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toweringclam · 1 year
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Elesh Norn's arc from dommy mommy to sopping wet meow meow has been a sight to behold.
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justapillowpetpanda · 6 months
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My Wishlist
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mtgacentral · 6 months
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mtgshitcards · 1 year
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nerfwire · 4 years
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Wizards Of The Coast Confirms That Chandra Is Bisexual, But Only On Thursdays
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“In light of recent events, Wizards of the Coast wishes to express its deepest, most sincere apologies,” announced lead MtG designer and professional martyr Mark Rosewater in the Blogatog press conference held this morning. “After some self-reflection, and lot of internal discussion, we’ve decided to just set the record straight: Chandra is bisexual. On Thursdays.” Read the full article
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combogamer · 4 years
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'Magic: The Gathering' desvela el nuevo trailer de El resurgir de Zendikar
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Wizards of the Coast ha anunciado los detalles de los próximos lanzamientos de Magic: The Gathering hasta 2021. Como parte del debut de El resurgir de Zendikar, los jugadores han descubierto más detalles de lo que está por venir para la marca, demostrando que hay algo para cualquier tipo de jugador independientemente de cual sea su estilo de juego. El resurgir de Zendikar lleva a los jugadores al querido mundo donde les espera una nueva aventura en cada esquina. Más de 20 cartas de El resurgir de Zendikar han sido presentadas hoy, incluyendo nuevas y poderosas cartas de Planeswalker, el retorno de mecánicas antológicas como Kicker and Landfall, además de nuevas mecánicas: Party y cartas Double-Faced. https://www.youtube.com/watch?v=NWgzLgCypMU Además de los nuevos detalles de El resurgir de Zendikar, Wizards of the Coast también presenta nueva colaboraciones con AMC’s The Walking Dead, K-Swiss, los próximos sets para 2021, la llegada de MTG Arena a dispositivos móviles y mucho más. Read the full article
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toweringclam · 1 year
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Vorthos prediction:
They will ultimately decide not to destroy New Phyrexia. Instead, they will liberate it. Urabrask as the new Father of Machines restores free will to all who've been claimed by Phrexia. A way to reverse Compleation is discovered and used on all who want it, but a surprising percentage don't. Anyone who wants to transcend their flesh can, but it's a choice now.
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justapillowpetpanda · 6 months
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mtgacentral · 2 months
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mtgshitcards · 4 years
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spiritgamer26 · 2 years
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[CP] Kamigawa : la Dynastie Néon est disponible sur MTG Arena
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Wizards of the Coast a dévoilé aujourd'hui Kamigawa : la Dynastie Néon, le tout nouveau set pour le plus ancien et le meilleur jeu de cartes à collectionner du monde, Magic : The Gathering (MTG). Kamigawa : la Dynastie Néon est un retour très attendu dans l’univers original de Kamigawa sorti en 2004. Cette extension transforme le cadre inspiré du Japon féodal en un paysage futuriste fait de néons lumineux. Le jeu contient 302 cartes et sort sur MTG Arena aujourd'hui et sur table le 18 février.   Dans une ville où se côtoient gratte-ciel et cerisiers en fleurs, le cyberninja Kaito Shizuki est à la recherche de l'empereur disparu de Kamigawa. Avec les Planeswalkers Tamiyo et Le Vagabond à ses côtés, Kaito doit traverser la ville souterraine pour enquêter sur un mystère qui menace le monde spirituel de Kamigawa et l'équilibre délicat entre l'âme et la machine.   Se déroulant 1200 ans après les événements de l'histoire originale de Kamigawa, la Dynastie Néon fusionne l'ancien et le nouveau en transformant les mécanismes existants et en introduisant des capacités jamais vues auparavant. La nouvelle mécanique, Reconfigurer, donne aux créatures la capacité de s'équiper avec d'autres créatures et de leur conférer de nouveaux bonus. Les cartes à double face reviennent et sont essentielles pour changer le cours des batailles, avec des Sagas qui se transforment en créatures enchantées pour offrir aux joueurs des capacités uniques supplémentaires. Le Transfert revient également dans la Dynastie Néon, permettant aux joueurs de défausser une carte avec la possibilité d'obtenir un effet temporaire. Un autre mécanisme de retour, Ninjutsu, permet aux créatures Ninja de passer outre les défenses de l'adversaire : les cartes avec Ninjutsu peuvent être mises en jeu en attaquant en renvoyant une créature non bloquée dans la main de son propriétaire.https://www.youtube.com/watch?v=t6wmQy-5EAM&ab_channel=HatsuneMikuLes créatures légendaires de Kamigawa font leur retour, avec en point d'orgue les cinq Dragons Spirituels légendaires qui occupent une place centrale dans le jeu. Les créatures Samouraïs et Ninjas reviennent également avec de nouvelles itérations que les joueurs pourront collectionner.    