The main thread had an interesting point raised: We expect new players to learn by trial and error and reading old games, and this works poorly - for their first game at least.
So. Read this primer (which I invite all experienced players to weigh in with their own advice in!) before playing DC5!
Okay, first of all, in DC5, you only play spells on your turn, and only one. The only way to break this rule for spells is triggered abilities that trigger in other players turns.
This makes Mind's Desire completely pointless, and generally speaking, so is Counterspell.
Sorceries, Creatures, Artifacts and Enchantments are thus the order of the day. That, and lands.
Lands are crucial. 5 mana spells are nice, but 7, 8, and more cost spells will win the day, as does cycling cards from the Resounding Wave cycle and (in Extended) the Decree of Silence cycle. (or rather, since they're spread across the colours, NOT doing so will LOSE the day).
As such, lands which (in DC5 at least) tap for more than 1 mana are very powerful. Crystal Cavern, the cycle began with Graven Cairns, and Crypt of Agadeem in conjunction with black cycling creatures can thus all prove devastatingly effective.
That said, man-lands, especially efficient ones like Raging Ravine are powerful too, as they provide attackers without requiring a spell.
Similiarly, Unearth (particularly Kederekt Leviathan) and Channel (e.g. Ghost-Lit Warder) is very powerful, as it does not count as a spell either.
Permanents with reusable activated abilities, however, can be broken. Cryptic Gateway lead to rather degenerate turn in the first game to try and abuse it, while Staff of Domination isn't precisely broken, but it is very useful to have out.
In any event, getting started is simple. On your first turn, you want to ensure you have a steady stream of lands coming - or at least a few extra. Draw spells such as Esper Charm or (for blue players) Mind Spring can be a good call, as they let you play a land that turn and don't leave a vulnerable permanent in play, but Seer's Sundial or Jayemdae Tome can be perfectly acceptable too (although you DO miss your first land drop).
After that, you want to deal with threats in the most profitable way for yourself possible. Stealing and/or sacrificing the threat is usually a good way, as is killing it with a "when X enters the battlefield" triggered ability of one of your permanents.
If there are no threats, try and improve your board position. Add powerful effects (in DC5 terms) to your board - usually permanents with activated abilities that can interfere with other player's turns.
Finally, politics: I don't recommend accepting peace offers from more experienced players, nor do I recommend going to war with them. As a new player, in my opinion your best course is to remain neutral, and try to get to the end game free to kill anyone who looks weak. Your 'ally' will probably outplay you in a 1 v 1 game, and can probably outpolitic you. Better to be unpredictable, protect yourself (always try and figure out whether the player next to you can kill you, and guard against that), and not make waves.
That said, that's my opinion.
Oh... and colour selection. Blue is, in most formats, the most powerful colour, because stealing permanents is more powerful than destroying them, and because a counterspell effect is more powerful when you only get one spell per turn, plus card drawing is very important - and blue gets the best card draw.
That said, Red is at least as likely to win, and this is because it tends to not get ganged up on, and is very good at suddenly killing people (by playing large creatures with haste and/or doing direct damage to players).
That said, all the colours have won games.
Okay people, feel free to expand, correct, and whatnot.
Finally, politics: I don't recommend accepting peace offers from more experienced playersLORAN, nor do I recommend going to war with them. As a new player, in my opinion your best course is to remain neutral, and try to get to the end game free to kill anyone who looks weak. Your 'ally' will probably outplay you in a 1 v 1 game, and can probably outpolitic you. Better to be unpredictable, protect yourself (always try and figure out whether the player next to you can kill you, and guard against that), and not make waves.
I have lots of disagreements with things here (Also Niv, alliances with me are usually fine, ask bman who has profited handsomely from them in several games.) especially on politics.
But anyhow, I'm gonna propose tomorrow that a bunch of the community here do what whamme did here and collaborate on it to create an article to be proposed as an MTGS Article similar to how XCB games have had multiple articles on the front page.
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Logical Reasoning is dead; Long Live Stupidity
Quote from Seppel »
I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
I have lots of disagreements with things here (Also Niv, alliances with me are usually fine, ask bman who has profited handsomely from them in several games.) especially on politics.
But anyhow, I'm gonna propose tomorrow that a bunch of the community here do what whamme did here and collaborate on it to create an article to be proposed as an MTGS Article similar to how XCB games have had multiple articles on the front page.
I created this thread for collaboration. I know my opinion isn't the beginning and end of DC5 strategy; if it was, why do I keep coming second?
I created this thread for collaboration. I know my opinion isn't the beginning and end of DC5 strategy; if it was, why do I keep coming second?
Right, i got that, my point was that i wanted to make it not just a beginner's post thread but to make an article to get more interest in the format as well.
Maybe it's two different things i want to get going at the same time, but you get the idea.
Anyhow, my final exam is tomorrow, so more thoughts then.
