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#1 Apr 20 2010 at 8:48 PM Rating: Good
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High Tide. http://gatherer.wizards.com/pages/card/Discussion.aspx?multiverseid=159177

Seems like a pretty good card. I've got 3 of them planned for my new Blue deck. The only problem I'm having is this.

Say it comes to my turn again, and I have 6 untapped Islands. I pay one to play High Tide. I now have up to 10 mana from the others, but what about the mana that I paid to use High Tide? Does that one now create an additional mana and bring me up to 11 available mana?

I'll probably end up posting a few more questions, maybe not. Most of them can be answered through Google searches.
#2 Apr 20 2010 at 8:57 PM Rating: Excellent
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I'm pretty sure you'd have 10 mana available. I don't see why you would get extra mana out of an island that was tapped before the instant came into effect.


Man, I miss playing MTG at the card shop after school.


Unrelated to the question, but one of my favourite combos was with my Snake deck:
Nature's Will and Aggravated Assault

Edited, Apr 20th 2010 9:04pm by Kirby
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#3 Apr 20 2010 at 9:31 PM Rating: Excellent
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Since you tapped the island for mana before the instant was played, it would not produce a second mana and you would have 10 at your disposal.
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#4 Apr 20 2010 at 9:35 PM Rating: Good
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That looks like a sweet combo Kirby.

I'm hoping to get lucky and set up a Rites of Replication and Twincast combo. Hence why I was wondering about the 10 or 11 issue, because if it was 11, that'd be a great combo for only 6 mana. I'll need 7 then, at the very least.

Or if I had 6 mana and played 2 High Tides....then I'd have 12. This new deck is a Blue control, I'll post the exact cards tomorrow.
#5 Apr 20 2010 at 9:46 PM Rating: Excellent
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Good luck getting all of those in your hand at the same time =P.
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#6 Apr 20 2010 at 9:59 PM Rating: Good
This thread needs to be moved here.

(Actually, if you play MtG regularly - or even if you just used to - you should frequent those forums for entertainment purposes.)
#7 Apr 21 2010 at 2:48 AM Rating: Good
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WotC Gatherer wrote:
Until end of turn, whenever a player taps an Island for mana, that player adds Blue to his or her mana pool (in addition to the mana the land produces).

Emphasis mine. That's the important bit. High Tide creates a trigger that only works when an island is actually tapped for mana.

Vataro wrote:
Since you tapped the island for mana before the instant was played, it would not produce a second mana and you would have 10 at your disposal.

QFT. :)

Vataro wrote:
Good luck getting all of those in your hand at the same time =P.

Not that hard, scarily enough. Since High Tides is so old (as far as I can tell, it hasn't been reprinted since Fallen Empires), I assume that CestinShaman is either playing this deck in a Legacy format of some sort, or isn't playing it in any official events. Either way, he'll have access to the blue old-school card drawing and library manipulation (Fact or Fiction, Brainstorm, Ancestral Recall, etc.).

Blue decks specialize in finding stuff in their libraries. I've seen old-school combo and control decks that ran single copies of their win conditions, because the decks were just so efficient at finding it that running more than one copy was a waste of deck slots.

Kirby wrote:
Man, I miss playing MTG at the card shop after school.

Ditto. I haven't played in years. My sister's roommates started playing a few months ago, but they're all too busy to play too often, and my schedule these days doesn't allow me to play in any tournaments at the local game store (and I can't really spare the money either). :)
#8 Apr 21 2010 at 1:35 PM Rating: Excellent
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True. I don't usually play blue decks so I forget about those sometimes. I too have not played in a while, although I still keep my decks handy just in case I find someone who wants to break em out sometime. Problem is playing my decks against each other can be boring so I hope to find someone with decks of their own =P.
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#9 Apr 21 2010 at 4:14 PM Rating: Decent
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Don't forget you can carry mana from your upkeep into your draw step! Sometimes helpful for combo.
#10 Apr 21 2010 at 6:59 PM Rating: Good
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Rykhorne wrote:

Vataro wrote:
Good luck getting all of those in your hand at the same time =P.

