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5 months ago ::
Jan 12, 2013 - 5:21AM
#1
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Date Joined:
Jan 12, 2013
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I find myself torn when making a casual deck for my play group. I want a deck that can win, sure. However, I don't want a deck that just wins and doesn't make the game any fun (for me or perhaps everyone else). So, I have to compromise when making a deck. I think, "Sure this card works great for this combo, but it's probably too good for my friends." For example, I have a Spine of Ish Sah deck. I considered using cards like Tinker and Master Transmuter , but I thought they were too potent for my circle of friends. So, I decided to use Shape Anew instead. How do you cope with decisions like this? What sacrifices have you made so your deck wasn't too good? Do you have no regard for situations like this and make the most ruthless deck possible? I use the Gatherer and it definitely helps. I'm just wondering where everyone else stands on this topic.
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5 months ago ::
Jan 12, 2013 - 5:43AM
#2
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Date Joined:
Jul 17, 2003
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Welcome to the boards, Mathwizardpimp! For myself, it was a bit drastic, but I sold off all my ABU dual lands and most of the super cards I had. From there, one method is to either self-restrict key cards to one copy (like in my Tinker - Blightsteel Colossus deck), or simpler (and more fun for me), build LOTS of decks and only trot out your "super decks" once every few sessions. With enough decks, you reach a point where you simply lack the cards to put the best into every deck, resulting in either a distinct tiering among your decks, or all of your decks being about the same power level, and the good cards spread throughout them. For a challenge, try to NOT use the same cards in each deck of each color. For example, only pack a playset of Exsanguinate in one black deck, using alternate cards in your other B or Bx decks. You can let your friends borrow your decks or you can "gift" or trade better cards/decks to your buddies. Until recently, my decks often far outstripped most in my group. With time and new cards (and online singles purchases), their decks have improved drastically, but there are still games where up to nine people are all playing my decks; at least it makes the games go quickly. Try alternate formats (team games, Star, Archenemy, Commander, pauper, Planechase - any of these combined) to shake up just how great the decks are. Lastly, you could just keep bringing the super decks, and hope your friends step up their game, causing a bit of an arms race. Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.
www.zombiehunters.org for all your preparation needs.
http://shtfschool.com/ - why prepping is useful, from one who has been there.
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5 months ago ::
Jan 12, 2013 - 8:10AM
#3
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Date Joined:
Jan 12, 2013
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Thanks for the response. Definitely some useful tips in there. And I despise cards like Exsanguinate in multiplayer lol. I don't like any "multi-opponent" effects, especially ones that benefit you more greatly based on how many opponents.
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5 months ago ::
Jan 12, 2013 - 8:57AM
#4
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Date Joined:
Oct 31, 2011
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Yeah, I'm not a fan of Exsanguinate . My playgroup (not that we actually manage to get together much any more) are at a roughly-even power level; one player has slightly better decks, but overall the win rate is fairly even and the 'best deck' is still not so strong that the rest of the table can't expect to bring it down. I'm probably a bit behind because I'm awful at actually playing the game. But we all have a good number of decks (from 4ish to 40ish, with an average probably around 15), giving our games enough variety that nobody begrudges the odd high-powered deck showing up. But we're a pretty close-knit group, so everybody is easy going. So uh, yeah. I'd say that having a good variety of decks decreases the impact of the powerful ones, as well as making the game interesting for opponents and encouraging them to try building new decks themselves. My group has members who started with one deck (well, everyone does), but borrowing spare decks from other members led them to expand their own collections
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5 months ago ::
Jan 12, 2013 - 12:49PM
#5
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Date Joined:
Apr 30, 2010
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You can also look at making group hug decks with win condition. A friend has a deck starting with Howling Mine and Rites of Flourishing and ending with milling one of the player. I just made a deck around group hug through draws and group hate through Underworld Dreams and Liliana's Caress . No idea how it is going to far as I'm going to try it for the first time tomorrow but it will be fun at least  After it depends on your metagame. I know mine is pretty hard including some players using Force of Will and revised duallands.
-= Multiplayer decks =-
Show
White Weenie Lifegain
Show
Furnace Spawn 
Show
Bloodcrank 
Show
Larkfolk   (viable in 1vs1 too)
Show
Defendabarbs    (Based on CadaverousBl00m's deck)
Show
Red Deck Burn  (Based on Tich's deck)
Show
White Knights
Show
Graveclamp 
Show
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5 months ago ::
Jan 12, 2013 - 7:14PM
#6
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Date Joined:
Jul 17, 2003
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Thanks for the response. Definitely some useful tips in there. And I despise cards like Exsanguinate in multiplayer lol. I don't like any "multi-opponent" effects, especially ones that benefit you more greatly based on how many opponents.
