Get to almost dead and stay there till next turn (thankfully Leyline of Anticipation could make this a beast….nice deck idea right there people) That is a card such as Near-Death Experience. Of course WOTC do have answers in this case such as Blood Tribute, Mirror Universe and Sorin Markov to name a few.Īnother aspect of Life Wins is life control. It also ensures you have a safety net against most decks default win conditions. Especially when you intend to Wrath of God shortly anyway. I often discard little beaters/chump blockers in a deck for cards that provide a considerable effect like Heroes’ Reunion. A burn deck nemesis is a card like Heroes’ Reunion – 2 mana for 7 life. A deck that uses the simple Damage win condition often will outdo another of such kind simply with the aid of a little life-gain/damage prevention (remember the player essentially gets a 20 point head start and can just as if not more efficiently gain life than life can be burnt). Life-gain is not something to be laughed at. Then there are cards like Transcendence and Lich which completely change the approach to life and it’s ‘staying in game’ relativity.įelidar Sovereign is a classic one for an example of a Life-Gain win condition. (Healing Salve) was a common, and Green had it too in Stream of Life. WOTC being the demons that they are introduced life-gain from the get go. Add in any card advantage… you know the rest. Aggro decks thrive on the early game lull that some decks have – and as such with no life-gain or other diverted damage means – they are sitting ducks. Even something my opponent does can add to the overall damage. A spell or effect can add to the overall damage/enhance it. A creature, whether it a beater or utility, can add to the overall goal of reducing your opponents life to 0. The beauty of this win condition is its simplicity. Naturally there are exceptions in every case (that is the beauty of such a diverse game as MTG), but for simplicity I will leave it there. Green runs you over with critters (big or big numbers), while blue and white – as mostly lacking direct damage follow suit behind. In order to achieve a Damage win generally speaking - Red decks hit you over time (or all saved/stormed up), likewise black with or without creatures. Reduce your opponent to 0 or less life (20 damage or so) and you win. Regardless of your format this is probably (at the moment) the most common form of win condition. Winning and more importantly looking at it from a practical POV. We all like to win, whatever we do – so today the focus is on that. Rather than rant on about SOM, infect etc – this is designed to visit and explore areas which help us all as players think, play and enjoy MTG even more. It is interesting every now and then to take a look back at things which now more so could become relevant going forward. Often we encounter decks which are susceptible to other decks – without any real hate added. With SOM and the introduction of Infect, proliferate, metalcraft and of course a bunch of new cards, it brings up a lot of thought again about how a deck tries to win. Whether a new mechanic/aspect is broken or not, is up for debate/application/regulation – however it always interests us players and affects the game in some way. This is first PureMTGO article so be gentle.Īs we all know WOTC are great at reinventing the game of Magic.
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