Death in D&D is pretty cheap. Literally. The cost of diamonds for a Revivify or Raise Dead spell is nothing to high level adventurers. But there are so many fates a character can suffer that are worse than death, and, I dare say, even worse than having to read and understand the grapple rules…
Once again I find myself turning to cheap and fun ways to annoy my friends by smashing them with very cheap decks – in this case, less than $20!!! And, if your card draw is good, and they decide not to play any creatures for 3 turns, game over!
The strategy in this deck involves using a combination of the haste, tokens, buff, heroic and prowess mechanics to ensure your creatures are buffed enough to inflict 20 or more damage by the end of turn three. At a very minimum, you’ll have your opponent on their back foot in the first 5 turns of the game – and hopefully by then the game will be yours.
One of the simplest mechanics to abuse in MtG is to ‘ramp’ mana and then start casting huge creatures with high costs. My partner loves this mechanic and she is currently building a hydra deck around this concept (with a few other twists, of course). In MtG-speak this is called a “Big Fatty” deck. To illustrate this point we’ll take about my Modern Eldrazi deck. Rules for Modern format can be found here:
I was playing my Eldrazi (big fatty) deck a few weeks ago when someone pointed out to me that Cloudpost is banned in the format. Cloudpost is a ‘Locus’ land that gives 1 mana per Locus land in play. I was using Cloudpost to ramp my mana exponentially – with 4 Cloudpost and 4 Glimmerpost (another Locus land), the mana potential is huge. Example: 2 Cloudpost and 2 Glimmerpost will give me 10 mana, because each Cloudpost in this scenario gives me 4 mana and each Glimmerpost gives me 1 mana. Hypothetically, if I had all my Locus lands in play, I could tap each Cloudpost for 8 mana + each Glimmerpost for 1 mana for a total of 36 mana, which would allow me to cast several very large and dangerous spells or creatures simultaneously.
One of the great advantages that Magic: the Gathering has is the near infinite number of combinations of cards that are available to players. This ability to constantly develop your strategy, refine your decks and explore new combinations is one of the key ingredients to the game’s longevity. It is also one of its many problems. How do you keep the game even for players who haven’t yet compiled a large collection of cards? How do you cater for the casual player who just wants to play the occasional game with friends and isn’t interested in spending a lot of money on amassing a true treasure trove of cards?