Not that hard, scarily enough. Since High Tides is so old (as far as I can tell, it hasn't been reprinted since Fallen Empires), I assume that CestinShaman is either playing this deck in a Legacy format of some sort, or isn't playing it in any official events. Either way, he'll have access to the blue old-school card drawing and library manipulation (Fact or Fiction, Brainstorm, Ancestral Recall, etc.).


Amateur deck builder here, so I probably didn't do this terribly well. I wasn't trying to get a perfect setup, I wanted to play blue control for fun and emphasized on the parts I liked most about it. I don't have anything in my current setup to allow for library looking/reorganizing, it's all about the actual control.

This isn't a super serious deck, just wanted to play blue control. So when you refer to Legacy, I'm not totally sure what that is... A set of rules for a tournament, right? Using older cards?

And yea, I know about mtgsalvation, just wanted to use friendly ol' Alla, wanted to post again. :P

Let's hope this isn't absolutely terrible.
32 cards, 29 mana.

-Instant-
Whiplash Trap 2
High Tide 3
Essence Scatter 3
Cancel 4
Twincast 1

-Sorcery-
Sleep 3
Rite of Replication 2

-Creature-
Wall of Frost 3
Roil Elemental 3

-Land-
Island 29

-Artifact-


-Enchant-
Confiscate 2
Mind Control 3
Paralyzing Grasp 3


edit - forgot Twincast. :P

Edited, Apr 21st 2010 9:00pm by CestinShaman
#11 Apr 21 2010 at 8:48 PM Rating: Excellent
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I once had a blue control deck (with a few black cards centered around megrim and warped devotion) that centered around Capsize. I don't remember all of the exact cards or counts, but it had:

Capsize
Memory Crystal
Warped Devotion (black)
Megrim (black)
Counterspell
Mana Leak
Boomerang
Temporal Adept
Rewind
Unsummon

Then there are a few more creatures, mostly more ones that can bounce (a couple black ones that I can't recall), a couple possibilities of global bounce cards, and when Isochron Scepter came out it was perfect to use with counterspell or boomerang.

Not the most efficient deck, but it sure was fun.
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#12 Apr 21 2010 at 8:49 PM Rating: Excellent
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Oh, and half your deck is mana? Ew. In a 60 card deck (about what you have) I would recommend about 20 lands.
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#13 Apr 21 2010 at 10:04 PM Rating: Good
Vataro wrote:
Oh, and half your deck is mana? Ew. In a 60 card deck (about what you have) I would recommend about 20 lands.
That's pushing a bit into mana-***** territory.

23-25 is probably ideal.
#14 Apr 22 2010 at 2:32 AM Rating: Good
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CestinShaman wrote:
Amateur deck builder here, so I probably didn't do this terribly well. I wasn't trying to get a perfect setup, I wanted to play blue control for fun and emphasized on the parts I liked most about it. I don't have anything in my current setup to allow for library looking/reorganizing, it's all about the actual control.

This isn't a super serious deck, just wanted to play blue control. So when you refer to Legacy, I'm not totally sure what that is... A set of rules for a tournament, right? Using older cards?

Correct. The Legacy formats are tournaments where all cards are legal, regardless of when they were printed (aside from the lengthy banned and restricted lists, of course). There's a lot of extremely powerful older cards you can only use in a Legacy format tournament. If you're not playing in any tournaments, you can do pretty much whatever you like. :)

MDenham wrote:
Vataro wrote:
Oh, and half your deck is mana? Ew. In a 60 card deck (about what you have) I would recommend about 20 lands.

That's pushing a bit into mana-***** territory.

23-25 is probably ideal.

Especially since there's no card drawing, I'd go with 23-24. 25 might be a bit too much; mana flood is just as frustrating as mana *****. I've run decks with that much land, but they either had something to do with extra cards in hand (Wild Mongrel, Merfolk Looter, etc.) or had something that wanted lots of lands in play.

Rule of thumb is 1/3 mana. If you have 60 cards, aim for 20 lands. If you're running a control deck that absolutely needs to play a land each turn you should bump that count up. My old Psychatog control deck ran 24 lands IIRC.

