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Author Topic:   Christoph's Comment, October 10: Tips for Invasion limited, part 2
Christoph
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posted October 10, 2000 12:39 PM   Click Here to See the Profile for Christoph Click Here to Email Christoph Send a private message to Christoph Click to send Christoph an Instant Message Edit/Delete Message Reply With Quote 
This is part one of my big invasion limited advice column. Part one can be found here: http://classic.magictraders.com/ubb/Forum10/HTML/000156.html#0

Here are the best red ones:

Breath of Darigaaz, 1R, Sorcery, {U} - Kicker 2 Breath of Darigaaz deals 1 damage to each creature without flying and each player. If you paid the kicker cost, Breath of Darigaaz deals 4 damage to each creature without flying and each player instead.

Here it is, your uncommon earthquake. As you can either deal the last few points of damage needed to your opponent or kill all creatures if you need to, this card is GOOD.

Ghitu Fire, XR, Sorcery, {R} - You may play Ghitu Fire any time you could play an instant if you pay 2 more to play it. Ghitu Fire deals X damage to target creature or player.

A x-damage is always useful in limited, but you won't see it quite often as it is rare, you use it wisely.

Hooded Kavu, 2R, Cr-Kavu 2/2, {C} - B: Hooded Kavu can't be blocked this turn except by artifact creatures and/or black creatures.

Very good evasion creature, comparable with Blockade Runner from Mercadian Masques. It isn't that good, though.

Scarred Puma, R, Cr-Cat 2/1, {C} - Scarred Puma can't attack unless a black or green creature also attacks.

There are no more Wild Dogs, but if your playing red/green or red/black, the puma is as good as the dogs were. If you're playing it on turn one, you won't be able to attack on turn 2, but at least it won't run to your opponent.

Scorching Lava, 1R, Instant, {C} - Kicker R Scorching Lava deals 2 damage to target creature or player. If you paid the kicker cost, that creature can't be regenerated this turn and
if it would be put into a graveyard this turn, remove it from the game instead.

Also needed to kill annoying creatures.

Skizzik, 3R, Cr-Elemental 5/3, {R} - Kicker R Trample; haste At end of turn, sacrifice Skizzik unless the kicker cost was paid.

Ok, it is no new Ball Lightning, but if you consider that in MB you paid the same amount of mana for gerrard's irregulars and got a 4/2 creature with the same abilities…
It definitely is a killer card if you paid the kicker especially if you have a apprentice to give it first strike if needed.

Tribal Flames, 1R, Instant, {C} - Tribal Flames deals X damage to target creature or player, where X is the number of basic land types among lands you control.

Normally 3 or more damage for 2 mana is quite good so don't miss it in your deck.

Zap, 2R, Instant, {C} - Zap deals 1 damage to target creature or player. Draw a card.

Yes, one damage isn't a lot, but as it also is a cantrip and you get your card back, it is pretty useful.

Here's the last color to be talked about, green:

Canopy Surge, 1G, Sorcery, {U} - Kicker 2 Canopy Surge deals 1 damage to each creature with flying and each player. If you paid the kicker cost, Canopy Surge deals 4 damage to each creature with flying and each player instead.

As green might have trouble with flyers, this card is great. And you can deal the final damage to your opponent, like you can with the red one.

Elfhame Sanctuary, 1G, Ench, {U} - At the beginning of your upkeep, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library and skip your draw step this turn.

This card is unbelievable good if you want to play a five color deck. I like it and it helped me a lot.

Explosive Growth, G, Instant, {C} - Kicker 5 Target creature gets +2/+2 until end of turn. If you paid the kicker cost, that creature gets +5/+5 until end of turn instead.

You know the drill, power ups like that are great.

Harrow, 2G, Instant, {C} - As an additional cost to play Harrow, sacrifice a land. Search your library for up to two basic land cards and put them into play. Then shuffle your library.

This card has 2 advantages:
First of all you get one more land than you lose and the second thing is that you can get the kind of basic land you need.

Jade Leech, 2GG, Cr-Leech 5/5, {R} - Green spells you play cost G more to play.

A cool green fatty at his best: 5/5 for 4 manas is a great deal and the drawback isn't that important in a 3 colored deck…
I played it in one of my decks and it was really great.

Nomadic Elf, 1G, Cr-Elf 2/2, {C} - 1G: Add one mana of any color to your mana pool.

This card helps you avoiding mana screw and a 2/2 for 2 mana isn't bad either.

