Magic: The Gathering: What is your color?

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King Toasty

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Before you ask, yes. Tabletop gaming is still gaming. So it belongs here.

Whic is your color in Magic: The Gathering? You don't have to choose only one, you can state your favorite combo. But you have to give a reason why. None of this, "I like red cuz fire lol" crap.

I like red because of... well, fire. Hm. Yeah, I love destroying all my opponents' creatures then playing increasingly powerful creatures. Fun, fun times.


Captcha: Understand sceig. I will understand sceig until I am an expert at it, Lord Inglip. Thy will be done.
 

GiantRaven

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I'm not the biggest Magic player but, when I do play, I'm rather partial to Green. Setting up healing cards whilst laying monster after monster before unleashing an epic tramplethon is a blast.
 

freakydan

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I'm all about my red direct damage deck. I love to be staring down a wall of creatures and still inflicting damage on my enemy's HP, with them unable to do a damn thing.
 

NeutralDrow

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Blue light special.

It rarely works for me (especially since I'm, like, six years out of date), but my blue/red combo is what I love best. Counterspell and blast away.
 

Exmigrant

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I still prefer Green, nothing says menacing like massing an army of squirrels to overwhelm your opponent, or if worse comes to worst I still have Epic Struggle.
 

SL33TBL1ND

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I play Black/White and Black/Green. Black/Green because of my Blanket of Night/Gaea's Liege/Nightmare combo. And Black/White because of my Avatar of Woe/Phage the Untouchable/Seeker/Fear combo.

Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
My house rule is you re-shuffle and get a new hand. Also if you find you keep getting mana in clumps you should mana-shuffle your deck which basically means you put out all your land on the table and put two spells on every land (which is generally the best ration) and then put it all back together.

NeutralDrow said:
Blue light special.

It rarely works for me (especially since I'm, like, six years out of date), but my blue/red combo is what I love best. Counterspell and blast away.
You'd be surprised, most old spells are better than new ones but new creatures are more powerful than the old ones. Also you'd have a bunch of interrupts which they don't make any more.

freakydan said:
I'm all about my red direct damage deck. I love to be staring down a wall of creatures and still inflicting damage on my enemy's HP, with them unable to do a damn thing.
Circle of Protection: Red [http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=83027]. What now?
 

Sprogus

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Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
Are you saying that you didn't draw a card each turn because you already had 7 cards in your hand? If that is the case then you can have more than 7 cards in your hand, however if you have more than 7 cards in your hand during your end phase you then discard cards from your hand until you only have 7 cards in your hand.

If this is not what you are saying the please disregard the above.

On topic: I prefer Blue/Black or Blue/White. I like the control of Blue, the destruction of Black and something of White. Not really sure what I like about White but it works well with Blue.
 

Solo-Wing

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Dec 15, 2010
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Blue.
My Real deck is a brutal Blue-Artifact deck and I use a blue deck in M:tG on Steam.
Main card in Blue-Artifact deck and also my favorite card:
 

SL33TBL1ND

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Heppenfeph said:
Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
Are you saying that you didn't draw a card each turn because you already had 7 cards in your hand? If that is the case then you can have more than 7 cards in your hand, however if you have more than 7 cards in your hand during your end phase you then discard cards from your hand until you only have 7 cards in your hand.

If this is not what you are saying the please disregard the above.

On topic: I prefer Blue/Black or Blue/White. I like the control of Blue, the destruction of Black and something of White. Not really sure what I like about White but it works well with Blue.
He's talking about drawing your first hand and not getting any land I believe.
 

Sprogus

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Jan 8, 2009
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SL33TBL1ND said:
Heppenfeph said:
Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
Are you saying that you didn't draw a card each turn because you already had 7 cards in your hand? If that is the case then you can have more than 7 cards in your hand, however if you have more than 7 cards in your hand during your end phase you then discard cards from your hand until you only have 7 cards in your hand.

If this is not what you are saying the please disregard the above.

On topic: I prefer Blue/Black or Blue/White. I like the control of Blue, the destruction of Black and something of White. Not really sure what I like about White but it works well with Blue.
He's talking about drawing your first hand and not getting any land I believe.
He mentions that he got an Island and played it, so I don't think it's that.
 

Chamale

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Justin Tarrant said:
This Card Is So Sick Lets You Bring Out Artifacts For Cheap Mana---------

Sorry. Couldn't resist making that reference.

I like the zombie tribe, so I keep trying to make decent monoblack zombie decks. Lately, however, black's love of zombies and kamikaze strategies have been basically replaced by vampires.

My best deck, by far, is green/blue, because those are the colours of its Presence of Gond/Intruder Alarm combo.


 

Solo-Wing

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Dec 15, 2010
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SL33TBL1ND said:
Heppenfeph said:
Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
Are you saying that you didn't draw a card each turn because you already had 7 cards in your hand? If that is the case then you can have more than 7 cards in your hand, however if you have more than 7 cards in your hand during your end phase you then discard cards from your hand until you only have 7 cards in your hand.

If this is not what you are saying the please disregard the above.

On topic: I prefer Blue/Black or Blue/White. I like the control of Blue, the destruction of Black and something of White. Not really sure what I like about White but it works well with Blue.
He's talking about drawing your first hand and not getting any land I believe.
Just Mulligan it. Mulligan is when you want a new starting hand. You shuffle the hand back into your deck then draw a new one but with one less card then last time.

Any ways this shouldn't happen if you have a proper deck. All decks should be 40% lands. So make it 2 out of every 5 cards.
 

Solo-Wing

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Dec 15, 2010
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Chamale said:
Justin Tarrant said:
This Card Is So Sick Lets You Bring Out Artifacts For Cheap Mana---------

Sorry. Couldn't resist making that reference.

