 |
|  |
 |
|
Chowlett
|
 |
of Candle'Bre
May 1999 time: 05:19
|
|
Hmm, I have 81 with colourless, 68 without. I'll start with just the white ones. I have a couple of unopened decks I was saving for sealed deck or draft games, but I could probably open those and acquire more if I need them.
7th Edition
Master Healer - 4W - 1/4 Cleric - Tap: Prevent next 4 damage to target creature or player this turn.
Serra Angel (same as ever, I think)
Sunweb - 3W - 5/6 Wall - Flying. Can't block power 2 or less
Pariah - 2W - Enchant Creature - All damage dealt to you is dealt to enchanted creature instead.
Glorious Anthem (same as ever, I think)
Reverse Damage - 1WW - Instant - Next time you would be dealt damage this turn, prevent damage and gain that much life
Invasion
Alabaster Leech - W - 1/3 Creature - White spells you play cost W more
Fight or Flight - 3W - Enchantment - At start of each opponent's combat phase, separate all creatures he controls into two face-up piles. Only one pile of his choice may attack this turn
Death or Glory - 4W - Sorcery - Separate all creatures in your graveyard into 2 face-up piles. Place one pile of opponent's choice into play, remove other from game.
Global Ruin - 4W - Sorcery - Each player chooses from the lands they control one of each basic type and sacrifices the rest
Rout - 3WW - Sorcery - May be played as instant if 2 more is payed. Destroy all creatures, no regeneration.
Planeshift
Dominaria's Judgement - 2W - Instant - Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, etc for all 5.
Apocolypse
Degavolver - 1W - 1/1 Volver - Kicker 1B or 1R. If you paid the 1B kicker, comes into play with 2 +1/+1 counters, and has "Pay 3 Life: Regen". If you paid 1R kicker, one +1/+1 counter & first strike
Odyssey
Devoted Caretaker - W - 1/2 Cleric - W, tap: target perm you control gains protection from insts & sorcs until end of turn
Aven Shrine - 1WW - Enchantment - whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell
Earnest Fellowship - 1W - Enchantment - Each creature has protection from its colours
Karmic Justice - 2W - Enchantment - whenever a spell or ability an opponent controls destroys a noncreature perm you control, you may destroy target permanent controlled by that opponent.
|
|
|  |
 |
|
Chowlett
|
 |
of Candle'Bre
May 1999 time: 05:19
|
|
For multi-coloured mana, at a glance I have:
1 City of brass (tap for 1 of any colour, deals one damage to you whenever tapped)
7 Nomadic Elf (1G 2/2 Elf, 1G: add one mana any colour)
4 Quirion Sentinel (1G 1/2 Elf, one of any colour when brought into play)
15 Fertile Land (1G Ench Land, when land tapped for mana, add one of any colour)
9 Chromatic Sphere (1 Artifact, 1 tap sacrifice: add one of any colour, draw a card)
1 Phyrexian Altar (3 arftifact, sacrifice creature: add one of any colour)
3 Archeological Dig (land, tap: 1 colourless. tap, sacrifice: 1 of any colour)
7 Quirion Explorer (1G 1/1 Elf, tap: add one of any colour an opponents land could produce)
1 Multani's Harmony (G ench Creature, creature has "tap: add one of any colour")
2 mana cylix (1 artifact, 1, tap: add one of any colour)
3 star compass (2 artifact, tap: add one of any colour your basic lands could produce)
1 Forsaken City (land. Doesn't untap. Remove card from hand fgrom game: untap. tap: add one of any colour)
3 Necra Disciple (B 1/1 Wizard. G, tap: add one of any colour. W, tap: prevent next 1 damage to creature or player this turn)
5 Ceta Disciple (as above, except cost is U, and W ability is replaced with R, tap: target creature gets +2/+0 until eot)
5 Helionaut (2W 1/2 soldier, flying. 1, tap: add one of any colour)
2 Abandoned outpost (Land, enters play tapped. Tap: add W. Tap, sacrifice: add one of any colour)
4 Bog Wreckage (as above for B)
6 Ravaged Highlands (as above for R)
4 Seafloor Debris (as above for U)
5 Timberland Ruins (as above for G)
Also some two-colour lands, I can't be bothered to check right now.
