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Bir çeviri sorunu bildirin
My superfriends deck is not an assortment of planeswalkers, or oaths, or board wipes, or green ramp cards; no Declarations in Stone, no Anguished Unmakings, no Ulamogs (heresy!! EVERY DECK MUST ULAMOG!!!) no Emeria Shepherds, and none of the other broken crap you listed. In fact, my Superfriends deck has zero cards in........
......ummmmm........
......is this a bad time to mention I've never actually MADE a Superfriends deck??? :)
Call me old-school, but I've never been a huge fan of planeswalkers. I got into Magic long before they ever existed, and while they are pretty fun to play, they......I dunno......just "feel" wrong somehow.
Though, I call them Abzan Control, Esper Control, and so on.
Walkers? Of course. Gimme more.
Mass removal and spot removal? A must.
Oaths? They are nice, especially Nissa's.
Ramp? A little. Only Nissa's Renewal.
Ulamog? NO!
Emeria Shepherd? No. I tried it. Doesn't work. Too expensive. Too fragile.
You forgot to mention Tireless Tracker. That card is insane. But most people make the tiny mistake to play it on turn 3 instead of turn 4.
I understand your complain.
But it is just fun to play flexible strong decks. And imo, Abzan Control is the best.
Is it fun to play against these Control decks?
Well, I think it is more fun than to play against White Wheenie, Red Aggro or Fog Mill.
Azban and Esper are deck colour names from the Shards of Alara set, iirc.
Just like Ravnica brought us the dual-coloured Guilds (Izzet, Dimir, Boros, Selesnya, Simic, Orzhov, Rakdos, Gruul, Golgari, and Azorious).
What Warchild said, those names are just desiginations for the colors you're using, like Abzan is BWG and Esper is UBW, so on and so fourth.
And by "in Superfriends" I mean "anywhere at all".
Are they official MTG names for the 3 color and 2 color? I know it's easier to try and remember them rather than something like w/b/g. There are names for 4 and 5 color as well.
I've a bit of trouble with them though so I keep a notepad document on desktop with the names.
The thing is, you have to still make your deck viable vs other meta decks. I see a lot of Madness decks and ones I term simply "Get Ulamog on the field" decks. Also, there's Mill.
Suppression Bonds are white's best answer. However, having them around against other decks can suck. Try not to use more than 3 and try for only 2 IF your companion colors have other ways of dealing with PWs. Tragic Arrogance is also a choice.
Blue has Disperse and like spells. Crush of Tentacles works as well as Displacement Wave. These aren't ways to get rid of the PWs though, except temp. It also has it's selection of crap counterspells. And it has "can't block" abilities that can get your creatures through to hit the enemy
Black has only Anguished Unmasking when paired with White. Elusive Tormentor can be used via it's transformation/attack ability to hit them without being blocked.
Red has multiple ways. Too many to name. Any of it's sorceries or instants and even a few enchants that can hit a player can hit a Planeswalker. Haste can get you some surprise hits on them too.
Green has....trample. That's about it.
The colorless has great ways via it's special trample creatures to hit. Especially Reality Smasher. Of course Ulamog works.
As to it's enchants, let them hit the field unless you have extra to remove them. If not, they're not THAT dangerous after they're cast.
PW decks like to use cheap blockers. 1/1 tokens and the like. The black spells(can't think of them offhand)that target 2/2 damage is a good choice instead of say, Languish as you can simply use creatures with at least 3 defense. Languish tends to wreck many of your valuable creatures on the field. Also, 3 defense low mana creatures can offset Madness and speed decks. Jorubai Murk Lurker comes to mind immediately.
What about dealing with the damned Ulamog decks? Exile. Seriously, Oblivion Strike, Angelic Pulse, Declaration of Stone, etc. Put it in the exile zone and forget about it. Usually that's the player's entire strategy and you've pretty much won after this.
Mill? Run 64 cards and make it work. I can and have.
Jund, Grixis, Esper, Bant, naya, Alara
Tarkir is , Sultai, Jeskai, Mardu, Abzan and Temur
This "problem" doesnt relate to super friends specifically, it relates to the game being poorly designed against new players thats all
And that isn't my fault, or anyone elses with the full sets unlocked. Of course I'm going to crush new players to the point they want to quit. It isn't my fault. It's up to the developers to make the game more friendly towards new players.
Theres a reason this game is failing and doesn't attract new players. This is a huge reason.
Same for hearthstone, harder for new players to break in to. Difference is with hearthstone they have a much larger player base so new players are pitted against other new players more frequently. If a new player starts magic duels, they're unlikely to face another newbie due to the small player base availible
Anyhow all that aside, super friends is a slow controlling deck, I'm not going to say EASILY beat, like people who want to sound cool claim.. it isn't easy to beat. It's one of the top decks, but the good news is there are other top decks.
So to sum up super friends is a strong competitive deck, so are other decks, newbies are at a disadvantage against top decks
after 3 matches
Newbie: F♥♥♥ this game Ima wright something about this
and hence i reiterate my desire for a 5 mythic limit for all decks. especialy for 2hg's sake where there is no ranking to seperate the wheat from the chaff.
Whats the point of acquiring more cards though? Wheres the fun in playing long term, only to have a limited game, so that new players aren't at a disadvantage.
That doesn't make any sense and sounds really boring to me personally. I want to be able to play with tons of rares and very competitive decks when I've unlocked all the cards.
The developers just need to make the game more friendly for new players, IF they even care about this.. which they might not. This game only has a few thousand players and maybe they are catering more to the existing players long term, and realise they can't please new players. I don't really know.
Magic duels - a few thousand players. Hearthstone - tens of millions.
We really do not need a power limit just for new players who may not even exist. They may number in the 10's or 100 or so. The rest of us, the larger playerbase, are existing players with (almost) all unlocks and want to have unrestricted fun