & Taxes - Modern
Oona, Queen of the Fae - EDH
If you want to build around morphling, here,s a deck idea: 4 morphling, 32 counter/bounce/sweepers/tech and 24 lands. MUC. do it for the blue!
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http://www.roguedeals.com
MY TRADING POST!
I play Standard and Draft at The Universe of Superheroes / The Wizard's Guild in Athens, OH.
Nice suggestion dood! Gotta love Black/Red Goblins
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http://www.roguedeals.com
Otherwise, if you want to use Jester's Cap, you could maybe try to do a Jester's deck with Jester's Mask and Jester's Scepter. Throw in some cards like Academy Ruins, some reusable bounce like Cache Raiders (which would also work with the rogue deck) or Temporal Adept and maybe some other controllish type artifacts like Epochrasite and Tidehollow Strix. Top it off with a few Morphlings just because.
If you want a really strong deck, I'd look back at some forums for Psychatog/Upheaval decks.
Edit: sarnath'd
Rasputin Dreamweaver EDH
And a quick question, something I've been wondering about recently. Is drawing power important for all magic decks are just some? (example, decks built around combos). I remember back when I played (okay, we're all mature here ((I'm assuming)) so don't laugh) Yugioh (I told you not to laugh) that card drawing power was considered a staple in every deck (Graceful Charity and whatnot) and so everybody made sure to at least run the strongest and simplest of drawing cards. I was just interested in playing around with Shadowmage and Ninja of the Deep Hours (if I can get both going and keep the field in control I'll be drawing three cards per turn) because I'm just use to the mantra of:
1) Draw cards
2) Draw more cards
3)???
4) Profit!
Oh, and be my guest to keep the suggestions coming. Really, I'm mostly just looking for people to post some fun looking cards in particular and not just deck ideas. Like I've already said, (and all of you know), there's an incredible amount of different Magic cards out there. Hell, I often find myself opening up word pad to copy down the name of some nice looking cards my opponents play against me online. I'm really just trying to weigh my options, and you're all being very helpful. *sniffle* Awww...I love you guys! (and girls, but I'm assuming that girls are mysterious creatures that dwell in clothes stores, bake pies, and wouldn't come near a greasy geek even if I had a cute little puppy dangling from my neck).
DISCLAIMER: I by am by no means insinuating any form of misogynist view point on my part.
DISCLAIMER: I'm not that greasy.
DISCLAIMER: Aren't disclaimers suppose to come before I say the potentially offensive thing just to assure nobody gets pissed? Oh, shi-
Oh, look at the time. I'm just a rambling fool!
Edit2: never mind, not going to. I do appreciate it though.
Rasputin Dreamweaver EDH
Heh, sure, I don't mind.
Morphling: Often called the greatest creature card ever printed. With a bit of extra mana he's annoying. With a lot left over he's invincible. Toss in some extra padding and boom; game winner.
Royal Assassin: I like this guy, even if he is still a little slow. I like the idea of not basing a deck around him because when he's gone them I'm screwed. But he makes my opponent think twice about tapping their creatures, and if they use removal cards I find that they usually use it on him, which means that makes my more important cards a bit safer.
Shadowmage Infiltrator: An extra card each turn and a little bit of damage each turn. 3 defense isn't bad either.
Ninja of the Deep Hours: Another extra card per turn, and can be played cheap if I can use his ninjutsu. 2/2 isn't bad either.
Tidehollow Strix: I like this guy, I never knew of this card before this thread. Really cheap, a flier that can dish out a sliver of damage and can make my opponent think twice about attacking.
Pestermite: I like the flash ability with this card. I can stop an attack if played on their turn or stop a defender on my turn. And it's flying, so it can get annoying. (or you could say...it gets PESTERING! GET IT! HAHAR!)
Silkbind Faerie: I really like this card. I get a little bit of damage out of it, and can pay the cost to get back a 3 defender on my turn and possibly provide fodder for my Royal Assassin.
Sygg River Cutthroat: A cheap card that can speed up draw and has nice defense. To be honest, I'm not sure I want to use it though. But if I have Shadowmage and my Ninja dealing damage each turn...well...there's three extra cards right there.
Knacksaw Clique: Like Silkbind, and if I pay the cost I can take advantage of my opponents deck, or use my top card instantly (which can be risky though). Oh, and 4 defense is nice.
Agony Warp: Seems like good removal. And it's cheap.
Recoil: More exspensive boomerang but causes my opponent to loose a card. I may just use boomerang instead though, because my opponent loosing one card isn't that great (if I could choose the card in hand then it would be more viable imho)
Counterspell: Obvious reasons for including this will not be voiced.
Diabolic Tutor: Bring out my Morphling or something else nasty.
Again, not sure how viable this is, but it looks like fun. If it seems okay, I could use some suggestions on how to make it better,
As far as your deck list goes, in my opinion, it's a little too creature focused.
It's interesting to me, because you're basically building a deck very similar to my very first real magic deck. It was :symu::symb: and used royal assassin, counterspells and all that jazz. Recoill is indeed a powerful spell, but I found that it was especially nice when backed up by Hypnotic spectre.