iamfishman
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« Reply #60 on: October 08, 2005, 05:46:24 pm » |
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Actually posting the cards in your stack is sooooooooooo last year. Check out the pics of the best type 4 stack evar! http://www.themanadrain.com/forums/index.php?topic=24933.0
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I was once asked on MWS, what the highest I ever finished at a TMD Open was. I replied, "I've never played in a Waterbury. I was then called "A TOTAL NOOB!"
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Mr. Type 4
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« Reply #61 on: January 13, 2006, 02:00:59 pm » |
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So Iamfishman must be Ray. Ray, I lost your address, but if you're comming to Waterbury I'll have to bring you some cool T4 promos for your stack. I'll have to edit my stack list for the most current additions and post it up soon.
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Matt
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« Reply #62 on: January 13, 2006, 06:00:37 pm » |
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"If" he comes to Waterbury? Doesn't Ray, you know, run the damn thing?
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http://www.goodgamery.com/pmo/c025.GIF---------------------- SpenceForHire2k7: Its unessisary SpenceForHire2k7: only spelled right SpenceForHire2k7: <= world english teach evar ---------------------- noitcelfeRmaeT {Team Hindsight}
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Mr. Type 4
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« Reply #63 on: January 15, 2006, 05:24:40 pm » |
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Well, I hope someone would carry on in his stead if he was mortally wounded or something
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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darkmindtone
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« Reply #64 on: February 05, 2006, 12:48:16 am » |
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So any thoughts on the new cards from Guildpact possibly making the stack? So far I've seen these that seem to warrent inclusion:
Storm Herd (I'm hoping it's not too ridiculous to cause me to remove it) Frazzle Parralectric Feedback Angel Of Despair Goblin Flectomancer Killer Instinct Niz-Mizzet, The Firemind Mortify Debtor's Knell
possibles: Skarrg, The Rage Pits Cerebral Vortex Petrified Wood-Kin Seize The Soul Drowning Buerocrats
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« Reply #65 on: February 05, 2006, 06:23:35 am » |
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I missed Borborygmos, possibly Gigadrowse, POSSIBLY even Grull War Plow (because it doesn't get hit by mass crit removal), Izzet Chronarch, possibly Leyline of Lifeforce (if you have a creature based pile), Living Inferno, Nivix, Aerie of the Firemind, possibly Repeal, possibly Sanguine Praetor (creaturepile), Savage Twister, possibly Skarrgan Firebird and possibly Sky Swallower (non-creature based piles) on your list. It depends what kind of pile you play I'd say. I play a creature based pile, so mass Bounce/removal/tap0rz is welcome.
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Renagade
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« Reply #66 on: February 25, 2006, 07:46:23 pm » |
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I also think Thunderheads, and Sword of Paruns are good in a creature stack
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Dozer
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« Reply #67 on: March 02, 2006, 09:48:25 am » |
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Don't forget Rumbling Slum and Wurmweaver Coil (if you have enough green creatures, that is). I also like Skarrgan Firebreaker, Bioplasm and Yore-Tiller Nephilim.
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Jet
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« Reply #68 on: March 20, 2006, 08:11:49 pm » |
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Don't forget Rumbling Slum and Wurmweaver Coil (if you have enough green creatures, that is). I also like Skarrgan Firebreaker, Bioplasm and Yore-Tiller Nephilim.
Wurmweaver coil is so much better if you take a Sharpie to the word green.
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Mr. Type 4
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« Reply #69 on: April 05, 2006, 04:06:32 pm » |
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And Shattering Spree is really good in there, it's practically uncounterable. I have Cerebral Vortex, it's pretty good, even if it does only draw you two, but theres always that chance one of your opponents will become a card-whore all of a sudden.
Dissension looks amazing for T4 as it stands right now, and we know so few of the cards. I'm really excited. Void Slime, Azorius Guildmage, Crime//Punishment are all auto-include.
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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CwaM
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« Reply #70 on: April 26, 2006, 02:37:34 am » |
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Could anyone give me an updated list of his T4 stack? I discovered this format yesterday and i already want to build one 
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CwaM
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« Reply #71 on: May 03, 2006, 02:37:55 am » |
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I'm currently building my own t4 stack, and I'm beginning with counters and wraths effects
30 COUNTER/MISDI Absorb Assert Authority Bind Confound Decree of Silence Deflection Desertion Discombobulate Dismiss Dissipate Fervent Denial Forbid Interdict Last Word Misdirection Mystic Snake Null Brooch Overwhelming Intellect Shunt Spelljack Spite / Malice Squelch Swift Silence Time Stop Undermine Voidmage Apprentice Voidmage Prodigy Voidslime Who/What/When/Where/Why Willbender
35 WRATH Akroma's Vengeance Barter in Blood Catastrophe Crime / Punishment Decree of Annihilation Decree of Pain Desolation Giant Devastation Dregs of Sorrow Dwarven Catapult Flowstone Slide Forced March Hour of Reckoning Inferno Jokulhaups Kirtar's Wrath Myojin of Cleansing Fire Nevinyrral's Disk Obliterate Pernicious Deed Plague Wind Planeswalker's Scorn Rare-B-Gone Reiver Demon Retribution of the Meek Rout Savage Twister Solar Tide Soulscour Starstorm Tsabo's Decree Void Winds of Rath World-Bottling Kit Wrath of God
I don't even know if 30 counters + 35 wrathes are enough/too much for a t4 stack, but I guess it's a good number and I don't want a too big stack more a quality than a quantity one
Any suggestions?