S'inspirant de l'iconographie japonaise traditionnelle, la Dynastie Néon propose 10 terrains de base "Ukiyo-e", disponibles en version foil ou non-foil. Ce nouveau set apporte également de la modernité à l'esthétique féodale avec des cadres dédiés Ninja et Samouraï, en dotant ces types de créatures spécifiques de bordures élégantes et futuristes. Dans le cadre d'une collaboration spéciale avec les éminents artistes japonais Hara Tetsuo (Fist of the North Star), Yoji Shinkawa (Metal Gear Solid) et bien d'autres, la Dynastie Néon présente des œuvres qui mettent en valeur certaines créatures légendaires et certains Planeswalkers de la série sous forme de pièces éblouissantes et vibrantes. Kamigawa : la Dynastie Néon sera disponible dans des Boosters de Draft, des Boosters de Thème, des Boosters de Collection, des Boosters de Set, ainsi que dans le Bundle Dynastie Néon et deux decks Commander.   Kamigawa : la Dynastie Néon est disponible dès maintenant sur MTG Arena et dès le 18 février sur table.
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butzbo · 7 years
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I’ve been making a bunch of TOKENS! for your Magic:The Gathering needs, (or maybe you just like to collect coolibert cards ;) )
You can finally get yours at Cardamajigs : https://cardamajigs.com/collections/butzbo
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Breaking Heliod: 5 Apects to Combo
I love playing combo decks. I love building Combo decks. I really suck at both as well.  But over the years trying to make cards synergize, I’ve learned six qualities for successful combo: speed, consistency, efficiency, power, and resilience. Every good Combo deck utilizes three of these qualities. The great combo decks (ones that often times get banned), utilize four or more. Deck builders need to know which aspects they’re utilizing the most, then how and why.  Deck pilots need to know how to maximize the most important elements for their particular match-up, hands, and game state.  For those who don’t know these 5 aspects, let’s discuss them.
Speed.  Speed in Magic: The Gathering strictly refers to the turn in which a deck can win on average. For combo, speed should be the highest priority of the deck. The faster the deck can put together its combo, the less likely it is to be disrupted, and the less it has to interact with the opponent’s game plan. Having to interact to keep from losing prevents the combo deck from being proactive both in game play and in card slots.  Without many slots for interaction, combo decks need to race their opponents and win before needing to interact. (Splinter Twin as combo control was an extreme exception).
Consistency measures how often the deck works, not wins, but works in the way in which it was designed. Consistency is the second most important aspect of a combo deck, and thankfully it can be measured. Play a large number of games and record the coinciding data. Slap a statistic on it. If it doesn’t consistently work, remember this: Non-combo card slots in the deck should be devoted to consistency.  There should be plenty of slots available for consistency, which brings up our next quality.
Efficiency describes two things: 1) the number of cards required for the combo, and 2) the number of turns the combo takes to set-up on the battlefield. The smaller number of cards the combo demands, the easier it is to assemble.  The less turns needed for set-up makes it more difficult to interact with. An uber successful combo deck is efficient in both areas.  It has ways to find it’s combo quickly, requires only a few cards to assemble, and can combo out the turn the cards hit the battlefield. 
Resilience refers to how well the deck plays through hate. Eventually a combo deck will be hated out. It may be hated out through sideboard options, while interactive decks will run main-board disruption. If a deck folds to a single card, it will be difficult to win side-boarded games, which are 2 out of every 3 games played in a given match. To be resilient, combo decks need either a plan B, redundancy in the deck, disruption of their own to protect the combo, or sideboard cards to bring in to interact with opponent’s hate. All of these make a more resilient deck.  Resiliency is necessary for post side-board games.
