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Uniknus

PostPosted: Tue May 15, 2007 11:34 pm


Totally new to the game but I have decided to go with the power of the mind... The color of the sky and the sea... also of creation! They call me crazy because I have picked such color. Me being an amature... But I will be amature no more after I have mastered my skills....


That's it xp
PostPosted: Wed May 16, 2007 8:46 pm


and i am pink majestic and free.. o wait i mean red

firespyke


demonrider92

PostPosted: Thu May 17, 2007 7:42 pm


Uniknus
Totally new to the game but I have decided to go with the power of the mind... The color of the sky and the sea... also of creation! They call me crazy because I have picked such color. Me being an amature... But I will be amature no more after I have mastered my skills....


That's it xp


if your new and you can pull off a good blue deck, well good for you
PostPosted: Fri May 18, 2007 7:39 am


Nothing wrong with Blue. I prefer Black and White myself though.

Zeddicuus

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demonrider92

PostPosted: Sat May 19, 2007 12:42 pm


blue is kind of a hard color to pull off for new players, theres nothing wrong with the color, i actually have a u/w deck
PostPosted: Sat May 19, 2007 1:09 pm


blue is tricky, master it and master the game....

EASIEST color(s) to run is either R or RB

mcleod_legacy


demonrider92

PostPosted: Sat May 19, 2007 3:46 pm


r/g, its seriously the easiest colors to use
PostPosted: Sat May 19, 2007 7:00 pm


It isn't accurate to talk in terms of easy and difficult colours. It's better to talk and think about easy and difficult strategies.

In general Aggro is easier to play than combo is easier to play than control.

You can build mono U aggro that plays pretty much straight up. You don't even have to run counter effects (though, the deck will probably be stronger with than without them).

In the same vein you can build mono G control that takes a larger than average degree of skill and paitence to run effectively.

Some colours do have a greater affinity for a strategy than others and some mechanics are more difficult to use properly than others meaning that the colours they correspond to will be more likely to produce difficult decks but this is not the same thing as saying "U decks are hard to play and R decks are easy."

For example, Project X is one of the more difficult decks in standard. It's G/B/W but the reason it's hard to play has little to do with its colours and more to do with its gameplan.

Project X is somthing of an aggro/combo hybrid. It's built around the infinite combo of saffi+crypt champion with teysa and essence wardens to produce infinite tokens or gain infinite life. However, it also contains the skeleton of a strong midrange/aggro deck and in some matchups will forgo trying to combo out completely in favour of winning via creature beats.

Because of the double edged gameplan as well as the tutor effect of chord of calling (tutors and wishes tend to have the highest learning curves since they require a detailed understanding of the deck as a whole rather than simply the current hand) and the fact that the integral combo is quite complex and requires an advanced understanding of timing rules simply to understand that it works Project X has a learning curve that is somewhat steeper than nearly every other standard deck despite having fairly simple component mechanics (mainly creatures, the easiest cards to use).

epiclevelwarrior

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mcleod_legacy

PostPosted: Sat May 19, 2007 11:27 pm


epiclevelwarrior
It isn't accurate to talk in terms of easy and difficult colours. It's better to talk and think about easy and difficult strategies.

In general Aggro is easier to play than combo is easier to play than control.

You can build mono U aggro that plays pretty much straight up. You don't even have to run counter effects (though, the deck will probably be stronger with than without them).

In the same vein you can build mono G control that takes a larger than average degree of skill and paitence to run effectively.

Some colours do have a greater affinity for a strategy than others and some mechanics are more difficult to use properly than others meaning that the colours they correspond to will be more likely to produce difficult decks but this is not the same thing as saying "U decks are hard to play and R decks are easy."

For example, Project X is one of the more difficult decks in standard. It's G/B/W but the reason it's hard to play has little to do with its colours and more to do with its gameplan.

Project X is somthing of an aggro/combo hybrid. It's built around the infinite combo of saffi+crypt champion with teysa and essence wardens to produce infinite tokens or gain infinite life. However, it also contains the skeleton of a strong midrange/aggro deck and in some matchups will forgo trying to combo out completely in favour of winning via creature beats.

Because of the double edged gameplan as well as the tutor effect of chord of calling (tutors and wishes tend to have the highest learning curves since they require a detailed understanding of the deck as a whole rather than simply the current hand) and the fact that the integral combo is quite complex and requires an advanced understanding of timing rules simply to understand that it works Project X has a learning curve that is somewhat steeper than nearly every other standard deck despite having fairly simple component mechanics (mainly creatures, the easiest cards to use).


my apologies, let me rephrase....

B/R burn (direct damage) is the strategy/color combo that takes the least knowledge of the game itself and the easiest for new players to win with.
This statement is opinion based on the fact that almost every new player i see start with a b/r deck, grows as a player quickly and gains a greater respect for the game.... R/B starts off easy and runs into enough walls (Mono white protection) to keep the player level headed.

one player started phasing black out of her deck for green when she realized that her opponents weren't expecting her to have many big creatures

Another phased red out for more black, turning it into a more control based deck.

Another player ended up going clear the other way and went white/green life gain...

Anyhoo, sorry if my statement was overly generalized and/or poorly backed.
PostPosted: Sun May 20, 2007 11:35 am


Quote:
my apologies, let me rephrase....

B/R burn (direct damage) is the strategy/color combo that takes the least knowledge of the game itself and the easiest for new players to win with.


Well, two things.

First, I would disagree that B/R burn is easiest. Mono R burn is strictly simpler than R/B if only due to the simpler mana base.

Secondly, I disagree that R/B is significantly easier than... any other basic aggro strategy. Indeed, given that red and black lack inexpensive (IRL) drawing options and mana acceleration there is a case to be made that a more redundant strategy (IE: one using blue drawing or green mana fixing or drawing) would be significantly easier.

Thirdly, I disagree that a deck requiring "the least knowledge of the game" is the right deck to start with. I would prefer one with a greater emphasis on creature combat than most R/B decks tend to have specifically because the principles governing effective creature combat are the first really difficult things new players need to learn.

Quote:
This statement is opinion based on the fact that almost every new player i see start with a b/r deck, grows as a player quickly and gains a greater respect for the game.... R/B starts off easy and runs into enough walls (Mono white protection) to keep the player level headed.

one player started phasing black out of her deck for green when she realized that her opponents weren't expecting her to have many big creatures

Another phased red out for more black, turning it into a more control based deck.

Another player ended up going clear the other way and went white/green life gain...

.


I think that the degree to which a player assimilates into the game and progresses effectively has far more to do with the player than the deck.

I would venture to say that had any of those 3 players started with R/G aggro, mono G aggro, white weenie aggro, R/W BDW, mono R sligh, Sui B, U/B fish, or U/R counterfire they would have assimilated equally well into the game.

Quote:
Anyhoo, sorry if my statement was overly generalized and/or poorly backed


Ultimately, (despite appearances) I don't think you're wrong in anything that you've said. My disagreements are all matters of degree. My comments weren't aimed at you (or anyone) specifically I just saw an opportunity for a rant on theory and decided to go ahead with it.

So, I wouldn't say your statement was particularly generalized or poorly backed. I do think we have a slight difference of philosophical opinion but it's probably not somthing that would even come up save for the wonders of message board communication.

epiclevelwarrior

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