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« Last Edit: May 03, 2006, 05:15:22 am by CwaM »
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carlossb
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« Reply #72 on: May 07, 2006, 09:53:32 am » |
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I´ve been playing nearly all my games with only another player, and I´ve come up with a few rules to make the games last a little longer and make them more interesting:
1) Picks: Lay 20 cards face up, players pick one each time. Repeat 3 more times (so each player has 40 cards).
2) Starting hand: Only 4 cards. Mulligan is allowed.
3) Starting life: 30.
Does anybody play with only another player?. Which rules do you apply?
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Nefarias
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« Reply #73 on: May 07, 2006, 02:35:15 pm » |
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I don't even know if 30 counters + 35 wrathes are enough/too much for a t4 stack, but I guess it's a good number and I don't want a too big stack more a quality than a quantity one
Any suggestions? I also adhere to quality over quantity, and for that reason only include the best mass removal and only counters that are better than counterspell. Your counterspell list looks fine, but your mass removal seems a bit high. For one, Tsabo's Decree, World Bottling Kit, Void, and Crime/Punishment (that's X, not X or less, right?) should be viewed as spot removal that doesn't target, so it kills stuff like Morphling, Plated Slagwurm, and Arcanis (TD & Void). Still, I think there's too many. Find the ones that are doing the most in your stack, and then take out the rest. I know that a lot of people just put in all (or most) mass removal in existance, and that's fine too, but if you want a smaller stack with a higher concentration of goodness, that number needs to come down. I haven't played in forever, but IIRC, my group is running the following cards mentioned: (Tsabo's Decree) (World Bottling Kit) Decree of Annihilation Myojin of Cleansing Fire Obliterate Pernicious Deed Plague Wind Rout ...and I think a few others not mentioned. Smokespew Invoker and Flowstone Overseer come to mind. All in all, we probably have 10-12 in a ~180 card stack. Does anybody play with only another player?. Which rules do you apply? Usually when I play with only one other player, it's just to kill five minutes or something. I have played "serious" T4 duels a couple of times, though, and didn't change much. We generally keep the rules the same, just change the drafting method. I think it's called "Solomon Drafting," aka Fact or Fiction draft. One player takes the top 4 cards from the stack and makes two pile of two cards each. The other player chooses a pile to draft into his/her deck and the splitter gets the other one for their deck. The players take turns being the splitter. This doesn't really deal with your issue of games not lasting long enough, because we didn't encouter the problem enough to worry about it. The craziness of it made it interesting to us, but I'm sure it quickly loses its appeal if that's the only way you play.
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« Last Edit: May 07, 2006, 02:40:34 pm by Nefarias »
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CwaM
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« Reply #74 on: May 09, 2006, 03:24:48 am » |
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After some brainstorming, here is the current counter wrath list: 28 counters (better than counterspell) Absorb Assert Authority Bind Confound Decree of Silence Deflection Desertion Discombobulate Dismiss Dissipate Fervent Denial Forbid Induce Paranoia Interdict Last Word Misdirection Null Brooch Overwhelming Intellect Radiate Shunt Spelljack Spite / Malice Squelch Swift Silence Time Stop Undermine Voidslime Who/What/When/Where/Why 20 Wrath(better than Wrath of God) Akroma's Vengeance Crime / Punishment Decree of Annihilation Decree of Pain Dregs of Sorrow Dwarven Catapult Evacuation Inferno Jokulhaups Nevinyrral's Disk Obliterate Pernicious Deed Plague Wind Rare-B-Gone Rout Soulscour Starstorm Tsabo's Decree Void World-Bottling Kit And I played few games this week end, and simic sky swallower was a house  Any suggestions on the lists?
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Mr. Type 4
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« Reply #75 on: May 09, 2006, 11:02:19 am » |
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I play with 45 counters (I can't recall them all to list them here) and the vary pretty much from Amazing (Decree, Desertion) to vanilla(Counterspell, Mana Drain, Foil) limited(Red Blast, Annul) and weak (Vex) but I think they all are go 1-5 pick in an eight card Rochester pile.
