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18

Short answer Yes. You should take cards out to keep a 60 card deck size. Medium answer Yes. It's always legal to play more than 60 cards. But when you design a deck, you don't - you keep it to 60 as much as possible. When you sideboard, you're redesigning your deck on the fly - and the same reasons that you kept it to 60 cards in the first place still ...


8

Tynam's answer covers the general case very well: the minimal deck size is optimal, and there are very few good reasons to deviate from that. Nonetheless, here are some examples of corner cases where you may legitimately want to deviate from making one-for-one substitutions when you sideboard. Storm-style combo decks Unlike a more "traditional" two- or ...


5

Start by accepting that your deck won't be as straight-up competitive as it could be without Mox Opal — it's a staple, and cutting staples, especially for budget reasons, inevitably involves giving away some percentage points here or there. Maybe you can gain some improvements in unusual matchups, though. What does Mox Opal do for you? Consider what ...


5

The format you're playing is very important to answer this question. Playing Standard, for example, limits your options to the most recent few sets, while on the opposite end of the spectrum, playing Vintage or Commander opens up nearly every card ever printed. Against removal, you can go for creatures with hexproof/shroud (Thrun, the Last Troll/Scythe ...


5

Plants/Steampunk and Ghost: Plants and Steampunk have ways to draw additional cards every single turn, but the Ghost deck is trying to discard all of its cards, and is often most powerful with an empty hand. (The Wizards get a pass here; they draw cards on demand rather than every single turn.) Wizards and Robots: the Robot deck is light on action cards, ...


5

If you want a fast glimpse the unthinkable deck, then the best you are going to do is definitely going to be cutting those wall of frost, and some of the mill enchantments. play 4 ghost quarter (think of it as a 0 mana spell that mills them for 1 card, you can also kill your own land for more hedron crab triggers), and 4 Archive Trap, a spell that does a lot ...


4

In two players in the base game I would avoid the combination of Dinosaurs and Pirates. But truthfully in the two players game the problem isn't your deck is weak. It's that some combinations are really really strong. Such as Zombie, Aliens. With Aliens constantly throwing back your minions and the zombies more or less ensuring they never run out of Aliens ...


4

In theory, all Android: Netrunner cards are fairly well balanced, and the core set provides a good broad base for building decks, but in practice I think buying data packs is necessary to remain competitive. You will probably find that you will struggle against a player of similar ability even in a casual environment if they have all data packs and you have ...


3

You've pretty much summed it up yourself. While you probably would not put Leyline Phantom in a constructed deck, it saw a fair amount of play in limited, since it both has a pretty big body for the cost and has various synergies with a few other cards in the same limited environment. I would not spend to much time trying to figure out other ways to use the ...


3

If you want my 2 cents: If you want to make a glimpse the unthinkable style of deck, than you're really making a sort of burn deck, except your opponent's life-total is somewhere between 45-50 life. With that in mind, imagine all of your cards in the context of a burn deck. Does your burn deck want wait until turn 7 to play those keening stone? Do you ...


2

In general, the same reasoning as when constructing a deck can be used, i.e. if some cards are better than others, reducing the number of cards in the deck makes it more likely to draw the better cards. In the sideboarding case, we have the additional problem of ensuring a reasonable land/spell ratio, which means that just adding cards to the deck is ...


2

Ebay is a good way to offload cards, although the "value" you get is sometimes questionable. For example, the Future Enterprise can sell for anything from £20 to £40 depending who is watching/buying, but then you might buy 1,000 cards for £12 and get 2 of them (i've recently won a bid for 1,000+ cards for £22, and the only reason I went this high is because ...


2

A few notes on Nightfall, compared to Dominion (the only two games on the list I've played). Mechanically, the two games are pretty much the same. I'd played Dominion first and once I was able to associate the mechanics of Nightfall onto the corresponding aspect of Dominion, playing the game came naturally. Many of the same mechanics exist in both ...