|
|
|  |
 |
|
Jon Miller
|
|
asmentioned having duplicates is good
you want 4 of most things in your decks (of the better spell)
only if the spell is equal does it not matter
rares are not always the best cards, in fact often having some rares and some uncommons is better (And some commons)
what is it you want?
just a good deck??
a good deck has some major offense and some control (as well as ballanced manna and manna cost)
have you thought about complementary color weeny
do you have crusades, white knights, longbow archers (other good all white cards)
quote: Originally posted by Chowlett
Hmm, I have 81 with colourless, 68 without. I'll start with just the white ones. I have a couple of unopened decks I was saving for sealed deck or draft games, but I could probably open those and acquire more if I need them.
7th Edition
Master Healer - 4W - 1/4 Cleric - Tap: Prevent next 4 damage to target creature or player this turn.
Serra Angel (same as ever, I think)
|
good
quote:
Sunweb - 3W - 5/6 Wall - Flying. Can't block power 2 or less
Pariah - 2W - Enchant Creature - All damage dealt to you is dealt to enchanted creature instead.
Glorious Anthem (same as ever, I think)
|
these last two are good cards
quote:
Reverse Damage - 1WW - Instant - Next time you would be dealt damage this turn, prevent damage and gain that much life
Invasion
Alabaster Leech - W - 1/3 Creature - White spells you play cost W more
Fight or Flight - 3W - Enchantment - At start of each opponent's combat phase, separate all creatures he controls into two face-up piles. Only one pile of his choice may attack this turn
Death or Glory - 4W - Sorcery - Separate all creatures in your graveyard into 2 face-up piles. Place one pile of opponent's choice into play, remove other from game.
|
never played with this, it might be interesting
quote:
Global Ruin - 4W - Sorcery - Each player chooses from the lands they control one of each basic type and sacrifices the rest
|
might be interesting in a armageddon deck type (but I would not try it now)
quote:
Rout - 3WW - Sorcery - May be played as instant if 2 more is payed. Destroy all creatures, no regeneration.
|
wrath of godish, miht be good
quote:
Planeshift
Dominaria's Judgement - 2W - Instant - Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, etc for all 5.
|
interesting but probably not for this deck
quote:
Apocolypse
Degavolver - 1W - 1/1 Volver - Kicker 1B or 1R. If you paid the 1B kicker, comes into play with 2 +1/+1 counters, and has "Pay 3 Life: Regen". If you paid 1R kicker, one +1/+1 counter & first strike
Odyssey
Devoted Caretaker - W - 1/2 Cleric - W, tap: target perm you control gains protection from insts & sorcs until end of turn
|
good for anti-control purposes (white and blue have the best anti-control)
quote:
Aven Shrine - 1WW - Enchantment - whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell
Earnest Fellowship - 1W - Enchantment - Each creature has protection from its colours
Karmic Justice - 2W - Enchantment - whenever a spell or ability an opponent controls destroys a noncreature perm you control, you may destroy target permanent controlled by that opponent. |
last two are a bit interesting (never used them before)
I would probably put in the 4 serra if you have them
do you have any patrol hounds, those are decent small
savanah lions are decent 1-drop (but I think they are too old)
Jon Miller
|
|
|  |
 |
|
Jon Miller
|
|
by the way I would strongly suggest a 2 color deck or less
otherwise your risk jumps way up for manna screw
also, it takes much more skil for more (I have never went beyond 3 myself (well my freind does not play black)
-------------
For multi-coloured mana, at a glance I have:
1 City of brass (tap for 1 of any colour, deals one damage to you whenever tapped)
- not really worth it
7 Nomadic Elf (1G 2/2 Elf, 1G: add one mana any colour)
- poor
4 Quirion Sentinel (1G 1/2 Elf, one of any colour when brought into play)
- decent
15 Fertile Land (1G Ench Land, when land tapped for mana, add one of any colour)
- decent
9 Chromatic Sphere (1 Artifact, 1 tap sacrifice: add one of any colour, draw a card)
1 Phyrexian Altar (3 arftifact, sacrifice creature: add one of any colour)
- probably not interesting