Wraths I play fewer of, I don't know what the exact count is, but it's probably only like 15. Your list doesn't have Oblivion Stone, which is pretty good.
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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Generic
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« Reply #76 on: May 12, 2006, 11:29:49 am » |
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I am currently building a Type 4 stack, and have been playing this format for the past week or so. After playing the format, I quickly realized which cards are just too broken to be included. For example, Consumptive Goo is WAY too broken....trust me on this one.
Needless to say, I've got nearly all the same cards, or am currently trading to include the ones listed that I currently don't have, and playtesting to ensure the deck is balanced. I did notice however, that there was one card in my stack that hasn't made anyone's list so far: Pox.
I think it's a fun card, as well as a great removal spell....without being too political or one sided. It doesn't get countered very often, as usually everyone gets blasted equally. and it does hurt those with board supremacy, and equalizes things on the board a bit. You should see some of the expressions on my opponent's face when I've cast this....priceless!
Your thoughts?
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Mr. Type 4
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« Reply #77 on: May 15, 2006, 10:08:15 am » |
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I agree on Consumptive Goo, unless you like short games. The secret to breaking goo is "almost killing" every creature on the board each turn, and then damaging the goo itself. That thing grows exponentially.
Digression about POX
Pox falls into the "is it a good enough sorcery?" catagory. As you deck increases in power level, I imagine that cards like Pox naturally fall out of favor because they become weak in comparison to other effects. The life loss and the hand size thing is nice, but generally the desired effect of Pox is to nail some perms, and it seems like it's stronger when there are lots of them to hit, or conversely, one strong one. Pox sucks when your opponent has one good creature and one bad one. Also, the land removal effect is mostly a wash on this card, although there are a few better lands out there nowadays(like Prahv, Spires of Order).
Final Verdict- Pox is actually pretty good. It makes people lose life instead of taking damage which is a plus vs damage prevention effects, it makes people sacrifice creatures, which is a plus against the plethora of effects that protect your dudes. The problem is that most of the time all you really want something of this nature to do is blow the board, and often, Pox cannot deliver. Do you want Pox of Plague Wind? Pox or Rout? Pox or Decree of Pain? How often do you care about dealing 1/3 life loss and 1/3 discard? Pox fills a nice little niche in that it's unique in how it does all these things, but it lives in the shadow of it's big brothers as it doesn't wrath completely. In the end I think that the inclusion of Pox will be based on how many Wrath effects you want to include. If you want 20-25 wraths, Pox probably fits. If you want 15-20, probably not.
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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RaZe
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« Reply #78 on: May 16, 2006, 01:13:14 pm » |
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I agree on Consumptive Goo, unless you like short games. The secret to breaking goo is "almost killing" every creature on the board each turn, and then damaging the goo itself. That thing grows exponentially.
Goo has a special rule to it in my stack. It cannot target itself. That is due to the fact that Goo goes infinite the turn it comes into play with inifinite mana. That is cuz checking wether the creature dies doesn't happen until the entire ability is resolved. Otherwise it's no different than firebreathing creatures.
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Mr. Type 4
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« Reply #79 on: May 16, 2006, 04:01:34 pm » |
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Consuptive Goo = SICK CASE CLOSED 
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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Harlequin
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« Reply #80 on: June 16, 2006, 02:02:55 pm » |
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First off I cannot claim responsiblity for "inventing" this idea. I bascially stole it from a guy who's name totally escapes me - Its a tall thin guy with long back hair/beard, he used to judge and play in alot of events in New England (always was trying to break Possesed Portal.dec). So I really appologies for stealing your idea and posting it ... without remembering your name =(...
Critical Mass Type 4 -
Flavor - When multiple plainswalkers gather in one place with total disregaurd for multiverse (ie they are playing type 4). There is alot of excess energy causeing a strain on the very fabric of reality ... and the multiverse reacts in strange and unpredictable ways...
What is a Critical Mass Stack. Quite simply the "critical mass" stack consists of 20-40 cards that compliments your type 4 "play" stack. No player controls this stack and these cards never go into anyones deck, and they should not duplicate any card in your "play" stack. Generaly you sleave them in different sleaves so they don't accidentally get shuffled into your "play" stack. This stack serves the purpose of both equalizing and unbalancing the game, It also adds a degree of inevitablity to the game... If you design it right It will eventually end the game. It also adds a good degree of chaotic fun to Type 4.
The rules: - Starting the game: Before anyone draws cards, Shuffle the Critical Mass stack and place it face down in the center of the table. No cards are turned up at the begining of the game.
- Crital Limit - At any given point in the game, there is a "Critical Limit." This limit is equal to the 'first integer greater than exactly half of the players in the game.' It sounds complicated but its really not. If there are 6 players in the game 1/2 the players is 3, so the Critcal Limit = 3+1 = 4. If there are 3 players then the critical limit = 2 (1.5 rounded to 2). If there are 2 players then the limit = 2. The critcal limit is SET at the begining of each turn. So as players leave the game, the Limit gets reset at the begining of the next turn.
