Für die meisten Magic-Programme, inklusive Magic Workstation und Cockatrice:
Für MTG Arena:
Für Magic Online (MTGO):
Für andere:
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 103. There is a more recent version of this deck.
Deck is going through a major rework to be more lands based upon typing this I have it down to 3 creatures.
I still have that list under the name Richtor Scales if you see this and want to to take a look. Below info is for that construction.
Richter Scale (7 out of 10) When played with the self imposed restrictions (see rule zero below)
My rule zero conversation is something like.
This is more than a lands mater deck. This is a lands do the work deck.
I want the lands, or effects the lands give, to be how I win.
I do let lands entering give me card draw. But have avoided other land ETB effects.
I will never attack with creature cards. I treat creatures I play like enchantments that can block.
Strip Mine wilI never be used to destroy more than one land per player per turn. Its only in the deck for spot removal.
If I break these self imposed restrictions, I forfeit the game.
This deck will look real scary because of the number of lands on the field, But try not to panic. My ten lands is like most decks five lands as far a danger level.
This deck takes long turns but I will really try to be quick. I've recognize that its better to be fast then perfect sometimes.
If played this way the deck is challenging and fun to pilot, It's super scary for opponents because the number of lands on the battlefield gets crazy.
Glacial Chasm often becomes necessary mid game because I don't have a board presence that can stop incoming damage and mid game I often become the focus of the table. Once lands can be played from the grave (pretty standard), letting Glacial Chasm die and replaying it costs two land plays per turn but costs no life. If a player is holding an instant kill spell specifically for when the Glacial Chasm shield is down, use Vesuva or Thespian stage to duplicate the effect before letting the original go.
The Wincon Enablers are super important for combining with the different Wincon categories. Proper play of these can turn a wincon that may take many turns to have an effect to something that takes out players or wins the game on the next turn. The extra turns Wincon for example can get infinite extra turns without skipping a turn to get it started. I think there could be a way to do it same turn with strip mine destroying a already used wincon enabler land and replaying it to us again but I haven't thought it out yet. It would need a pretty specific setup. The Uber tutors allow you to go get all the pieces of one wincon.
Card draw on land etb is the one thing you must have. A table that knows your deck will eventually know to take out your commander asap and repeatedly.
There are three ways to draw on land etb, in the deck. Late game if you've gotten past the repeated removal another problem can be you will draw yourself out. I will sometimes keep a removal for my must draw on etb effects. The may draw are best.
The Nissa, Vital Force planswalker can be ultimated the turn she is played with Karn's Bastion on the field. I may put her back in.
Their are two downsides to this deck:
The turns can take too long. You have to really try to be quick and in some ways maybe even make sub optimal plays. Even with speed this deck takes long turns.
To solve this I did a few things
First once mid game hits and I'm playing 5 lands per turn, I will play lands with out considering optimal pathing. I identify key lands I don't want to play because they have a specific effect (like on the flip side) I want to keep in hand. I decide specifically the wincon I'm aimed at and stop considering other play paths even if they are more optimal.
Second I bought color paint markers and marked the upper left corner of the inner sleeves for lands I tutor for a lot. A green dot for forests, blue for island, yellow for removal etc. The marks are along the edge so when I fan the deck in my hand when tutoring I can QUICKLY find what I'm looking for. After letting the paint dry for a min I put on the outer sleeve and the marks are protected while not showing from the back side. (so not cheating)
This reduces my tutor time significantly. From the time I pick up the deck to when I have the card I wanted and have started shuffling is about 3 seconds.
This trick has revolutionized tutoring in all my decks.
2-seitig (Münzwurf) | |
---|---|
6-seitig (d6) | |
20-seitig (d20) | |
Seiten: |
Doppelklicken, um Kartendetails zu öffnen
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weitere Wahrscheinlichkeiten |
Please add some cards to the deck to see card suggestions.
Punkte | Kartenname | Typ | Mana | Seltenheit | Salt |
---|