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  #157  
Old September 6th, 2010, 09:36 AM
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Re: Magic:The Gathering

I overheard someone using the term "mana ramp" the other day... What does that mean?


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  #158  
Old September 6th, 2010, 10:37 AM
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Re: Magic:The Gathering

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Originally Posted by CheddarLimbo View Post
I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."


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  #159  
Old September 6th, 2010, 01:54 PM
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Re: Magic:The Gathering

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Originally Posted by Temprit View Post
Quote:
Originally Posted by CheddarLimbo View Post
I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."
If most of your cards are giving you mana, then you're probably doing it wrong. Generally speaking having more than about 12-14 cards that accelerate your mana production in a 60 card deck with 24 land is too many because your deck wont' have the threat density to be able to hold it's own.

How I always designed those decks was to have target numbers for mana production, usually something like three mana turn two, and seven mana by turn 4/5 and to use those target numbers to figure out how many accelerants I needed and at what point values to put them at.

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  #160  
Old September 6th, 2010, 07:26 PM
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Re: Magic:The Gathering

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Originally Posted by Xn F M View Post
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Originally Posted by Temprit View Post
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Originally Posted by CheddarLimbo View Post
I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."
If most of your cards are giving you mana, then you're probably doing it wrong. Generally speaking having more than about 12-14 cards that accelerate your mana production in a 60 card deck with 24 land is too many because your deck wont' have the threat density to be able to hold it's own.

How I always designed those decks was to have target numbers for mana production, usually something like three mana turn two, and seven mana by turn 4/5 and to use those target numbers to figure out how many accelerants I needed and at what point values to put them at.
I have you know that at Friday Night Magic this past week, I was killed by an 8/8 Llanowar Elves (mana prodction creature that is normally 1/1). Don't insult the mana-producing creatures: they will grow and kill you.

That link from yesterday is updated with a few new Scars or Mirrodin cards.

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  #161  
Old September 6th, 2010, 08:27 PM
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Re: Magic:The Gathering

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Originally Posted by scapemage921 View Post
Quote:
Originally Posted by Xn F M View Post
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Originally Posted by Temprit View Post
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Originally Posted by CheddarLimbo View Post
I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."
If most of your cards are giving you mana, then you're probably doing it wrong. Generally speaking having more than about 12-14 cards that accelerate your mana production in a 60 card deck with 24 land is too many because your deck wont' have the threat density to be able to hold it's own.

How I always designed those decks was to have target numbers for mana production, usually something like three mana turn two, and seven mana by turn 4/5 and to use those target numbers to figure out how many accelerants I needed and at what point values to put them at.
I have you know that at Friday Night Magic this past week, I was killed by an 8/8 Llanowar Elves (mana prodction creature that is normally 1/1). Don't insult the mana-producing creatures: they will grow and kill you.

That link from yesterday is updated with a few new Scars or Mirrodin cards.
I'm not bad mouthing them, Llanowar Elves are really good (Fyndorns are better though ). All I'm saying is that mana accelerators become redundant quickly, and you want to have things that do stuff with all that extra mana. Otherwise, why ramp up?

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  #162  
Old September 6th, 2010, 08:51 PM
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Re: Magic:The Gathering

Quote:
Originally Posted by Xn F M View Post
Quote:
Originally Posted by scapemage921 View Post
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Originally Posted by Xn F M View Post
Quote:
Originally Posted by Temprit View Post
Quote:
Originally Posted by CheddarLimbo View Post
I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."
If most of your cards are giving you mana, then you're probably doing it wrong. Generally speaking having more than about 12-14 cards that accelerate your mana production in a 60 card deck with 24 land is too many because your deck wont' have the threat density to be able to hold it's own.

How I always designed those decks was to have target numbers for mana production, usually something like three mana turn two, and seven mana by turn 4/5 and to use those target numbers to figure out how many accelerants I needed and at what point values to put them at.
I have you know that at Friday Night Magic this past week, I was killed by an 8/8 Llanowar Elves (mana prodction creature that is normally 1/1). Don't insult the mana-producing creatures: they will grow and kill you.

That link from yesterday is updated with a few new Scars or Mirrodin cards.
I'm not bad mouthing them, Llanowar Elves are really good (Fyndorns are better though ). All I'm saying is that mana accelerators become redundant quickly, and you want to have things that do stuff with all that extra mana. Otherwise, why ramp up?

Heh heh, green levelers. Pure evil.

Well, up there with mill decks anyway.

*jace beleren takes off the top twenty cards of your deck, and enjoys it.*

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  #163  
Old September 6th, 2010, 08:55 PM
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Re: Magic:The Gathering

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Originally Posted by Chilling Touch View Post
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Originally Posted by Xn F M View Post
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Originally Posted by scapemage921 View Post
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I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."
If most of your cards are giving you mana, then you're probably doing it wrong. Generally speaking having more than about 12-14 cards that accelerate your mana production in a 60 card deck with 24 land is too many because your deck wont' have the threat density to be able to hold it's own.

