There are cards that cost 50 tix? That's crazy, I was hoping I could make a decent deck and maybe evewn play a few cards I wouldn't be able to in paper magic because of price. I will have to check out that website though. Thanks.
I am thinking about making an EDH deck on MTGO because I am not around my buddies much during the summer. However, I would like to get a vague estimate on how many tix I will need to buy to do so. I know some cards cost considerably less, and some oddly enough will cost more on there.
Is there a website I can plug my deck into and get an MTGO estimate?
Ya, while playtesting, I saw just how bad Kira can be in certain situations. For example, I could go to equip, burn the first countered ability, which then would leave the pathway open for an opponent to use target removal. Also, takes away from a timely instant. I may just take out Kira for another land, since I am running very few as it is.
The Sword I have gone back and forth on so many times...I think I will try it out because of your suggestion though. The lifegain is always helpful, even in a 40 life format, and the burn would be enough to wipe many of my meta's generals off the board.
-2 Karoo Lands, +2 Forests - Need more green mana support, don't want so many lands coming in tapped.
-1 Intervene, +1 Seedling Charm - Not a lot of white exile in my meta, so regenerate protects Rafiq almost as well as a counterspell. Also like that it has trample on the same card, just in case.
-1 Grafted Exoskeleton, +1 Invigorate - Grafted Exoskeleton is just a huge target, and Rafiq seems to always become a big target for steal spells....in my meta, there are TWO decks which regularly play Act of Treason type effects. I'd rather just run temporary buffs like Invigorate in case he's stolen.
-1 Might of the Nephilim, +1 Kira, Great Glass Spinner. I probably wouldn't make this trade in 1v1, but for multiplayer, Kira does a great job keeping Rafiq safe, and I don't mind paying the equip costs twice if it means Rafiq has more protection. Would play her later in the game once I have a bit of board presence.
I've read through a few threads but I can't seem to put it together in my head. People keep mentioning Cloudstone Curio, Glimpse of Nature and other similar cards. If possible, could someone show me how exactly a game would play out with Momir that would cause an infinite combo?
I have finally found a general that has a little bit of everything I like: Counters, double strike, draw and instant speed scoops from my buddies.
This deck revolves heavily around the generally, and protecting him and keeping him from being tucked. Ramp is key, as you would like to have him out turn 3 or 4 with mana open for a counterspell or some type of protection. Most other players will be building board state during the first 3 turns. Strapping swords to Rafiq provides protection (and trample, in a way), double hit triggers and a big bonus to commander damage.
This deck likes to swing at the combo players first, while disrupting ultra aggro decks like swarmy elves or Krenko. It does a great job recovering mid to late game as well, as there are many ways to fill your hand.
Biggest issues I am having:
i) Blood Moon type effects...perhaps taking out the Karoo lands for basics would help a bit.
ii) Bad draws...In multiplayer, you will draw turn one no matter what, and my meta plays with one free partial mulligan, so having a bad draw is less of a penalty, whereas in 1v1, a bad draw can really hurt. Not drawing enough land seems to be a problem.
-Hyena Umbra...Cheap, small buff and totem armour gives a bit of a safety if I'd rather hold a counter.
-Bident of Thassa...Two cards per swing, usually. Also can bait away chump with it's act. ability. Just found myself exiling it way too often.
-Seedling Charm...Really should find a place for this. Such good tech.
-Dueling Grounds...Great card, but my meta has a lot of strategies which combo, or use one creature to attack, anyway.
-Priviledged Position...Great protection card, easy to cast. Should probably be in the deck!
-Unflinching Courage...I like this aura a lot (and the armidillo one as well) but I took Steel of the Godhead instead. I would rather have complete unblockability.
-Batterskull...Awesome equipment, beast with Stoneforge Mystic, but too mana intensive for a player who wants to have untapped mana each turn.
-Eternal Witness...Green staple, but I was finding that more often than not, I would rather keep the mana open for alpha strikes or counterspells. Might find it's way back in.
Right now, I am planning my next EDH deck. I already play a hard control/tax deck, and then a casual fun fatties deck. I would like my next deck to be something a bit trickier to play against, something where combat tricks and blocking are relevant. My meta has a couple of decks (Kozilek, Jeleva, Mogis discard) which don't really care if they take damage because they are just waiting to drop a huge card and win the game on it's back. It would be fun to find a deck that made those players think twice about only running tutors, rocks and bombs.
I have played aggro decks in my meta before and they are quite fun but usually run out of steam. I was thinking a deck that involved green for infect, trample and regen could be fun and interactive.
Is there a website I can plug my deck into and get an MTGO estimate?
Thanks.
The Sword I have gone back and forth on so many times...I think I will try it out because of your suggestion though. The lifegain is always helpful, even in a 40 life format, and the burn would be enough to wipe many of my meta's generals off the board.
Thanks!
-1 Intervene, +1 Seedling Charm - Not a lot of white exile in my meta, so regenerate protects Rafiq almost as well as a counterspell. Also like that it has trample on the same card, just in case.
