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#102 May 20 2010 at 2:17 PM Rating: Decent
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One of these days I should dig through my old cards. IIRC, my last tournament deck was pretty tight and vicious. Had exactly 40 cards in it (the tourney minimum) and used pestilence to wipe out opponents and their creatures. The deck which beat it in the last tourney I was in was a very well crafted all blue deck (and he beat me in the final round).

I can't remember the complete details, but it was black and white. It had nothing but smallish regenerating black creatures, and white knights (both types at the time), with protection from black. It had 4 pestilence cards, and some circles of protection: black. It also had a few nasty uncommon and rares in there just to keep people on their toes. The whole plan was to get pestilence out along with a creature or two that couldn't be killed by it. Get the circle out as well and the game is basically over. Any creature on the board is dead, and damage is constantly being done to the other guy. Mana was a bit tight, so it usually required 4 or 5 points each round, but most decks just couldn't do anything once the combo was out.

In the semi-final of that tourney I did beat a really tough blue deck (blue was difficult to deal with due to this decks vulnerability to denial effects). I don't know if I was the first player to win a tourney game after losing all his hit points the round before, but I had to have been one of the first. I wasn't able to get both circle and pestilence out before he got a ton of creatures and was going to blow through me. All his damage was done during the main round though, so I let him through (saving my creatures), let him do massive damage to me during the combat putting me at negative hps. Then I cast simulacrum and directed all the damage I'd taken since the beginning of the main phase onto a poor wee skeleton...

Then I hit him with a round of pestilence, started my turn, and finished him off with another round of damage. It was fun. ;)


I think that was the same tourney where I actually felt sorry for a kid I was playing against. He had an all black deck. Lots of completely vicious cards and creatures. He didn't actually understand what protection did and had to call one of the mods over to clarify the rules. He almost started crying as he realized there wasn't a single card in his hand or in his entire deck which could do anything to me at all. Not only could he not do any damage to me, nor damage most of my creatures (much less kill them), he couldn't block about 2/3rds of them either. And his deck didn't include any method to get rid of enchantments. That wasn't nearly as much fun. I just tried to end it as quickly as possible and wished him luck on his next attempt.


That was right around the time that token creature generating cards appeared in the game. Needless to say, they didn't do well against that deck either.
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#103 May 20 2010 at 5:06 PM Rating: Decent
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CoP black/pestilence decks where strong back in the day.

I was playing mono green aggro and had to side in Whirling dervish to beat that.

These days simple decks like that don't last very long these days sadly, My friends where at a Vintage tourneyment in Geneva last weekend and some of teh decks where just crazy.

The deck that won played this combo:

Leyline of the void:- Casting cost: 2BB

Card text: If Leyline of the Void is in your opening hand, you may begin the game with it in play.
If a card would be put into an opponent's graveyard, remove it from the game instead.

Oracle text: If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.

Helm of obediance:-Casting cost: 4

Card text: X, TAP: Put the top card of target opponent's library into his or her graveyard.
Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first.

Since all your cards are exiled and never reach the graveyard you insta-lose as soon as they activate the helm.

#104 May 20 2010 at 5:47 PM Rating: Decent
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gbaji wrote:
O
I think that was the same tourney where I actually felt sorry for a kid I was playing against. He had an all black deck. Lots of completely vicious cards and creatures. He didn't actually understand what protection did and had to call one of the mods over to clarify the rules. He almost started crying as he realized there wasn't a single card in his hand or in his entire deck which could do anything to me at all. Not only could he not do any damage to me, nor damage most of my creatures (much less kill them), he couldn't block about 2/3rds of them either. And his deck didn't include any method to get rid of enchantments. That wasn't nearly as much fun. I just tried to end it as quickly as possible and wished him luck on his next attempt.


Going to tourneys would be awesome, and if the game is still alive, when I'm older and have decent cash to spend I'll definitely get into it.

Speaking of tournament stories and kids though, I have one that just puts kids to shame.

I myself was a kid, still am really. This was maybe a year ago, when I was 15. This other kid that I got matched against was about the same age. Now, he looked a little odd. It's not something you can describe, but you could tell there was maybe something wrong with this guy. Glasses looked a bit crooked in a bad way, expression and eyes slow moving. He was attentive, but not the brightest bulb - by far.

