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ChichiriMuyo said: Really, if you had any idea what tournament Magic is like you'd never make that claim. The majority of Magic players never even go to a tournament according to WotC's marketing research, and the game is so balanced now that it's fairly rare that you can even build a tournament legal deck capable winning in the first two turns. Even if the opponent didn't play a single card.

Honestly, you simply don't know a thing about M:tG if your view on it is that there is no casual player base and that everybody is winning or losing in the first two turns.

The game is not balanced, each new set unbalances the game more. In fact, you can make an infinite combo fairly easily with one of the new sets preconstructs (the merfolk one). We're having a tournament as work and I was lucky enough to get that deck which came with some stupid powerful cards (all common and uncommon). We got a preconstructed deck, a tournament pack (75 random cards including a lot of land) and 5 boosters and now I have a deck made of common and uncommons that can easily make infinite creatures, infinite life, take infinite turns, or mill you to death. -edit- Just in case people ask, the cards needed (forget the names of some so I'm guessing): Summon the School (UC), 3W, Tribal Merfolk Sorcery: Put two Merfolk tokens into play. You can tap four merfolk you control to bring this card back to your hand. Merrow Reeferey (UC), 3B, Creature - Merfoll: All merfolk you control get +1/+1. Whenever a merfolk comes into play you may tap or untap target permanent. 2/2 With those two cards I start the infinite combo, just need two Merrow's out (which isn't hard with all the card drawing and search cards there are that are amazing) I get infinite creatures. The moment I get three Merrow's out, I win. I either use the merfolk that gives me infinite life, the merfolk that mills the player, or the merfolk that gives me an extra turn every time it hits the player (though that one is a rare). It's just too easy even with a four card combo.