I can't remember the decks I played completely but they were horrible. I was maybe 11 or 12 years old when I started.
My first deck that I can actually remember was one with a brand new package of Unlimited or Revised that just came out and with a bunch of junk alpha or beta (junk at the time) cards and built a Keldon Warlord deck with Fastbond and Glasses of Urza and Mana Flare. It was probably mixed with other colors, who knows now. I specifically remember seeing people playing Black Lotus without a sleeve and thought what a useless card compared with my Warlord.
I beat my sister a few times with the crappy deck and play in a group match with old dudes (at that time, they were probably 19-23) and got some more junk to build up my deck while they traded my Fastbond for some other junk I'm sure. My sister quit and I had noone to play with until I got older.
When playing world queller, what card type do you normally choose against zoo and merfolk?
Seriously it depends on the board position. Sometimes lands, sometimes creatures, sometimes artifacts.
Lands however seem the be the most popular choice in every direction if you have your components out. If you don't have time then you should do creatures or artifacts (for Aether Vial/Jitte), sacrificing an animated Mishra's Factory if naming and you have other Artifacts out.
...world queller who by the way is a beast in this deck being able to have OPTIONAL pin point destruction.
Lodestone Golem looks good if you don't have Trinisphere in hand first turn. Play Chalice @ 1, then next turn, Golem, effectively a Trinisphere play against decks not packing acceleration. Then next turn attack with Golem, and play Armageddon. Because its a 4 turn clock before you attack and after Armageddon, you have just won the game because they can't recover in 3 turns.
That's of course one direction. World Queller I think is a good second option, but of course, Baneslayer is just better and much harder to kill.
Lodestone Golem, I believe, is best in a mud Stax/SphereStax.
I don't think it is much better than mulch, and maybe worse. It hits 4, there are 17 nonland cards so on average I think Mulch is slightly better dig wise.
Yes, but Mulch only gets land cards while Treasure Hunt gets the lands AND the one non-land card in your hand. Sure you can get a 1:1 ratio, but with Mulch, you could get a 0:1 ratio, everything goes in your yard.
Either way, I'd rather use Treasure Hunt. That is just insane that they would print that, and its a common?! Unless I'm mistaken, that looks like a common symbol.
Underground Sea, Brainstorm, Tendrils of Agony, Ill-Gotten Gains, Lion’s Eye Diamond, 2x Dark Ritual.
Each of these is a decent hand and could help get you to win, or at least see a wide variety of cards in order for you to build your hand.
Pick a sample hand and take the cards out of your deck to build the sample hand. Then shuffle your deck and try and win with those sample hands in order for you to see the best route. Pretend you are on the play with each.
Once you get really comfortable understanding how to play each sample hand, go to MWS and goldfish. When you get comfortable with what is a good hand and a bad hand, go play an opponent.
The sample hands in C will really help you understand what is a good hand and why. Granted, one or two don't look like much like "Gemstone Mine, 2x Orim’s Chant, Dark Ritual, Ponder, Brainstorm, City of Brass." but its good as you can see a quite a few cards with Ponder and Brainstorm.
1. If you play Ponder first, you can see three cards, shuffle, then draw a card, so you see 4 cards. Brainstorm then allows you to see three more, which would equate to a viewing of 7 cards total, which gives you a good chance of seeing something good.
2. You could also play Brainstorm first, see three, put back your crap (extra orim's chant?), then play ponder, see one extra card, then shuffle and draw. So you would only see 5 total.
3. You could play Ponder see 3 cards, draw a card, then Brainstorm and see one card further, so a total of 4 cards.
This is why the sample hands are there. What's the best play? Should you even keep the hand? Its all in the cards.
It's worth considering, but how much mana do you expect to have? By the time you have enough mana to kill a Trinisphere or Crucible, you might as well just run Shatterstorm. For smaller stuff, Spree costs less.
