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Magic: The Gathering Multiplayer Converting 1 v 1 Beast Deck into Multi-Player Deck
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4 months ago  ::  Feb 08, 2013 - 11:11AM #21
greenmeanie72
Date Joined: Jan 28, 2011
Posts: 1,198
Updated Version 2.0

Adjustments

Took Out
-1 Kessig Wolf Run budget reasons
-1 Spidersilk Armor
-1 Copperhoof Vorrac
-2 Mountain
-2 Paleoloth
-4 Garruk's Packleader
-4 Krosan Tusker
-2 Indirk Stomphowler deck over 60
-2 Garruk Wildspeaker same as above
-1 Ursapine same as above


Added
+1 Yavimaya Hollow
+1 Molder Slug
+1 Silklash Spider
+1 Gruul Ragebeast
+2 Forest
+3 Rampaging Baloth
+4 Wild Growth
+4 Wirewood Savage

Lands
3 x Kessig Wolf Run
4 x Contested Cliffs
4 x Kazandu Refuge
4 x Gruul Turf
1 x Yavimaya Hollow
8 x Forest
 

Enchantments
4 x Wild Growth
3 x Warstorm Surge
1 x Spidersilk Armor

Planeswalker
2 x Garruk, Primal Hunter

Creatures
4 x Krosan Warchief
4 x Wirewood Savage
3 x Ravenous Baloth
3 x Rampaging Baloths
2 x Spearbreaker Behemoth
2 x Mold Shambler
2 x Terra Stomper
1 x Silklash Spider
1 x Gruul Ragebeast
1 x Copperhoof Vorrac
1 x Ursapine
1 x Protean Hulk
1 x Molder Slug


How does it look now?

edited: on 2--14 updating deck
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Most important rule in autocarding.  Always make sure you spell the card correctly.
Single Card
[*c]Forest[*/c] minus * = Forest

Deck
[*deck]
16 Forest
2 strip mine
[*/deck]

minus * =
16 x Forest
2 x strip mine


Card Nicknames
[*c=Wrath of God]WoG[*/c] minus the * = WoG

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4 months ago  ::  Feb 08, 2013 - 2:22PM #22
Keino
Date Joined: Aug 27, 2009
Posts: 2,899
It is better, but can still use a few adjustments, IMO.

First, your "other" beast choices are questionable. Ursapine , for example, seems rather weak when you're already churning out 4/4's. Copperhoof Vorrac used to be good, but the M10 rules changes can allow players to tap their lands without fear of manaburn, which basically makes this card useless (and braid of fire substantially more awesome).

Some of the creatures I would recommend are:
wirewood savage (to get more draw power)
Gruul Ragebeast (completely bonkers with rampaging baloths )

Basically, you should try to cut away at the fluff, and focus more on the baloths, they're your bread 'n butter here. If you can get some more landfall enablers (anything from rampant growth to burgeoning ), then that would be better than permanent style ramp, like utopia sprawl .

Other kinds of spells can be helpful, like asceticism and overrun .
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When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is.

One-Shot Mill spells are something you should avoid. You can toss tome scour s at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour , you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral . Try to find more permanent styles of milling, like memory erosion , hedron crab , and curse of the bloody tome , so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements.

Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes . You can mill more than 24 before turn 5...which you can then cast the echoes.

If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt . The problem is that there is no mill card that can do that...except hedron crab , over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome , are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy.

There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 x post to pay for X on sands of delirium or for ambassador laquatus . Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment[/c], it is easier to ramp in multiplayer, allowing for big X spells, like mind grind , to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it . There are always new strategies coming out with each new set, so check gatherer for any new mill cards that you find to be the most fun for you!

Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!

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: Freedom, Destruction, Victory.
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: Progressive, but too controlling.
: Focused, but short sighted.
: Skilled, but hypocritical.
: Unified, but without a sense of self.
: Cunning, but devious.
: Inquisitive, but incautious.
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: Powerful, but spiteful.
: Instinctive, but selfish.
: Fearless, but reckless.

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Name: Keino
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Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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4 months ago  ::  Feb 08, 2013 - 9:13PM #23
greenmeanie72
Date Joined: Jan 28, 2011
Posts: 1,198

Feb 8, 2013 -- 2:22PM, Keino wrote:

It is better, but can still use a few adjustments, IMO.

First, your "other" beast choices are questionable. Ursapine , for example, seems rather weak when you're already churning out 4/4's. Copperhoof Vorrac used to be good, but the M10 rules changes can allow players to tap their lands without fear of manaburn,

Gruul Ragebeast (completely bonkers with rampaging baloths )

(anything from rampant growth to burgeoning ), then that would be better than permanent style ramp, like utopia sprawl .




First off thank you for taking your time and replying.  I was thinking of using the Ursapine ability when i use contested cliffs against a bigger creature.  My play group still goes by mana burn so having copperhoof Vorrac in will not hurt.  I do have one Gruul Ragebeast .  As for the Utopia Sprawl I changed that to Wild Growth because i only had 6 forest for the sprawl to enchant.  With the Wild Growth i could on turn 2 drop a Krosan Warchief .

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.


How to autocard Show


Most important rule in autocarding.  Always make sure you spell the card correctly.
Single Card
[*c]Forest[*/c] minus * = Forest

Deck
[*deck]
16 Forest
2 strip mine
[*/deck]

minus * =
16 x Forest
2 x strip mine


Card Nicknames
[*c=Wrath of God]WoG[*/c] minus the * = WoG

Multi-Player Decks I have completed Show

The Burning Quest Show
Discard Show
Lifegain Show
We all Draw Show
Vampire: I want your Life Show
Beast gone Wild Show
Elven Rhythm Nation Show
Brewin a storm Show
rainbow sliver Show



Single Player Decks Show

Assault of the Minotaurs Show
Elemental Assault Show
Warrior's in the Woods Show
Pauper Stompy Show
Ula's Deep Sea Drezins Show
Green Beatdown Show
Use your Illusion Show
The Lands just Keep Falling Show
Rapid Infection Show
Budget Mill Show
Goblin Show
Quick Reply
Cancel
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