BTW, is the Twincast-Rites of Replication the only way your deck can win? It seems that trying to beat your opponent to death with Roil Elemental would be slow and frustrating...
#15 Apr 22 2010 at 11:50 AM Rating: Excellent
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Playing High Tide without Cloud of Faeries and Snap is a sin.

http://gatherer.wizards.com/pages/card/details.aspx?name=Cloud%20of%20Faeries

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12374

#16 Apr 22 2010 at 1:35 PM Rating: Excellent
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I think Urza's Legacy is one of my favorite sets.
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#17 Apr 22 2010 at 1:46 PM Rating: Good
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Quote:
I think Urza's Legacy is one of my favorite sets.


I think most people that played during that time would agree. I'm of a different camp, I think the Urza's block was one of the worst designed. I seemed like every 10th card of every set in the block let you combo on turn two.
#18 Apr 22 2010 at 8:02 PM Rating: Good
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Twincast & Rites of Replication is definitely a very awesome combo, or even just a kicked Rites. I think just kicking Rites will be enough for me to win, depends.

I'm not sure what my win condition is, (I've heard the term used before, I think it fits here? It's what your deck is designed to win with?) I just built this one to have fun with control. Beating them to death with Roil Elemental is cool and all, but not quite the point. Look at Roil's effect, then note that I have Confiscate and Mind Control. I'm hoping that between these cards, I can take enough of their creatures from them so that I can win by killing them with their own creatures while holding their offense at bay with Cancel/Essence Scatter/Sleep/Whiplash Trap/Wall of Frost. Sleep/Whiplash can be used offensively as well to make way for my attackers, once I acquire them.

And as for mana, I've always leaned towards 50%. So a 60 has 30, etc., though I read that anywhere from 33%-50% is what you need, depending on deck setup. I just wanted slightly mana heavier so that I will always have enough, considering these are some pretty high cost cards. Though as Ryk mentioned, someone played a 60 card with 24 land, which is 2/5. A friend of mine said that he read that 2/5 was a good ratio. Learning this I think I'll add a couple other of my favorite blues from my collection and see how it goes.
#19 Apr 22 2010 at 9:43 PM Rating: Good
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CestinShaman wrote:
Twincast & Rites of Replication is definitely a very awesome combo, or even just a kicked Rites. I think just kicking Rites will be enough for me to win, depends.

I'm not sure what my win condition is, (I've heard the term used before, I think it fits here? It's what your deck is designed to win with?) I just built this one to have fun with control.


Personally, for a deck like that I'd go with a nice big blue flyer like Mahamoti Djinn or the like, just as a backup. If you wanna get a bit mean, you could hunt down a Morphling or two, or find some other creature that provides utility in addition to killing your opponent. It never hurts to have a backup plan. Your deck would kind of fizzle if someone found an answer to Rites of Replication, such as Counterspell or Whiplash Trap (when a token creature leaves play, it ceases to exist).

Quote:
And as for mana, I've always leaned towards 50%. So a 60 has 30, etc., though I read that anywhere from 33%-50% is what you need, depending on deck setup. I just wanted slightly mana heavier so that I will always have enough, considering these are some pretty high cost cards. Though as Ryk mentioned, someone played a 60 card with 24 land, which is 2/5. A friend of mine said that he read that 2/5 was a good ratio. Learning this I think I'll add a couple other of my favorite blues from my collection and see how it goes.

It depends on the deck. You want to drop one land a turn reliably until you have enough mana to play the cards you need to win. An aggressive weenie beatdown deck (lots of small, inexpensive creatures) won't need more than 4-5 lands in play at once, so they keep their land count tight to make room for all those cheap little creatures. A control deck like yours wants lots of mana so they can respond to whatever threat shows up on the board They need to drop 7+ lands consistently. However, with such a high land count you run the risk of getting mana-flooded (when you have too many lands and not enough actual spells). The best thing is to experiment; some decks just need more land than others. If the deck still wins reliably with 30 lands, why fix what isn't broken?

