![]() ![]() It revolved around staying out of the way long enough to put together my game-winner combo, them pummel the other guy to death with it. I once built a white not-quite-weenie deck for free-for-all Genocide* games me and my friends had all the time. I'm curious, has anyone else managed to pull anything like this out to the gaming table? But even so, it is actually regarded as a fair tactic among my fellow players, if a little.odd. It's now common for those that I play with to refer to my little technique as "Snaking".īecause it sounds a little ambiguous, it adds even more humour to the table. 4 Necromancy cards with Mystic Snake, 4 Daze, and 4 Forbid = 12 counterspells, not considering the buyback of Forbid, and the retrieval of Necromancy. All I need is a Telling Time, or Truth or Tale - heck, I'd even burn a Dark Ritual to take it back, if necessary.Īnd, in return, I get another counterspell for 2B.much to the dismay of my friends. But more importantly, I can retrieve the Necromancy enchantments before they are destroyed from being played instantaneously. And, well, this is annoying for many reasons - which is why it's always the first creature I go for.įirst, I can return enemy lands to their hand, slowing them down quite a bit (considering how many low-cost draw spells I run in the deck). I added this card IMMEDIATELY upon discovering it in my small collection. There's a card called "Tidespout Tyrant" from Dissention: 5BBB, 5/5, flying, whenever you play a spell, return target permanent to owner's hand. Which, is quite annoying, especially considering the fact that the deck can deal significant amounts of damage quickly, despite not being absolutely amazing at it. ![]() Now, if I stopped there, I still have over 10 counterspells in the deck, that means. At end of turn, it dies, and so does the enchantment. How do I use it without the green mana? First, it needs to be in my discard pile (which first time witnesses are seemingly always appauled at) - from there, Instant Necromancy. I run 4 Dazes ( 1B or return an island to hand, counter unless caster pays 1), and 4 Forbids (1BB counter target spell, buyback - discard two cards: This lets me drop creatures from hand to graveyard for reanimation).Ĭounterspells are something I love - and they're very important if I want to live long enough to deal the proper amount of damage (as I said, it's harder because I don't run big creatures). See, this Re-animator of mine is Black/Blue - it has a lot of draw cards, and counterspells! Now, why would anyone do that? Unless the creature had haste, it couldn't attack. There's a neat little attachment to the spell, which says it can be played instantly - however, the enchantment would then be destroyed at end of any turn. So, when I play it, most of those I play with seem to be thinking "Wow, ghetto". Now, some might say it's not so good, because 1) It's slower than Reanimate (B, pay life equal to converted mana cost) and 2) It's an enchantment, which can easily be disposed of in a number of ways. There's this old card from Visions called "Necromancy", which is an enchantment (2B) that revives a creature, keeping it alive so long the enchantment itself remains in play. Right well.I don't use any big creatures. The basis of the deck, for those that do not know, is to put (big) creatures into your graveyard, and then put them into play via necromancy spells. I really enjoy seeing the attitudes I notice go from "Haha, you're an idiot" to "WTF!"įor instance, my longest running deck is a "Re-animator". Really, I build about 90% of my decks based around this concept. While I know little of what other players enjoy doing most when playing MTG, I find it most entertaining to pull a 180 on everyone I sit down with, doing what appears to be amazingly dumb, but in the end doing something fairly effective. ![]()
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