Quirion Elves, 1G, Cr-Elf 1/1, {C} - As Quirion Elves comes into play, choose a color. T: Add G to your mana pool. T: Add one mana of the chosen color to your mana pool.

Also needed to avoid mana screw and this one is even better. Yes, a cool reprint.

Tangle, 1G, Instant, {U} - Prevent all combat damage that would be dealt this turn. Attacking creatures don't untap during their controllers' next untap steps.

This card is one of my favorites in the set. In limited it is often necessary to attack with almost all creatures in the final attack. If you play tangle in response to your opponent's attack, you can twice deal damage to him with all of your creatures, so tangle in your hand often means auto-win. The funny thing is that many players I've beaten hadn't play it in their decks and I saw it afterward when they showed me the cards they preferred not to play.

Utopia Tree, 1G, Cr-Plant 0/2, {R} - T: Add one mana of any color to your mana pool.

Yes, yet another card to avoid mana screw. It can't attack and so Quirion is better in sealed, but it is still a great card.

Here are the best gold cards:

Angelic Shield, UW, Ench, {U} - Creatures you control get +0/+1. Sacrifice Angelic Shield: Return target creature to its owner's hand.

You have no more Spidersilk Armor, but you should have enough flyers in white blue, so the important thing is to have stronger creatures than your opponent has and this one helps a lot.

Armadillo Cloak, 1GW, Enchant Creature, {C} - Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.

No, there is no mistake, the card really is that broken. You get a rancor, a spirit link and in addition +0/+2for a mere of 3 mana and 1 card. That's broken! Fighting with tangle for #1 of the set as you won't lose a damage race with this one…

Barrin's Spite, 2BU, Sorcery, {R} - Choose two target creatures controlled by one player. That player sacrifices one of them, then returns the other to its owner's hand.

Bounce one creature and kill the other one for 4 mana is quite good, but Do or Die is better still.

Blazing Specter, 2BR, Cr-Specter 2/2, {R} - Flying, haste Whenever Blazing Specter deals combat damage to a player, that player discards a card from his or her hand.

Hypnotic Specter is finally back. It doesn't come itself, though, but it sends its powerful son that is even faster than it's dad.

Cauldron Dance, 4BR, Instant, {U} - Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.

A great card, especially with 'comes into play'-ability creatures like rabid rats….
Or just to finish off your opponent…

Charging Troll, 2GW, Cr-Troll 3/3, {U} - Attacking doesn't cause Charging Troll to tap. G: Regenerate Charging Troll.

First we had the son of Hypnotic Specter, now we have the brother of the Albino Troll. You need more turns before you can cast it, but it regenerates for only 1 mana and if it doesn't have to regenerate after attacking, it can also block on the following turn. Wow!

Meteor Storm, GR, Ench, {R} - 2RG, Discard two cards at random from your hand: Meteor Storm deals 4 damage to target creature or player.

It can kill almost everything, but it really isn't that good in limited as it is in constructed, as it slows you down. But in late game, it is a killer card, especially if there is no other way to get through your opponents defense.

Plague Spores, 4BR, Sorcery, {C} - Destroy target nonblack creature and target land. They can't be regenerated.

With this card you can not only destroy a creature but also mana screw your opponent if you destroy a basic land he only has one of.

Samite Archer, 1UW, Cr-Cleric 1/1, {U} - T: Prevent the next 1 damage that would be dealt to target creature or player this turn. T: Samite Archer deals 1 damage to target creature or player.

Damage preventing is always good. Damage dealing is even better. Being able to do both is amazing, so this card will definitely be played in limited.

Sleeper's Robe, BU, Enchant Creature, {U} - Enchanted creature can't be blocked except by artifact creatures and/or Black creatures. Whenever enchanted creature deals combat damage to an opponent, you may draw a card.

Card advantage and evasion at once. This card is great in both, limited and constructed, even if your opponent is playing black, as you can also play it on a flyer since there aren't many black ones.

Spinal Embrace, 3BUU, Instant, {R} - Play Spinal Embrace only during combat. Untap target creature you don't control and gain control of it. That creature gains haste until end of turn. At end of turn, sacrifice the creature. If you do, you gain life equal to its toughness.

1. You can destroy an opponent's creature
2. You can gain life
3. You can deal damage to your opponent
As you can see this is also a great card.

Stalking Assassin, 1BU, Cr-Assassin 1/1, {R} - 3U, T: Tap target creature. 3B, T: Destroy target tapped creature.

