Thursday, December 30, 2010

Magic: The Gathering Turn 0 Win Combo

As we know, Magic: The Gathering is not a perfect game. After almost 18000 cards, some of them are bound to interact in unfair ways. There is a turn 0 instant win combo in mtg but it requires a near perfect hand and going second. I will discuss the cards themselves, then discuss the combo.

Gemstone Cavern: If you are going second and Gemstone Cavern is in your hand, you can exile another card in your hand and start with it in play giving you any color of mana. This is a nifty card to give enough mana to execute the instant win.

Simian Spirit Guide & Elvish Spirit Guide: You may exile these cards from your hand and add either red or green mana to your mana pool. Any one of these cards is the other mana source you will need.

Flash: This is a restricted (and rightfully so) card. Being able to cheat out a creature for two and have it die instantly is an insane power to have. With all the cards that have amazing effects upon death, this card could no longer be used in legacy.

Protean Hulk: This card is pretty fair, a 6/6 for 7 mana that lets you search your library for any number of creatures whose converted mana costs add up to 6 upon its death.

Disciple of the Vault: This is a nice card to have in an artifact deck, especially one that uses Salvaging Station to bring back spellbombs you sacrifice every turn. Before they know it, you may have racked up a lot of damage on your opponent.

Shifting Wall & Phyrexian Marauder: These two cards aren't spectacular, being able to come into play as X/X , but the wall is pretty nice to have as a defender. It is also worth it to point out that an X cost equals 0.

The Combo: If you have not already guessed, here is how the game should go for you. Let your opponent go first and exile a card to instantly play gemstone caverns. Then while still in his first upkeep, exile a spirit guide from your hand and add mana to your mana pool. Then tap your caverns and use that mana to play Flash. Put your Protean Hulk from your hand into play, and have it die instantly. Then search your library for 4 Disciple of the Vaults, 4 Shifting Walls and 4 Phyrexian Marauders. The Walls and the Marauders will die instantly upon coming into play because they are 0/0, thus activating the abilities of the Disciples, making your opponent lose 32 life, all during the first upkeep of his first turn.

You can go get these card and more on http://www.mtgfanatic.com for very low prices and amazing rewards programs. Go out there and search for your own combos! Have fun!

Thursday, December 23, 2010

Magic: The Gathering instant win cards

As the game of magic has evolved throughout the years, there have always been cards that can make a player automatically win. Today I will go through most of these cards and decide if they are feasible victories, or if it just isn't worth it to try.

Barren Glory makes you win if it is the only permanent on the field, an extremely difficult on to pull off unless you have a card that lets you sacrifice permanents for very cheap. Perhaps Claws of Gix.

Battle of Wits makes you win if your library has more than 200 cards in it. Again, the toll with having a library with over 200 cards is not worth the chance you can get this out and pull it off.

Chance Encounter makes you win if you have won 10 or more coin flips. It might be hard, but cards like Krark's Thumb would prove useful in achieving this goal.

Coalition Victory makes you win if you control a land of each type and a creature of each color. This goal proves much easier if you have multicolored creatures and multityped lands.

Epic Struggle makes you win if you control more than twenty creatures. Great card for a saproling deck with many token generators. Life and Limb also works very nicely with this card.

Felidar Sovereign makes you win if you have 40 or more life. What makes this card good is that is a 4/6 creature with vigilance and lifelink for 6 mana. There should be 4 in every life centered deck.

Mayael's Aria makes you win if you control a creature with power 20 or greater. This sounds difficult, but in a deck where all creatures with over 5 power boost each other, it shouldn't be hard. This card is cheap and it gives all your creatures a +1/+1 counters if you have a creature with power five or greater, and you gain 10 life if you control a creature with power 10 or greater.

Mortal Combat is a card that makes you win if you have twenty or more creatures in your graveyard. This is easy if you have many cards that can take out your own library.

Near-Death Experience makes you win at your upkeep if you have exactly one life. This sounds difficult, but with a card like Angel's Grace, it becomes significantly easier.

Test of Endurance makes you win if you have 50 or more life. Basically a crappier version of Felidar Sovereign.

Instant win cards may be hard to pull off, but are amazing if you can discover ways to make it easier. You can buy these cards and more on http://www.mtgfanatic.com for discount prices and rewards programs. Enjoy!