2

Mindcrank, Duskmantle Guildmage and any card that will force opponent to mill at least one card will start an infinite combo loop. They will mill cards and lose life until they run out of cards or lives.


2

One of the biggest flaws in this game is the lack of decks with draw potential that seem like they could be good combinations. For example Bears/Steam Punk (from the expansion) seem like an excellent combination. However they have so few cards that allow you to draw additional cards from your deck that very often by the end of the game you're barely half way ...


2

My group has only played four games (and only have the base set), but we have found the combination of Dinosaurs and Tricksters to be not very good, that combination being randomly assigned in two games, then someone refusing to believe there are any bad combos taking them by choice for the fourth game (which, admittedly, he could have won, if his deck was ...


1

(Prices below are approximations for singles, not playsets, using TCGPlayer prices as of 4/16/2014) Fellwar Stone relies on your opponent having color-producing lands. ~$0.50 Star Compass relies on you having color-producing lands. ~$0.25 Coldsteel Heart comes into play tapped and produces only one color (chosen as it enters the battlefield). ~$1.50 ...


1

There are a couple main reasons you might see a lot of multiplayer decks with 1 or 2 of each card. First and foremost, multiplayer is a pretty casual format, so people are playing with the cards they own, and trying not to spend all their money. They probably only have 1 or 2 of a lot of cards, so they're just building the deck they can build. Along with ...


1

If you were running a Blue and Green (Simic) deck featuring creatures with Evolve (like Experiment One or Gyre Sage), it could be very beneficial to cast Leyline Phantom multiple times, as the combination of a high power/toughness, plus a (relatively) low casting cost would let you trigger Evolve several times.


1

I've played a few good games and haven't won yet, but I've always like the combination of Dinosaur Robots (aka Dinobots, referring to Transformers). Using the strong power of the Dinos and using the extra plays with the 'Bots has proven effective with the base cards and Tech Centre action to draw cards. I've tried Dinos and Plants (aka A Force of Nature) but ...


1

I played the game for the first time the other day and after three rounds of it here's what I found. My first combo which I picked because I liked the sound of it was Ninja Dinosaurs. It didn't work too well, and quite frankly I found the Ninja Deck difficult to use. The second Combo I had was Pirate Leprechauns - this was a VERY powerful combination. When ...


1

Let's look at a successful tournament list for inspiration! U/B Mill (Modern) Dan Paille — 8th place, SCG Invitational Qualifier, 11/03/2013 4 Darkslick Shores 3 Scalding Tarn 4 Watery Grave 2 Island 1 Swamp 1 Sunken Ruins 1 Urborg, Tomb of Yawgmoth 3 Shelldock Isle 3 Ghost Quarter 2 Snapcaster Mage 2 Jace, Memory ...


1

My mill deck consists of this and it has worked pretty well so far: 12 Islands 12 Swamps 4 Hedron Crab 4 Glimpse the Unthinkable 4 Avatar of Woe 4 Sewer Nemesis 4 Mind Sculpt 2 Jace, Memory Adept 4 Breaking/Entering 4 Jace's Phantasm 4 Duskmantle Guildmage 2 Traumatize However, I want to add 4 [Liliana's Caress] and don't ...


1

Your mill deck doesn't have to be that fast if you can disrupt your opponents plans. With that in mind, your mill deck needs something like: 4xSurgical Extraction, 2xExtirpate, 2xHaunting Echoes Therefore, after you've milled, you can remove some dangerous multiples from your opponents library and hand, both accelerating the mill and ensuring you survive ...


1

Play Ghost Quarter. Opponent plays a land. Tap Ghost quarter to destroy the land they just played. They search for a land and put it into play. You drop 4 Archive Traps on them for 52 cards. If they are running 60 cards, that would be their entire deck.


1

Trollandtoad.com has listings for all sorts of Star Trek singles. Of course, that is the price they're selling them for, so if you're trying to sell them yourself, you're going to get a lot less than that. They seem to be selling most cards for less than $5. Future Enterprise is listed at $40 (and out of stock).



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