3 Archeological Dig (land, tap: 1 colourless. tap, sacrifice: 1 of any colour)
7 Quirion Explorer (1G 1/1 Elf, tap: add one of any colour an opponents land could produce)
- not very good
1 Multani's Harmony (G ench Creature, creature has "tap: add one of any colour")
- this is symmetric right?, is interesting
2 mana cylix (1 artifact, 1, tap: add one of any colour)
- not that good
3 star compass (2 artifact, tap: add one of any colour your basic lands could produce)
- not that good
1 Forsaken City (land. Doesn't untap. Remove card from hand fgrom game: untap. tap: add one of any colour)
- not that good
3 Necra Disciple (B 1/1 Wizard. G, tap: add one of any colour. W, tap: prevent next 1 damage to creature or player this turn)
- for 3 color deck
5 Ceta Disciple (as above, except cost is U, and W ability is replaced with R, tap: target creature gets +2/+0 until eot)
- I have thought about, but not played
5 Helionaut (2W 1/2 soldier, flying. 1, tap: add one of any colour)
- expensive
2 Abandoned outpost (Land, enters play tapped. Tap: add W. Tap, sacrifice: add one of any colour)
- sucks sort of
4 Bog Wreckage (as above for B)
6 Ravaged Highlands (as above for R)
4 Seafloor Debris (as above for U)
5 Timberland Ruins (as above for G)
- sucks
Also some two-colour lands, I can't be bothered to check right now.
- two color lands can be good
Jon Miller
|
|
|  |
 |
|
Jon Miller
|
|
As a result, I now have in addition:
Elite Archers - 5W - 3/3 soldier - tap: deal 3 damage to target attacking or blocking creature
- there is better
1 Additional Sunweb
Harsh Judgement - 2WW - Enchantment - as enters play, choose a colour. If inst or sorc would damage you, it damages its controller instead.
1 Additional Domin's Judgement
Pianna, Nomad Captain - 1WW - 2/2 Nomad Legend - Whenever P, NC attacks, all attacking creatures gain +1/+1 until turn end
- I think this can be decent
Delaying shield - 3W - Enchantment - if you would be dealt damage, place that many delay counters on Shield instead. At beginning of upkeep, remove all counters and pay 1 life or 1W for each counter removed in this way.
- basically defense sucks (except control defense which can be used for offense)
1 Additional Karmic Justice
Vengeful Dreams - WW - Instant - Discard X cards from your hand, remove X attaxking creatures from game.
- seems a little interesting
That's all I can get today.
Jon Miller
|
|
|  |
 |
|
Jon Miller
|
|
do you have any lairs??
city of brass is a little better than some pain lands, a little worse than others
do you have an elfhame palace?
salt marsh??
shivan oasis?
urborg volcano?
these are the important ones in standard right now (besides the new torment black/color lands which are all good if you want to play black)
Jon Miller
|
|
|  |
 |
|
Chowlett
|
 |
of Candle'Bre
May 1999 time: 05:19
|
|
Getting late, I'll answer some questions now, some tomorrow:
I have 7 lair lands:
2 Crosis' Catacombs (U,B,R)
3 Rith's Grove (R,G,W)
2 Treva's Ruins (G,W,U)
7 Elfhame Palaces (G,W)
0 Salt Marsh
3 Shivan Oases (R,G)
3 Urborg Volcanos (B,R)
Unfortunately, only 1 Serra Angel
|
|
|  |
 |
|
Jon Miller
|
|
quote: Originally posted by Chowlett
Vel - what colour rares next? U and G, followed by R and B if I get time? |
good commons and uncommons that you have 4 of is more important then rares you have 1 of (unless said rares are used in a combo)
Jon Miller
|
|
|  |
 |
|
Jon Miller
|
|
quote: Originally posted by Chowlett
Getting late, I'll answer some questions now, some tomorrow:
I have 7 lair lands:
2 Crosis' Catacombs (U,B,R)
3 Rith's Grove (R,G,W)
2 Treva's Ruins (G,W,U)
7 Elfhame Palaces (G,W)
0 Salt Marsh
3 Shivan Oases (R,G)
3 Urborg Volcanos (B,R)
Unfortunately, only 1 Serra Angel |
probably do a green/white deck
maybe splash some red
so printout green rares next
Jon Miller
|
|
|  |
 |
|
Jaakko
|
 |
in Yellow
Jan 2000 time: 07:19
|
|
I play quite a bit of Magic these days, I also attend tournys from time to time. I find Apprentice to be the best online version for Magic, simply because it's free and you don't need to recollect your cards from scratch. As an added negative, MTGOnline doesn't include anything before Invasion Block, which leaves out just about all the classic stuff.