Private Mod Note
():
Rollback Post to RevisionRollBack
Mafia MVP Harry Potter Mafia!
Logical Reasoning is dead; Long Live Stupidity
Quote from Seppel »
I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
As far as Whamme's primer, I don't agree with the politics tip... That is, not entirely. It's not wrong to make an agreement, just be prepared to break it - nobody will hate you for it, it's the game.
As far as Whamme's primer, I don't agree with the politics tip... That is, not entirely. It's not wrong to make an agreement, just be prepared to break it - nobody will hate you for it, it's the game.
Man, I'd love a bateleur article on DCX.
Everyone is entitled to their own opinion, but I wouldn't want to risk that kind of mess. Particularly if you feel like keeping your promises is an inherent moral good, which some people do.
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So. Read this primer (which I invite all experienced players to weigh in with their own advice in!) before playing DC5!
Okay, first of all, in DC5, you only play spells on your turn, and only one. The only way to break this rule for spells is triggered abilities that trigger in other players turns.
This makes Mind's Desire completely pointless, and generally speaking, so is Counterspell.
Sorceries, Creatures, Artifacts and Enchantments are thus the order of the day. That, and lands.
Lands are crucial. 5 mana spells are nice, but 7, 8, and more cost spells will win the day, as does cycling cards from the Resounding Wave cycle and (in Extended) the Decree of Silence cycle. (or rather, since they're spread across the colours, NOT doing so will LOSE the day).
As such, lands which (in DC5 at least) tap for more than 1 mana are very powerful. Crystal Cavern, the cycle began with Graven Cairns, and Crypt of Agadeem in conjunction with black cycling creatures can thus all prove devastatingly effective.
That said, man-lands, especially efficient ones like Raging Ravine are powerful too, as they provide attackers without requiring a spell.
Similiarly, Unearth (particularly Kederekt Leviathan) and Channel (e.g. Ghost-Lit Warder) is very powerful, as it does not count as a spell either.
Permanents with reusable activated abilities, however, can be broken. Cryptic Gateway lead to rather degenerate turn in the first game to try and abuse it, while Staff of Domination isn't precisely broken, but it is very useful to have out.
In any event, getting started is simple. On your first turn, you want to ensure you have a steady stream of lands coming - or at least a few extra. Draw spells such as Esper Charm or (for blue players) Mind Spring can be a good call, as they let you play a land that turn and don't leave a vulnerable permanent in play, but Seer's Sundial or Jayemdae Tome can be perfectly acceptable too (although you DO miss your first land drop).
After that, you want to deal with threats in the most profitable way for yourself possible. Stealing and/or sacrificing the threat is usually a good way, as is killing it with a "when X enters the battlefield" triggered ability of one of your permanents.
If there are no threats, try and improve your board position. Add powerful effects (in DC5 terms) to your board - usually permanents with activated abilities that can interfere with other player's turns.
Finally, politics: I don't recommend accepting peace offers from more experienced players, nor do I recommend going to war with them. As a new player, in my opinion your best course is to remain neutral, and try to get to the end game free to kill anyone who looks weak. Your 'ally' will probably outplay you in a 1 v 1 game, and can probably outpolitic you. Better to be unpredictable, protect yourself (always try and figure out whether the player next to you can kill you, and guard against that), and not make waves.
That said, that's my opinion.
Oh... and colour selection. Blue is, in most formats, the most powerful colour, because stealing permanents is more powerful than destroying them, and because a counterspell effect is more powerful when you only get one spell per turn, plus card drawing is very important - and blue gets the best card draw.
That said, Red is at least as likely to win, and this is because it tends to not get ganged up on, and is very good at suddenly killing people (by playing large creatures with haste and/or doing direct damage to players).
That said, all the colours have won games.
Okay people, feel free to expand, correct, and whatnot.
Fixed.
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
But anyhow, I'm gonna propose tomorrow that a bunch of the community here do what whamme did here and collaborate on it to create an article to be proposed as an MTGS Article similar to how XCB games have had multiple articles on the front page.
Logical Reasoning is dead; Long Live Stupidity
I created this thread for collaboration. I know my opinion isn't the beginning and end of DC5 strategy; if it was, why do I keep coming second?
Right, i got that, my point was that i wanted to make it not just a beginner's post thread but to make an article to get more interest in the format as well.
For Example: Bateleur's http://mtgsalvation.com/1038-five-card-blind.html
Maybe it's two different things i want to get going at the same time, but you get the idea.
Anyhow, my final exam is tomorrow, so more thoughts then.
Logical Reasoning is dead; Long Live Stupidity
Man, I'd love a bateleur article on DCX.
My blog.
Everyone is entitled to their own opinion, but I wouldn't want to risk that kind of mess. Particularly if you feel like keeping your promises is an inherent moral good, which some people do.