It was a sealed deck tourney, and I had created a black/green, I think, while he had a terribly annoying white/blue all defense deck. Eventually though, I played Doom Blade. Now when I play an instant, I typically hold it between two fingers and then gently place it on top of the creature I am targeting, and I announce it. I did so, and I always face it towards my opponent, so they can read it and verify if they want to. He did just that, leaned in real close and read it, then nodded and said "Alright." Now what happened next is the point of the story.

I take my Doom Blade and put it in my graveyard, and watch him. He, instead of putting the 3/3 or whatever it was with no special text, grabbed his 4/4 with flying and shroud and placed it in the graveyard. And it was equipped or enchanted with something that made it indestructible.

I didn't tell him his mistake, though if it was nowadays, I would've.
#105 May 21 2010 at 2:02 AM Rating: Good
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I saw a few suggestions for a red burn deck and was surprised nobody suggested Browbeat. You can't go wrong with that card IMO.

#106 May 21 2010 at 6:07 AM Rating: Excellent
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That is a pretty awesome card, I was not aware of it.
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#107 May 21 2010 at 7:03 PM Rating: Decent
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tarv wrote:

The deck that won played this combo:

Leyline of the void:- Casting cost: 2BB

Card text: If Leyline of the Void is in your opening hand, you may begin the game with it in play.
If a card would be put into an opponent's graveyard, remove it from the game instead.

Oracle text: If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.

Helm of obediance:-Casting cost: 4

Card text: X, TAP: Put the top card of target opponent's library into his or her graveyard.
Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first.

Since all your cards are exiled and never reach the graveyard you insta-lose as soon as they activate the helm.


Honestly though, that's just bad writing on the part of the Helm description. It's a rules lawyer combo and unfortunately over time more and more of those have been slipped into the game. It's pretty clear that the intent of the Helm is that you discard X cards *unless* there's a creature in the library prior to getting to X. That's supposed to be a limitation to the helm in that it wont always make the other guy discard X cards, and it's especially weak against decks with lots of creatures.


If someone played that combo, I'd argue that the limitation should apply whether the card is placed in the graveyard or exiled, as it's clearly what was intended. If I were a mod, I'd argue that Leyline changes all of the text regarding the graveyard on that card to "exiled" instead. Since the Helm doesn't do anything with those cards, but simply uses their examination as a restriction on the number of cards that are taken from the library, it does not violate the concept of being "exiled" and thus the restriction should still stand. Furthermore, if someone tried to pull that combo on me, I'd slap him upside the head for being a moron.


Sadly, there are a lot of rules lawyers in the game and they wont accept that until or unless an official errata comes out. Stupid combo though. It should never have been allowed to work that way. It's powerful enough that the cards are exiled instead of just sent to the graveyard, why on earth allow a cheap "I win!" combo to stand when it's clearly not what the cards are supposed to do? That someone didn't think to include additional text specifying that the limitation is applied on the cards regardless of where they go is no reason to make that ruling IMO and if a mod let that stand he's an idiot!


But hey. I'm just an old school guy who thinks that the game decisions should make a bit of sense.
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#108 May 22 2010 at 12:54 AM Rating: Good
gbaji wrote:
tarv wrote:

The deck that won played this combo:

Leyline of the void:- Casting cost: 2BB

Card text: If Leyline of the Void is in your opening hand, you may begin the game with it in play.
If a card would be put into an opponent's graveyard, remove it from the game instead.

Oracle text: If Leyline of the Void is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.

Helm of obediance:-Casting cost: 4

Card text: X, TAP: Put the top card of target opponent's library into his or her graveyard.
Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first.

Since all your cards are exiled and never reach the graveyard you insta-lose as soon as they activate the helm.


Honestly though, that's just bad writing on the part of the Helm description. It's a rules lawyer combo and unfortunately over time more and more of those have been slipped into the game. It's pretty clear that the intent of the Helm is that you discard X cards *unless* there's a creature in the library prior to getting to X. That's supposed to be a limitation to the helm in that it wont always make the other guy discard X cards, and it's especially weak against decks with lots of creatures.


