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Posted: Sat Jun 11, 2005 9:23 pm
So I got to thinking, how a lot of people that I've seen play very vanilla decks, especially in Type 2 now, and then there's people like me, who play combo orientated decks, or very fast kill decks. Magic is a vast enough game where almost all kinds of decks can be realized, but there are always two types of people that come in conflict with each other: 1: The type of player that likes long games with two vanilla decks. Their argument is that decks such as these require good play strategy and good thinking to win the day. 2: The type of player that plays decks that win the game before turn 10 or quicker. Their argument is that these decks require an extremely tuned mindset on your deck, being able to think a dozen turns in advance, being able to count your cards to guess what you have in your hand, in play, graveyard, and in library to guess what card you may draw next. Now, we've all been these two types one time or another in many forms, and some of us have played in tourneys where we've played or played against any of these decks. The real question i want to pose is, are Kill Combos cheap game ruiners, or are they a sign of advanced skill? I'm going to say that they are a sign of advanced skill. First of, building these types of decks are tough and often a time consuming process. You may have your base combo, but how will you go about performing the combo? One thing to remember is that your deck MUST be fine tuned to do that one combo, and ONLY THAT ONE COMBO every single time you pick up the deck. This is tougher than it seems: This often means that your deck may run less than 8 creatures, or be open to attack for numerous turns before you can mount an effective defense. Against a color like Blue or Red, this could very well mean you losing the game before you even have a chance. How does one protect him/herself from losing and go on to winning with a combo deck? Good deck building and focus, as well as a strong sideboard, go a long way. On the defense issue, the Sideboard is ABSOLUTELY IMPORTANT, more so than any other deck IMHO, because it will help you focus defense on certain threats, or provide a secondary win mechanism. For instance, all decks in the 1999 Pro Tour, where the Urza's block was in high gear, sideboarded Phyrexian Processor. One look at the card and it'll tell you why. The ability for this card to beat control such as Replenish Combo and Mono-Blue was very evident. Many decks also either main decked or sideboarded the fameous Masticore, which slaughtered weenies wholesale. These two examples to me, really show the kind of thinking and knowing of potential threats that the player is MOST worried about. People who played the Processor in the sideboard were not worried about weenies, they were worried about control, and those who played Masticore weren't too worried about control. Deck building is tough, but so is play. Ever play Pros-Bloom? Yawgmoth's Bargain? Replenish Combo? Necropotence? Most of us have, and know how tough it can be to time things. Do I risk Vampiric Tutoring for something, knowing that it may be in my next draw? Have I tapped one extra land which will leave me unable to do the final part of my combo? These are the kind of questions that combo players must challenge themselves with. Lets take for example, the Yawgmoth's Bargain, which I played. Old School Bargain works that by turn 4, you are able to win via Soul Feast. This ment by turn 1, you had to have white mana in play, turn 2 black mana and Academy Rector, and turn 3 with Tower and able to case Abeyance. The Bargain came out, but you were not in the clear yet Bargain says to pay 1 life to draw a card, and you have to guess how much life you will have to pay to draw 2 Dark Rituals and a Skirge Familiar draw too little, and you'll waste time and life. Draw too much you literally lose as you will not have enough life and mana to complete the combo. The aforementioned example shows you how complex the strategy and play style of the combo player is. One cannot just sit down and play the deck and wipe the floor with the competition: One can only do so with experience and skill, and knowledge of every nook and cranny of your deck. In the case of Bargain, literally drawing 1 life over what you need and you WILL NOT win. It's happened to me before, and it's happened to many others who picked up Bargain for the first time. In the end, I feel that combo decks really are a new level of skill to learn. You cannot get into these decks without a thurough knowledge of timing and game mechanics, lest you lose and fail to utilize said decks to their advantage. You cannot build these decks with an understanding of what will screw your deck, and what won't. You cannot protect yourself against threats if you cannot build a tight and effective sideboard. This was a pretty long post, but I hope you all read through it. Discuss, now. What do you all think?
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Posted: Sat Jun 11, 2005 9:48 pm
I think it depends on the combo deck, to be honest.
I've played Yawgmoth's Bargain, Pros-Bloom, Trix, Kiki-Jiki/Intruder Alarm, High Tide, Worldgorger Dragon/Animate Dead, Replenish, etc.