Meltdown does have a good appeal to it if Affinity is fairly common in the meta, but Shattering Spree has the appeal that it would be tough to counterspell it and works against tons of decks.
Yeah, the low land count of Burn makes every land essential until the end, and Geddoning would likely be worse for you than the enemy. May have been an oversight on noisome's part.
It was actually, just a "for fun" comment and not meant to be a competitive play.
Chain of Plasma has actually won me games, although its not a great card. They discard something to bolt you, so you do it right back, only dumping the extra land you just pulled, making the land a bolt too. True, it makes their dead cards come to life, but you should only use it to get the last few points in.
Also, about Manamorphose, it is a good card for splashing colors, and okay and drawing to get the "better" cards instead of playing Flame Jet or something. If you're playing with Mishra's Factory, it might be worth it too, alleviate some of the not giving red thing.
@noisome: If you see game-breaking white Enchantments in your meta, you have to run Anarchy or expect the occasional game to be broken. It's pretty much that simple, and not something that's changed since Zendikar. I'd still expect to see more Trinispheres and Chalices than CoPs and Story Circles, and would build the sideboard accordingly.
Of course. There are apparently two or three debates going on and apparently I'm trying to figure out which one everyone's talking about. I was in the Warmth vs Sphere of Law discussion, and which one is better, not the Zendikar discussion.
I agree with your points on Zendikar giving nothing useful.
Anarchy, I know I would use if that was the case of white enchantments running rampant.
Why not run Painter's Servant as well and make everything White, then play Anarchy? That'll reset the board and you can have a win. Fairly quickly. Kind of said in jest, but may prove funny in certain metas.
I really think Hymn wins games, so to take it out would have to be for something really good. I think 4 Thoughtseize and 4 Cabal therapy is good enough for spot hand removal. The randomness of Hymn is so important because it can hit lands. Couple that with wasteland, small pox, pox and some builds sinkhole, and that can spell GG.
Aggro can be really rough I agree... I don't have an answer here completely. I tend to do ok against some aggro because I maindeck powder keg and innocent blood, but decks with so many creatures still propose a problem. For mono black I have considered either maindecking necroplasm, or what about infest in the sideboard? Has anyone tried that?
Infest is a good card in the SB as it hurts a lot of decks. The main problem is playing against decks that have tons of Lords like Merfolk and Elves, but often you can deal with them with all your effects anyway. Against Zoo, Powder Keg or Damnation would be better.
No, the cards are different. Grim Reminder relies on the fact that your opponent AND you are playing the SAME cards, and that they draw that card. That's entirely different than relying on your opponent to search his or her library, one is more than likely going to happen, the other is significantly more unlikely. Reminder relies on a Card, Shadow of Doubt relies on a mechanic, they're very different.
I wasn't talking about comparing the two cards, I was replying to another statement talking about strategy of an opponent, which is exactly what Reminder is good for. But this is not the place to discuss this.
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My first deck that I can actually remember was one with a brand new package of Unlimited or Revised that just came out and with a bunch of junk alpha or beta (junk at the time) cards and built a Keldon Warlord deck with Fastbond and Glasses of Urza and Mana Flare. It was probably mixed with other colors, who knows now. I specifically remember seeing people playing Black Lotus without a sleeve and thought what a useless card compared with my Warlord.
I beat my sister a few times with the crappy deck and play in a group match with old dudes (at that time, they were probably 19-23) and got some more junk to build up my deck while they traded my Fastbond for some other junk I'm sure. My sister quit and I had noone to play with until I got older.
Now you also roughly know my age.
Seriously it depends on the board position. Sometimes lands, sometimes creatures, sometimes artifacts.
Lands however seem the be the most popular choice in every direction if you have your components out. If you don't have time then you should do creatures or artifacts (for Aether Vial/Jitte), sacrificing an animated Mishra's Factory if naming and you have other Artifacts out.