Chowlett, since you have only one copy of most of your rares, it's probably better not to try build anything around them. Some trading might make your rare collection a bit more consistent, and in that regard I'll do a review of the cards you listed (it's also great fun... ).
You have some good stuff for 5-colour decks here, though.
Master Healer - 4W - 1/4 Cleric - Tap: Prevent next 4 damage to target creature or player this turn.
Usable after some planning, but for such a hefty price I'd prefer a real threat, like a Serra Angel
Serra Angel (same as ever, I think)
Yay for Serra! Too bad it's Flametongue bait in competitive Type 2 today...
Sunweb - 3W - 5/6 Wall - Flying. Can't block power 2 or less
Pretty good as far as walls go, probably best in a control setup.
Pariah - 2W - Enchant Creature - All damage dealt to you is dealt to enchanted creature instead.
Some serious combo potential here, but you'll need more...
Glorious Anthem (same as ever, I think)
Pretty much a must for White Weenie, but there's a potentially even better card in Odyssey
Reverse Damage - 1WW - Instant - Next time you would be dealt damage this turn, prevent damage and gain that much life
Sideboard stuff, but on the downside there's much better lifegain to be had. Handy if you're expecting a lot of X spells
Alabaster Leech - W - 1/3 Creature - White spells you play cost W more
Yuk. What's the point of having white weenies that make everything else non-weenie?
Fight or Flight - 3W - Enchantment - At start of each opponent's combat phase, separate all creatures he controls into two face-up piles. Only one pile of his choice may attack this turn
Maybe usable in some sort of control setup, but the effect is just too small. Choice for the opponent is always bad.
Death or Glory - 4W - Sorcery - Separate all creatures in your graveyard into 2 face-up piles. Place one pile of opponent's choice into play, remove other from game.
A poor man's Wrath of God. See above.
Global Ruin - 4W - Sorcery - Each player chooses from the lands they control one of each basic type and sacrifices the rest
Verrry nice in a Domain deck (5-color). A lot of one sided bombs combined with big creatures is fun!
Rout - 3WW - Sorcery - May be played as instant if 2 more is payed. Destroy all creatures, no regeneration.
Quite good, a WoG with a panic button. Assuming, of course, that you have the mana.
Dominaria's Judgement - 2W - Instant - Until end of turn, creatures you control gain protection from white if you control a Plains, from blue if you control an Island, etc for all 5.
Good for Domain, has a multitude of uses.
Degavolver - 1W - 1/1 Volver - Kicker 1B or 1R. If you paid the 1B kicker, comes into play with 2 +1/+1 counters, and has "Pay 3 Life: Regen". If you paid 1R kicker, one +1/+1 counter & first strike
Worst of the volvers, but it's still a 4/4 first striker for 5 mana, which is nothing to sneer at.
Devoted Caretaker - W - 1/2 Cleric - W, tap: target perm you control gains protection from insts & sorcs until end of turn
Amazing card this one. A good 1-drop combined with an ability that can save your ass whenever you have important stuff on the table.
Aven Shrine - 1WW - Enchantment - whenever a player plays a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell
One of the most ineffective lifegain spells I've seen, especially since it works for the opponent as well.
Earnest Fellowship - 1W - Enchantment - Each creature has protection from its colours
Again good for Domain, assuming you have multicoloured creatures that can take proper advantage of this card.
Karmic Justice - 2W - Enchantment - whenever a spell or ability an opponent controls destroys a noncreature perm you control, you may destroy target permanent controlled by that opponent.
Pure sideboard stuff against things like LD or Braids.