Decks that rely on skill, not just the random win, those are decks that are very very VERY good shows of skill. Now, some combo decks just don't show any skill whatsoever.
tooth and nail, in my opinion, is a very good example of a combo that takes no skill to pilot. Ok, accelerate to 9 mana, Tooth and Nail, win. Not much to that deck other than laying lands and searching for the right land.
I, personally, think that it's too easy to play. A combo deck, if it's worth it's salt, takes some freakin skill to pilot, and someone shouldn't be able to just randomly pick it up and play it.
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Posted: Sat Jun 11, 2005 9:51 pm
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Posted: Sun Jun 12, 2005 12:40 pm
really it's all about the player. and if the player want to play for a fun game or play to win at any cost. if you want a long fun game then you play with interesting combos that don't give you the game right away. but those speedy decks should really only be played against other speed based decks. and vanila decks should really only be played against other decks of the same type. it isn't as interesting. but it makes games fair. would you like to be getting ready for a nice fun game that will talke awhile and suddenly oyur dead on the fifth turn? No! the deck style really decides what sort of opponent you want to face.
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Posted: Sun Jun 12, 2005 10:29 pm
wellwisher really it's all about the player. and if the player want to play for a fun game or play to win at any cost. if you want a long fun game then you play with interesting combos that don't give you the game right away. but those speedy decks should really only be played against other speed based decks. and vanila decks should really only be played against other decks of the same type. it isn't as interesting. but it makes games fair. would you like to be getting ready for a nice fun game that will talke awhile and suddenly oyur dead on the fifth turn? No! the deck style really decides what sort of opponent you want to face. -i prefer buildin' lock deq's. 3nodding
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Posted: Sun Jun 12, 2005 11:34 pm
Hmmn.
I prefer long drawn out games, myself. Why? Because it's more fun to be able to look back on a game and say "Oh wow, i was that close to losing but then i drew my recouperate and got out of it but after that they hit me with a pacifism and an arrest at the same time! so i..."
rather then look back on a game and say "I played this first turn, that second turn, won the game third turn"
It defeats the purpose of why i like magic. Which is because it holds manysurprises and struggles to bring a rewarding victory, or a crushing defeat.
If you put your heart and soul into a "vanilla" deck as you all seem to call it, one where every card eitjher stands alone or is a small combo that is built specifically to your ultimate strategy (Defensive, life and mana decks or offensive, burn and creature decks) then it's more fun.
Not to say you don't put your heart and soul into the quick kill decks. I'm just saying that, y'know... Quick kill is as you so put it, a one combo deck. Everything is built to create that combo. Rather then hundreds of tiny ones built to deal with whatever the situation happens to be.
On the other hand, though. Quick games CAN be fun, but to me it's only if your playing Black/Red Final Punishment. Now THATS a fun deck biggrin .
As wellwidher stated though; it depends on the player.
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Posted: Mon Jun 13, 2005 7:28 am
combo deqs are easy enough to disrupt. so if you dirupt it just right they usually cant come back for the win. thats why cards like Cranial Extraction, Pithing Needle, and Uba Mask are so dangerous. Combo deqs cant handle them.
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Posted: Mon Jun 13, 2005 1:13 pm
InfernalPenguin combo deqs are easy enough to disrupt. so if you dirupt it just right they usually cant come back for the win. thats why cards like Cranial Extraction, Pithing Needle, and Uba Mask are so dangerous. Combo deqs cant handle them. Some combo decks, yes, however, as I mentioned before, many combo decks are fast enough, or provide sufficient countermeasures that Pithing Needle, Uba Mask, and even Cranial Extraction cannot stop them.
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Posted: Mon Jun 13, 2005 4:07 pm
Any experienced (and most intermediate) players know that there are three major archetypes of decks:
Control Aggro Combo
Each of these decks is a main concept of the standard MtG deck, but all of these types can be merged together in one deck, if the situation requires. For example, "DrainSlaver" has all three elements in it's deck, with the Moxen, the countermagic, and the Welder/Slaver/Pentavus combo.
People obviously want to get their combo out as soon as possible, but you also have to consider, some combos are not as simple as "1+1=2" to pull off. For example, A combo as simple as "Eternal Witness + 2x 'land acceleration cards, such as Heartbeat of Spring and Dawn's Reflection' + Snap" does not require much strategy, just to get 4 cards into play. Then you have infinite mana, and you can then do as you wish with it ....