Lodestone Golem looks good if you don't have Trinisphere in hand first turn. Play Chalice @ 1, then next turn, Golem, effectively a Trinisphere play against decks not packing acceleration. Then next turn attack with Golem, and play Armageddon. Because its a 4 turn clock before you attack and after Armageddon, you have just won the game because they can't recover in 3 turns.
That's of course one direction. World Queller I think is a good second option, but of course, Baneslayer is just better and much harder to kill.
Lodestone Golem, I believe, is best in a mud Stax/SphereStax.
Yes, but Mulch only gets land cards while Treasure Hunt gets the lands AND the one non-land card in your hand. Sure you can get a 1:1 ratio, but with Mulch, you could get a 0:1 ratio, everything goes in your yard.
Either way, I'd rather use Treasure Hunt. That is just insane that they would print that, and its a common?! Unless I'm mistaken, that looks like a common symbol.
You looked at a. & b., but not c.?
Each of these is a decent hand and could help get you to win, or at least see a wide variety of cards in order for you to build your hand.
Pick a sample hand and take the cards out of your deck to build the sample hand. Then shuffle your deck and try and win with those sample hands in order for you to see the best route. Pretend you are on the play with each.
Once you get really comfortable understanding how to play each sample hand, go to MWS and goldfish. When you get comfortable with what is a good hand and a bad hand, go play an opponent.
The sample hands in C will really help you understand what is a good hand and why. Granted, one or two don't look like much like "Gemstone Mine, 2x Orim’s Chant, Dark Ritual, Ponder, Brainstorm, City of Brass." but its good as you can see a quite a few cards with Ponder and Brainstorm.
1. If you play Ponder first, you can see three cards, shuffle, then draw a card, so you see 4 cards. Brainstorm then allows you to see three more, which would equate to a viewing of 7 cards total, which gives you a good chance of seeing something good.
2. You could also play Brainstorm first, see three, put back your crap (extra orim's chant?), then play ponder, see one extra card, then shuffle and draw. So you would only see 5 total.
3. You could play Ponder see 3 cards, draw a card, then Brainstorm and see one card further, so a total of 4 cards.
This is why the sample hands are there. What's the best play? Should you even keep the hand? Its all in the cards.
Meltdown does have a good appeal to it if Affinity is fairly common in the meta, but Shattering Spree has the appeal that it would be tough to counterspell it and works against tons of decks.
The very first post has the answer in which you seek.
VII. Sample Hands and Sample Plays
It was actually, just a "for fun" comment and not meant to be a competitive play.
Chain of Plasma has actually won me games, although its not a great card. They discard something to bolt you, so you do it right back, only dumping the extra land you just pulled, making the land a bolt too. True, it makes their dead cards come to life, but you should only use it to get the last few points in.
Also, about Manamorphose, it is a good card for splashing colors, and okay and drawing to get the "better" cards instead of playing Flame Jet or something. If you're playing with Mishra's Factory, it might be worth it too, alleviate some of the not giving red thing.
Of course. There are apparently two or three debates going on and apparently I'm trying to figure out which one everyone's talking about. I was in the Warmth vs Sphere of Law discussion, and which one is better, not the Zendikar discussion.
I agree with your points on Zendikar giving nothing useful.
Anarchy, I know I would use if that was the case of white enchantments running rampant.
Why not run Painter's Servant as well and make everything White, then play Anarchy? That'll reset the board and you can have a win. Fairly quickly. Kind of said in jest, but may prove funny in certain metas.
How about Story Circle then? That's a fairly popular card. Maybe not in your direct meta, but you will see it often enough.
Infest is a good card in the SB as it hurts a lot of decks. The main problem is playing against decks that have tons of Lords like Merfolk and Elves, but often you can deal with them with all your effects anyway. Against Zoo, Powder Keg or Damnation would be better.
I wasn't talking about comparing the two cards, I was replying to another statement talking about strategy of an opponent, which is exactly what Reminder is good for. But this is not the place to discuss this.