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Magic...the righteous way!

HI guys, i don't know if anyone has ever played the card game called magic:the gathering, and i don't know how most of you view it...but i really don't care how you view it, i was just curious as to, has anyone ever tried to build an all white deck, with Angels, and healing and stuff?

if so, or even if not, i have, in fact it's my only deck, anyone wanna play?


:confused:
 
I use to be a huge Magic: The Gathering nerd. :) I had unstoppable power decks for each color. White was my favorite but then I did something stupid and traded all my cards to build an awesome red deck. Wish I never did that. But yeah, I had an all white deck. If I remember correctly, some of the cards I had in there were:

4 Serra Angels
4 Northern Paladins
4 Preachers
2 Seraph Angels
2 Angry Mobs

Divine Intervention
Swords to Plowshares

....blah, that's all I can remember, had a ton. Even had the old alpha/beta versions with the black borders, still have some I think.

God Bless,
Ron
 
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what i'm going for is pretty much an all white, all angel deck. and here are the angels i have so far...this is in a 60 count deck by the way.

Angel of Light 3/3
Angel of Mercy 3/3
Angel of Retribution 5/5
Angelic Page 1/1
Angelic Protector 2/2
Angelic Wall 0/4
Archangel 5/5
Avenging Angel 3/3
Glimmering Angel 2/2
Iridescent Angel 4/4
Melesse Spirit 3/3
Seraph 4/4
Serra Advocate 2/2
Silver Seraph 6/6
Sustainer of the Realm 2/3
Tormented Angel 1/5
Voice of All 2/2
Voice of Grace 2/2
Voice of Law 2/2
Voice of Truth 2/2

then i have three non angel creature i have only for there abilities

Dawn Elemental 3/3 prevent all damage that would be dealt to Dawn Elemental

Ardent Soldier 1/2 attacking doesn't cause Ardent Soldier to tap

Mine Bearer 1/1 tap, sacrifice Mine Bearer: Destroy target attacking creature.

1/3 of my deck is plains, with a couple special lands, and the rest are healing cards, you know the kind that just automatically give me 6 life.

anyway, thought that might show the direction i'm going. i think of it as a paladin deck, i'm the paladin, and my angels are surrounding me and healing me.....its pretty fun playing without having to feel guilty or look at dark cards or some of the nasty pics they have for some of the other cards.

so, got any angels i could have that you don't see?
 
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Mufazlan said:
anyway, thought that might show the direction i'm going. i think of it as a paladin deck, i'm the paladin, and my angels are surrounding me and healing me.....its pretty fun playing without having to feel guilty or look at dark cards or some of the nasty pics they have for some of the other cards.

so, got any angels i could have that you don't see?

Hm. I would guess your deck to be a fairly high cost one, so it's going to be slow. It's up to you as to how to remedy that, though. I have the feeling that my Theft deck could take it apart fairly easily, and it's not a particularly strong deck.

As far as other angels, there's the ever classic Serra Angel, though I've no idea about its legality in decks anymore. One of the best white critters out there.

Also: why no Swords to Plowshares? It fits your theme and is easily the handiest white creature removal spell.
 
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true it is a mildly higher then everage deck, but what i didn't mention, was that oddly enough i don't play neccesarily to win. which i know seems silly if i'm playing a game, and the point of a game is to win, but my goal is to in a way be a witness as a gamer, and be someone who has standards in the deck, and also takes losing just as well as winning, showing humility in my actions...

oh yeah, and that swords to plowshare card, it may remove a creature but it gives my enemy life, which, i may not care if i lose, but i'm not trying to help my combatant win.

but thank you very much for the advice...and your right, you could probebly rip me up no problem, but hey, you've been playing longer, and if it's a thief deck, then woulnd't it focus on picking me apart not in my face attacking me.

thanx again...
 
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Mufazlan said:
true it is a mildly higher then everage deck, but what i didn't mention, was that oddly enough i don't play neccesarily to win. which i know seems silly if i'm playing a game, and the point of a game is to win, but my goal is to in a way be a witness as a gamer, and be someone who has standards in the deck, and also takes losing just as well as winning, showing humility in my actions...
Seems silly to me, but it's your choice. You can lose with any deck, yours just seems more likely than normal. Plus, it seems really fake to try to manipulate the game in such a way.
Mufazlan said:
oh yeah, and that swords to plowshare card, it may remove a creature but it gives my enemy life, which, i may not care if i lose, but i'm not trying to help my combatant win.
A lot of newbies look at StP that way, and it's the wrong way to think about it. Sure, you're giving your opponent life, but you're removing (almost) any creature in the game with it--that is a powerful ability. Many decks depend on certain creatures being in play; it's part of their design. The ability to knock that one critter out could absolutely ruin your opponent's deck. That Lured Basilisk that all your creatures would be forced to attack, killing them all? Suddenly not a issue!

Here's another example as a scenario. Let's say you've only got your Silver Seraph out--I'm assuming it can fly, I'm not familiar with the card. Your opponent has their own 6/6 flying creature, say a Mahamoti. You can't attack without either losing your 6/6 or opening yourself up to a counterattack. So instead, you StP the Mahamoti and attack; the net result of the round is the same as if you hadn't attacked, except your opponent has one less creature.