Those effects are why I love multi-opponent (or multi-player, as well) cards and games! While Exsanguinate pushes the envelope too far for some metas, being able to swoop in with a giant-sized Chandra's Spitfire after a 2-point Earthquake in an 8-player game is too explosive to go unplayed. In a related vein, some cards that are awful in a dual are suddenly kings and queens in MP games: Syphon Mind and Mana Geyser are overpriced in a dual, but against multiple opponents, they become bargains at their casting costs. This subsequently means I can often pick up these cards on the cheap.
Group hugs with win conditions are great: Everyone loves drawing cards and gaining extra mana with my UR Prosperity - Mana Flare deck... until the Firestorm s, Psychosis Crawler s, and Runeflare Trap s come out. My monowhite Oath of Lieges deck accelerates games nicely... until I slap Armored Ascension on a double striker and start removing opposing players from the game. Rites of Flourishing and Horn of Greed are (suspiciously) loved until Multani, Maro-Sorcerer lands and begins to swing. Even after your opponents learn your decks, they will often keep you around and just gamble that they can benefit and win before you go off - and often, they can.
If you would, post a decklist or two, Mathwizardpimp. An entire decklist can give us a better idea of what you and yours have going on.
@Foxykeep - if you haven't already considered Anvil of Bogardan for your Underworld Caress deck, do so. Wheel and Deal and Windfall , as well.
Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.
www.zombiehunters.org for all your preparation needs.
http://shtfschool.com/ - why prepping is useful, from one who has been there.
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5 months ago ::
Jan 13, 2013 - 8:14AM
#7
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Date Joined:
Jan 12, 2013
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Thanks for the nice response, krichaiushii. Ok here are 2 decklists from me with the theme included. It should be obvious which "overpowered" cards I left out.
This is a UR madness deck. I chose to leave out Basking Rootwalla and I didn't include black because I'm not a huge fan of the color, even though there are several good black madness cards. The goal is pretty simple: defend myself with some counters and burn spells while building card advantage through manipulation of the madness mechanic. Then I have a few beaters.
Desolate Lighthouse x4 (rest of land is simply Mountain and Island , although I am acquiring more dual lands) Psychosis Crawler x3 Fiery Temper x4 Sonic Seizure x2 Burning Inquiry x2 Faithless Looting x2 Reckless Wurm x4 Circular Logic x4 Looter il-Kor x4 Obsessive Search x4 Dreamscape Artist x2 Frantic Search x3 Tolarian Winds x2
This is a RG aggro deck. It centers around taking creatures that have haste and an end of turn sacrifice effect and flinging them for tons of quick damage. I used to have Uktabi Drake , but I cut him after some time. I think Green Sun's Zenith might go nicely in here.
Rootbound Crag x2 (again, the rest are basic lands and I am trying to obtain more dual lands) Primal Forcemage x4 Harmonize x3 Timbermare x3 Groundbreaker x3 Manamorphose x3 Bloodbraid Elf x4 Blitz Hellion x3 Fling x4 Spark Elemental x4 Ball Lightning x3 Firecat Blitz x2
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5 months ago ::
Jan 13, 2013 - 8:30AM
#8
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Date Joined:
Apr 30, 2010
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-= Multiplayer decks =-
Show
White Weenie Lifegain
Show
Furnace Spawn 
Show
Bloodcrank 
Show
Larkfolk   (viable in 1vs1 too)
Show
Defendabarbs    (Based on CadaverousBl00m's deck)
Show
Red Deck Burn  (Based on Tich's deck)
Show
White Knights
Show
Graveclamp 
Show
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5 months ago ::
Jan 13, 2013 - 4:19PM
#9
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Date Joined:
Jul 22, 2011
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5 months ago ::
Jan 13, 2013 - 5:07PM
#10
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Date Joined:
Dec 23, 2005
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You can let your friends borrow your decks or you can "gift" or trade better cards/decks to your buddies. Until recently, my decks often far outstripped most in my group. With time and new cards (and online singles purchases), their decks have improved drastically, but there are still games where up to nine people are all playing my decks; at least it makes the games go quickly.
Try alternate formats (team games, Star, Archenemy, Commander, pauper, Planechase - any of these combined) to shake up just how great the decks are.
You could also look into doing a Deck Draft. I did one in college last year, we changed the rules a bit. Everyone who wanted to particiapte put thier decks into the pot. Then everyone drafted 3 decks and we played three 4-man multiplayer games with everyone rolling for tables. It worked very well, players with weak decks got a crack at some real powerhouse decks, other got to play a deck they were interetsted in but wouldn't build because someone already built it, and everone had fun.
Face it, you're pretty much here as a meat shield.
If you are at York College and need a play group, PM me. We mostly do MP and casual.
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