I guess it really depends on your deck but in monoblue I'd always go for deprive over cancel just because of the fear it creates early on. You can cast 1 by turn 2, and 2 of them by turn 4. Cancel doesn't show up until turn 3, and you probably won't be able to cast two of them until turn 6. Deprive also let's you have more mana to actually play things on your turn. When I play monoblue I usually have a low number of lands anyway, so bouncing one just means playing a land when I probably wouldn't have been able to.
when I was in grade 7, we used to play at school and the place we used to play in was under some deck of some building that the school owned.
anyone who has seen that building would know that it was a really gross place
On the last year, which pretty much was a year when I picked up paper magic again... I've probably spend about 500 or so the entire year. Not that much compared to others... but I don't really play expensive stuff. If I crack fetch from a booster/fatpack, I'll sell em off on ebay or anything.
But give or take.. 500.
Magic is just a fun/side thing... I rather go clubbing most of the time and to add with it, I prefer rogue decks than tier 1.
I divide them by rarity first, then I divide each rarity by set, older sets first then newer sets.
I usually try and keep my commons in a box so I don't use too much space in my binder.
I'm too lazy to separate mythic rares from rares so mythic rares and in the same section
Deprive isn't so bad, people will probably choose cancel because it doesn't have a "return a land to your hand" effect but deprive could be useful if u have a land with a good enough come into play effect
sure there's many powerful creatures in sets now, but there's many ways to deal with them.
sure it can be frustrating but most colours can deal with it
they looked really nasty to me at first glance but once I realized that they're overpriced, and they probably won't get cast that much, it didn't really bug me
Bouncing a land may set you back but you are countering a spell and its not restricted like Essence Scatter and Negate.
yeah, that's what I liked about the card when I first saw it, it's not restrictive like other cards.
it would be sweet if there was a land with a sweet come into play effect that you could return, like maybe those lands that give you life when they come into play
I'd say the money cards depend on what guild you will end up playing because as said before, each plays differently.
it really depends on how you wanna play.
it was one of my favourite blocks though
nice, ever since getting back into MTG, I've been having bad luck.
before I quit I was finishing usually in the top 5 or just out of the top 5 but now, I'd say I'd be pretty lucky to come close to the top 5
I guess that could be good because it forces your opponent to spend more mana if they wanna get that spell through
anyone who has seen that building would know that it was a really gross place
Justin H, Ontario Canada
yeah thats true
I usually try and keep my commons in a box so I don't use too much space in my binder.
I'm too lazy to separate mythic rares from rares so mythic rares and in the same section
sure it can be frustrating but most colours can deal with it
yeah, that's what I liked about the card when I first saw it, it's not restrictive like other cards.
it would be sweet if there was a land with a sweet come into play effect that you could return, like maybe those lands that give you life when they come into play
okay, maybe it was just my local group who hasn't played them in a while because I know there were some good Merfolk in those sets
I haven't seen a Merfolk deck in a while
it really depends on how you wanna play.
it was one of my favourite blocks though
before I quit I was finishing usually in the top 5 or just out of the top 5 but now, I'd say I'd be pretty lucky to come close to the top 5
I think that that's my favourite part about MTGO, you can play it whenever you feel like it