- Useing the Critcal Limit - Suppose there are 5 players in the game at the begining of the turn, the Limit is set to 3. Quite Simply, The moment the 3rd "spell for turn" is placed on the stack IN ONE TURN: the turn has reached "Critical Mass." Immediately Any player takes the top card of the critical mass stack (if there is a card revealed) and places it on the bottom of stack FACE UP. Then WITHOUT SHUFFLING, flips the top card of the critical mass stack over, revealing it to all players. That Ability goes on the stack for all players - NO PLAYERS GET PRIORITY!! THE EFFECT IMMEDIATLY RESOLVES AND NO RESPONCES CAN BE MADE. Once the flipped card has fully resolved (and any "Comes into play" triggers of that card resolve) Then Priority goes to the player who cast the spell that caused the flip, and the stack continues to resolve as normal. So at very least, the card that caused the Critical Mass To flip will still be on the stack after the critical mass effect has finished resolving (unless of course the critical mass effect took that ability off the stack).
- Only "Spell For Turn" count's towards critical mass. Only A player spending thier spell for turn will add to Critical Mass, So if you play with ACC Rules, or Dragon Arch type stuff, those dont count.
- If you make sure the cards that go on the bottom are face up, then you can tell when "finished" the critical mass stack. When you remove the top card and there are no more face down cards, then shuffle the entire critical mass stack put it face down, and flip the top card... then resume the game.
- The Golden Rule of Critical Mass - No matter how much you want to interact with the critical mass ... you can't. It can't be responded to, The critical Mass card is "in play" for all players but it is never 'counted' as a card in play for any players, thus it cannot be targeted, attack, block, be sacrificed for something, etc, etc. All COMES INTO PLAY triggers resolve immediately for all players. For some cards it makes more sense for NO player to control that card (for example Hunted Wumpass, or Charmed Griffon) In the case of those types of cards, each player would put one selected card into play ... as common sense would dictate, so effectivly No player controls that card. Where as in some cases it makes sense for all players to control the card like Worship ... Just use your judgement.
- Triggers Generated BY cards on the world stack resolve normally, cards like Confusion in the rank or Horobi's Death Wail. Those triggers can be responded to normally... where triggers on say Charmed Griffon or Hunted Wumpas cannot be responded to. Also those triggers stay on the stack while the stack is flipping. So supose Horobi's is on the Crit mass stack, and I play Lightning bolt targeting a Beefy creature - AND the Bolt is the Nth spell for turn that cuases critical mass. The horobi's trigger goes on the stack, and then the Critical Mass stack flips, after the new Critical mass stack ability resolves... then the horobi's death wail trigger will now (attempt to) resolve, then the bolt will likely be countered upon resolution. Any new targeting abilites will not trigger Horobi's seeing as how the death wail is no longer 'in play'. Note that if the Bolt causes the critical mass stack to Flip INTO a horobi's death wail will NOT cause the Horobi's to trigger. This is because horobi's was not in play when the spell was declared.
- Any Effects in the critical mass stack that sacrifice themself, flip the stack immediately after they sacrifice... Flip the stack as normal after the ability resolves. Then then the new effect goes immediately on the stack. Instants and sorcery DO NOT auto flip after they resolve, they just sit face up on the critical mass stack and wait to be flipped away ... This rule only applies to cards like standstill.
-Basially the stack cannot flip twice in one turn - unless the stack flipped itself useing the sacrifice rule. If critical mass has been reached this turn, by virtue of the way the limit is defined it would be imposible to reach critical mass twice.
- Notes on the Critical Mass stack - It takes some getting used to, It is incredible easy to forget to flip the crtical mass stack. Your play stack should be ripe with instants, because really you need to have several instants resolve for you can get the stack to flip. You can control how often the game reaches critcal mass by adjusting your instant count in the play stack. It also makes strange cantrips like twich and stuff alot of fun. For example you can twitch something while your opponents spell is on the stack causeing the game to reach critcal mass, and then Twitch might end up being as good as a counterspell, or wraith of god, or better! Also don't forget that you cannot respond to the critical mass stack... so for example if a warp world, or Biorythm gets flipped - NO activating Pentavus in response! Remember you can't even respond BEFORE the stack flips, As SOON as the Nth spell is DECLARED and goes on the stack ... you've missed the boat for responding. this is even EASIER to miss, sometimes gamestate must be backed up if a critical mass spell is responded to before the players realise that it was infact the critical mass spell. In big games sometimes have one or two players with an extra 6 sided counting the "spells for turn." and have that player in charge of flipping the stack.
Suggestions for Building a Critical Mass Stack - Basically you want to include these types of cards..
