Nice title and a cruel witch involved. I once had a deck with thoughtpicker witch sacrificing stinkweed imp to control the opponents draw. I've reposted the deck.
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I think the odds of going off at turn 1 depends heavily on how you play the deck.You see, you only need 1 simian, 1 mantle and 1 weird for the initial opening, with these three cards you get to play a lot of "free" cantrips, which leads you down to two choices in killing when your hand is filled with cards that can't be cast (some of them will be mantle and simian) One key strategy to the deck would be to mulligan when those 3 cards are not present which is why I'm in favor of serum powder.DRAKERAENES:I've been thinking if it won't pay of to cut 1 simian and 1 mantle.During most of tests with my own decks I have a certain limit for cards that I wan't to see as often at the opening hand, but also don't wan't to see later. That limit consists of 3 of such cards.The same would apply to visions of beyond.Cutting those three would allow for 3 serum visions.3 is a magic number, yes it is, it's a magic number...
These days I work 6 days a week whenever I can :DExcept for this week, because I dropped my phone down the toilet drain just at the moment I flushed it.The phone was gone even though my hand was in the bowl before the flushing finished. So I had trouble getting job assignment these two days :S
GARY: If people needs incentives to upvote other peoples pages, how about adding a block on the "create new deck" feature until the user of the account have upvoted 5, 10 or 20 of other peoples decks? Reward the behavior you want by limiting the options available to those not behaving like you want. Such pavlov! so force!
Don't feel forced, I've been rooting out old posts with people no longer active, so I can focus on those active, and since you seem alive, you must be active even though you have been very inactive :D
You haven't been sober since this ???https://www.mtgvault.com/wickeddarkman/decks/consider-atoms-as-a-dimension/
I'm currently cleaning up my "follows" and since you were active during 2019, (with this deck) I'm keeping you as a person to follow!
I'm currently cleaning up my "follows" and since you were active during 2019, (with this deck) I'm keeping you as a person to follow!hah! Would you believe that I haven't upvoted this deck before now?Funny stuff with ugandan, had forgotten about that :D
I'm currently cleaning up my "follows" and since you were active during 2019 I'm keeping you!
just got this crazy idea on how to at least create a lot of small sub-communities in here.https://www.mtgvault.com/wickeddarkman/decks/use-1-tag-to-show-nationality/By first bonding nationally we gain one strong (although divided) world, then we can start engaging each other :DBut to get a strong community we have to start small, because other cultures are simply as alien as can be.Just think on how alien I am, and I just represent a small part of what is internationally known as DK (Denmark).
I think part of it all may be that the next generation of magic-players see the internet more as a ressource than a network.Why engage people when you can just use their tech?As a result most of us just write stuff and don't expect people to care. I keep a real heavy track on decks in the meta that interrests me at any period of time, so I can often see that a few top players actually read what I write, but they never engage to ask for details. Perhaps because I write too detailed ???I have also been a "memeticist" for quite a while, hanging out on imgflip, creating memes.The same "upvotes are scarce culture" is present there, but because people there take a pride in being at the top, the big players tend to be socialisers engaging newbies with the clear intent of getting upvotes.One pattern that evolves is that those who reponds with upvotes can be found by timing your writing and their reponse, so you find out who upvotes you, and you stay engaged with them. Anyone not upvoting you, you leave to fend for themselves.it soon becomes a sort of alliances-game where you work to upvote whatever those in your fanbase makes, while keeping a sharp eye out for those not upvoting your stuff.Since upvotes in here are dying, it means we've lost the social network, and need to reestablish it by finding out just who is our loyal fans...
Ia! Ia! Atlach nacha! Ia ygolonac!
Meh! It's outdated. I use paperstrips as a computer these days.bok bok muh?
This deck is stupid in the clever way of being stupid, sort of like ruled bythe concept of K.I.S.S (Keep It Simple Stupid)The true strength of the deck lies in the overwhelming number of spells you will be able to cast. Back in my day I trained a lot of noobs in the way of magic, and one lesson was the lesson of "safety in numbers" I often outplayed them with a black deck with 44 black 1/1 creatures with different abilities. They would almost always be amazed at how it beat them, and the style of the deck lead most of them towards control afterwards.When you face a deck with 24-25 lands (which has long been the accepted norm) this deck will then have 8-9 aggressive cards more than the average opponent, and since most decks with removal in them have about 8 removal-cards you actually have a despicable amount of tempo. Coupled with the fact that the creatures have haste you face something very fast that can't be stopped with removal, which means it often takes out control just like that. Facing aggro, you simply bring in a few fast hits, then build up a huge army to deliver one large finishing attack . Combo is usually faster, but this deck does have some speed.Lets view it from the mana side of the story. You will usually get 2-3 mana during the first 4 turns. One land will provide you with 4 mana during that turn, two lands will bring you 7 mana, while three lands will bring you 9 mana. With 2-3 lands being the norm you get to play hasties for 7 to 9 mana.The hasties deal damage according to the mana paid for them, a 1 cost deals 1 damage each turn at minimum, while a 2 cost deals 2 damage each turn at minimum, so lets translate that into a timeline.Since you get 2-3 lands during a 4 turn game you will draw 10 cards, meaning you will have 7-8 creatures.At turn 1 you land a 1/1 which deals 4 damage during 4 turns, total of 4 damage.At turn 2 you play either 2 1/1's or a 2/2, either way it's 2 damage for three turns which is 6 damage, total is 10.At turn 3 you sometimes get to play up to three damage for two turns, but lets stick with 2X2 which is 4 total is 14.At turn 4 you also have the chance to play up to 3 lasting 1 turn, but lets stick with 2X1, total is 16 damage.So at turn 4 you have dealt 16 damage at the worst case scenario, and lets be frank, because this is magic, we are able to move beyond worst case, because if the first hastie was a goblin guide we'd have a turn 4 kill on the worst draws.Now go take a carefull look at the abilities of the creatures and you will perhaps grasp the essence of the speed you will face from this deck :D
I noticed that you missed out on the tags, and put you down for 6 decks in the forum :DI'm also a rogue player, but I play very very competitive, so I know my stuff...I often write about what I learn from the format, like the fact that it pays for most decks to play 1 city in a bottle because NO pro deck plays less than 4 arabian cards :DHere's the current deck I'm working on :Dhttps://www.mtgvault.com/wickeddarkman/decks/9394-esper-evolutionbuilt/
The number of nostalgic players is rising :DSince 93/94 is a static format no new cards will be added to it, and that appeals to all of those people who are tired of new decks constantly shaking up the formats. I've been involved with a pro 93/94 player for ages, and he loves to build new stuff within this format.80% of his deckbuilds are just like the stable builds of the meta, but those last cards he picks are usually cards all other oldschoolers have forgotten over the years.
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