How I always designed those decks was to have target numbers for mana production, usually something like three mana turn two, and seven mana by turn 4/5 and to use those target numbers to figure out how many accelerants I needed and at what point values to put them at.
I have you know that at Friday Night Magic this past week, I was killed by an 8/8 Llanowar Elves (mana prodction creature that is normally 1/1). Don't insult the mana-producing creatures: they will grow and kill you.

That link from yesterday is updated with a few new Scars or Mirrodin cards.
I'm not bad mouthing them, Llanowar Elves are really good (Fyndorns are better though ). All I'm saying is that mana accelerators become redundant quickly, and you want to have things that do stuff with all that extra mana. Otherwise, why ramp up?

Heh heh, green levelers. Pure evil.

Well, up there with mill decks anyway.

*jace beleren takes off the top twenty cards of your deck, and enjoys it.*
You've never played against 1.5 Landstill have you? That's pure evil . . . .

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  #164  
Old September 6th, 2010, 09:08 PM
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Re: Magic:The Gathering

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Originally Posted by Xn F M View Post
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Originally Posted by Chilling Touch View Post
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Originally Posted by scapemage921 View Post
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Originally Posted by Xn F M View Post
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Originally Posted by CheddarLimbo View Post
I overheard someone using the term "mana ramp" the other day... What does that mean?
It's where most of the cards in your deck supply you with mana. For example "Tap, add 1 forest to your mana pool."
If most of your cards are giving you mana, then you're probably doing it wrong. Generally speaking having more than about 12-14 cards that accelerate your mana production in a 60 card deck with 24 land is too many because your deck wont' have the threat density to be able to hold it's own.

How I always designed those decks was to have target numbers for mana production, usually something like three mana turn two, and seven mana by turn 4/5 and to use those target numbers to figure out how many accelerants I needed and at what point values to put them at.
I have you know that at Friday Night Magic this past week, I was killed by an 8/8 Llanowar Elves (mana prodction creature that is normally 1/1). Don't insult the mana-producing creatures: they will grow and kill you.

That link from yesterday is updated with a few new Scars or Mirrodin cards.
I'm not bad mouthing them, Llanowar Elves are really good (Fyndorns are better though ). All I'm saying is that mana accelerators become redundant quickly, and you want to have things that do stuff with all that extra mana. Otherwise, why ramp up?

Heh heh, green levelers. Pure evil.

Well, up there with mill decks anyway.

*jace beleren takes off the top twenty cards of your deck, and enjoys it.*
You've never played against 1.5 Landstill have you? That's pure evil . . . .

Never heard of that one. Do tell.

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  #165  
Old September 6th, 2010, 09:16 PM
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Re: Magic:The Gathering

Don't see many mill decks were I am, mostly casual players with either combo decks, one or two ramp, tribal, and lots of odd decks. Just now starting to get in EDH. I perosnly play W\U Stormtide, Mono green stompy, U artifact.

I play only casual now, T2 is too damn expensive for me that and there are far too many snobs and other highly annoying players at the only near by game store.


I don't know about any one else but I've been considering getting rid of most my Heroscape so I can buy Scars of MIrrodin, I'm a huge artifact fan and the new set has me drooling.

Sit down, shut up and eat your damn Twinkie.

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  #166  
Old September 6th, 2010, 10:30 PM
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Re: Magic:The Gathering

Quote:
Originally Posted by Clockwork_Knight View Post
Don't see many mill decks were I am, mostly casual players with either combo decks, one or two ramp, tribal, and lots of odd decks. Just now starting to get in EDH. I perosnly play W\U Stormtide, Mono green stompy, U artifact.

I play only casual now, T2 is too damn expensive for me that and there are far too many snobs and other highly annoying players at the only near by game store.


I don't know about any one else but I've been considering getting rid of most my Heroscape so I can buy Scars of MIrrodin, I'm a huge artifact fan and the new set has me drooling.

That's funny... I sold all my Magic cards and bought more Heroscape!


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  #167  
Old September 6th, 2010, 11:09 PM
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Re: Magic:The Gathering

Quote:
That's funny... I sold all my Magic cards and bought more Heroscape!
I'm keeping a good chunk of my tiles and my favorites but the rest can go. its hard to find any one to play Heroscape here and easy to find fellow Magic the Gathering and D&D players

Sit down, shut up and eat your damn Twinkie.

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  #168  
Old September 6th, 2010, 11:17 PM
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Re: Magic:The Gathering

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That's funny... I sold all my Magic cards and bought more Heroscape!
No kidding. The amount of store credit I got at CSI for fifty-some select M:tG cards was ridiculous, and there weren't more than half a dozen or so dual lands.

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