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Um dein Deck auf einem offiziellen ("DCI-sanktioniertem") Turnier zu spielen, musst du ein Deck-Registrierungsformular ausfüllen. Hier kannst du solch ein Formular herunterladen, vorausgefüllt mit den Karten aus diesem Deck!
Beachte bitte: Dies ist kein offizieller Dienst der DCI. Stelle daher bitte immer noch mal sicher, dass der Zettel wirklich alle Karten aus deinem Deck enthält und alle Vorraussetzungen erfüllt. Wenn dir ein Fehler auffällt, sag uns bitte bescheid. DCI is a trademark of of Wizards of the Coast LLC.
Zeige Revision 18. There is a more recent version of this deck.
Card theft gives you an inherent advantage; by casting spells from your opponent's deck, you effectively increase the amount of spells available to you.
In addition to flexibility, the theft archetype offers extreme value: putting your opponent down a card, but leaving you ahead (as you gained their card out of the exchange!)
Constantly observe and gain information, then use your opponent's strategies against them. (with extra help from Glasses of Urza and Telepathy)
It is crucial to understand your opponents win conditions, so you can precisely plunder or inhibit them.
You will have access to opponent's spells in all zones, so be mindful of which cards you can steal and when.
Imagine stealing your opponents' big threats, forcing them to use more spells to deal with it. Imagine and laugh
Aminatou, the Fateshifter functions well as the commander if you want more early game options
Ghirapur Orrery and Kwain, Itinerant Meddler function as both group hug (to lessen the ire of the table) and as refill for Sen Triplets
It is best to save Raff Capashen, Ship's Mage until you have the mana to cast it alongside Sen Triplets or Xanathar, Guild Kingpin at the end of your preceding opponent's turn, so the upkeep triggers immediately.
Approach of the Second Sun is for control matchups where your opponents arent giving you good cards. The other finisher is Worst Fears...
It is important to keep track (and help your table keep track) of which cards you can play and how.
Notice: "may play until end of turn" versus "may cast as long as they remain exiled". Cards exiled with the latter effect remain playable even if the source of the exile effect was removed (with the exception of Hostage Taker, which returns the card). This is not the case is if the 'exile' and 'play' effects are separate as in Tasha, the Witch Queen, Ashiok, Nightmare Muse, and Nightveil Specter
Dazzling Sphinx and Chaos Wand: although one effect, the exile is followed by a 'then' clause, so the spell is use it or lose it.
Saving spells in exile for just the right moment will get you more mileage than playing them asap, especially if you can wait until you control Sage of the Beyond or Vega, the Watcher.
Mana conditions: 'you may spend mana as though it were mana of any color to cast these spells'; neither Sen Triplets nor Nightveil Specter has this text, so you must match the each color (thank goodness you can generate non-commander colors!).
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