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Magic 2014 
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Does anyone play on Xbox?

I just bought the full game. It's very good if you like card games.

Anyway, let me know if you want a game.

Fogmeister1 on xbox.

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Sat Jul 13, 2013 7:48 pm
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I've got it

Already completed the main & revenge campaign, working on the sealed play and challenges at the minute and unlocking cards for the decks

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Sat Jul 13, 2013 10:32 pm
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I'm still trying to defeat Sigismund or whatever he's called.

I haven't really looked at the deck builder thing yet.

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Sat Jul 13, 2013 10:39 pm
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Have you played the card game before? If not Sealed will seem quite difficult to start with


Took me a couple of tries to beat Sigismund but then I pretty much used only that deck for the campaign, though apparently there are some superior decks in this one (before any nerfing occurs)

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Sun Jul 14, 2013 12:15 am
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It's quite annoying. I played the trial version and it lets you go up to Sigismund.

I defeated him first time.

When I unlocked the full game I had to go through the tutorial and start the campaign from scratch again.

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Sun Jul 14, 2013 8:34 am
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Had a go at the double head math online. Learnt one thing. I wasn't getting enough creatures.

Messed around with my creature/other mix to get rid of some rubbish.

Works brilliantly now.

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Sun Jul 14, 2013 9:44 pm
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I should preface this by saying that I've not played Magic 2014. However I've spent more time / money than I care to think about playing actual Magic.

Don't underestimate the power of card advantage. This comes in many forms, from being able to draw additional cards to being about to kill 2 creatures with one card etc.

Learn about when to mulligan and when not to. A poor starting hand can really, really cripple your game.

In sealed, outside of bomb cards, 3 and 4 cost cards are what is going to win you games. Evasion (flying etc.) is particularly important, and you have to make sure you've got a couple of bits of creature removal.

Unless you've got a lot of colour fixing, try and keep your deck to 1 or 2 colours where possible. This is normally more relevant in sealed where dual colour lands and things are pretty uncommon. In constructed formats, it's normally a lot easier to put dual coloured lands in your deck.

If you've got any specific questions I'll do my best to answer them!

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Mon Jul 15, 2013 10:11 am
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The Green deck I'm using (that you get at the start) seems to have quite a bit of stuff where creatures affect other creatures.

i.e. When this creature enters the battle area place +3/+3 on another creature.
or
The power of this creature is calculated by the sum of the green mana costs of all other creatures you control.

My problem initially was that each card I won just gets added to the deck so I had about 67 cards and over one third were "other" types.

But because of this I wasn't actually drawing any creatures so didn't have anything to back up with the sorcery, etc...

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Tue Jul 16, 2013 2:37 pm
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There are no hard and fast rules about numbers of creatures / scorceries / enchantments etc in Magic at all. Some of the most powerful decks legally playable at present have only 4 creatures in them for example (although you won't be playing that deck in the computer versions). But make sure you aren't adamantly thinking in terms of hard ratios of different card types. The only one you really need to think about is land : non land, which in a 60 card mono deck probably wants to be about 22 land to 38 non-land. If you have lots of cheap creatures that give you more mana (e.g Llanowar Elves, Birds of Paradise etc), then you can sometimes drop the land count a bit to balance.

Essentially, think about what your deck's game plan is. Churning out a couple of big creatures very quickly for example, would suit green well. Look through the cards that you have and filter out anything that isn't either a big creature or something that's helping you get more mana more quickly. The other thing green does quite well is to churn out lots of little creatures, and then use cards like Overrun to pump them all for one strike at the jugular.

Also, pay some attention to your mana curve as well. This is basically just an analysis of the converted mana cost (CMC) of all your cards. You need to make sure that you don't have too many high CMC cards in the deck unless you've got lots of extra mana generation, as you'll spend too much of the early game doing nothing meaningful at all.

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Tue Jul 16, 2013 3:17 pm
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I'm now getting quite tempted to acquire it

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Tue Jul 16, 2013 3:23 pm
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jonlumb wrote:
I'm now getting quite tempted to acquire it

LOL!

Grr... just had a long reply written and lost it :(

Anyway... The mana curve is shown by the deck builder.

Taken out some creatures I didn't like.

Had 3 spiders 3/3 with reach but they could only defend against flying. Didn't like them so removed 2. Also got 3 spiders with 4/3 reach and vigilance. Getting them more often now which is much better.

Also Cudgel Troll which is awesome (regen ability so it doesn't die).

Also got some nice mana and health cards. Tap 2 mana to draw 1 mana. Got 2 of "Gain 1 health when you play a green card". Good when they're both out :)

Another one I like is the one that creates a 2/2 wolf at the start of your turn :)

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Tue Jul 16, 2013 3:29 pm
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Don't be fooled by the lure of life gain. Outside of a few quite specific exceptions, it's not a good strategy at all, and is generally a waste of slots in your deck that could be used for something more useful.

Master of the Wild Hunt is a very powerful card indeed, especially when you run 4 of them.

In the game, when you 'unlock' cards, can you only ever get one copy of them or can you get more than one copy?

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Tue Jul 16, 2013 3:36 pm
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jonlumb wrote:
Don't be fooled by the lure of life gain. Outside of a few quite specific exceptions, it's not a good strategy at all, and is generally a waste of slots in your deck that could be used for something more useful.

Master of the Wild Hunt is a very powerful card indeed, especially when you run 4 of them.

In the game, when you 'unlock' cards, can you only ever get one copy of them or can you get more than one copy?

Noted RE the life thing.

RE the unlocked cards. From what little I've played I think it's like a "level up" type thing for the deck you're playing. You start with the base green deck and as you play and win (with the green deck) you unlock cards for your green deck. However, these are only single cards. For instance I had two Cudgel Trolls in my deck to begin with. I won a game and unlocked another Cudgel Troll so now in the deck builder I have three Cudgel Trolls in my pool of cards.

So yes, the unlocked cards are single copy.

(Kind of like "playing for keeps" if you were playing a real life game).

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Tue Jul 16, 2013 3:52 pm
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Hmm, that's a bit of a bummer. Tends to lead to decks being quite unfocused when they have lots of one-offs.

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Tue Jul 16, 2013 3:58 pm
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I should be on tonight if you want to play a bit and try out decks etc, got 1 fully unlocked deck (the Avycn's Glory one), one mostly unlocked (slither) and working on the green/Eldrazi deck at the minute (that one is horrendously slow until you get some of the creature acceleration cards out, but the landfall helps keep it down)

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Thu Jul 18, 2013 11:58 am
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