Power describes the strength of the combo, and it needs to be as broken as possible. By that, I mean when the combo is in effect, it must lead to winning the game, a.k.a inevitability. The combo could be to make infinite mana, card draw, life gain, mill, damage, or creature creation. But no matter what it is, the combo must lead to winning the game once on board.  If it doesn’t, or it doesn’t have inevitability, it isn’t powerful enough to build a deck around.  Now with all this discussed, let’s get to how identifying these 5 aspects helped me break the card Heliod, Sun-Crowned. First, here is my initial 75:
Creatures:
4 Helio, Sun-Crowned, 4 Walking Ballista, 4 Ranger, Captain of Eos,         4 Birds of Paradise
Instants:
4 Brought Back, 4 Once Upon a Time, 3 Eldarami’s Call, 3 Swift Justice
Arifacts:
4 Mishra’s Bauble
Enchantments:
4 Leyline of Vitality, 2 Force of Virture
Lands:
4 Windswept Heath, 4 Flooded Strand, 4 Temple Gardens, 2 Canopy Vista, 2 Plains, 2 Forests, 2 Cavern of Souls
Breakdown: The deck pairs Heliod with Walking Ballista for infinite damage between the card interactions.  Everything else in the deck either speeds it up, makes it resilient, efficient, or consistent.  Once Upon a Time, Eladamri’s Call, Mishra’s Bauble, and Ranger, Captain of Eos let me either dig or tutor for the cards I need.  Birds of Paradise and Brought Back ramps mana.  Ranger Captain and Cavern of Souls protect the combo pieces the turn I cast them to go off while Brought Back can bring them back if they are destroyed after casting them. Leyline of Vitality, Force of Virture, and Swift Justice speed up the deck, with Leyline acting as an engine card.  Leyline ensures I can cast Ballista for free and it doesn’t die because it comes in as an 0/1.  I can gain a life from a creature entering the battlefield, which triggers Heliod putting a counter onto a target creature, which is Ballista.  Then if i have mana open to activate Heliod’s lifelink ability, or a Swift Justice in hand, Walking Ballista goes infinite.  Force of Virtue is in the deck to act as another 2 copies of Leyline.  It doesn’t grant all the abilities of Leyline, but it is a free cast and grants a point of power and defense, as well as 2 white devotion to make Heliod a creature in case i need to go with Plan B of creature beat downs. Leyline gaining life for each creature entering the battlefield also buys an extra turn against aggro and burn decks in case I need until turn five for my combo.
The deck consistently goldfishes turn 4, and occasionally turn three, but this is only with Leyline on board from the opening hand.  Don’t underestimate the power of Brought Back and Leyline in this deck.  The deck can’t win on turn 3 without one of those two cards. Leyline can guarantee a turn three combo with a turn 2 Heliod and turn three Ballista coming down for free. Brought Back can ramp and dig through the deck quickly by returning fetch lands or Mishra’s Bauble to thin out the deck as well as return a combo piece, blocker, or sacked Ranger from the graveyard.
The sideboard consists of 4 Force of Vigor. 3 Leyline of Sanctity  2 Phyrexian Revoker, 2 Beast Within, 2 Engineered Explosives, 2 Path to Exile
Leyline and Force of Vigor protects my combo by either protecting my hand or my life total against direct damage and discard, or by killing artifacts and enchantments that shut my combo down.  Beast Within, EE, and Path take out anything I could need to take out, and Revoker can be tutored to shut down opponent combo pieces.  I was tempted to include 4 Silence in the sideboard as a control card, and I might still, but I haven’t played enough games to know if it’s worth it or not. 
I didn’t want to jam Heliod into another shell like most people are attempting.  I wanted a shell based around the combo, and this one seems to be the best.  It’s important cards are hard to interact with such as Heliod and due to Cavern and Ranger, and many of the cards are simply free to play: Once Upon a Time, Leylines, Force of Virtue, Ballista, Bauble.  Please feel free to try this list with the understanding of the 5 aspects of combo, and that this list attempts to maximize all 5 aspects: speed, power, consistency, resilience, and efficiency to make every game winnable. If anyone has any other feedback or suggestions, please feel free to comment.
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