Cards that everyone wants people to play, but that you would NEVER play: like Gate to Aether, Howling Mine, Show and Tell. Upkeep cards are great examples of this because everyone else gets to use it before you do ... or you have to wait an entire full turn to make the card work.
Sweeping destruction effects . And other good balancers.
Crazy fun stuff that is extremely situational. the situational becomes CHAOTIC Cards.
Cards of "little Consiquence" If your critical mass stack is too dense with high power cards, then it makes the game way way too random, mixing in some "minor" cards will make the critical mass less "relably crazy".
- Note on BioRythm - This card ALWAYS ends the game several turns after it resolves. I would HIGHLY suggest Biorythm in your Critical mass stack. This is the inevitablity factor. This is also why I prefer that the stack not shuffle on each flip... it means biorythm is comming, and It also means players will play creatures earlier rather than later. Although we add the following Errata: "If BioRythm would cause all players to loose the game, Flip the critical mass stack instead."
Suggested cards for the Critical mass stack=============== Anything Marked with an * is currently in my stack.
"Freebie" Effects: Eureka Show And Tell* <-- Awsome, Highly Recomended Charmed Griffon* <-- Situationally Awsome, Highly Recomended Hunted Wumpas <-- Situationally Awsome, Highly Recomended Exhume* Roar of Reclimation* <-- So good - Highly Recomended Gate to Aether*
"Sweeping" Effects: World Gorger Dragon* <-- So much fun!! Probably my favorite card in the crit stack. Obliderate* Jolkhupus* Anything else with "destroy all ..." Humility
Fun with Combat: Grand Melee* Silent Arbiter* Moat <-- $_$
Fun with Gamestate cards: Warp World* Time Stop* <-- This card saves lives - Highly Recomended Biorythm* <-- This card Ends lives- Highly Recomended Time Sifter* <-- Randomizes the turns =P Furnace of Wrath* Worship Confusion in the Ranks* <-- This card makes you think - Highly Recomended Dovescape*
"Minor" Cards: Arena of Ancients* Porticulious Eyes of the watcher* Horobi's Death Wail* <-- Good and fun - Highly Recomended March of the Machines Darksteal Forge* Doubling Season Dreamborn Muse* Howling Mine Terifi's Puzzle Box Hanna's Custody Any of the Leylines - but not the blue one.
Draw Cards: StandStill* Diminishing Returns* Sway the Stars <-- Haven't gotten my hands on one yet Wheel of Fortune Windfall Winds of Change
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« Last Edit: June 16, 2006, 02:07:50 pm by Harlequin »
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suicide_slushy
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« Reply #81 on: September 15, 2006, 05:36:33 pm » |
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I suppose this is as good a place as any to ask what t4 is, and where I can find a primer or whatever on it.
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Locke
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« Reply #82 on: September 15, 2006, 07:25:55 pm » |
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I suppose this is as good a place as any to ask what t4 is, and where I can find a primer or whatever on it.
See post #1.
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Luiggi
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« Reply #83 on: September 21, 2006, 08:51:05 am » |
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what t4 is Type 4 = best casual format ever,  . I've already gone through my stack and separated ~20 cards that I know I can replace with busted Time Spiral ones after this weekend. Luis
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WhiteWolf
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« Reply #84 on: September 22, 2006, 12:02:47 pm » |
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I finally made an account and decide to post my stack. This is the only Belgian Type 4 Stack I know of (if there are any Belgian Type 4 players on here, let me know, we could play). I mostly play 1-on-1 Type 4. Combine that with a pretty powerful stack and you get some crazy games. But we like it that way. We go all out on ACC's: morph, Bringers, Flashback, even things like Temporal Aperture and North Star. We use Firebreathers, Treasure Trove, Infinite Life, ... No errata (Incarnations work always, Misschieveous Quanar is insane, ... ). The only thing out of the question are straight x-damage spells like Fireball. Lately to spice up our games, we sometimes use a "Chaos stack" (the idea came from Harlequin I think)). Some nice chaos-like effects to shake things about now and then. At the beginning of every turn a 6-sided die is rolled and the next card gets turned on a 1 or a 6. No Wrath-like effects (too "unfun" I think and already in the stack) but things like Timesifter, Bottomless Pit, Furnace of Rath, ...