If someone played that combo, I'd argue that the limitation should apply whether the card is placed in the graveyard or exiled, as it's clearly what was intended. If I were a mod, I'd argue that Leyline changes all of the text regarding the graveyard on that card to "exiled" instead. Since the Helm doesn't do anything with those cards, but simply uses their examination as a restriction on the number of cards that are taken from the library, it does not violate the concept of being "exiled" and thus the restriction should still stand. Furthermore, if someone tried to pull that combo on me, I'd slap him upside the head for being a moron.


Sadly, there are a lot of rules lawyers in the game and they wont accept that until or unless an official errata comes out. Stupid combo though. It should never have been allowed to work that way. It's powerful enough that the cards are exiled instead of just sent to the graveyard, why on earth allow a cheap "I win!" combo to stand when it's clearly not what the cards are supposed to do? That someone didn't think to include additional text specifying that the limitation is applied on the cards regardless of where they go is no reason to make that ruling IMO and if a mod let that stand he's an idiot!


But hey. I'm just an old school guy who thinks that the game decisions should make a bit of sense.
Actually, from the official rulings on the card:

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184550 wrote:
10/1/2008: If an effect like that of Leyline of the Void prevents cards from being put into your opponent's graveyard, the process described in the first sentence of Helm of Obedience's effect will never stop. Your opponent's entire library will be exiled, even if X is 1.


So yes, your whole library is exiled. The effect stops at that point. You lose the next time you have to draw, unless you can somehow get at least one card back into your library before that time.

No rules lawyering here; this is how it works. You have the rest of your opponent's turn to respond, unless you have something that, say, causes you to skip your draw step, in which case you have until the next time you have to draw a card for any other reason.

Edited, May 21st 2010 11:55pm by MDenham
#109 May 22 2010 at 2:30 AM Rating: Decent
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So yes, your whole library is exiled. The effect stops at that point. You lose the next time you have to draw, unless you can somehow get at least one card back into your library before that time.
Indeed exactly so, even worse with the type of decks that where being played they could do it turn 1.

Black Lotus, Mox (any) Leyline of the void, helm, land (any)

You better hope you drew a Force of will or you lose before laying a card.
#110 May 24 2010 at 2:21 PM Rating: Decent
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MDenham wrote:
No rules lawyering here; this is how it works. You have the rest of your opponent's turn to respond, unless you have something that, say, causes you to skip your draw step, in which case you have until the next time you have to draw a card for any other reason.


Yeah. I get that that's how the rules are interpreted, I still think that's a poor interpretation and I'm not sure at what time the folks running/designing MTG stopped having a clue about game design. I'm talking about how the rule should have been interpreted.

I'd rule that an effect that redirects an effect to somewhere else redirects all aspects of that effect to the same target location as possible. So (for example), if I cast a spell that drained life, and you used an effect to redirect it onto a creature, not just the damage, but the life gain for me would be redirected to that creature (meaning I don't gain "zero" life, but am limited to the life of the creature). Kinda obvious and simple, right?

That makes effects with mutiple effects much much simpler to resolve. In this case, Leyline redirects the Helms effect to place cards into exile instead of into the graveyard. So now the text would read that after X number of cards, or until the first creature is placed into exile, the effect ends. Of course, the third part of the effect would not occur, since the helm cannot take a creature out of exile and bring it into play under the helm owners control. And since it can't target the creature in exile, the sacrifice doesn't occur either. It's still an effective combo (since you don't lose the helm when used and can therefore use it turn after turn with Leyline, but it isn't the absurd insta-win combo.


Actually, a whole lot of the silly combos in the game could be fixed if they used that interpretation rule. But what do I know about game design, right?
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#111 May 24 2010 at 6:07 PM Rating: Good
gbaji wrote:
I'd rule that an effect that redirects an effect to somewhere else redirects all aspects of that effect to the same target location as possible. So (for example), if I cast a spell that drained life, and you used an effect to redirect it onto a creature, not just the damage, but the life gain for me would be redirected to that creature (meaning I don't gain "zero" life, but am limited to the life of the creature). Kinda obvious and simple, right?
Also kinda irrelevant, because we're not changing the target of anything here, but as far as "simple": no.

