New to Magic and have played a few games with my mildly-upgraded Prismari Performance precon and I have a few Qs about the game & culture.
1. I've been sticking to singles but I want to buy some packs just for the fun and experience with my new hobby; my FLGS has a ton of stuff new and old but I'm wondering about buy recommendations? Is it even worth buying packs as a beginner? Right now I'm sticking to Commander and my Blue/Red deck; I'm less interested in collecting a bunch of commons and more interested in Foils, cool Art and (obviously) better cards to maybe trade/sell/use.
2. I'm still a terrible pilot but everyone I've played with has been super-cool and I don't want to be a jerk as I upgrade my deck. For instance, I have Niv-Mizzet, Parum and Curiosity and I read about using them in an almost-infinite combo; is that type of combo considered rude in casual gaming?
3. More generally, how do I upgrade my deck without being "that guy"? Not to flex but I'm older and have decent $ so buying $100 cards isn't a big deal to me but I don't want to be a total d-bag about it, haha. What types of cards & combos should I avoid?
1. Buying singles is the best way to spend your money on the game. That said cracking packs can be fun. Commander Legends (the original, not Baldur's Gate) is a good set for the format. Modern Horizons 2 is a great set. Double Masters 1 & 2, if price isn't a factor. Dominaria United, IMHO, is a solid set. I would suggest perusing the Rares and Mythics from the sets you might consider buying. Gatherer and Scryfall are the best tools for this. Research the products before jumping in.
2.This combo should be fine in most groups. But if you're concerned, have the "rule 0 talk" before games. True infinite combos can be frowned upon in casual settings. Also avoid mass land destruction, Stasis and Stax decks, Rhystic Study, Smothering Tithe, and prison effects.
It's always best to talk with the players about what sort of power levels are in use.
3. Once again talk it through and also observe what cards they are using as well. Are they playing Jeweled Lotus or Gaea's Cradle? For some groups too much Tutoring or fast mana can be seen as problematic.
As long as you avoid strategies that are considered CEDH (competitive commander) you should be good. Don't play a Zur the Enchanter for instance.
4. Check out some youtube channels. Commander's Quarters, Nit Picking Nerds, The Command Zone, and Commander Void to name a few.
And remember, this is just one man's opinion. At some point I'm sure others with great advice will chime in as well.
Another question I have is how do you typically resolve a combo that goes infinite but doesn't end the game (where everyone folds) or something. So let's say that I play a combo that generates infinite Damage that can kill one opponent but the other players are fine. It seems silly to actually move the cards around repeatedly until you generate say 40 Damage... Is it typically OK to lay down the combo (waiting for counters etc.) and then just claim the 40 Damage and kill and opponent or is it typical that if you're going to play a combo like that you have to go through the motions?
Based on Perodequeso's reply I'm only looking at Damage and Mana combos rather than infinite turns, stasis, prison etc.
When creating non-mandatory potential infinite loops; when you have priority you add the ability to the stack, then declare that you’re holding priority and determine the number of iterations you’ll add to the stack, then pass priority.
You don’t have to go through every motion of activation, you can short cut through it. Especially if your combo is deterministic(the combo will resolve without changeable perimeters). One exception is if new information is added to the game, like card draw for instance. You’ll have to draw the cards sequentially.
A couple of after thoughts, multiplayer games with unfamiliar people, in general, it’s considered poor form to punk out one player unless, you have the capacity to wrap up the game or that player is a clear and present danger. In general, there are of course always exceptions. In games with your crew, that’s a whole other thing.
Most potential infinite damage combos are capable of taking out the entire table. If you’re going infinite it’s just better to end the game.
1. I've been sticking to singles but I want to buy some packs just for the fun and experience with my new hobby; my FLGS has a ton of stuff new and old but I'm wondering about buy recommendations? Is it even worth buying packs as a beginner? Right now I'm sticking to Commander and my Blue/Red deck; I'm less interested in collecting a bunch of commons and more interested in Foils, cool Art and (obviously) better cards to maybe trade/sell/use.
2. I'm still a terrible pilot but everyone I've played with has been super-cool and I don't want to be a jerk as I upgrade my deck. For instance, I have Niv-Mizzet, Parum and Curiosity and I read about using them in an almost-infinite combo; is that type of combo considered rude in casual gaming?
3. More generally, how do I upgrade my deck without being "that guy"? Not to flex but I'm older and have decent $ so buying $100 cards isn't a big deal to me but I don't want to be a total d-bag about it, haha. What types of cards & combos should I avoid?
4. Any other tips for a beginner appreciated!
2.This combo should be fine in most groups. But if you're concerned, have the "rule 0 talk" before games. True infinite combos can be frowned upon in casual settings. Also avoid mass land destruction, Stasis and Stax decks, Rhystic Study, Smothering Tithe, and prison effects.
It's always best to talk with the players about what sort of power levels are in use.
3. Once again talk it through and also observe what cards they are using as well. Are they playing Jeweled Lotus or Gaea's Cradle? For some groups too much Tutoring or fast mana can be seen as problematic.
As long as you avoid strategies that are considered CEDH (competitive commander) you should be good. Don't play a Zur the Enchanter for instance.
4. Check out some youtube channels. Commander's Quarters, Nit Picking Nerds, The Command Zone, and Commander Void to name a few.
And remember, this is just one man's opinion. At some point I'm sure others with great advice will chime in as well.
Another question I have is how do you typically resolve a combo that goes infinite but doesn't end the game (where everyone folds) or something. So let's say that I play a combo that generates infinite Damage that can kill one opponent but the other players are fine. It seems silly to actually move the cards around repeatedly until you generate say 40 Damage... Is it typically OK to lay down the combo (waiting for counters etc.) and then just claim the 40 Damage and kill and opponent or is it typical that if you're going to play a combo like that you have to go through the motions?
Based on Perodequeso's reply I'm only looking at Damage and Mana combos rather than infinite turns, stasis, prison etc.
You don’t have to go through every motion of activation, you can short cut through it. Especially if your combo is deterministic(the combo will resolve without changeable perimeters). One exception is if new information is added to the game, like card draw for instance. You’ll have to draw the cards sequentially.
A couple of after thoughts, multiplayer games with unfamiliar people, in general, it’s considered poor form to punk out one player unless, you have the capacity to wrap up the game or that player is a clear and present danger. In general, there are of course always exceptions. In games with your crew, that’s a whole other thing.
Most potential infinite damage combos are capable of taking out the entire table. If you’re going infinite it’s just better to end the game.