Anyway:
Firebreathers
Avarax Bladewing the Risen Cinder Shade Cromat Dauthi Mercenary Dragon Tyrant Kamahl, Fist of Krosa Snarling Undorak Warbreak Trumpeter Windreaver
Fat Men
Arcadas Sabboth Ashen Monstrosity Autochton Wurm Cognivore Crush of Wurms Dark Depths Darksteel Colossus Draco Eternal Dragon Exalted Angel Excruciator Firemane Angel Fungal Shambler Garza Zol, Plague Queen Gigapede Greater Morphling Grozoth Hunting Pack Hypnox Imperial Hellkite Iname as One Infernal Spawn of Evil Infernal Spawn of Infernal Spawn of Evil Iridescent Angel Kokusho, the Evening Star Konda, Lord of Eiganjo Krosan Cloudscraper Krosan Colossus Laquatus's Champion Living Hive Mist Dragon Morphling Mortivore Multani, Maro Sorcerer Nicol Bolas Panglacial Wurm Penumbra Wurm Phage, the Untouchable Phantom Nishoba Phyrexian Gargantua Plated Slagwurm Platinum Angel Pristine Angel Protean Hulk Quicksilver Dragon Razia, Boros Archangel Root Elemental Rorix Bladewing Scion of Darkness Silent Specter Silvos, Rogue Elemental Sky Swallower Sol'Kanar the Swamp King Spiritmonger Spirit of the Night Stalking Vengeance Storm Herd Svogthos, the Restless Tomb Symbiotic Wurm Szadek, Lord of Secrets Thicket Elemental Verdant Force Volrath the Fallen Xanthic Statue
Utility Men
Academy Rector Ancestor's Chosen Angel of Despair Anger Arashi, the Sky Asunder Arcanis the Omnipotent Armored Guardian Avatar of Woe Aven Fateshaper Azorius Guildmage Bane of the Living Blazing Archon Bloodfire Colossus Bloodshot Cyclops Bosh, Iron Golem Bringer of the Black Dawn Bringer of the Blue Dawn Bringer of the Green Dawn Bringer of the Red Dawn Bringer of the White Dawn Carl, King of Games Chainer, Dementia Master Chromeshell Crab Combat Medic Crimson Hellkite Crowd Favorites Deepfire Elemental Desolation Angel Desolation Giant Duplicant Echo Tracer Eight-and-a-Half-Tails Ertai, Wizard Adept Etched Oracle False Prophet Filth Furnace Dragon Genesis Ghost-Lit Stalker Gilded Drake Glarecaster Glory Heartless Hidetsugu Helldozer Hellhole Rats Hisoka, Minamo Sensei Homura, Human Ascendant Hoverguard Sweepers Indrik Stomphowler Infernal Denizen Jacques the Frenchie Jareth, Leonine Titan Jiwari, the Earth Aflame Johnny, Combo Player Karmic Guide Kiki-Jiki, Mirror Breaker Kuro, Pitlord Liz, Not-so-token Girl Memnarch Metathran Aerostat Mindleech Mass Mischievous Quanar Myojin of Cleansing Fire Myojin of Life's Web Myojin of Night's Reach Mystic Snake Nantuko Vigilante Nezumi Graverobber Nightscape Battlemage Niv-Mizzet, the Firemind Okiba-Gang Shinobi Pain Kami Platinum Angel Quicksilver Elemental Reiver Demon Reya Dawnbringer Richard Garfield, PhD Rimescale Dragon Riptide Shapeshifter Robert Leroy, Libertarian Sakashima, the Impostor Siege-Gang Commander Silklash Spider Sisters of Stone Death Skinthinner Stormscape Battlemage Sunscape Battlemage Temporal Adept Thornscape Battlemage Thunderscape Battlemage Tidespout Tyrant Timmy, Power Gamer Tyrone-san the Emo Uktabi Kong Venomspout Brackus Viridian Zealot Visara the Dreadful Voidmage Apprentice Voidmage Prodigy Willbender Yore-Tiller Nephilim
Ping Men
Consumptive Goo Flowstone Overseer Masticore Plaguebearer Smokespew Invoker Vampiric Dragon
Mass Removal
Akroma’s Vengeance Balance Balancing Act Decree of Annihilation Decree of Pain Devastation Dregs of Sorrow Dwarven Catapult Evacuation Fevered Convulsions Flowstone Slide Forced March Hail of Arrows Hour of Reckoning Inferno Jokulhaups Kirtar's Wrath March of Souls Nevinyrral’s Disk Obliterate Overwhelming Forces Pernicious Deed Plague Boiler Plague Wind Planeswalker’s Scorn Pulverize Purify Rare-B-Gone Rout Savage Twister Solar Tide Soulscour Starstorm Task Mage Assembly Vacuumelt World-Bottling Kit Wrath of God
Pinpoint Removal
Agonizing Demise Altar’s Light Annihilate Awol Barter in Blood Bash to Bits Betrayal of Flesh Brainspoil Capsize Chainer's Edict Chaos Orb Chastise Clutch of the Undercity Cremate Crooked Scales Crosis’ Charm Cruel Revival Desert Twister Devouring Light Diabolic Edict Dismantling Blow Exile Faith's Fetters Fireblast Fissure Headstone Hide/Seek Hit/Run Hull Breach Illuminate Karakas Legacy Weapon Mortify Mystic Melting Night Soil Order/Chaos Orim’s Thunder Predator Flagship Prophetic Bolt Putrefy Radiant's Judgment Ray of Distortion Recoil Repeal Second Thoughts Shattering Pulse Shattering Spree Shred Memory Snuff Out Swords to Plowshares Terminate Tornado Treva’s Charm Tsabo’s Decree Twisted Justice Void Wing Shards