Elite Archers - 5W - 3/3 soldier - tap: deal 3 damage to target attacking or blocking creature
Bad mana efficiency, but a reasonably effective creature.
Harsh Judgement - 2WW - Enchantment - as enters play, choose a colour. If inst or sorc would damage you, it damages its controller instead.
Again, pure sideboard stuff, this time against burn.
Pianna, Nomad Captain - 1WW - 2/2 Nomad Legend - Whenever
P, NC attacks, all attacking creatures gain +1/+1 until turn end
Pretty darn good for weenie decks
Delaying shield - 3W - Enchantment - if you would be dealt damage, place that many delay counters on Shield instead. At beginning of upkeep, remove all counters and pay 1 life or 1W for each counter removed in this way.
What's up with Odyssey and all these white sideboard rares anyway? Good synergy with Disenchant or bounce.
Vengeful Dreams - WW - Instant - Discard X cards from your hand, remove X attaxking creatures from game.
Good mass removal against beatdown, but only if you have the cards to take advantage of the discard.
|
|
|  |
 |
|
Jaakko
|
 |
in Yellow
Jan 2000 time: 07:19
|
|
For 5-colour decks you'd need 4 of both Rampant Growth and Harrow, then maybe some Lay of the Lands. They're all common, from 7th, Invasion and Apocalypse respectively.
Here's what I have to say about the mana sources:
1 City of brass (tap for 1 of any colour, deals one damage to you whenever tapped)
Guaranteed colour, guaranteed pain. You'd better have a fast deck so the pain won't get to you.
7 Nomadic Elf (1G 2/2 Elf, 1G: add one mana any colour)
A mana-converting bear. It's a potentially useful combination, but rarely needed.
4 Quirion Sentinel (1G 1/2 Elf, one of any colour when brought into play)
Great for a super fast R/G beatdown, not so great for mana fixing.
15 Fertile Land (1G Ench Land, when land tapped for mana, add one of any colour)
Workable, but better things are out there (like the ones I mention above).
9 Chromatic Sphere (1 Artifact, 1 tap sacrifice: add one of any colour, draw a card)
I wouldn't use these so much for mana, as I would for thinning the deck.
1 Phyrexian Altar (3 arftifact, sacrifice creature: add one of any colour)
You'll need a source of creatures too, so it's more of a combo card.
3 Archeological Dig (land, tap: 1 colourless. tap, sacrifice: 1 of any colour)
Pretty much useless except in a Terravore combo deck
7 Quirion Explorer (1G 1/1 Elf, tap: add one of any colour an opponents land could produce)
If you run out of other manaelves, then maybe. But I doubt that's ever going to happen.
1 Multani's Harmony (G ench Creature, creature has "tap: add one of any colour")
Auuugh, this thing just screams card disadvantage!
2 mana cylix (1 artifact, 1, tap: add one of any colour)
A hard-to-destroy mana converter. I've seen worse things, but the tapping requirement kind of sucks.
3 star compass (2 artifact, tap: add one of any colour your basic lands could produce)
If your 5-colour deck needs to use double-casters, then this is the artifact to have.
1 Forsaken City (land. Doesn't untap. Remove card from hand fgrom game: untap. tap: add one of any colour)
If you have the cards to spare to untap this, you've probably lost already. 
3 Necra Disciple (B 1/1 Wizard. G, tap: add one of any colour. W, tap: prevent next 1 damage to creature or player this turn)
One of the worse disciples, not recommended.
5 Ceta Disciple (as above, except cost is U, and W ability is replaced with R, tap: target creature gets +2/+0 until eot)
Another bad disciple. If you have to use one, take the one(s) that can make things fly.
5 Helionaut (2W 1/2 soldier, flying. 1, tap: add one of any colour)
Fulfills two functions, both extermely badly.
2 Abandoned outpost (Land, enters play tapped. Tap: add W. Tap, sacrifice: add one of any colour)
4 Bog Wreckage (as above for B)
6 Ravaged Highlands (as above for R)
4 Seafloor Debris (as above for U)
5 Timberland Ruins (as above for G)
Again, only useful for certain combo decks
|
|
|  |
All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|