Tuesday, December 21, 2010

Getting your friends to play Magic: The Gathering

Lets face it, Magic: The Gathering isn't a pretty game. Under its smooth exterior of simple cause and effect, complex mechanisms like the stack and all the rules associated with it keep the game in order without a player fully comprehending the rules. There are ways however, to introduce your friends to Magic slowly, so they can have an enjoyable experience and continue to play the game.

#1- Start them out with a straightforward deck. Some decks are complicated and require a lot of thinking to pull off correctly, but to introduce your friend to Magic, start him off with a simple, creature based deck. Green decks are usually the best for this, because they have many large creatures (Which new players tend to like), and don't have a lot of confusing mechanics.

#2- Don't go all out. As satisfying as that Painter's Servant-Grindstone 3rd turn win combo is, your friend will not like it. You should instead take it easy on your friend, helping them play and using weaker decks. Control decks are also not a good idea to try out, because no one likes to see the creature they spent 7 mana getting out just exiled, or worse, countered.

#3- Introduce him/her to tribal decks. Once a player sees a card like Kinsbaile Cavalier or Knight Exemplar, they might throw all their knight cards together and turn it into a deck. Although it is a fairly rudimentary deck idea, it shows that they are making progress in creating decks. If a player can see that his cards can work together and become better, they are on their way to making better decks.

In conclusion, Magic: The Gathering is a fun game and should be enjoyed, so every person you get to play gives them a hobby and you another person to play with.

Referring someone to http://www.mtgfanatic.com/ can get you and that person 10% discounts on a MTG purchase in addition to countless other rewards programs. Enjoy!

Monday, December 20, 2010

Patron Wizard, the ultimate Magic: The Gathering control

Patron Wizard is a very nice wizard card that lets you tap any wizard in play to counter a spell unless its controller pays one. This card can singlehandedly allow you to win a game, and I couldn't go without having four of them in my blue deck.

The implications of this card are extraordinary, as one can clearly see that as long as you have more wizards than your opponent has lands, they will not be able to put anything into play. Now one may ask if you can stack the ability, and the answer is yes. According to the rulebook, a player has time to use Patron Wizard's ability on the stack after the last ability resolved to continue forcing your opponent to pay mana.

Patron Wizard is best paired with cheap wizards that can come out every turn, some include:

Nameless One: This card is very nice because after six turns of your opponent not playing anything, this can come out as a very powerful creature and directly sink a very hard hit into your opponent.

Clone: This card is very versatile because it could come into play as another Patron Wizard for security, or a nameless one for power, or possibly some legendary removal later game, even if said legend had protection or shroud.

Arcane Laboratory: This is a very excellent card in any control deck because of its ability to shut down your opponent's spells and it can give your creatures a chance to attack if you have a counterspell in your hand.

Overall, Patron Wizard is a very powerful card, and if left unchecked, one of your next spells will be your last.

I was able to buy these cards inexpensively on a website called http://www.mtgfanatic.com/ and benefited greatly from discounts and rewards programs.

Tuesday, December 7, 2010

Magic: The Gathering Ally Decks

Allies are a creature type in the TCG Magic: The Gathering. Unlike most creature types, which usually span across one or two colors, allies utilize all five. I will discuss the kinds of allies you will find in each color and the most powerful of that color.

White
White allies rely on powering each other up and lifegain. A great number of these allies are inexpensive and get +1/+1 counters for every ally that comes into play. Some of the notable ones are:
-Ondu Cleric is an ally that grants life for every ally in play when it or another ally enters the field. This effect can get out of hand if you control two or more. These can get you 10 life for playing a fifth ally, and even more afterwards.
-Join the Ranks isn’t actually an ally, but it is an instant that lets you put two ally tokens into play. This doubles bonuses at the efficiency of one card. With two clerics and 3 other allies out, this will net you 28 life at once.

Red
Red allies are heavier hitters, costing more than their white counterparts. It is good to pair them with other colors, because they can’t get the quick start as some of the others. The more notable cards are:
-Tuktuk Scrapper is a card that destroys an artifact whenever it or another ally comes into play, and deals damage to its controller based on the cards mana cost. It is a very lethal card when paired with Liquimetal Coating.
-Kazuul Warlord adds a +1/+1 counter to all your allies when one comes into play, which helps beef up the smaller ones that can’t survive on their own and also boosts the larger ones twice the amount they are already receiving.