There is a substantial difference - and there always has been - between "redirect (X) to a new target" and a replacement effect ("if/whenever X would happen, instead do Y"). The replacement effect version of your example would be:

Say I cast Drain Life (or something similar) on you for 12 damage. You have an enchantment out that says "If you would be dealt damage, choose a creature you control and that damage is dealt to that creature instead." You can choose a 1/1 creature if you want. I still gain 12 life, and that creature still takes 12 damage, because the spell only checks the nature of its original target. Replacement effects don't do anything to change that.

It's actually relatively straightforward. You check once and then carry about your business, pretty much regardless of what comes up in the meantime. Your interpretation leads to "okay, check thi--wait, check tha--hang on, now we need to check this other thing" under any situation where there's multiple replacement effects going on.
#112 May 25 2010 at 1:06 PM Rating: Decent
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MDenham wrote:
Say I cast Drain Life (or something similar) on you for 12 damage. You have an enchantment out that says "If you would be dealt damage, choose a creature you control and that damage is dealt to that creature instead." You can choose a 1/1 creature if you want. I still gain 12 life, and that creature still takes 12 damage, because the spell only checks the nature of its original target. Replacement effects don't do anything to change that.


Except that you don't, in that case. Drain life gains you life for every damage "dealt" to the target. Depending on interpretation, this can either mean 12 life gained (since you "dealt" the damage to the target), or zero life gained (since the target didn't actually take any damage), or 1 damage (since the target was changed to a 1/1 creature and it only took 1 damage). It's probably a poor example to be honest since we're really quibbling over whether the whole effect is changed or whether just the damage is redirected.

In the case of Leyline of the Void, the card text says "if a card would be put into an opponents graveyard, [remove it from the game|exile it] instead".

The text on the Helm of Obedience says: "Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first."


Leyline replaces the action of something being "put into (the) graveyard" with "exile". The helm doesn't say "until X cards or a creature have arrived in the graveyard". It says "until X cards or a creature is put into the graveyard". Since "put into the graveyard" is replaced with "put into exile" via Leyline, the helm should still just count cards until X cards or a creature is put into exile and then stop. From the helm's perspective, it's still putting cards "into the graveyard". That they end out in exile instead isn't really relevant.


I just think that the interpretation is wrong, and stupidly so. Why deliberately choose to interpret something in a game breaking way if you don't have to?
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#113 May 25 2010 at 1:36 PM Rating: Good
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Because people like game-breaking powerful (another word up for interpretation) combos? =/

That's not to say I don't agree with you, but obviously a lot of people like things the way they are.
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#114 May 25 2010 at 2:19 PM Rating: Decent
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Vataro wrote:
Because people like game-breaking powerful (another word up for interpretation) combos? =/

That's not to say I don't agree with you, but obviously a lot of people like things the way they are.


Yup. Hence my earlier question about when the game designers for MTG stopped caring about game balance. In the early years of the game, they spent quite a bit of time on rules changes and errata correcting game balance problems with cards, and clarifying wording and rules interpretations. And they always did that with an eye towards preventing ridiculous "I win!" combinations like this one. At some point, they've either given up, or perhaps like doing this so as to make future changes to the cards making the older printed versions more valuable or something.

Dunno. Just makes me glad I got out when I did. I really really enjoyed playing the game. Pretty much lost interest when it seemed like each release had to introduce a completely new game-changing concept.
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#115 May 26 2010 at 1:19 PM Rating: Decent
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Wizards do care about balance, just not in Vintage.

Vintage is supposed to be about decks full to the brim with broken combo's doing insane rule bending crazy things that make you scratch your head and think "Is that even a deck??".

Type 2 and to some extent Extended are balanced and well thought out, but with now what 30+ expansions it would be pointless to try and balance Vintage.hell that deck was playing against 50 land Kudzu animate land decks, Infinate squirrel overrun decks, Sneak attack/Serra Avatar decks.
#116 May 26 2010 at 4:38 PM Rating: Decent
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Having no clue what "Vintage" means, I'll just take you word for it, I guess. ;)
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#117 May 26 2010 at 6:00 PM Rating: Good
gbaji wrote:
Having no clue what "Vintage" means, I'll just take you word for it, I guess. ;)
"Vintage" = "every card is legal, regardless of when it was released".