Counters
Absorb Arcane Denial Assert Authority Commandeer Controvert Decree of Silence Deflection Desertion Discombobulate Dismiss Disrupting Shoal Dissipate Dromar’s Charm Ertai’s Meddling Exclude Fervent Denial Fold into Aether Forbid Force of Will Fork Hinder Induce Paranoia Interdict Last Word Misdirection Muddle the Mixture Null Brooch Overwhelming Intellect Perplex Reroute Rewind Spell Counter Spelljack Spite/Malice Suffocating Blast Swift Silence Thwart Time Stop Undermine Vex Voidslime
Stealing
Acquire Blatant Thievery Confiscate Dominate Flash Conscription Govern the Guildless Grab the Reins Grinning Totem Helm of Obedience Insurrection Jacowned! Spinal Embrace Thought Dissector Yavimaya’s Embrace
Recursion
All Sun’s Dawn Argivian Restoration Beacon of Unrest Bösium Strip Corpse Dance Death Denied Debtor's Knell Grim Harvest Holistic Wisdom Hymn of Rebirth Miracelous Recovery Phyrexian Grimoire Restock Sigil of the New Dawn Strands of Night Twilight’s Call Volrath’s Stronghold Yawgmoth’s Agenda
Damage Prevention
Captain’s Maneuver Chant of Vitu-Ghazi Delaying Shield Fyndhorn Pollen Kor Haven Maze of Ith Moment’s Peace Mourner’s Shield Panacea Pravh, Spires of Order Reverse Damage Rith's Charm Safeguard Shield of the Ages
Life Gain
Ancestral Tribute Beacon of Immortality Granny’s Payback Tower of Eons
Search
Aladdin’s Lamp Chord of Calling Citanul Flute Congregation at Dawn Crown of Convergence Eladamri’s Call Flash of Insight Hibernation's End Night Dealings Planar Portal Reviving Vapors Soothsaying Sunforger Survival of the Fittest Tooth and Nail Vigean Intuition
Draw
Armistice Biomantic Mastery Compulsion Fact or Fiction Future Sight Greater Good Heed the Mists Mind’s Eye Moonlight Bargain Nivix, Arie of the Firemind Opportunity Plagiarize Pulse of the Grid Thran Tome Tower of Fortunes Treasure Trove Whispers of the Muse
Burn
Aladdin’s Ring Beacon of Destruction Kaboom! Pyromancy Rocket Launcher Searing Wind Urza's Rage Volley of Boulders
Discard
Cabal Conditioning Mind Warp Rix Maadi, Dungeon Palace
Miscellaneous
Ach, Hans! Run! Aggravated Assault Backlash Beacon of Tomorrows Blast from the Past Boseiju, Who Shelters All Call of the Wild Cauldron Dance Decree of the Creator Door to Nothingness Dragon Beath Fist of Suns Fury of the Horde Gleemax Hall of the Bandit Lord In the Web of War Killer Instinct Leonin Sun Standard Mindslaver Mirari Mizzium Transreliquat Mortal Combat Muse Vessel North Star Ornate Kanzashi Planeswalker’s Misschief Promise of Power Quicksilver Amulet Reito Lantern Reverse the Sands Reweave Soul Foundry Staff of Domination Sunhome, Fortress of the Legion Tatsumasa, the Dragon's Fang Temporal Aperture That Which Was Taken Through the Breach Thunderheads Time Stretch Tolarian Waterpark Vanish into Memory Vedalken Orrery Who/What/When/Where/Why Winding Canyons
I always try tro trim it but it's getting harder and harder. I already cut Vanilla counterspells (Rewind untaps utility lands!) and lesser counterspells (things like Arcane Denial and Vex can be political in multiplayer games). I even cut Bind and Squelch because Interdict is straight out better. I haven't tested since and maybe stuff like Door are going te be too out of hand now.
And Time Spiral is only going to make the stack larger! Oh my, what a Type 4 set!
WhiteWolf
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Mr. Type 4
Creator of Type 4
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Creator of Type 4 - Discoverer of Steve Menendian
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« Reply #85 on: September 22, 2006, 01:47:31 pm » |
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I'll need to take some time and look over your list more carefully (there's always some good stuff that I haven't found to include in my list) but I see that you got JACOWNED! in there, which is freakin' awesome. More people should include Jacowned!, it's the shit.
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2008 VINTAGE CHAMPION 2013 NYSE OPEN I CHAMPION Team Meandeck Mastriano's the only person I know who can pick up chicks and win magic tournaments at the same time.
