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Ooh this is fantastic, a brand new shiny forum for magic, just as i'm thinking of starting! After my exams at least, but i discovered today that a few of my friends play and am now considering giving it a go.
So, anyone who has some knowledge of the game, which of the started decks is good for a beginner? I'm assuming they're all pretty even when it comes to strengths etc. And for anyone who knows me a little better, which deck/type would suit me?
I recommend, from the latest releases, spending your money on Shadowmoore. Lorwyn and Morningtide had their strengths, but there are a lot of money cards in Shadowmoore that you can either collect yourself or use as trade leverage w/more established players. I'll try to make a list of ones to keep an eye out for, maybe even a little mini-guide of popular play styles within the set (later, omw to work atm).
Two's to kill. Ahh, sweet sweet music.
I've recently started MTG, try to read as many articles as you can, Starcitygames has really good ones so check that out and also watch some of the magic show videos on youtube as it give lots of current news and information which you can learn from. That and play some games obviously.
Right now I'm sticking with shadowmoor as it easier to get to know the cards that have just been released I find and the game moves on and develops fairly quickly, well compared to warhammer. Though what do I know I'm a noob.
BEN DIESEL FTW!!!
Well, what deck you want basically boils down to a few different standard types. Aside from the flavor of each of the 5 colors deck types boil down into: Fast Weenie decks (these build very quickly because they have tons of crappy low cost cards which focuses on overwhelming your opponent before they can get enough mana to stop you), Crushing Creature decks (based around large monsters or enchantments that make huge unstoppable creatures), Controller decks (focus on preventing your opponent from playing and keeping as many cards in your hand as possible), Boom decks (All about the direct damage to lower your opponents life points and kill their army), and Tempo decks (focus on slowing your opponent's play down and speeding yourself up, often confused with control decks). You of course can have any combination, but it is best to not dilute what your overall deck is trying to accomplish otherwise you might not get the cards you need.
I played for quite a few years before I found warhammer and I really haven't looked back. The real benefit to magic is that it is only the size of a deck of cards and you can play anywhere anytime. In general (and I know people will flame me for saying this) I found the strategy and skill involved for playing magic much lower than in warhammer or another game like chess. Basically once you learn the rules anyone can hand you a well constructed deck and you can win. Magic is all about who can build a better deck, and a little bit about luck (which works for a company that wants to make money because the best way to make a good deck is to purchase huge amounts of cards).
Don't get me wrong, it can be fun, and I am always up for a game on LackeyCCG (the magic version of Vassal).
Last night i took a good look around online, thinking about what id like. Ive almost set on deciding to go with a Red/Black (Fire/Death ) Deck. I realise this would mean concentrating on little monsters that win quick.
But how quick is ''quick'', how long dos your average game last? From youtube tutorial, it looks like no more than 15-25 mins depending on thinking time. So out of that, will needing to win fast mean i have 5 mins to win or ill lose?
Well, assuming you are playing with your friends and not tourney douches, winning quick is relative. A "quick start" is all about number of turns, not necessarily time. It will require getting a bunch of things going before they have enough mana to react and counteract what you are doing. If you played right and got lucky by the time they are able to stop you you are so far ahead that it is a loosing battle for them. Quick starts will be a lot of red weenies (like goblins), and some black tempo cards can help (usually sacrifice life but have a cheap mana cost or some other downside). Just make sure you can almost always play something on your opening hand and you should be fine. As long as you play things the first 3 turns or so while they wait for their mana to build up you should be far enough ahead with a red/black combo to have a good shot of winning. With red/black you will also have the best amount of direct damage and creature killing power. Which means once you get your horde of weenies, you should focus on killing every monster they bring out to stop your horde. Red/black is pretty potent, and I played a RB deck for quite a long time.
A word of warning, neither red nor black have any real defense to speak of, so if they start to mess around you could be in trouble.
Last edited by frozencore; May 31st, 2008 at 10:04.
Sweet, thanks so much FrozenCore. I read something about Dragons though... im assuming theyre powerful. Can they be used for a more long term Fire game if needs be?
Yeah, dragons are red's super monsters. They don't have the best stats(maybe 6/6), but are great because they fly, which is hard to block, and a lot of them are "pumpable" (also known as "firebreath" +1/+0 for 1R). I usually like some sort of late game insurance so I might put in 2 or 3 bigger things in a 60 cards deck. You don't need a whole lot of them, as long as you can draw one during the whole game it might save you by dealing the last bit of damage. If you are playing a bunch of weenies that are cheap and expendable you could also try a big demon. Big demons usually have disgusting stats, but require that you sacrifice a monster every round to use them. They work best if you have a way to get monsters back from the graveyard, have cards that get better with more creatures in the graveyard, etc. There are defiantly some very intricate combos in magic (to expand on my demon example I have a deck that focuses on sacrificing creatures, but I have cards that make more creatures every time one is sent to the graveyard), buy a cheap starter deck and play a few games to see what you do and don't like (a much cheaper investment than a warhammer set).
One very important thing. Magic has been around for a long time, and every set is created only with the last two years of rules in mind. This can lead to some very unbalanced combinations and games when you play with cards from different set together/against each other. Make sure you guys are all on the same page when you play games and clarify if you are going to play with all cards ever made, only cards from a specific block, or only cards from the last 3 blocks (the standard tourney legal).
Last edited by frozencore; June 1st, 2008 at 02:01.
Hiya Phoenix. This is just my personal issue when starting magic especially since I first started during the time of broken Urza block. I learn this from the magic about starter decks if you are new.
The pre-constructed decks in the formats (Urza, Time Spiral, etc.) are horrible decks to start with honesty for a few reasons. The decks are really not well built and the people at the company try to have the decks do 5+ things at once and the cards to try to do these are just insufficient. Honesty I learned the best beat especially after talking to people I play that been to many tournaments is that the best started pre-constructed decks are the ones from the editions (10th, 9th, etc.). Those decks have a very simple theme to them and do help you kinda learn the different styles people play (except combo; combo decks I learned are very advance stuff; a lot of thinking and knowing what cards you need etc. )
About dragons, they are iffy. Most people that play dragons either use them in a multiplayer deck (these types of decks tend to be slow but able to kill multiple people in a single blow , or the people use a single dragon for late game plays. Example of that is I have a very quick green aggro deck that can win by turn 4-5, however there is still times where the deck can go extremely slow. Because of these I have a Shivan Hellkite in my deck for these situations.
When you get a feeling of certain decks there are various types of red/black decks you might be interested in. One guy I play with has a very nasty deck that is essentially uses Deth Pits of Rath. He plays creatures that pin other creatures and creatures like Shard Phoenix and Slice n Dice. His win condition is the creatures themselves and a Bloodthirst bird which sadly I forgot its name atm.
There are also some fun turn 4 win Goblin decks which I played and lost many times too. The deck is essentially a burn deck that runs goblins and plays cards like Goblin Grenade and Fireblast.
There are also some fun black decks like the good old Suicidal Black. The name essentially is what it says. You turn yourself emo where you cut yourself to be able to beat the other opponent. Some cards that are seen in Suicidal decks are Grinning Demon and Phyrexian Negotatior(sp.?).
And about cards that are banned, restricted, etc. Have a look at my good website I been using for as long as I can remember: Banned / Restricted Cards of Magic the Gathering
This site has all the cards legal, not legal, etc. in the formats they are permitted in.
The Psychotic, Soda Addicted, Level-Headed Christian Friendly, Sexy Japanese Girl of LO
Awesome info, thanks all!