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15

I'm assuming you mean the "big three" Legendary Eldrazi -- Emrakul, the Aeons Torn, Ulamog, the Infinite Gyre, and Kozilek, Butcher of Truth. If you want any Eldrazi, like a Pathrazer of Ulamog, you can always use reanimation spells. These three, however, have the persnickety clause: When {card name} is put into a graveyard from anywhere, its owner ...


9

I assume you are talking about a Black/Red Vampire Standard deck with Curse of Stalked Prey as the card that generates the counters. Hex Parasite is probably a bad idea, as it will completely hog your mana supply. You have to pay mana to remove counters which he put on basically for free. You may be able to eat the counters, but the creatures will still ...


7

The simple, no-frills answer: creature enchantments aren't generally playable because they offer your opponent an easy 2-for-1 (or better, if you're the sort of person who likes to load creatures up with multiple Auras...) Any removal spell that would have previously just taken out your creature now takes out all enchantments on that creature too, giving ...


6

Jund is the prototypical midrange deck - serving as a control deck in the matchups vs. aggressive decks while playing a more aggressive role itself vs. 'true' control decks. Unfortunately for the Jund deck, it's difficult to do both of these things at once - generally decks of this kind want to be tuned for a particular environment, and guessing wrong can ...


5

Generally speaking, whichever option you choose, this is no big deal. Expansions and core sets released together are designed to play well with each other. But core sets are also designed to be reasonable stand-alone products. Learning Magic Core sets are designed to help you learn Magic. The mix of cards is targeted towards newer players. The creatures ...


4

This is more of a 'How I pick my ICE/General ideas' than anything else, but here goes: Generally, corp decks will run anywhere between 1/3 to 1/2 of their deck as ICE (most decks landing somewhere in the middle). When I build decks my starting point is 18 ICE out of 49 cards with 6 of each type. That's basically my boilerplate average deck idea. Then ...


4

In my humble experience I have seen two fundamentally distinct sideboarding strategies: 1) sideboard made with targeted cards, for example targeting a particular color or a particular style of playing (mill, discard, land destruction, aggro, etc.) in order to trouble the opponent and disrupt his/her strategies. Overall basis of this strategy is adaptation ...


4

In my experience, the hardest part of sideboarding is to know what cards to take out. There are some obvious cases like removing creature removal against a deck without creatures and such, but they're not the most common case. Sometimes you change one card for another with the same function (swapping Terror for Diabolic edict against a black deck), that's ...


4

As I said in a comment, I would dispute the very premise of this post — not only have there been tournament-viable multicolor decks for as long as there have been Magic tournaments, but I would say that over Magic's history it's more often been the case that a multicolored deck is (one of) the best in the format than that it hasn't. (The three ...


4

Running 60 is still the best plan. You have the highest likelihood of drawing into your best cards when you have fewer cards. As far as seeing more multi-color, right now we're in a multi-color block. Retrun to Ravnica (RTR)and Gatecrash (GTC) each feature five of the ten Ravnica guilds. Right now in current standard are the ten 'shocklands', lands that ...


3

The line you quote was, in that review, actually parodying the 'groupthink' that says that enchantments are never playable because of the risk of two-for-ones that thesunneversets's answer describes. While this is a good perspective to have in general, every card has to be evaluated on its own merits, and it's not uncommon for specific enchantments to offer ...


3

First, you can only play cards within your commander's color identity. Second, you can only produce mana in said color identity. Mox Opal would be legal in any Commander deck, because it is colorless and "any color" is not a color identity. However, a mana rock like Obelisk of Esper, while colorless, specifically produces W, U, or B, so it would only be ...


3

Here's a non-comprehensive list of additional ideas: Braids, Conjurer Adept Call of the Wild Defense of the Heart Dream Halls (with Painter's Servant)* Djinn of Wishes* Elvish Piper Eureka Hypergenesis Impromptu Raid Jhoira of the Ghitu* Killer Instinct Lurking Predators Myojin of Life's Web Oath of Druids Pattern of Rebirth Primal Surge Proteus ...


3

With perfect draws, you can win on the first upkeep of each game. Basically take any first-turn-kill deck, add Leyline of Anticipation to allow you to play everything at instant speed, add a card that will force your opponent to draw on the spot, and use non-lands for your mana. Let's go with the Helm plan since it's a two-card combo and blanks cards like ...


2

Life gain for life gain's sake is generally bad. People don't play Angel's Mercy because it doesn't solve the problem of redundant damage sources (i.e. creatures). However, life gain with other affects as other answers have given, are much better because the other affect can stabilize the board for the control player by either dealing with a problem ...


2

Based on testing, here are the strategies that worked for me, specific to the Gifts reanimator deck. Attack their mana base As Rahzark mentioned, the green Tron deck's greatest weakness is the UrzaTron combo itself. Forcing Tron to play with lands that tap for 1 mana each turns it into a deck that can barely ever cast anything relevant. With the ...


2

Use Army of the Damned, Endless Ranks of the Dead, Rooftop Storm, Undead Alchemist, Zombie Nightmare and 4 Dark Rituals with a couple of Gilded Lotuses and the game is practically yours. Using just Army of the Damned, Endless Ranks of the Dead and 4 Dark Rituals I've been able to bring out an endless horde of zombies (I mean 32 2/2 black zombie tokens ...


2

There are different strategies involved for 40 card decks versus 60 card decks. A 60 card deck is constructed. This means you'll have access to a great number of dual lands and land fetches. A 40 card deck is limited. You will probably have only basic lands to work with, with may be one or two mana fixers you managed to pick up. It's fairly easy to make ...


1

General advice is to have at least 20/49 cards in your deck ICE. You do want a varied mixture of types, but it doesn't have to be evenly distributed between the three types. If you lack a type completely, then you are speeding up the time until a runner has all their needed icebreakers in play. Cards like Dinosaurus and Special Order can really punish a ...


1

I did a quick search and came up with two good resources for this. First, some general guidelines for building cohesive decks that can work from ElitistJerks.com. The article lays out quite a bit of good information about this process that will probably help in determining how to create your decks. Second, I found a website where players can post decks they ...


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).


1

For the most part, out of print CCG's have very little value, except if you have a lot and can find someone that wants to buy the whole collection so they can play the game with just what you provide. There is almost no market for single cards for any CCG that isn't played by a lot of people at the current time, so there's no reason for anyone to keep track ...


1

Not to be Captain Obvious, but you would buy CotG if you want the cards. I quickly glanced at the card list and a few "must-haves" stuck out: Enlightened: Master Dhartha, Twofold Askara, and Tablet of Time's Dawn (though you might NOT want the possibility of infinitely many turns...) Mechana: all the constructs in this set are valuable, Burrower Mark II ...


1

If you're asking us how to beat a certain strategy you need to tell us what deck you're playing so we know your game plan. It's really tough to guess and answers will be very different depending on if you play a ramp/aggro/control/combo strat. Always focus on your own deck first! You want to win the game before he does, not "make him not win" or "make him ...


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.



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