|
|
|
|
|
|
Posted: Fri Jul 01, 2005 5:52 am
Phantom_Renegade you guys think too much, just relax while you make a deck, and it will come to you as you are searching through your cards, the four best decks that i have built, have only taken me about 1-2 hrs to build, or maybe im just weird, nevermind me It takes me less than an hour to initially build a deck. Only after playtesting and truly assessing the situations that arise from playing the deck do I make final tweaks or overhauls.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jul 01, 2005 6:17 pm
The bane of a combo deck is a very fast deck, and the bane of a very fast deck is a combo deck that does it's job and is well prepared.
What you should ask yourself is not which is better, but how you can make sure that your deck is preparted to face both types of strategies.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jul 02, 2005 9:19 am
Phantom_Renegade you guys think too much, just relax while you make a deck, and it will come to you as you are searching through your cards, the four best decks that i have built, have only taken me about 1-2 hrs to build, or maybe im just weird, nevermind me -makin' a decent deq, need's money why would i take it lightly.? sweatdrop
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Jul 12, 2005 3:54 am
For me and I only speak for myself and this is very personal, I look at combo decks and killing the combo decks as part of the player's skill. What makes a game of Magic interesting is if the Metagame exists. Now a lot of people will be playing similar decks with different tweakings and the like. I for one take a look at cards that doesn't get used and somehow devise a combo or use for it that it will make me realize that it can be used to kill the comon decks of the time. Then that's the time I'll be making a deck. The desire to be different. That's what driving me to this game. That's why during the Tempest block, a lot of people were playing RED. Mog Fanatics were everywhere that whenever I get to have an opponent that uses red, as he drops a mountain, I already say "I got it! I got it! I---. Oh well. Combo decks takes a tremendous skill to play specialy when faced with a deck that is designed to destroy it. If a combo player wins by skill, good! If the player wins by luck, better lucky than good!!! biggrin
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 12, 2005 4:38 am
I prefer lockdown combos that piss off opponents rather than kill them straight out. I just built a mono black deck that makes it to where u draw ur card but then put it back on top of ur library before the main phase and then they lose life for drawing it at all. not to mention they lose life for not having any cards in their hand at the beginning of their upkeep...
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Tue Jul 12, 2005 10:46 am
Coycoy For me and I only speak for myself and this is very personal, I look at combo decks and killing the combo decks as part of the player's skill. What makes a game of Magic interesting is if the Metagame exists. Now a lot of people will be playing similar decks with different tweakings and the like. I for one take a look at cards that doesn't get used and somehow devise a combo or use for it that it will make me realize that it can be used to kill the comon decks of the time. Then that's the time I'll be making a deck. The desire to be different. That's what driving me to this game. That's why during the Tempest block, a lot of people were playing RED. Mog Fanatics were everywhere that whenever I get to have an opponent that uses red, as he drops a mountain, I already say "I got it! I got it! I---. Oh well. Combo decks takes a tremendous skill to play specialy when faced with a deck that is designed to destroy it. If a combo player wins by skill, good! If the player wins by luck, better lucky than good!!! biggrin -it's 'bout timin'. 3nodding
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 27, 2005 1:10 am
i had a deck that may be relevant to the conversation...it revolved around cowardice, tooth of chiss goria, and creatures that cant be the target of spells or abilities. it sounds not that hard, but people had trouble dealing with the mana curve in it. i could play the deck flawlessly cause i built it. however, i saw someone play with it and make it totally beater. it got out kodama of north tree turn 3. i personally liked to mess with the other person, so my way took a little longer but was more careful. i guess you could take that deck on both sides of the arguement.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jul 27, 2005 10:49 am
