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ENERGY (ϟ counters) (Modern)

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DICE DECK (ft. Unstable Set)

>Introduction

I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drastically limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:

  • contain an unique game mechanics
  • have a good sinergy,
  • avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics

Energy counters represent aether, magical energy that is found throughout the Multiverse. While it made its debut in Kaladesh, it’s a successful format that has been present in various sets afterwards. Energy is used as a resource: stored at first and then consumed later to pay various abilities cost. Most energy-using cards serve as both sources and outlets for energy and make the mechanics quite straightforward. The goal of this deck is to embrace the energy counter theme into a deck somewhat fun to play and that can include different winning options.

Looking at the cards availability, green seems to offer the most balanced abilities: mana fixing (Servant of the Conduit), tokens (Architect of the Untamed) and one of the most overpowered drop-1 of the game (Greenbelt Rampager). While these three cards need to spend energy counters, we have others that

Etiquetas

Cartas Posibles

Tokens

¡Este mazo parece ser legal para Modern!

Turno: Your life: Opponent's life: Poison counters:
Mano (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

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» Revisión 13 Marzo 2, 2024 Federico Rosano
Revisión 12 Marzo 2, 2024 Federico Rosano
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