Magic: The Gathering

anyone have a first turn kill that dosen't involve a Black Lotus?

cause unless they reprinted that card, which i guess could be possible, those will cost ya about $150 each on a good day.
 
well i can say this i am a newb at magic but i love the Drudge skeletons and my deck has NO theme ;p, but its not half bad i beat mara once or twice out of a hundred XD
 
Trippyhippy said:
anyone have a first turn kill that dosen't involve a Black Lotus?

cause unless they reprinted that card, which i guess could be possible, those will cost ya about $150 each on a good day.

try 300$ lol

and there arent alot of first turn win combos that dont use either a Mox or a Lotus, because its almost impossible to get enough mana to play the cards needed. However, i can give a couple early game combos.

My reigonals deck (went 3-3, needed 4-2 for top8) was a turn4 possible win infinite deck.

Turn1 Island
Turn2 play a Mountan, and a Pentad Prisim with two counters.
Turn3 Play a genesis chamber and an Island
Turn 4 Play another Island. Play a Karak-Clak Ironworks. (heres where the fun starts.)
Remove both counters from the prisim, Sac the prisim to the Ironworks for 2 mana, and use that to play another Myr retriovr. Now, you have two retrivors and two tokens from the Genesis chambers. From here, theres a couple ways to win. You can either generate Infinite numbers of tokens by sacrificeing a Retrivor to get 2 mana, bring the other one from graveyard to hand, and playing it back with the 2 you got for sacing it, to get another token. From here, you can either swing, or pitch them off to get mana for a huge fireball.
 
Bow down to tha master!

I used to play, still do if my friends bust out their cards.

10k+ cards... been playing since I was in 5th grade, when Revised (3rd) edition came out.

A few of my favorite decks I have together right now --

Blue/Green STUFF.

Has about 12-13 lands in the 60 card deck, with several ways to get the first few turns with land drops on the board, where I procede to build card advantage/quality with cheap blue spells and a few of the fast creatures and mana-free counterspells such as Force of Will, Daze and Foil... Gush (return 2 islands to your hand: draw 2 cards) and Deep Analysis (FLashback, UI: pay 3 life, draw 2 cards) are crucial for keeping my hand full and my opponent on their heels

Quiron Dryad G1
1/1

Whenever you play a blue, red, black or white spell, put a +1/+1 counter on Quiron Dryad

Once I get one of these badboys down with several ways of defending him, or at least delaying the opponent mounting a decent defense, it's usually game over. One of my most challenging decks to play and a lot of fun, when you're opponent tries something you have time to play about 4-5 spells to find a counterspell to solve your problem...

The other deck I have that I really enjoy is like the antithesis of my usual Blue or Red based decks I'm well known for among my circle of friends... just straight green beatdown!

This one only has 16 or so lands in the 60 card deck, 10 of which are actual forrests, with some sacrifice lands that let me look for more forrests, and 2 lands that have "Threshold: G, Tap and sacrifice: Target creature gets +3/+3 until end of turn".. with those, I have about 14 "Giant Growth" type cards in the deck.

What makes it so dangerous are the fast, BIG creatures for cheap cost, like:

Rogue Elephant
G 3/3
When Rogue Elephant comes into play, sacrifice a forrest.

Spectral Bears
G1 3/3
Does not untap during your untap phase if it attacked last turn. Untaps as normal if your opponent controls any black cards.

Skyshroud Ridgeback
G 2/3
Fading: 2 (During your upkeep, remove a fade counter. If you can't remove a fade counter, destroy this card, it cannot be regenerated.)

And the big beat stick to break tiebreakers - my personal preference over the beastly Blastoderm:

Phantom Centuar
GG2 3/0
Comes into play with 3 +1 / +1 counters.
If damage would be dealt to Phantom Centuar, prevent that damage and remove a +1/+1 counter instead.

With Elvish Spirit Guides...
G2 2/2
If Evlish Spirit Guide is in your hand, you may remove it from the game. if you do, add G to your mana pool.

4th Turn kills with this deck aren't uncommon, even with resistance offered. Nice deck once you play mindgames with your opponent while he tries to calculate how much damage he can take based on how many Giant Growth effects you have in your hand... I often will hold back lands just to give the illusion I have something when I don't!

I'll post more decks in another post if anybody cares. :) I love talking about MTG. I don't want to spend any more money ever on it though...
 
Oh, a few first turn kills...

First, one NOT involving a Mox or Lotus!
(Although it's the same damn thing, just different cards.)

Mountain, 3 Elvish Spirit Guides, Channel, Fireball.

You're at 1, he's dead!

Or...

Mountain, Black Lotus, Mox, Ball Lightning, Bloodlust on the Ball lightning (Making it 10/1 haste, trample), berserk for G (double attack power, dies at end of turn). 20 damage creature swinging for the win!

One of my favorite plays for any deck I've made is my old Black Necro deck back when it was NEW, a few months after Ice Age came out.

Swamp, Dark Ritual, Dark Ritual, Hymn to Tourach (opponent discards 2 cards at random), Necropotence, pay 6 life to draw 6 cards, turn over. Usually that was enough to end the game right there, putting the
opponent at such card disadvantage where once a Lake of the Dead hit, fueling huge Drain Lifes, the game was just out of reach.

Pulled off a Type 1 tournament victory with a White Weenie deck that sported none of the "Power 7"... another one of my favorites, but not that much fun to play. It just happened to win a lot.

Blue was splashed in for Meddling Mages (WU, 2/2, when it comes into play, name a card. That card can't be played), Unsummons (for reanimator decks like those named earlier), and Curiosity (U, enchant creature, when enchanted creature deals damage, draw a card). Armageddons ruled the main deck, Wrath of God and Reprisals and The anti-artifact blue enchantment that makes the opponent pay 2 colorless during their upkeep or destory that card, and disenchants took up the sideboard. Also sported some force of will in the main, and lots of little guys. Enlightened Tutor to get a few key enchantments/artifacts (Like Grinning Totem and Null Rod -- Grinning totem, 2, Creature Abilities requiring an activation cost can't be played -- Null Rod, artifact abilities requiring an activation cost can't be played) and a few Empyreal Armors as the main beatdown in the deck (WW1 enchant creature, Creature gets +x/+x, where X is the # of cards in your hand)...

Yawr. I love MTG! I used to get my ass beat all the time in the first 2 years I played, but I've gotten better and better since, learning lots from the people who used to hand mine to me.
 
Back
Top