Finally, in a last ditch effort you could save yourself by StPing one of your own creatures. Admittedly not a likely situation, but I have seen that win someone a tournament once.
Mufazlan said:
but thank you very much for the advice...and your right, you could probebly rip me up no problem, but hey, you've been playing longer, and if it's a thief deck, then woulnd't it focus on picking me apart not in my face attacking me.
That's part of why it's a little on the weak side, no real power. I just find it amusing to take all my opponent's permanents when it works.
 
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If you want to know if a card is legal, check this out...these are the DCI ruleings
The following card sets are permitted in Standard tournaments:
· Eighth Edition
· Odyssey™ (until October 19, 2002)
· Torment™ (until October 19, 2002)
· Judgment™ (until October 19, 2002)
· Onslaught™
· Legions™
· Scourge™
· Mirrodin (effective October 20, 2003)
· Darksteel (effective February 20, 2004)
· Fifth Dawn (effective June 20, 2004)

The following card sets are permitted in Extended tournaments:
· Classic™ (Sixth Edition)
· Seventh Edition
· Eighth Edition
· Tempest™
· Stronghold™
· Exodus™
· Urza’s Saga™
· Urza’s Legacy™
· Urza’s Destiny™
· Mercadian Masques™
· Nemesis™
· Prophecy™
· Invasion
· Planeshift
· Apocalypse
· Odyssey
· Torment
· Judgment
· Onslaught
· Legions
· Scourge
· Mirrodin (effective October 20, 2003)
· Darksteel (effective February 20, 2004)
· Fifth Dawn (effective June 20, 2004)
The following individual cards are banned in Extended tournaments:

· Any ante or uniquely named promo card
· Dark Ritual
· Dream Halls
· Earthcraft
· Lotus Petal
· Mana Vault
· Memory Jar
· Mind Over Matter
· Replenish
· Survival of the Fittest
· Time Spiral
· Tolarian Academy
· Windfall
· Yawgmoth’s Bargain
· Yawgmoth’s Will
· Goblin Lackey (effective October 1, 2003
· Entomb (effective October 1, 2003
· Frantic Search (effective October 1, 2003)
Type 1 tournament decks may consist of cards from all Magic card sets, any extension of the basic set, and all promotional cards released by Wizards of the Coast. New card sets are allowed in Type 1 tournaments once they qualify for DCI-sanctioned tournaments as outlined in section 104.
The following cards are restricted in Type 1 tournaments:

· Ancestral Recall
· Balance
· Berserk
· Black Lotus
· Black Vise
· Braingeyser
· Channel
· Crop Rotation
· Demonic Consultation
· Demonic Tutor
· Doomsday
· Dream Halls
· Enlightened Tutor
· Fact or fiction
· Fastbond
· Fork
· Frantic Search
· Grim Monolith
· Gush
· Hurkyl’s Recall
· Library of Alexandria
· Lotus Petal
· Mana Crypt
· Mana Vault
· Memory Jar
· Mind Over Matter
· Mind Twist
· Mind’s Desire
· Mox Diamond
· Mox Emerald
· Mox Jet
· Mox Pearl
· Mox Ruby
· Mox Sapphire
· Mystical Tutor
· Necropotence
· Recall
· Regrowth
· Sol Ring
· Strip Mine
· Stroke of Genius
· Time Spiral
· Time Walk
· Timetwister
· Tinker
· Tolarian Academy
· Vampiric Tutor
· Voltaic Key
· Wheel of Fortune
· Windfall
· Yawgmoth’s Bargain
· Yawgmoth’s Will


128. Type 1.5 Format Deck Construction
Type 1.5 tournament decks may consist of cards from all Magic card sets, any extension of the basic set, and all promotional cards released by Wizards of the Coast. New card sets are allowed in Type 1.5 tournaments once they qualify for DCI-sanctioned tournaments as outlined in section 104. The Banned List for Type 1.5 tournaments consists of all cards from Banned List and Restricted List for the Type 1 format.

The following cards are banned in Type 1.5 tournaments:

· Ancestral Recall
· Any ante card
· Balance
· Berserk
· Black Lotus
· Black Vise
· Braingeyser
· Channel
· Chaos Orb
· Crop Rotation
· Demonic Consultation
· Demonic Tutor
· Doomsday
· Dream Halls
· Enlightened Tutor
· Fact or Fiction
· Falling Star
· Fastbond
· Fork
· Frantic Search
· Grim Monolith
· Gush
· Hurkyl’s Recall
· Library of Alexandria
· Lotus Petal
· Mana Crypt
· Mana Vault
· Memory Jar
· Mind Over Matter
· Mind Twist
· Mind’s Desire
· Mox Diamond
· Mox Emerald
· Mox Jet
· Mox Pearl
· Mox Ruby
· Mox Sapphire
· Mystical Tutor
· Necropotence
· Recall
· Regrowth
· Sol Ring
· Strip Mine
· Stroke of Genius
· Time Spiral
· Time Walk
· Timetwister
· Tinker
· Tolarian Academy
· Vampiric Tutor
· Voltaic Key
· Wheel of Fortune
· Windfall
· Yawgmoth’s Bargain
· Yawgmoth’s Will


129. Block Format Deck Construction
The DCI sanctions a series of Constructed formats called Block formats. Each Block format consists of a maximum of three expansions (one large expansion and the two small expansions associated with it).

