this post was submitted on 25 Mar 2025
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Tabletop

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For discussion of Chess and other physical tabletop games that are not roleplaying, see !ttrpg@www.hexbear.net for those.

Including Card Games, Board Games, Wargaming, or classic games like checkers, go, & majhang.

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Results are in, and it looks like we will be doing a weekly MTG night starting next Monday. I'm thinking 7:00 PM CST, but we can adjust exact times if needed. Commander got a little bit of pushback in the original thread, so I'm thinking we might start with Pauper then switch to draft in a couple weeks (Commander can come a bit later). Organization will be primarily done through Discord, but I'll still post updates here as needed. We will be using xMage which you can find here. 1v1s for now, but we can always do a 3-way if we get an odd number of people.

I'm going to run a tokens deck, and I look forward to seeing what y'all bring!

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[–] KuroXppi@hexbear.net 1 points 1 month ago

When I started playing, the Green decks were the easiest to understand. Green decks are good to build around summoning either lots of creatures, or big creatures, or both. Then you use those creatures to attack your enemy's units, or the enemy itself when an opportunity presents itself.

In this way, your units are both a sword and shield between yourself and the opponent. Your opponent may not be able to attack you directly (to get you to 0hp) if you have a massive army for them to get through first.

There is a simple logic to a green deck of playing lands (resources), or cards that let you search your deck for lands, to allow you to bring out your bigger units as early as possible.

You can build a simple green deck, and introduce enchantments (cards that power up creatures) as you become more familiar with the game.

Other decks tend to have a mix between units and spells (which do things like deal direct damage, or disable units) that require a bit more game knowledge about how and when to use.