doubledammit i had a deck that may be relevant to the conversation...it revolved around cowardice, tooth of chiss goria, and creatures that cant be the target of spells or abilities. it sounds not that hard, but people had trouble dealing with the mana curve in it. i could play the deck flawlessly cause i built it. however, i saw someone play with it and make it totally beater. it got out kodama of north tree turn 3. i personally liked to mess with the other person, so my way took a little longer but was more careful. i guess you could take that deck on both sides of the arguement. -yea. ppl. are usually suprised when i used their deq's and run it better than the actual owner of the deq and beat em' with their own deq. lol
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 27, 2005 11:19 am
Beza And yet decks without combos (vanilla decks) are also boring because their is no real suprise to them, (unless a combo discovered unintentionally, which does happen. 3nodding ) i have a deck like that. except that even though it's a vanilla deck. it does keep the game interesting. umm. i did find one combo in it though. Lightning coils/junkyo bell. since each are during your upkeep, you can summon the creatures and then bell each of them. giving them +X/+X Xis equal to five plus the number of creatures not summoned from the coils. it's actually pretty good. sadly though the deck doesn't run around that combo. runs around creatures
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jul 27, 2005 11:27 am
wellwisher Beza And yet decks without combos (vanilla decks) are also boring because their is no real suprise to them, (unless a combo discovered unintentionally, which does happen. 3nodding ) i have a deck like that. except that even though it's a vanilla deck. it does keep the game interesting. umm. i did find one combo in it though. Lightning coils/junkyo bell. since each are during your upkeep, you can summon the creatures and then bell each of them. giving them +X/+X Xis equal to five plus the number of creatures not summoned from the coils. it's actually pretty good. sadly though the deck doesn't run around that combo. runs around creatures -vanilla deq!!? lol
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 27, 2005 12:39 pm
I think that they show the skills of a player.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jul 28, 2005 10:08 pm
Sinrus the Great I think that they show the skills of a player. -not really, skill really come's out on the deq buildin'. 3nodding
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jul 29, 2005 5:39 pm
I know a few people that have turn 4 or less win decks (mostly reanimation decks) , and a few who if draw right, can win on the first turn. NOW, while this is very impressive and that might want to think about going to a tournament with that, i personally don't think it's worth my time to shuffle and set up the game to my a** handed to me before i take a turn.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jul 29, 2005 11:18 pm
The_Last_PlainsWalker I know a few people that have turn 4 or less win decks (mostly reanimation decks) , and a few who if draw right, can win on the first turn. NOW, while this is very impressive and that might want to think about going to a tournament with that, i personally don't think it's worth my time to shuffle and set up the game to my a** handed to me before i take a turn. -yea entomb+animate dead so ol' skoo'. sweatdrop
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Aug 14, 2005 4:23 pm
To defeat combo, play Black or Blue. To have a great combo deck, play Black or Blue
funny, isn't it?
Anyway, what is everyone's favorite combo deck? Mine is Full English Breakfast, the deck that broke the games timing rules in half.
Here's my list: FEB Lands: 22 4 Wooded Foothills 6 Forest 6 Island 3 City of Brass 3 Undiscovered Paradise
Creatures: 24 4 Volrath's Shapeshifter 2 Phage the Untouchable 2 Phantom Warrior 1 Akroma, Angel of Wrath 1 Uktabi Orangatan 1 Bottle Gnomes 1 Elvish Lyrist 4 Birds of Paradise 3 Wall of Roots 1 Reya Dawnbringer 1 Squee, Goblin Nabob 2 Querion Ranger 1 Flametongue Kavu
Spells: 14 4 Force of Will 4 Mana Leak 4 Survival of the Fittest 2 Wierd Harvest
The purpose of the deck is to get a Volrath's Shapeshifter on the board (it's a copy of the top card of you graveyard, if that card is a creature. 2: Discard a card), and turn it into a Phantom Warrior/Akroma (using either the Volrath's discard ability, or Survival of the Fittest), then, you either beat face, or you discard a Phage to make your opponent die.
Typical turns: 1st: Forest, Birds 2nd: Island, Survival, 1cc mana accel 3rd: Volrath's Shapeshifter, put a Phantom Warrior in the graveyard at end of turn. 4th: Attack with the unblockable Shapeshifter, and before damage is delt, discard a Phage. Win after damage resolves.
You can supplement Phantom Warrior for Akroma, and assign Trampling damage to your opponent, and before damage resolves, discard Phage.
It's a wonderful contraption, that allows for all sorts of stack wierdness. Very versatile, but difficult to pilot.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|