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Basically we are swinging humongous fuckers to kill. I have added a little of everything to give you sweet tastes of different style, but for the most part this is large men coming in and killing. Godzilla (Zilortha) is the commander, which isn't super optimal but it is funny, and there are good uses for his ability in here. I have made this so it will work without him, but you can always pull him out for a funny time and use him alone to win some games.
This deck has green, and the creatures are huge, this means you need lots of mana to do what you wanna do. To enable this, several cards are put in here to give you land advantage, which is the best way to make mana in MtG. You have:
to help with this. And there are also several creatures and artifacts that will produce you mana, like Llanowar Elves and Sol Ring (staples of almost every deck). Basically, these cards are good to hold onto early, as an early mana advantage is about as OP as it gets. Having a couple in your opening hand is very fucking good. Except for Nissa, since she costs a shitload. Worldly Tutor can also be thought of in some of the same way, but this is really just picking what you want so you can draw it later, aka tutoring.
Card draw makes a man horny, so there is a shit tom of it within. Having more cards means you can last longer and have more answers, and green has hella draw so might as well abuse it. Things like:
are gonna pop off in this regard. Mainly these enchantments are gonna stick around and give you max value turn after turn as you play big creatures, and Garruk himself is gonna do more than just that.
In MtG, cheating just means doing things without properly paying. For Large Problems like you have here, that is sometimes super pivotal. That's why I put in:
to help with this. You should have the mana to play your cards, but it never hurts to have more than you need in resources.
Okay. This is gonna be multifaceted, as every good deck should have more than one win con, but like I said, mainly just swing large fellow. The biggest way you can win doing this is by making a guy massive and then swinging him in a scenario where he can't be dealt with. There is a lot of buff cards in here, and a lot of different routes, but some of the best ones are:
These cards will give you massive attack boosts that work to basically eliminate someone then and there. There are other creatures that give smaller buffs throughout the deck, but these are massive leap cards, and can be used together. You also have a couple good artifacts that you can slap on your big guys:
This is a creature deck where every card is valuable, but some are better than others for most scenarios. Seems late to talk about this part but this is really situational and sometimes you will have a combo that makes a creature better than it was before. Some of your big targets here are:
but as a whole, the creatures here all a serve a purpose that wouldn't be fun to just spell out plainly. These cards above do different things, but they can all be seen as priority targets for the sole fact that for the most part they can swing the game to your side. There are good ones I didn't name, but if you check the cards out you'll be able to tell when it seems pretty good.
Like I said, sometimes shit can work even when it shouldn't, but sometimes shit is just good and always works.
Big Guys is fun and all, but fuckers like Steven and Ryan will have dark technology at work, and to combat this we have to stay sharp. That's why I put in good shit to keep your guys safe:
All of these cards do some different things. Some get rid of threats, and some keep your threats alive and generally make the game harder for your opponents. An important thing about decks like these is that almost all of your creatures can be seen as a threat in some way. This deck is not overpowered at all, but it has real beaters and when you lay one down, people are going to respond. The idea is to protect what you can, but ultimately you'll always be faced with getting your board wiped or your commander killed. The important thing is to have good backups available and have the resources to come back after those blows. This deck takes off sort of near the midgame given the mana curve, but advantages can be started at any point. I labeled a lot of the good cards, but the most fun thing about magic is using everything you have to win, so not having all of these cards get played every game doesn't matter much. the win conditions are broad enough so that, as long as you have mana, you should be able to have a presence is almost any game, and for sure always have some kind of chance to win.
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Double-click to open card details.
Nombre | Mano | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
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Probabilidades adicionales |
Please add some cards to the deck to see card suggestions.
Score | Nombre de la carta | Tipo | Maná | Rareza | Salt |
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Comparar | Revisión | Creado | Por | |||
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» | Revisión 11 | Febrero 22, 2021 | sandia | |||
Revisión 10 | Febrero 22, 2021 | sandia | ||||
Revisión 9 | Febrero 22, 2021 | sandia | ||||
Revisión 8 | Febrero 22, 2021 | sandia | ||||
Revisión 7 | Febrero 22, 2021 | sandia | ||||
Revisión 6 | Febrero 22, 2021 | sandia | ||||
Revisión 5 | Febrero 22, 2021 | sandia | ||||
Revisión 4 | Febrero 22, 2021 | sandia | ||||
Revisión 3 | Febrero 22, 2021 | sandia | ||||
Revisión 2 | Febrero 22, 2021 | sandia | ||||
Revisión 1 | Febrero 14, 2021 | sandia |