Mind control software magic gathering


















All Magic decks must be built with the concept of tempo in mind. Aggro decks aim to win the game or at least gain a big advantage through a fast start and a tempo advantage. On the other hand, control decks merely need to avoid falling so far behind in tempo that they lose the game because of it. Aggro decks want to get ahead in tempo. Control decks want to keep pace in tempo. Aggro decks want to win via tempo.

Control decks are concerned with tempo only as it relates to defending themselves. Instead, control decks typically get their edge through card advantage. If the control decks can succeed in surviving the early turns and making games go long, most opponents will run out of resources and peter out.

The control deck itself, on the other hand, will become more and more powerful once its expensive spells and card advantage come online. A control deck wants as much card advantage as it can get its hands on, and ideally it will come in the most simple and direct forms possible.

Traditionally, a favorite mode of card advantage is simply to play with spells that allow you to draw extra cards. Imagine a game that's reached turn ten or eleven. Your opponent, playing an aggro deck, is more or less spent. You've answered the early rush of creatures, and now the opponent is stuck simply drawing one card off the top of the library per turn.

Often, this card will be a useless land. You, on the other hand, are playing with a control deck featuring the card-drawing spells shown above. By turn eleven, you've cast several of these spells, so you've drawn about twenty-five cards out of your deck to your opponent's eighteen.

This likely means you have more mana, more cards in your hand, and more relevant creatures and spells to fight with. Beating your opponent's measly one draw step per turn will be academic! If you have enough of these card-drawing spells in your deck, one will draw you into another into another and you'll never have to worry about suffering from mana flood.

Your opponent will simply be buried in card advantage until eventually you'll find some powerful creature or Planeswalker to put your opponent out of his or her misery! Your card advantage might come in any number of different forms via creatures, spells, Planeswalkers, or anything else. However, it must be there, and it must be there in a high enough concentration or else your deck will not function properly.

Control decks are built on the premise of inevitability. The deck must be powerful enough in the late game that its pilot can be confident in a win so long as he or she can defend him- or herself and drag the game out indefinitely. Achieving inevitability is always the first step and the top priority when building a control deck.

If you succeed in defending yourself against your opponent's early rush of creatures only to find yourself suffering from mana flood and losing anyway, then all of your efforts were wasted!

Inevitability is an important and complex concept that I'll be returning to in the future. For now, though, think of like this:. You have inevitability if your deck is powerful enough that you'll win a very high portion of games that go long. Ensure that you have inevitability by building your deck with plenty of card advantage and powerful cards. This white-blue deck is a very classic example of a control deck, featuring many of the most recognizable features of the archetype— a word we use for a recurring strategy with numerous possible variations.

The first thing to notice is the high land count: 26! We've already touched on the fact that card-drawing spells and powerful cards reduce the risk of mana flood meaning that the deck can afford the risks of playing a high land count.

Build a strategy, outwit your opponent and maneuver your most powerful creatures around their Mindbugs. Instead of playing a card during your turn, you can also send a creature to battle and crush your opponent!

Denis Martynets. Maximlian Gotthold. The final day is coming closer. Your first contact with the Mindbug is near. We have been working day and night to bring Mindbug to Kickstarter and now we can finally announce the official start date: November 23rd. How to play.

Where to buy. The new dueling card game co-designed by Richard Garfield. Late Pledge. No Setup Cost. Explained in less than 5 minutes.

Crazy card abilities no weak cards. As long as it's attached to that creature, you control it. Join Date Jan Posts Re: the rules on mind control magic the gathering. Originally Posted by Going. Re: the rules on mind control magic the gathering Can Mind Control enchant a player's creature who has Ascetism on the battlefield?? Join Date Jun Posts Re: the rules on mind control magic the gathering when you cast mind control you will be targetting other player's creature, so if he has Asceticism in play you cant do that.

Join Date Jul Posts Re: the rules on mind control magic the gathering although if rather then playing the enchantment you attach it then it doesnt target, so for example you can cast mind control on your own creature then play a Aura Finesse to attach it to his creature taht way the mind control is not targeting.

Re: the rules on mind control magic the gathering yea however in that case the aura finesse does the targetting so you wouldnt be able to do that with Asceticism in play either. Re: the rules on mind control magic the gathering Ohh; I see Now, thanks a lot. Join Date Apr Posts 1.



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