Also, if you put in more card drawing effects you can run a bit lower land count. A spell that lets you draw more cards increases the chance of finding that crucial 7th land for a game-winning Rites of Replication...
#20 Apr 23 2010 at 12:29 AM Rating: Good
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Well Ryk, I said it depends on deck setup, and you said depending on the deck. Circles for the win. :P

But yea, I know what you mean. Rites isn't quite my win condition, I can still whittle them down with a long battle of control and slowly taking their creatures over, and if I run into Rites then I'll put it to good use. No one I'm going to be playing will be running anything effective to counter with, though. If I do end up needing some draw cards, I'll add them, it'll speed up the games.

I'll be tweaking as necessary, and if this works out well, will play it in a tournament sometime locally. What does Standard mean? Local store clerk told me that was the rule set for their open deck events. Gonna go look it up as well.
#21 Apr 23 2010 at 12:40 AM Rating: Excellent
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On the Standard rule set:
MTG Wiki wrote:
It typically allows only cards from the latest two blocks and the most recently printed Core Set, though this has been somewhat altered recently. Once a new block is introduced, the oldest block from Standard rotates out and becomes illegal to use.
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#22 Apr 23 2010 at 12:55 AM Rating: Good
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Kirby the Eccentric wrote:
On the Standard rule set:
MTG Wiki wrote:
It typically allows only cards from the latest two blocks and the most recently printed Core Set, though this has been somewhat altered recently. Once a new block is introduced, the oldest block from Standard rotates out and becomes illegal to use.


Damn. :\

Are these like the tricks that Wizards pull to keep revenue coming in? Or is it to prevent the same kind of deck from being used over and over?

Although I suppose most of my cards, since they'll be block 10, will be legal, it still sucks. When I build a deck I hardly ever check the block, I just build it, I have cards ranging from like 5 or 6 up to the current.
#23 Apr 23 2010 at 1:07 AM Rating: Excellent
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CestinShaman wrote:
Kirby the Eccentric wrote:
On the Standard rule set:
MTG Wiki wrote:
It typically allows only cards from the latest two blocks and the most recently printed Core Set, though this has been somewhat altered recently. Once a new block is introduced, the oldest block from Standard rotates out and becomes illegal to use.


Damn. :\

Are these like the tricks that Wizards pull to keep revenue coming in? Or is it to prevent the same kind of deck from being used over and over?
Probably both.

I didn't care about Standard rules when I played with friends/people at the shop, unless there was a tournament.

And usually, they'd be sealed tournaments anyway. I liked those, because players wouldn't have super combos or rare-filled decks.
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#24 Apr 23 2010 at 11:29 AM Rating: Excellent
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Sealed tournaments are my favorite.

And one of the big reasons (I think) why they continuously cycle out old sets is because as they print new and interesting cards, new combos form and especially with older cards these combos can be ridiculously cheesy.
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#25 Apr 23 2010 at 11:46 AM Rating: Good
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IMO Invasion block was the best set, though i've just started playing against after a 5 year break and the current block is quite good fun.

My favourite deck ever was based around white/black/green control with Rout/Desolation angel

I play a sick Red/green Control deck in legacy which is awful to play against, usually restrict people to 2 mana availible at the most.

1x mox Emerald
1x mox diamond

8x forest
8x mountain
2x rishadan port
4x tiaga

4x stone rain
4x pillage
4x winters grasp
4x creeping mold
4x avalanche riders
4x lava runners
4x lightning bolts
4x wall of blossoms
4x stampeding wildebeast

Pure evil.



#26 Apr 23 2010 at 11:54 AM Rating: Good
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Standard tournaments are generally a lot more balanced (depending on what sets are in) than any other tournament format. Sealed formats are great formats where skill will usually rise to the top.

Quote:
Personally, for a deck like that I'd go with a nice big blue flyer like Mahamoti Djinn or the like, just as a backup.


Anything that isn't part of the combo should not be in the deck unless it is amazing. A 7cc 5/6 card with evasion is just not good enough to make the cut. He has plenty of win coditions in the deck between Roil Elemental, Replicate, and Confiscate.

Pull sleep out of that deck and replace it with something better. Delaying a turn at 4cc isn't going to help you stabilize very often.
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