Black
Black allies are a very potent ally type focusing on life loss, card reviving and discarding. They mostly cost more than four, so like red, are most beneficial paired with another color. The most notable are:
-Hagra Diabolist is the opposite of the Ondu Cleric. Although it costs three more, it will quickly run a player out of life just as fast as the cleric gives it to you, which is very fast.
-Bala Ged Thief makes your opponent reveal cards equal to the amount of allies you control, and discard one. This effect activates when you play an ally, and stops potential threats before they are played.
-Agadeem Occultist has a tap effect that takes a card from an opponent’s graveyard with converted mana cost is less than or equal to the amount of allies you have. Bala Ged Thief can make your opponents discard creatures while this card puts them on your field.

Blue
Blue allies also have troubles defending from threats, but make up with the sheer power of their abilities. The most notable are:
-Halimar Excavator makes your opponent lose cards off the top of their deck just as the Hagra Diabolist makes your opponent lose life. It creates a very potent mill.
-Jwari Shapeshifter comes into play as a copy of any ally for just two mana, It is very useful because of its multipurposeness.
-Sea Gate Loremaster has a tap ability that lets you draw a card for each ally you control. It is very helpful to replenish your hand.

Green-
Green is much like white, without the influence of lifegain, but still a few really good cards. Such cards are:
-Harabaz Druid has a tap ability that adds X mana of one color to your mana pool where X is the amount of allies you control. This is very helpful for getting out hard hitters very early, because it only costs two.
-Turntimber Ranger puts a wolf into play and gets a +1/+1 counter for every ally you play. It can create a nice swarm to use as fodder or other purposes.

Now that you know the power of allies, it is time to build your own deck. The possibilities are endless of what combonations you can make, so go out there and have fun. I personally created a Red/White ally deck, purchasing the cards I needed for very cheap on http://www.mtgfanatic.com/. Enjoy! 

Sunday, December 5, 2010

Magic: The Gathering white enchantment deck guide

Enchant creatures, also known as auras, have been a staple in Magic: The Gathering history. They provide valuable support to any deck, and anyone who has played a Shielding Plax on one of their strongest creatures in their deck knows that they can make or break a game. That’s what got me to thinking: “If even a few auras can be important in a deck, why can’t I make a deck centered around them?” That is what I did, and my new mono-white deck worked out quite nicely for me, but it couldn’t be done without a few cards that are essential in any deck with a lot of auras:

Kor Spiritdancer: This card is the lifeblood of my deck. In case you aren’t looking these up, Kor Spiritdancer costs a white and an any colored mana for a 0/2. Its effect, however, allows you to draw a card whenever you play an aura, and gives itself +2/+2 with every aura attached. It can be a 5/10 on turn 3 with Holy Strength and Eland Umbra. This card allows a steady influx of cards to my hand and powers itself up very quickly, making it essential in any aura deck.

Retether: This relatively cheap mana costing card lets you return all auras from your graveyard to play, because enchantments are pretty fragile without anything protecting them. You can also get auras from your hand to your graveyard and get some hefty ones out on turn four. Nomad Mythmaker also serves this purpose.

Eldrazi Conscription: This is a very powerful and potent aura, granting any creature +10/+10 and annihilator 2. You can get this out on the 6th turn with an Auratouched Mage and if they cant stop it, you will quickly tear through their life and permanents.

Daybreak Coronet: This aura is the best out there, based on its converted mana cost to usefulness. It costs two and enchants a creature with an aura on it (which should be no problem because you have a deck full of them), and gives them +3/+3 vigilance, lifelink and first strike. It can turn a Kor Spiritdancer into a 7/10 on turn three without much effort. Four of these are a must in this deck.

The beauty of this deck is that besides those, the choice of enchantments is up to you. You can put in whatever auras you like and whatever combos you want. It’s a very flexible style of play that can be utilized to your advantage. Enjoy!

I was able to quickly and effectively purchase all these cards through the website http://www.mtgfanatic.com, even buying slightly played cards to save myself a lot of money.