Magic Duels

Magic Duels

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Holyaapje Sep 7, 2015 @ 7:03am
deck building rules?
so i got a deck 57 forest 2 animist's awakening and 1 Gaea's revenge.
so by the law of magic the gathering. its a legal deck, i admit its a weak deck.
i made it to get the play a 7 mana creature spel in turn 4. sins 2 animist's awakening is they only way to get the 7 land in time. first 1 x1 on turn 2 and the 2nd x3 on turn 3. have to hit only land or you have failed the ach.

when i try to play it: your selected deck is invalid. would you like to go to deck builder?

WTF ARE YOU TALKING ABOUT ITS A 60 CARD DECK, SO ITS VALID.

anny of you know what the valid rules of thise game are?
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The deck building rules for Duels is a little different. The max lands are equal to half the card count of the deck 60 cards-30 lands. The playset count is different as well. Commons-4 Uncommons-3 Rares-2 Mythics-1
Holyaapje Sep 7, 2015 @ 7:11am 
Originally posted by Professor Dex 1978:
The deck building rules for Duels is a little different. The max lands are equal to half the card count of the deck 60 cards-30 lands. The playset count is different as well. Commons-4 Uncommons-3 Rares-2 Mythics-1

thx fore the reaction, i now must think of a good way to get the ach only jusing 30 lands
Originally posted by mbvz:
Originally posted by Professor Dex 1978:
The deck building rules for Duels is a little different. The max lands are equal to half the card count of the deck 60 cards-30 lands. The playset count is different as well. Commons-4 Uncommons-3 Rares-2 Mythics-1

thx fore the reaction, i now must think of a good way to get the ach only jusing 30 lands
Your welcome. The rules can be a pain sometimes when building funky decks like yours, but they have also lead to an interesting meta not seen in regular Magic. Good luck bud.
MrModeste Sep 7, 2015 @ 7:23am 
I'm glad about the 4/3/2/1 rarity limit. I haven't played paper magic, but in this game it helps prevent regular farmers from completely destroying the game by spamming rare cards.
Last edited by MrModeste; Sep 7, 2015 @ 7:23am
MundoSD Sep 7, 2015 @ 7:24am 
If you're referring to the "Accelerated Production" achievement, you actually get 5 turns for it; search it on the forums, as others (myself included) have gotten it due to how lax the requirements for it is (unless they patched it out).
Holyaapje Sep 7, 2015 @ 7:47am 
so afhter i got my perfect hand and faild by not hitting land. i jused the skill quest cheat and just cast it at turn 7. a skill quest resets your turn cound
Last edited by Holyaapje; Sep 7, 2015 @ 7:49am
zysron Sep 7, 2015 @ 10:15am 
put all your mana ramp in first
4 gatekeeper vine
4 alchemists vile
4 elvish visionary
4 nissa's pilgramage
4 moonveil moss
2 anamist awakenings
2 gaea's revenge
4 axebane stag
2 primal bellows (filler)
30 land
best turn is this if playing someone and wanting to win

1 land = 1
2 land gatekeeper = 2
3 land piilgramage =4
4 land moss = 6
5 land =7

turn two and 4 can be awakenings turn four can be pilgramage but if you hand count of land is low its better to use gatekeeper for mana assurance

btw what the heck is the skill quest cheat?
MundoSD Sep 7, 2015 @ 10:59am 
Originally posted by zysron:
put all your mana ramp in first
4 gatekeeper vine
4 alchemists vile
4 elvish visionary
4 nissa's pilgramage
4 moonveil moss
2 anamist awakenings
2 gaea's revenge
4 axebane stag
2 primal bellows (filler)
30 land
best turn is this if playing someone and wanting to win

1 land = 1
2 land gatekeeper = 2
3 land piilgramage =4
4 land moss = 6
5 land =7

turn two and 4 can be awakenings turn four can be pilgramage but if you hand count of land is low its better to use gatekeeper for mana assurance

btw what the heck is the skill quest cheat?

Pause the game > Help & Options > Help > Choose any topic that lets you (re)do a Skill Quest from the Campaign.

I've had to do that during solo games to reset things the field whenever the game gets stuck and/or dumb things happen (like Evolving Wilds not letting me select cards but not letting me finish its effect either). Apparently it resets the counter for the turns to trigger this achievement from what I've read around here.
piripiago Sep 7, 2015 @ 2:17pm 
Repeating the confirmation again that the achievement works when casting a seven mana creature on turn 5, so you only need two extra lands. I just got it after a turn 4 Animist's Awakening hitting two lands.
Originally posted by zysron:
put all your mana ramp in first
4 Gatecreeper Vine
4 Alchemist's Vial
4 Elvish Visionary
4 Nissa's Pilgrimage
4 Mwonvuli Acid-Moss
2 Animist's Awakening
2 Gaea's Revenge
4 Axebane Stag
2 Primal Bellow (filler)
30 Forest
Might consider Gather the Pack to allow you to dig for one a seven mana creature if you don't get one in your opening hand. Going through your first turn feels a little faster than waiting for the game to restart.

And if you still have room for filler, Fog is slightly better than Primal Bellow because it can be thrown away without a target on turn 1 to potentially enable the spell mastery on a turn 4 Animist's Awakening to potentially allow you to follow up with either Gather the Pack or Gatecreeper Vine. Admittedly there is a very small chance of all those events lining up, but an untargeted one mana instant is still slightly better in that spot.
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Date Posted: Sep 7, 2015 @ 7:03am
Posts: 9