-1 Grafted Exoskeleton, +1 Invigorate - Grafted Exoskeleton is just a huge target, and Rafiq seems to always become a big target for steal spells....in my meta, there are TWO decks which regularly play Act of Treason type effects. I'd rather just run temporary buffs like Invigorate in case he's stolen.
-1 Might of the Nephilim, +1 Kira, Great Glass Spinner. I probably wouldn't make this trade in 1v1, but for multiplayer, Kira does a great job keeping Rafiq safe, and I don't mind paying the equip costs twice if it means Rafiq has more protection. Would play her later in the game once I have a bit of board presence.
I found I almost never got any value off of Land Tax, which is strange because it's usually an All Star.
Anybody have any insight on how useful Hunter's Insight is in a Rafiq deck?
I have finally found a general that has a little bit of everything I like: Counters, double strike, draw and instant speed scoops from my buddies.
This deck revolves heavily around the generally, and protecting him and keeping him from being tucked. Ramp is key, as you would like to have him out turn 3 or 4 with mana open for a counterspell or some type of protection. Most other players will be building board state during the first 3 turns. Strapping swords to Rafiq provides protection (and trample, in a way), double hit triggers and a big bonus to commander damage.
This deck likes to swing at the combo players first, while disrupting ultra aggro decks like swarmy elves or Krenko. It does a great job recovering mid to late game as well, as there are many ways to fill your hand.
Biggest issues I am having:
i) Blood Moon type effects...perhaps taking out the Karoo lands for basics would help a bit.
ii) Bad draws...In multiplayer, you will draw turn one no matter what, and my meta plays with one free partial mulligan, so having a bad draw is less of a penalty, whereas in 1v1, a bad draw can really hurt. Not drawing enough land seems to be a problem.
Decklist in spoiler below.
0 Pact of Negation
0 Invigorate
1 Sol Ring
1 Birds of Paradise
1 Avacyn's Pilgrim
1 Llanowar Elves
1 Elvish Mystic
1 Fyndhorn Elves
1 Rancor
1 Distortion Spike
1 Vines of the Vastood
1 Mother of Runes
1 Apostle's Blessing
1 Turn Aside
1 Rebuff the Wicked
1 Seedling Charm
1 Enlightened Tutor
1 Brainstorm
1 Ancestral Vision
1 Steelshaper's Gift
1 Pongnify
1 Rapid Hybridization
1 Path to Exile
1 Swords to Plowshares
2 Talisman of Progress
2 Talisman of Unity
2 Nature's Lore
2 Farseek
2 Sylvan Caryatid
2 Swiftfoot Boots
2 Lightening Greaves
2 Mask of Memory
2 Neurok Stealthsuit
2 Spirit Mantle
2 Canopy Cover
2 Hindering Light
2 Arcane Denial
2 Counterspell
2 Stoneforge Mystic
2 Qasali Pridemage
3 Kadoma's Reach
3 Chromatic Latern
3 Snake Umbra
3 Boar Umbra
3 Steel of the Godhead
3 Sword of Fire and Ice
3 Sword of Feast and Famine
3 Whispersilk Cloak
3 Champion's Helm
3 Loxodon Warhammer
3 Spell Crumple
3 Hinder
3 Bant Charm
3 Krosan Grip
3x Wargate
3 Edric, Spymaster of Trest
3 Trygon Predator
3 Tandem Lookout
3 Kira, Great Glass Spinner
4 Triumph of the Hordes
4 Stonewood Invocation
4 Might of Oaks
4 Supreme Verdict
5 Finest Hour
5 Privileged Position
6 Sun Titan
1 Stripmine
1 City of Brass
1 Commander's Tower
1 Seaside Citadel
1 Temple Garden
1 Sunpetal Grove
1 Temple of Plenty
1 Hallowed Fountain
1 Temple of Enlightenment
1 Glacial Fortress
1 Temple of Mystery
1 Simic Growth Chamber
1 Hinterland Harbor
1 Breeding Pool
8 Forest
6 Island
4 Plains
-Hyena Umbra...Cheap, small buff and totem armour gives a bit of a safety if I'd rather hold a counter.
-Bident of Thassa...Two cards per swing, usually. Also can bait away chump with it's act. ability. Just found myself exiling it way too often.
-Seedling Charm...Really should find a place for this. Such good tech.
-Dueling Grounds...Great card, but my meta has a lot of strategies which combo, or use one creature to attack, anyway.
-Priviledged Position...Great protection card, easy to cast. Should probably be in the deck!
-Unflinching Courage...I like this aura a lot (and the armidillo one as well) but I took Steel of the Godhead instead. I would rather have complete unblockability.
-Batterskull...Awesome equipment, beast with Stoneforge Mystic, but too mana intensive for a player who wants to have untapped mana each turn.
-Eternal Witness...Green staple, but I was finding that more often than not, I would rather keep the mana open for alpha strikes or counterspells. Might find it's way back in.
I would love to hear any suggestions of comments!
Build up a board state, drop a couple artifact that produced coloured mana, and start hammering and dropping little guys with big swords.
I built several Boros decks using all the big generals and none of them were competitive until I added MLD.
I have played aggro decks in my meta before and they are quite fun but usually run out of steam. I was thinking a deck that involved green for infect, trample and regen could be fun and interactive.
Thanks.