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WhiteWolf
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« Reply #86 on: September 23, 2006, 08:30:41 am » |
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Some not-so-evident inclusions might be: * Pyromancy: great (but risky) burn spell * Hall of the Bandit Lord: especially good with firebreathers * Sigil of the New Dawn: creatures never really die. Will probably be replaced by Lim-Dul. * Windreaver: great defender and finisher for control style players. * Fireblast: surprising 'free' finisher or removal * Argivian Restoration: recent addition, looks good with all the powerful artifacts * Sol'Kanar the Swamp King: Unblockable and life gain * Hisoka, Minamo Sensei: surprisingly really good, especially with some carddrawing. Try it out! The problem is I sometimes think my stack is too big (on the other hand having some diversity is fun). Does any of you have some things you think I could cut? I make it a personal rule to not include two versions of one spell, especially if one is a notch better. Bind = Squelch < Interdict. Another personal rule is that I weigh new 'fat men' against Darksteel Colossus: something must be more or less on the same level (or better) as an 11/11 hard-to-get-rid-of, evading critter. So recently I have cut: One Dozen Eyes, Colossus of Sardia, Arctic Nishoba, ... Power/toughness can be less IF there's an interesting ability like with Excruciator, Fungal Shambler, ... I also don't like vanilla counterspells or lesser counterspells (unless they're political). So, how does everyone weighs new cards for Type 4? Seems an interesting question ... especially for creatures. And yes, I know I'm missing some staples like Vindicate (damn hard to find actually!) and Illusionary Mask. Ironically i have 4 Vindicates and 4 Masks but I like to keep them separated for Legacy and Vintage. I really love Type 4 but buying a 5th Illusionary Mask has been a bit to much until now! You can however always sell me your beat-up Mask.  White Wolf
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« Last Edit: September 23, 2006, 08:58:46 am by WhiteWolf »
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Luiggi
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Fear me, if you dare.
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« Reply #87 on: September 25, 2006, 12:09:05 pm » |
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I'll need to take some time and look over your list more carefully (there's always some good stuff that I haven't found to include in my list) but I see that you got JACOWNED! in there, which is freakin' awesome. More people should include Jacowned!, it's the shit.
Pardon my ignorance, but what's "Jacowned!"? Luis
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"I saw endless fields of workshops... They were harvesting fish, using them as batteries. [...] If Workshops are the machines and Fish are the humans, G/R Beats is Neo,  ."
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WhiteWolf
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« Reply #88 on: September 25, 2006, 01:45:16 pm » |
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Jacowned:
Sorcery
Until the beginning of your next turn, gain control of each opponent's turn (You control only the active player's turn.)
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The road of excess leads to the palace of wisdom.
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WhiteWolf
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« Reply #89 on: September 28, 2006, 03:18:54 am » |
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I’d like to have a discussion about some cards I recently cut or never tried (mainly because I don’t own them) but think could be strong. What do you all think of:
Sneak Attack: Drop this with a few creatures in your hand and beat! From then on it gives haste to every creature you draw. Especially good with critters like Nicol Bolas. So what if they die at the and of turn? It’s not like creatures live long normally or need to live long.
Firemane Angel: A mediocre evasive recurring beater. The life gain is pretty irrelevant unless in really long games but the fact that she can be recurred ‘for free’ is strong.
Pit Spawn: Some people swear by this creature. If only his power was 7 or 8 …
Eternal Witness: Returns only one card, seems underwhelming. I love All Sun’s Dawn which is like 10,000 times better.
Cognivore: Can become really big in larger games but very susceptible to removal. Outdated?
Sol’Kanar, the Swamp King: Only a 5/5 but unblockable. In larger games his life gain can be relevant.
Academy Rector: You can fetch some very strong enchantments but getting her killed can be cumbersome. Blocking is not always possible and wasting a removal spell is not so economic. Mostly a Moat-like detterant.
Heartless Hidetsugu: A lot of players play this guy but I recently cut it. It was often just too symmetrical.
Kuro Pitlord: Also a recent cut. A pretty big beater and semi-masticore. Is the life-loss worth the ability? Great art by the way …
Karakas: Free removal and utility (if used on your own crits) but cut because of the ‘legend’ drawback.
Helm of Obedience: Another recent cut. Seemed weak compared to Confiscate, Dominate, … because of the random nature. A lot of people deem it very powerful, am I missing something? Yeah yeah, it mills, but is that so relevant?
Bosium Strip: A card I’ve seldom seen. Good or not? It went in and out of my stack.
Hammer of Bogardan: Recurrable Lightning Bolt, pity it's a sorcery.
I’ll add more later.
WhiteWolf
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« Last Edit: September 28, 2006, 04:57:19 am by WhiteWolf »
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The road of excess leads to the palace of wisdom.
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