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Propaganda from Tempest for. Rarity, #: U, 80 Card Type: Enchantment Description: Each turn, each creature cannot attack you unless its .

First, linear strategies typically have very little ability to interact with their opponent. They're unprepared to shut down their opponent's game plan, instead banking on the fact that their own strategy will be more powerful. What happens when my Elf deck goes up against Jeskai Ascendancy combo? Well, I have no way to kill an opposing creature, no way to destroy an enchantment, and no way to make my opponent discard cards.

These things are true because every non-Elf card that I could've added to the deck would weaken my strategy. Well, now my decisions have come back to haunt me because I'm up against a deck that's faster than my own, and I can't do anything to stop it.

All I can do is play out some Elves and wait until my opponent kills me on turn four. I hardly get to play a game of Magic at all! Second, linear strategies are sometimes very easy to attack. When we discussed sideboarding , I said, "A rule of thumb is that the more extreme a strategy is, the easier it will be to sideboard against.

Imagine having to face down these cards:. My strategy is extreme and exploitable, so my opponent can easily sideboard cards that utterly devastate me. The problem is compounded because my lack of flexibility makes it hard to employ counter-measures or damage control.

It's all a game of weighing pros and cons. Linear strategies can be attackable, and they can lack flexibility. However, often their raw power is worth making these sacrifices.

If you're a very big favorite before sideboarding, maybe you're willing to accept being a small underdog after sideboarding. White-Blue WU Heroic seeks to quickly and efficiently create a single, giant creature. This creature typically winds up being unblockable and sometimes gaining lifelink! The whole deck is designed to support and protect this one threat. As is typical of linear strategies, you'll notice no removal spells in Tom Ross's WU Heroic deck, except for one Singing Bell Strike that can be searched up in a pinch by Heliod's Pilgrim.

To play with more removal than that would be a mistake, because every card that does not contribute to the primary game plan will only serve to weaken the deck. Remember, you're going from point A to point B, and you cannot afford to take detours.

Valorous Stance is an exciting and versatile card from Fate Reforged that might wind up being a perfect addition to WU Heroic. Much of the WU Heroic deck must be dedicated to protecting its powerful creature. Otherwise, a single removal spell would be able to shut down the strategy completely.

Valorous Stance protects a creature in a direct, reliable, and efficient way. It contributes directly to the WU Heroic strategy, doing a job that needs to be done. It also serves as a way to incorporate a removal spell, and in turn some much-needed flexibility into the deck.

Again, WU Heroic cannot afford to play with Suspension Field , Reprisal , or any other dedicated removal spells because they do not contribute to the linear game plan. However, that doesn't mean that it never comes up that you wish you had a removal spell!

For WU Heroic, this can mean getting through an annoying blocker, swinging a race in your favor, or simply buying some extra time to enact your game plan.

It's all possible because of the versatility of a card that can play two different roles. A removal spell alone would not make the cut, and Feat of Resistance might be preferable to the indestructible effect. However, putting both abilities together makes for a card that will be tremendously valuable in a large number of games. Valorous Stance Art by Willian Murai. Valorous Stance is an excellent card, and need not be restricted just to WU Heroic.

It could be a great addition to any white-based creature deck. One particularly valuable use is to save your best creature from End Hostilities. It also has applications in combat.

It can allow your Mantis Rider to beat your opponent's Mantis Rider in combat, for example. Valorous Stance has the potential to be a game changer in Standard. Even if you don't add it to your own deck, you'll have to be aware that it's out there.

Consider using that Hero's Downfall on your own turn, before your opponent untaps his or her white mana…. Be the one to benefit from its power, or else be ready to dismantle the strategy with counter-measures of your own.

Decklist Stats Sample Hand. Overview Color Cost Rarity. Planeswalker 1 1 Nissa, Worldwaker. Artifact 2 2 Briber's Purse. Enchantment 8 4 Dragon Mantle 4 Jeskai Ascendancy. Tom Ross's WU Heroic. Multi colored 4 4 Battlewise Hoplite. Mythic 5 1 Mana Confluence 4 Flooded Strand. Each card is unique. Each game is different. Best laid plans change and evolve at every turn.

Forge your own path to victory. In a game of Magic , you and your opponent are Planeswalkers, powerful mages each armed with a deck of Magic cards representing lands, creatures and spells. Each player summons creatures and casts spells, trying to knock the other down from 20 to 0 life and win the game.

Mana is the resource that fuels all of your spells in Magic. Each deck has land cards which generate mana. As the game goes on, you'll put more and more lands into play from your deck, giving you access to more mana to summon bigger creatures and cast more powerful spells! Creature cards are an essential part of your deck. They represent the wide variety of beings you'll encounter in the worlds of Magic. From angels, demons and dragons to human soldiers, merfolk wizards and goblin shamans, creatures range in size, speed, and power.

Your army of creatures attack and defend at your command, helping you defeat your opponents. The rest of your deck is made up of powerful spell cards.

There are many different types of spells that do a myriad of things, from blocking incoming attacks, to healing damage, to killing your opponent's creatures, and much more. There are also spells that summon powerful artifacts, conjure mystical enchantments that change the battlefield, and even spells that call upon other powerful Planeswalkers! The most direct way to defeat your opponent is to attack with your creatures. Once you declare which creatures are attacking, your opponent can decide which of their creatures will block, or if they block at all.

Combat ensues, with players casting spells that may change the outcome. When the dust settles, damage is dealt to players and creatures. Some creatures may survive to fight another day, and some may die and enter the graveyard. In the end, you are hopefully one step closer to victory.

How will you block?

Standard Metagame

Today, we're going to discuss decks that aren't interested in playing close, back-and-forth games. In the end, you are hopefully one step closer to victory.

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We call this achieving critical mass. Do you spend your mana summoning more creatures, or casting spells to destroy your opponent's creatures?

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