I´m often playing with a friend that gets bored when it´s not his turn because you have to wait for other players to end their turn, which got me thinking if anyone know of cards that could be good for a deck that keeps you active in your opponents turn.
I guess blue is good with all its scry, countering and creatures like Sphinx of Jwar Isle. In generel all colors have access to instants but are there cards that are a bit more non-traditional?
Cards like Seedborn Muse, Prophet of Kruphix, or Murkfiend Liege can give you the resources to get active in your opponent's turn. With them, if you have creatures wth tap abilities, you can use them every turn instead of just once per turn cycle, or just activate abilities more often due to having more mana available. Some cards like Citadel Siege (Dragon mode) give you triggers during the opponent's turn that cause you to make relevant game decisions during the turn, thus engaging you more. Or simply use cards that are best used during another player's turn, like Icy Manipulator.
Also, just because it is not your turn, doesn't mean you should relax and wait for your turn. You can and should use that time to plan ahead for your next turn, analyze the game state, look for opportunities, think through possibilities, etc. If everyone does those things only during their own turn, then the game goes long while everyone waits for the active player to do what he/she should have done before the turn began. Yes, the card you draw for the turn or drastic changes to the game state right before your turn can change your whole game plan, but you should have a general idea for what to do during your turn before that turn begins.
Faeries is notorious for spending most of the game on your opponents turn. In many ways it's a rather nontraditional approach to playing on your opponents turn (you're often flashing in creatures rather than casting counter spells. However some of your creatures are counterspells: Spellstutter Sprite). It's a non traditional tempo deck. Tempo decks usually try to get things out early, and then protect those things for the rest of the game. In Fairies you're trying to protect your board, but all the things that protect your board also stay on the board for later. It's a blast to play, but if you want a super competitive version of it you might need to spend some money. Otherwise, there's the more affordable faerie-ninja or faerie-rogue variants.
Soul's Attendant and Suture Priest both have 'may' abilities, netting value for paying attention to triggers rather than just blindly passing priority.
Rhystic Study lets you gleefully ask people if they pay the tax or let you draw.
Similarly to these notions you can look for other cards that read 'Whenever a player does X...'
A reactive blue deck full of counterspells, bounce, flash creatures, and instant draw spells is a good way to stay active on opponents' turns. Is that too "traditional"?
But he doesn't even have to be the blue mage. In any color, activated abilities, triggered abilities, flash creatures and instants all let him have options to do things on the opponents' turns so he doesn't feel bored. Almost any style of deck can have loads of interaction on all turns. And in fact, those decks are probably better in multiplayer because you can react to what other players are doing.
I´m often playing with a friend that gets bored when it´s not his turn because you have to wait for other players to end their turn, which got me thinking if anyone know of cards that could be good for a deck that keeps you active in your opponents turn.
I guess blue is good with all its scry, countering and creatures like Sphinx of Jwar Isle. In generel all colors have access to instants but are there cards that are a bit more non-traditional?
Also, just because it is not your turn, doesn't mean you should relax and wait for your turn. You can and should use that time to plan ahead for your next turn, analyze the game state, look for opportunities, think through possibilities, etc. If everyone does those things only during their own turn, then the game goes long while everyone waits for the active player to do what he/she should have done before the turn began. Yes, the card you draw for the turn or drastic changes to the game state right before your turn can change your whole game plan, but you should have a general idea for what to do during your turn before that turn begins.
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Rhystic Study lets you gleefully ask people if they pay the tax or let you draw.
Similarly to these notions you can look for other cards that read 'Whenever a player does X...'
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But he doesn't even have to be the blue mage. In any color, activated abilities, triggered abilities, flash creatures and instants all let him have options to do things on the opponents' turns so he doesn't feel bored. Almost any style of deck can have loads of interaction on all turns. And in fact, those decks are probably better in multiplayer because you can react to what other players are doing.
Yes, all colors. Even a "hurr-durr" monogreen beatdown deck has access to stuff like Yeva, Nature's Herald, Seedborn Muse,Ambush Viper, Boon Satyr, Briarhorn, Caller of the Claw, Blossoming Defense, Autumn's Veil, Cloudthresher, Spirit of the Hunt, Krosan Grip, Hydra Broodmaster, Silklash Spider, Ulvenwald Tracker, Spirit of the Hunt, Forgotten Ancient, Scavenging Ooze, Winding Canyons, Polukranos, World Eater, and so on. Sure, you could just play all that stuff on your own turn. But you can also use them on opponents' turns, and you actually get more value out of the cards that way.
No matter what the deck is, you can always alter your card choices and play style to let you do things on opponents' turns too.