And that format has been pretty well broken since about 1997, back when there was only like a dozen or so expansions.
#118 May 26 2010 at 11:35 PM Rating: Decent
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There are 5 recognised toureyment formats.

Vintage: All sets are legal, subject to a small banned list (mainly consisting of Ante cards and the truely broken cards like Tolarian Academy) and resticted list. Also known as Type I.

Extended: The last 12 sets (4 blocks) + current core set.

Standard or Type II: The preceeding and current blocks (upto 6 sets) and current core set

Block Constructed: Current Block only.

Sealed: you get given bosters and make your deck from the card pool contained within (40 card deck only).

Standard is the only one where balance is considered and the game is developed with keeping the idea that that format is fluid and dynamic while remaining balanced.

Currently Standard consists of the following sets: M10 core set, Shards of Alara, Conflux, Alara reborn, Zendicar, Worldwake and Rise of the eldrazi. there is conservitably 20 viable deck type crossing all deck genre with possibly 2 cards considered borderline broken, both of which are Planeswalkers and therefor effectively restricted to 1 in play at any time.

Oh and Rise of the Eldrazi was the 54th expansion set, M10 the 11th core set.


Edited, May 27th 2010 1:37am by tarv
#119 May 30 2010 at 3:04 AM Rating: Decent
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Just returned from our local Sealed Deck tournament. Placed 6th out of 13.

Ran a basic Black/Red with some standard cards. Goblin Arsonist, Curse of Wizardry, Lust for War, etc.

The three that stood out were Tuktuk the Explorer, Sarkhan, and Keening Stone.

http://magiccards.info/roe/en/169.html
http://magiccards.info/roe/en/214.html
http://magiccards.info/roe/en/219.html

Linking there because I think either AdBlock or NoScript is interfering with the URL button on Zam? I'm new to the addons, so I'm grappling with them still.

I went 2-1-1, and the victories/ties were pretty much just due to milling with the Stone, very awesome card.

EDIT - And for the pool at the end, I snagged Keening Stone, Gigantomancer, and a Tuktuk, but then traded a friend for both World at War and Conquering Manticore.

http://magiccards.info/roe/en/219.html
http://magiccards.info/roe/en/184.html
http://magiccards.info/roe/en/169.html
http://magiccards.info/roe/en/172.html
http://magiccards.info/roe/en/139.html

The Transcendent Master slipped away from me, I was going to snag it for my brother with my first pick. But being 6th, someone took it who was in 2nd or 3rd place before me.

http://magiccards.info/roe/en/51.html

Edited, May 30th 2010 5:11am by CestinShaman

Edited, May 30th 2010 5:13am by CestinShaman
#120 Jun 03 2010 at 9:22 AM Rating: Good
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Quote:
-Sorcery-
Volcanic Hammer 3
Flame Jet 3
Lava Burst 3

9

-Instant-
Shock 3
Barbed Lightning 3
Fiery Temper 3
Needle Drop 3
Blazing Salvo 3
Crushing Pain 3
Staggershock 3
Tarfire 3

24

-Enchantment-
Seal of Fire 3

3

-Land-
Mountain 23
Sandstone Needle 4


27-36

66

40.9% mana


I would go for a little more versitility in there (without compromising damage), because it seems pretty easy to disable/overpower in it's present state. I note that you have zero creatures, which means any beatdown or weenie deck worth it's salt will do horrible things to you. Also, I think you are running too much land.

Try something more like this:

{Total = 40}
{Instant = 8}
Shock x4
Lightning bolt x4
{Sorc =4}
Fireblastx4
{Creature : 8}
Mogg Fanatic x4
Ball lightning x4
{Artifact : 2]
Cursed Scroll x2
{Enchantment: 2}
Quest for the Pure flame x2
{Land : 16}
Mountain x16

Easy to build. Minimum card # meaning optimal distribution. Low mana requirements; the biggest spell you'll cast is 3 mana for ~6 damage, and mana usage is roughly 1 per 2 damage. Quest for pure flame lets you use a Ball lightning >> fireblast finisher for ~20 damage for 3 mana. This is how you build burn.