Conversely, a combo requiring "March of the Machines + Quicksilver Elemental + Panoptic Mirror + Isochron Scepter + Time Stop" requires your entire deck to be built around it ... and to even think of the combo, it requires skill. To pull it off, you deck has to be finely tuned to work, and it has a lot of room where disruption can stop you.
Do combo decks cheap game ruiners? To a degree, yes. However, the same can be said about control decks. A deck in which you can revive AND kill "Yosei, the Morning Star" every turn AND revive a "Deranged Hermit" AND maintain an "Opposition" (Note, this is one of the ways my "Survival of the Fittest" deck wins) is quite annoying for your opponent, for once you establish control over the board, your opponent would likely concede the game. Similarly, the same can be said about aggro decks. If I can get a 5/3 Trampling Creature out first turn, and then continue to drop cheap, efficient beatsticks every turn, before my opponent can set up their defenses, it's not fun for my opponent.
EVERY deck has a purpose. Some beat you quickly, some lock you down, some just outright win when you least expect it. It's the way the game works. Cards interact with other cards, and combinations are formed. Some are game winners, some are just synergistic. Some counter-act each other. Accept it for what it is, and enjoy the game. People will play anything they like to play, as long as it does what the player wants it to do.
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Posted: Mon Jun 13, 2005 7:04 pm
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Posted: Wed Jun 15, 2005 4:44 pm
I have played many "killer combo" decks, from "mountain/black lotus/channel/fireball" to the newest, and while they do indeed require a fine sense of the game, they usually fail against someone with a deck of broader scope. I can't count the times I've seen someone's face when I conveniently remove the cincher card from play ...adding a sideboard only increases your chances of disrupting their plans. The best combo decks need countermagics up the butt to assure their success, sadly, and even then it comes down to luck and intuition. Even so, there's no denying the power of a well-tuned killer combo deck-they simply deserve respect.
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Posted: Wed Jun 15, 2005 7:21 pm
When I win with a quick-kill deck, I always think of myself as putting everything on the line. Usually, a deck that can kill so quickly is also very vulnerable to many types of disruption (creature, hand, graveyard, etc).
if I win with Trix, it's usually because I had to really struggle and force it to work. I have guys like Infernal trying to cranial extract my donate, or things like Juggernauts and Ravenous Baloths swinging at my face-hole. I have to tap every mana correctly, play the right spells at the right time, and I have to actually draw my combo (usually with the help of Fact or Fiction smile ).
Combo decks are played by people who are going balls to the wall. To be honest, all combo decks can be easily disrupted..you just have to know how. For instance, any life gain will kill Trix (Illusions of Grandeur/Donate, if you don't know). People used to sideboard in Bottle Gnomes against Trix (back in the day)...I mean...I know bottle gnomes are friggin awesome...but c'mon!?!?!! That used to be the universal tech against Trix...that shows you have easy it was to disrupt Trix.
Being able to play a combo deck is the sign of a growing Magic player, in my opinion. Just to be able to do it, not necessarily play it..just know how to pilot the deck, is a sign of accomplishment in my opinion.
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Posted: Wed Jun 15, 2005 9:36 pm
-this thread is heatin' up. 3nodding
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Posted: Thu Jun 16, 2005 10:27 am
*laughs his a** off* this is getting bery interesting. only combo deck players i hate are those net decking pieces of crap that play things like T&N. Thats not Skill at all. same w/ ravager affinity. Now things like trix and the rock take more skill to operate and therefore deserve more respect. the rock is the ultimate combination of Agro., control and combo.
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Posted: Thu Jun 16, 2005 7:13 pm
InfernalPenguin *laughs his a** off* this is getting bery interesting. only combo deck players i hate are those net decking pieces of crap that play things like T&N. Thats not Skill at all. same w/ ravager affinity. Now things like trix and the rock take more skill to operate and therefore deserve more respect. the rock is the ultimate combination of Agro., control and combo. I completely disagree with your last statement. I'd have to say that a Vintage (or even Legacy) well-based Survival of the Fittest deck is a better combination than any of the top Rock decks floating around on the net. Survival has card search (deck thinning), combo, control, and acceleraton all in one deck. And I guarantee that I can beat ANY Legacy or Vintage Rock deck with a standard metagamed SotF deck 4/5 times.
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