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Timmy, Johnny, & Spike - Rules for different types of players
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<blockquote data-quote="cignus_pfaccari" data-source="post: 5617621" data-attributes="member: 14557"><p>Hrm.</p><p></p><p>I tend towards a mix of Timmy goals with Johnny sensibilities, with occasional flashes of Spike.</p><p></p><p>The example is my ancient Bigger and Better Fireballs deck, which was built to generate, ahem, bigger and better direct damage spells. The initial intent was to generate as much mana as possible (including, with <em>Mana Drain</em>, my opponent's, because that was just cool) and hit people with direct damage spells.</p><p></p><p>Ergo, I needed <em>Mana Flares</em>, for more mana, for bigger spells. Because you can't live by spells alone, and because Mana Burn existed back in the day, I added in <em>Dragon Whelps</em> and <em>Shivan Dragons</em> to flare off excess mana. And lots of land, to make sure I had resources to throw into damage. And I noticed, eventually, that I lived or died by my ability to get cards, thus <em>Howling Mines</em>, and then because land kept piling up in my hand, I added in some Green to the Red/Blue mix and pulled in a <em>Fastbond</em> or two. That also let me pull in a couple of <em>Birds of Paradise</em>, for point-source mana, and a <em>Stream of Life</em> or two, just because it'd be fun to have 100 life. Oh, and a <em>Black Vise</em>, because if my opponent had cards piled up in his hand, I should take advantage of that.</p><p></p><p>It was about this point that I began to realize that most of the games I won were not because I destroyed someone with a gigantic 60-point DBZesque <em>Disintegrate</em> (though I did get two people that way in an Emperor game, with a <em>Fork</em>...that was cool), but because the environment my deck created was just so chaotic that my opponents wouldn't be able to do anything without hurting themselves, whereas my deck was built to thrive in exactly that kind of environment. By the time I could pull off the massive spell, my opponent had probably died from Mana Burn and Black Vise damage.</p><p></p><p>Brad</p></blockquote><p></p>
[QUOTE="cignus_pfaccari, post: 5617621, member: 14557"] Hrm. I tend towards a mix of Timmy goals with Johnny sensibilities, with occasional flashes of Spike. The example is my ancient Bigger and Better Fireballs deck, which was built to generate, ahem, bigger and better direct damage spells. The initial intent was to generate as much mana as possible (including, with [i]Mana Drain[/i], my opponent's, because that was just cool) and hit people with direct damage spells. Ergo, I needed [i]Mana Flares[/i], for more mana, for bigger spells. Because you can't live by spells alone, and because Mana Burn existed back in the day, I added in [i]Dragon Whelps[/i] and [i]Shivan Dragons[/i] to flare off excess mana. And lots of land, to make sure I had resources to throw into damage. And I noticed, eventually, that I lived or died by my ability to get cards, thus [i]Howling Mines[/i], and then because land kept piling up in my hand, I added in some Green to the Red/Blue mix and pulled in a [i]Fastbond[/i] or two. That also let me pull in a couple of [i]Birds of Paradise[/i], for point-source mana, and a [i]Stream of Life[/i] or two, just because it'd be fun to have 100 life. Oh, and a [i]Black Vise[/i], because if my opponent had cards piled up in his hand, I should take advantage of that. It was about this point that I began to realize that most of the games I won were not because I destroyed someone with a gigantic 60-point DBZesque [i]Disintegrate[/i] (though I did get two people that way in an Emperor game, with a [i]Fork[/i]...that was cool), but because the environment my deck created was just so chaotic that my opponents wouldn't be able to do anything without hurting themselves, whereas my deck was built to thrive in exactly that kind of environment. By the time I could pull off the massive spell, my opponent had probably died from Mana Burn and Black Vise damage. Brad [/QUOTE]
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