Example play order:
T1: Play mountain, play fanatic.
T2: Play mountain, play quest, swing with fanatic. Play shock. (Opponent@17)
T3: Play mountain, Attack with fanatic. Play Lightning bolt. (Opponent@13)
T4: Play Ball lightning. Trigger Quest. Attack with lightning & Fanatic. Sac fanatic. Sac 2 mountians for Fireblast. (Opponent@-11; DED)

Even without optimal arrangement and opponent interference, T4/5 wins are usual.

This deck can be further optimized with $ for even higher performance levels.

This is how you play burn.
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#121 Jun 03 2010 at 5:29 PM Rating: Decent
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That's a very sweet setup TLW. o.o Thanks for the tip.

The red deck that I posted was really just to get some red cards/mana for future decks/splashes, though you did it much better than I did.

Ball Lightning is a very awesome card, pricey though. I'll probably look into picking some up in the future. For the moment though, I'm going to keep attending the bi-weekly Sealed deck tournaments here. ^-^ Maybe soon I'll build a deck and go play the Standard and Extended events as well.

I'm very tempted to try and create a deck based around discard/Keening Stone. I grew fond of it at the tournament. What does everyone else think?

My idea was to take my MUC and just go for all defensive measures, then win through either wincon. (Keening Stone or Rite of Replication.)

Basically splash Black for discard to empty their hand, keep Blue counters stacked high to be able to control them, and then some Blue milling. (Sanity Grinding, Memory Erosion, Tome Scour, etc.) Keep defensive creatures like Wall of Frost
and Gomazoa/Guard Gomazoa.
Either win through milling or smash 'em with 5 copies of a powerful creature.

Edit - Or hell, copy an incredibly defensive creature of my own 5 times just so I can mill 'em out in lategame.

Edit - Serum Visions looks pretty good. A card and Scry 2 for only one Blue mana. If needed I can just put both of them on the bottom of my library and get through my deck even quicker for what I need. I think Scry effects are very useful, they seem like they would be.
Edited, Jun 3rd 2010 7:38pm by CestinShaman

Edited, Jun 3rd 2010 7:41pm by CestinShaman
#122 Jun 04 2010 at 9:00 AM Rating: Good
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Never have I wished to be more nerdy before, but this thread makes Magic seem interesting (and nerdy).

I've got about 200 MTG cards from back when we used to collect them for trading (yeah, way back). Never learned the rules of the game and now they're just collecting dust somewhere.
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#123 Jun 04 2010 at 11:40 AM Rating: Good
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Bah, none of my decks are valid for anything but Vintage anymore.

I wonder how much I can sell 5 decks of 5th Edition and Tempest for. *sigh*

Edit: And apparently my Portal edition Wrath of God has lost value since I've gotten it. It was listed at 21+ about 10 years ago. Now 15. >_<

Edited, Jun 4th 2010 12:42pm by Ehcks
#124 Jun 04 2010 at 9:32 PM Rating: Good
Mazra wrote:
I've got about 200 MTG cards
Piker.

I have somewhere around ten thousand cards (granted, about 30% of them are lands), the most recent of which date to Mirrodin block. I need to get them all back together and do an inventory to see how much I could sell the lot for.

It's probably firmly in the high four digits, which would be nice.
#125 Jun 05 2010 at 8:43 AM Rating: Decent
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God knows how many card i have.... I have 10 ring binders full to the brim and about 9-10 shoe boxes of commons and uncommons.

I've basicly decided to stick to playing Green and Red since i can't really justify spending as much as i used to. So i've been trading off the other colours to support those two.
I'm playing Red deck wins with a splash of Black at the moment.
#126 Jun 05 2010 at 11:57 PM Rating: Good
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Smiley: eek

See, you lost me at 'lands'.

I sense that I should get rid of mine before I get sucked into another time and money consuming addiction. Virtual games are more than enough.
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