Ok, Rathi Assassin was better. Royal Assassin was better still. But it is a great card in limited, especially if you also have a Benalish T(r)apper in your deck.

Teferi's Moat, 3UW, Ench, {R} - As Teferi's Moat comes into play, choose a color. Creatures of the chosen color without flying can't attack you.

It is no Moat, but it is a great card against black, green and red.

Void, 3BR, Sorcery, {R} - Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards from it all nonland cards with converted mana cost equal to the number.

It is a Powder Keg and you can choose the number of counters on it. It can also disrupt your enemy's hand. It is good!

Voracious Cobra, 2GR, Cr-Snake 2/2, {U} - First strike Whenever Voracious Cobra deals combat damage to a creature, destroy that creature.

Consider: It has first strike, so it deals the damage before the other creature does and so it can kill either creature without first strike without receiving damage. An amazing blocker and very difficult to block.

Wings of Hope, UW, Enchant Creature, {C} - Enchanted creature gets +1/+3 and has flying.

It helps to get through your opponent's defense and creates a great blocker…

Finally the artifacts and one land:

Keldon Necropolis, Legendary Land, {R} - T: Add one colorless mana to your mana pool. 4R, T, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player.
Sacrifice dying creatures to deal damage, kill creatures, finish off your opponent…

This card is a better Rath's Edge, except for the fact that you need red mana.

Lotus Guardian, 7, Artifact Creature 4/4, {R} - Flying T: Add one mana of any color to your mana pool.

It is one of the strongest players and can be played with colorless mana, great!

Planar Portal, 6, Artifact, {R} - 6, T: Search your library for a card and put that card into your hand. Then shuffle your library.

As you have lots of many in sealed, this card is a killer. If you want to be able to 'topdeck' as often as you want to, that's the card for you.

Power Armor, 4, Artifact, {U} - 3, T: Target creature gets +1/+1 until end of turn for each basic land type among lands you control.

You should have at least 3 different basic lands, so it is great, +3/+3 for 3 mana is cool, and it can become even better…

Tek, 5, Artifact Cr-Dragon 2/2, {R} - As long as you control a plains, Tek gets +0/+2. As long as you control an island, Tek has flying. As long as you control a swamp, Tek gets +2/+0. As long as you control a mountain, Tek has first strike. As long as you control a forest, Tek has trample.

'Master Tekken' is a killer card in five color decks and there are plenty of them. A 4/4 flying, trample, first strike for 5 manas is really cool.

Ok, I know, that this was a lot of text to read, but consider that this had to been written, too and I guess that has been more work than just reading.
However, I hope that this article will help you at least a bit to qualify for LA or win a local tournament.

Good luck , thanks for your time,

Christoph


__________________
Posted by Christoph

The trader in Germany with the most refs

MOTL columnist


Problems with a deck? Mail to Davidian davidh_pr@yahoo.com
or me chh83@web.de for help

[Edited 1 times, lastly by Christoph on October 10, 2000]

 
da-odd-templar
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posted October 10, 2000 02:33 PM   Click Here to See the Profile for da-odd-templar Click Here to Email da-odd-templar Send a private message to da-odd-templar Click to send da-odd-templar an Instant MessageVisit da-odd-templar's Homepage  Edit/Delete Message Reply With Quote 
why are you posting the same article twice??

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Revenged25
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posted October 23, 2000 06:00 PM   Click Here to See the Profile for Revenged25 Click Here to Email Revenged25 Send a private message to Revenged25 Click to send Revenged25 an Instant Message Edit/Delete Message Reply With Quote 
I liked your column but I don't know if you missed the Rooting Kavu and Pulse of Llanowar or not but they are also great cards in a draft.

Rooting Kavu: let's you take your creatures in your graveyard and put them back into your library by simply removing itself instead of putting it in the graveyard. Being a 4/3 your opponent will want to kill it off too and with a casting cost of 2GG it isn't too hard to get off. It has saved me in many of times.

Pulse of Llanowar: For 3G it lets all all of your basic land produce any mana of your choice. That seriously solves mana problems.

 
BlackStorm
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posted October 25, 2000 10:34 PM   Click Here to See the Profile for BlackStorm Click Here to Email BlackStorm Send a private message to BlackStorm Click to send BlackStorm an Instant MessageVisit BlackStorm's Homepage  Edit/Delete Message Reply With Quote 
It was a lot to read but I am better prepared for the tourny. Thanks!!

And I thought of a few different combos.

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