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[Magic] Snakes, Bugs & Assassins
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<blockquote data-quote="WhatGravitas" data-source="post: 4386477" data-attributes="member: 33132"><p>The problem with the one mana instants is that they effectively don't do that much, esp. the <a href="http://magiccards.info/mr/en/18.html" target="_blank">Ebony Charms</a>.</p><p></p><p>One important thing about MtG is what some people call <em>card advantage</em>: Basically, your options and what you can do is limited by the number of your cards - it's pretty easy to see: If your opponent has three cards in his hand and three creatures, then you are lagging behind with two cards in your hand and two creatures.</p><p></p><p>I think that's also one of your problems, you "run out of gas" in the late game - you don't have enough cards any more.</p><p></p><p>The Ebony Charm is away after you've played it - but to remain even, it should take at least one card of your enemy with it, otherwise you haven't done anything, effectively - the charm cannot change the state of the game significantly, nor does Fog (that's of course pretty simplified, card quality also counts - having a hand full of land is usually not worth much).</p><p></p><p>Terror or Giant Growths usually do an even trade - you lose one card, they lose one card. That's pretty okayish, especially if you are already in the advantage or have critters that can avoid being blocked (that's also the reason why blue and card drawing is so effective - card drawing puts you ahead easily - you have more options and more raw material to play and sort out the lands, if you don't need them any more).</p><p></p><p></p><p>That's also the reason why local enchantments are often so bad - if they kill the enchanted permanent, they take the enchantment with them, i.e. do a 2-for-1 trade.</p><p></p><p>Something like <a href="http://magiccards.info/tr/en/73.html" target="_blank">Mutilate</a>, however, can kill several enemy critters with one card - that puts you ahead a lot and gives you breathing room to reassemble your poisonous insects, especially if you held back some of your creatures and used the funeral charm to prevent your enemy from doing the same effectively! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But one mana instants can be fun - I'm partial to the <a href="http://magiccards.info/vi/en/11.html" target="_blank">Funeral Charm</a>, it can allow you the final swing, can help you to kill creatures, or just pluck out a card from their hand.</p><p>Can I plug <a href="http://www.enworld.org/forum/showthread.php?t=235232" target="_blank">the Elder Dragon Highlander</a> format again? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4386477, member: 33132"] The problem with the one mana instants is that they effectively don't do that much, esp. the [url=http://magiccards.info/mr/en/18.html]Ebony Charms[/url]. One important thing about MtG is what some people call [i]card advantage[/i]: Basically, your options and what you can do is limited by the number of your cards - it's pretty easy to see: If your opponent has three cards in his hand and three creatures, then you are lagging behind with two cards in your hand and two creatures. I think that's also one of your problems, you "run out of gas" in the late game - you don't have enough cards any more. The Ebony Charm is away after you've played it - but to remain even, it should take at least one card of your enemy with it, otherwise you haven't done anything, effectively - the charm cannot change the state of the game significantly, nor does Fog (that's of course pretty simplified, card quality also counts - having a hand full of land is usually not worth much). Terror or Giant Growths usually do an even trade - you lose one card, they lose one card. That's pretty okayish, especially if you are already in the advantage or have critters that can avoid being blocked (that's also the reason why blue and card drawing is so effective - card drawing puts you ahead easily - you have more options and more raw material to play and sort out the lands, if you don't need them any more). That's also the reason why local enchantments are often so bad - if they kill the enchanted permanent, they take the enchantment with them, i.e. do a 2-for-1 trade. Something like [url=http://magiccards.info/tr/en/73.html]Mutilate[/url], however, can kill several enemy critters with one card - that puts you ahead a lot and gives you breathing room to reassemble your poisonous insects, especially if you held back some of your creatures and used the funeral charm to prevent your enemy from doing the same effectively! ;) But one mana instants can be fun - I'm partial to the [url=http://magiccards.info/vi/en/11.html]Funeral Charm[/url], it can allow you the final swing, can help you to kill creatures, or just pluck out a card from their hand. Can I plug [url=http://www.enworld.org/forum/showthread.php?t=235232]the Elder Dragon Highlander[/url] format again? ;) Cheers, LT. [/QUOTE]
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