I like the zombie tribe, so I keep trying to make decent monoblack zombie decks. Lately, however, black's love of zombies and kamikaze strategies have been basically replaced by vampires.

My best deck, by far, is green/blue, because those are the colours of its Presence of Gond/Intruder Alarm combo.


Oh dude that is fucking MEAN.
 

SL33TBL1ND

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Nov 9, 2008
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Heppenfeph said:
SL33TBL1ND said:
Heppenfeph said:
Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
Are you saying that you didn't draw a card each turn because you already had 7 cards in your hand? If that is the case then you can have more than 7 cards in your hand, however if you have more than 7 cards in your hand during your end phase you then discard cards from your hand until you only have 7 cards in your hand.

If this is not what you are saying the please disregard the above.

On topic: I prefer Blue/Black or Blue/White. I like the control of Blue, the destruction of Black and something of White. Not really sure what I like about White but it works well with Blue.
He's talking about drawing your first hand and not getting any land I believe.
He mentions that he got an Island and played it, so I don't think it's that.
I'unno, it is a bit confusing isn't it?

Justin Tarrant said:
SL33TBL1ND said:
Heppenfeph said:
Witty Name Here said:
I'm new to magic, but I have to say I prefer blue and light as a secondary, I like the idea of "Slow and Steady" and am pretty careful with other things as well...

Although this deviates a bit from the topic at hand, I haven't really played much magic games, and I was wondering, what happens if you don't draw a land card in your first hand? I mean, the one (very short) time I did play, I only drew one island card, used that, and the next card I drew wasn't any land card either, since my hand was full and I had nothing I could summon, I really couldn't do anything, couldn't draw another card, couldn't summon monsters, none of that.

So, is there some way in the rules to get around this or what?
Are you saying that you didn't draw a card each turn because you already had 7 cards in your hand? If that is the case then you can have more than 7 cards in your hand, however if you have more than 7 cards in your hand during your end phase you then discard cards from your hand until you only have 7 cards in your hand.

If this is not what you are saying the please disregard the above.

On topic: I prefer Blue/Black or Blue/White. I like the control of Blue, the destruction of Black and something of White. Not really sure what I like about White but it works well with Blue.
He's talking about drawing your first hand and not getting any land I believe.
Just Mulligan it. Mulligan is when you want a new starting hand. You shuffle the hand back into your deck then draw a new one but with one less card then last time.

Any ways this shouldn't happen if you have a proper deck. All decks should be 40% lands. So make it 2 out of every 5 cards.
Oh it can and does happen. Most of my decks have two spells every land and it still happens. In which case I just reshuffle without the one less card thing as I've always been under the impression that your starting hand must have at least one land. But to avoid that happening in the first place all you need to do is regularly mana shuffle.

Chamale said:
My best deck, by far, is green/blue, because those are the colours of its Presence of Gond/Intruder Alarm combo.


You know you can't do that right? Untapping a creature doesn't allow it to use its ability again. It's just for defensive purposes so even if that creature has attacked it can still defend. So as an example I attack and use abilities with all my creatures and then cast vitalize which untaps all creatures under my control. That however doesn't mean I can use them again in my turn, only that I can still defend with them despite using them in my turn.

Using your version of the rules a Serra's Angel could attack an infinite number of times.
 

Savagezion

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I am so out of touch with where the game has went now. It used to be that you had to find combos as the player. Now cards come out meant to combo with each other and specifically naming other cards.

Back when I played, I liked Blue and Green. I only had 2-3 solid blue decks but they were fun. Green can combo with anything and allows you to amass an army. My avatar is actually my favorite green creature. I used to pump the hell out of her. 2/3 first strike forestwalk.
 

Chamale

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Justin Tarrant said:
Chamale said:
My best deck, by far, is green/blue, because those are the colours of its Presence of Gond/Intruder Alarm combo.


Oh dude that is fucking MEAN.
I've had people refuse to play with me for months after I use those cards to gain infinite life and deal infinite damage - somewhere around my 4th turn.

That's not even the meanest deck I have. I have a crueler deck - though it has some banned cards in it - the infinite elf elf deck is nice and legal. The cruel deck? I once won the game before the game began, by playing the following trick in response to my opponent's attempt to begin their main phase:



I now have 2 mana and 4 cards in hand.

I now have UB mana.

I now have UBBBBB mana and 2 cards in hand.

To sum up: At the beginning of each player's turn, they must pay (4)+R mana or lose the game. If I'm the last player who must do this, I've already won by the time I would have paid. This combo usually comes out by turn 2, but once happened before anyone's first turn had even started. As I said, though, this deck includes some illegal cards (like Jeweled Bird to make the deck smaller) so it doesn't see as much play as my notorious elf deck.

SL33TBL1ND said:
You know you can't do that right? Untapping a creature doesn't allow it to use its ability again. It's just for defensive purposes so even if that creature has attacked it can still defend. So as an example I attack and use abilities with all my creatures and then cast vitalize which untaps all creatures under my control. That however doesn't mean I can use them again in my turn, only that I can still defend with them despite using them in my turn.

Using your version of the rules a Serra's Angel could attack an infinite number of times.
Attacking is not a tap ability. There is normally only one combat phase per turn, meaning creatures can only attack once. Tap abilities, however, can be played as often as you like at any time unless otherwise specified.

In fact, there's a combo that lets a player attack an infinite number of times with Serra Angel.




If you control 2 Mountains and 3 other basic Lands, the Serra Angel will untap all of your lands every time it attacks, which lets you pay for Aggravated Assault's ability and enables another attack.