Blue is the shiznit bro. I run a pretty heavy blue counter deck. Just draw/counter/return to hand and fly over the top/unblockable.
Sounds like my brother, used to drive me insane. I hate blue decks with every fibre of my MtG being. Any other Colour I'm fine with, blue can suck my deck.
Honestly I really like tribals, so Goblins and Elves are right up my alley. I have a pretty ripp'n elf deck that runs through people pretty well.
When I used to play In Sydney guy used some bullshit elf deck and did like 4000 damage in one turn to my mate, who was playing his like second game of magic. Got kicked out of the tourney for being a cunt. (May have actually been for an illegal card or something, but I prefer to think it was his cuntishness)
First guy I played outside my group of friends went so fast I could barely keep up. Then he got really angry when I took my turns 'cause I had to read my cards to see what they did.
Yea, but it's free and way better than Dueling Network for YGO 'cause you can add counters and tokens and actually keep track of how strong your creatures are.
I had friends who were into this for a little while so I bought some cards in order to play with them. I got this card in a booster packet once: Which made me go and buy some more of those exact card on eBay and some other cards that would help me remove ice counters/drag that card up from the graveyard. So I was basically a gimmick player whose game revolved around being able to call Marit Lage into play. Had some fun with it, but lost all interest in it after two of the members of that group of friends broke up and we stopped playing.
Haha yeah quite a few times. Because I always played with the same people though, they'd try to chuck in a few cards to limit its effect; it was a bit of cat and mouse in that way.
I hope you realised that it being legendary meant you could only have one out at a time or they would go to the graveyard? 20/20 indestructible flyer is definitely worth having, but assuming you got it in your opening hand or withing your first four draw steps that is still a turn 7 at best win strategy. Which in 1v1 should get you stomped every game...
Yeah indeed; one of the main strategies used against me was to bring it back from the graveyard when I already had one out, sending them both away. My whole deck was based around delaying the game and removing ice counters though. There were a couple of cards IIRC that just removed all ice counters from everything or something which automatically got the thing in play. It's been a long time since I played - I have a friend who still plays who would probably remember it better than me.
Yeah so it is hard to tell with out the rest of the deck, but when it cost mana to remove the counters normally (or with other cards, which I assume would be your best bet) you still have to play at least as many turns as it requires for you to remove all the ice counters, plus one to play the legendary land. Plus one for summoning sickness. There were some broken cards in the old sets but overall mana costs were higher then than now. (I mean cost to benefit wise, obviously you still had 1 cost/2 cost/3cost/etc.) I am trying to find a card that removes Ice counters, but I am struggling to but I assume it will be turn 5 still at the earliest. You might be able to make that work, but that is a pretty good draw. You would need some pretty strong stall. Workable, but I think it would be an easy enough deck to beat. (I definitely run slower decks though.)
Yea, Æther Snap is as close I got to finding one. 3BB casting cost so still at least turn 5 until you could play it.