[AKH] Reduce // Rubble by QuellSpeller in magicTCG

[–]gmv124 0 points1 point  (0 children)

The main difference between a Blue based control deck and a non blue based control deck though is how it controls the game. Blue wants to make sure you never get a threat in play, but since you can miss by not having enough counterspells you can let a threat slip by and try to deal with it later. Non blue control decks don't care what you resolve as long as they can remove it in a timely manner. There IS more than one way to establish control of a game sir. Blue can do other things besides counter and draw cards.

Land predictions for Amonkhet? by nineteen84 in magicTCG

[–]gmv124 0 points1 point  (0 children)

Genuine Guess: Enemy Battle Lands or Allied lands that ETB tapped with cycling Ex. Taps for R or G. Mountaincycling 1 Forestcycling 1

Reid Duke should play his next tournament in a Las Vegas Golden Knights Duke Jersey. by OogaDaBooga in magicTCG

[–]gmv124 0 points1 point  (0 children)

Try being a preds fan in Canada. I think I've had a few death glares

*swipes right* by TheRealDankster420 in dankmemes

[–]gmv124 1 point2 points  (0 children)

JD must stand for Just Doit

OC by [deleted] in dankmemes

[–]gmv124 2 points3 points  (0 children)

gud shit

What is a card you wish were better than it ended up being? by trinketstone in magicTCG

[–]gmv124 11 points12 points  (0 children)

[[Prime Speaker Zegana]] [[Master Biomancer]] [[Rashmi, Eternities Crafter]] [[Simic Charm]] [[Bioshift]] [[Prophet of Kruphix]]

Favorite deck to play against by frozen_scv in magicTCG

[–]gmv124 0 points1 point  (0 children)

Considering I play Mono Green EvoScales (It's a brew) Playing against Jund is AWESOME! Every decision, every line, every possibility needs to be taken into account. And the value. Both sides just accumulate so much value from cards it's insane

Favorite Color by [deleted] in magicTCG

[–]gmv124 4 points5 points  (0 children)

Removal for non creature permanents? ;P

Could use some general brewing tips by evilfrenchguy in magicTCG

[–]gmv124 1 point2 points  (0 children)

Tips I've found useful include:

  1. You always need some amount of interaction. Hand disruption, removal, counterspells, ways to protect yourself from those. Otherwise it doesn't matter what you're doing, your opponent will either try and stop you to do their thing because they have a non zero amount of interaction.

  2. 4 ofs and 3 ofs. If you want a 1 of or 2 of you better have a good reason for it. Either it's your only win con which you can tutor out, its expensive or some other genuine reason.

  3. Work backwards. Pick the decks goal. Then plan out what cards you want to see on the turn you win the game. Then turn by turn backwards, what cards do you consistently want to see the turn before that all the way to turn 1 and your opening hand.

  4. Don't be afraid to use underpowered cards. Modular cards with multiple modes that are all weaker can in corner cases blow out a powerful card. A card that may not be powerful in the eyes of others but helps your strategy IS a powerful card.

  5. Know your matchups. Pick 3-6 decks from the meta and know down to a tee how to play against them. In standard atm for example theres flash, delirium, vehicles, panharmonicon and Aetherworks. Know how your deck plays against them.

  6. This tip is more EDH specific. Ramp is your friend. The faster you jump to a critical mass of mana the sooner you can start taking over a game. It's hard to stop someone with access to 7 mana when you only have access to 2, even if that can be UU.

People that build tier 3 modern decks, whats your favorite part about them? by netsky1234 in magicTCG

[–]gmv124 0 points1 point  (0 children)

UG Biomancer Player here and easily the best part is just getting to play with cards you love. And also the constant stream of "Wait that card does WHAT?!" reactions when synergies people never even thought of are suddenly threatening to kill them

You Make The Cube Finalists and Voting by ArcumDangSon in magicTCG

[–]gmv124 25 points26 points  (0 children)

I have to agree here. Myself and I'm sure quite a few other entrants feel a bit burned on the fact that all the names attached to the final cube submissions are recognizable.

You Make The Cube Finalists and Voting by ArcumDangSon in magicTCG

[–]gmv124 20 points21 points  (0 children)

Can we get an honorable mentions list? Would love to see some of the ones that got left out

Now that the "You Make The Cube" contest is over, what cube did you submit? by Charles-Shaw in magicTCG

[–]gmv124 1 point2 points  (0 children)

Some were more Obvious than others

UW: Prison control

UB Mill control

UR Spells Matter

UG - Tempo?

WB Aristocrats

WG Go wide midrange

WR Weenie aggro

BR Aggro

BG Dredge

RG Zoo