The DCI sanctions the following Block formats:
· Mirrodin Block (Mirrodin, Dark Steel, Fifth Dawn)
· Onslaught Block (Onslaught, Legions, Scourge)
· Odyssey Block (Odyssey, Torment, Judgment)
· Invasion Block (Invasion, Planeshift, Apocalypse)
· Masques Block (Mercadian Masques, Nemesis, Prophecy)
· Urza Block (Urza’s Saga, Urza’s Legacy, Urza’s Destiny)
· Tempest Block (Tempest, Stronghold, Exodus)
· Mirage Block (Mirage, Visions, Weatherlight)
· Ice Age Block (Ice Age, Alliances, Homelands)

There are no banned cards in Onslaught block tournaments.

There are no banned cards in Odyssey block tournaments.

There are no banned cards in Invasion block tournaments.

The following cards are banned in Masques block tournaments:
· Lin Sivvi, Defiant Hero
· Rishadan Port

The following cards are banned in Urza block tournaments:
· Gaea’s Cradle
· Memory Jar
· Serra’s Sanctum
· Time Spiral
· Tolarian Academy
· Voltaic Key
· Windfall

The following card is banned in Tempest block tournaments:
· Cursed Scroll

The following card is banned in Mirage block tournaments:
· Squandered Resources

The following cards are banned in Ice Age block tournaments:
· Amulet of Quoz
· Thawing Glaciers
· Timmerian Fiends
· Zuran Orb
 
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Mufazlan said:
what i'm going for is pretty much an all white, all angel deck. and here are the angels i have so far...this is in a 60 count deck by the way.

Angel of Light 3/3
Angel of Mercy 3/3
Angel of Retribution 5/5
Angelic Page 1/1
Angelic Protector 2/2
Angelic Wall 0/4
Archangel 5/5
Avenging Angel 3/3
Glimmering Angel 2/2
Iridescent Angel 4/4
Melesse Spirit 3/3
Seraph 4/4
Serra Advocate 2/2
Silver Seraph 6/6
Sustainer of the Realm 2/3
Tormented Angel 1/5
Voice of All 2/2
Voice of Grace 2/2
Voice of Law 2/2
Voice of Truth 2/2

then i have three non angel creature i have only for there abilities

Dawn Elemental 3/3 prevent all damage that would be dealt to Dawn Elemental

Ardent Soldier 1/2 attacking doesn't cause Ardent Soldier to tap

Mine Bearer 1/1 tap, sacrifice Mine Bearer: Destroy target attacking creature.

1/3 of my deck is plains, with a couple special lands, and the rest are healing cards, you know the kind that just automatically give me 6 life.

anyway, thought that might show the direction i'm going. i think of it as a paladin deck, i'm the paladin, and my angels are surrounding me and healing me.....its pretty fun playing without having to feel guilty or look at dark cards or some of the nasty pics they have for some of the other cards.

so, got any angels i could have that you don't see?



ok, lets say your playing my awesome black deck. and lets say you got most of those angels out and i hadn't destroyed them. sounds like your gonna win huh? nope! I'll play one of my 4 Plague Winds (incase you don't know what that is, it cost 2 black mana and 7 colorless, and it reads: "Destroy all creatures you don't control. They can't be regenerated." WHOOAAAA Major UP set. i have a discard/drain life/destroy creature deck. i'll destroy your creatures to save my life while draining your life and adding to mine, and everytime i make you discard a card, one of my four Megrims deals 2 damage to you. and what really makes people mad are my 2 Phage the Untouchable (cost 4 black mana and 3 color less, 4/4, and it reads: "When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. " i'm not saying it's a nice deck, but it gets the job done.
 
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pgamer310 said:
ok, lets say your playing my awesome black deck. and lets say you got most of those angels out and i hadn't destroyed them. sounds like your gonna win huh? nope! I'll play one of my 4 Plague Winds (incase you don't know what that is, it cost 2 black mana and 7 colorless, and it reads: "Destroy all creatures you don't control. They can't be regenerated." WHOOAAAA Major UP set.

Cute card, but if he's managed to play most of those angel cards, the game's already gone way too long, and you should have been dead turns ago if you haven't done anything about the your opponenets creatures by then. Most games I play, no one gets more than 6 or 7 lands in play anyway, so a 9 cost spell is a bit pricey.

pgamer310 said:
i have a discard/drain life/destroy creature deck. i'll destroy your creatures to save my life while draining your life and adding to mine, and everytime i make you discard a card, one of my four Megrims deals 2 damage to you.

I have a discard deck as well--are there any new fun ways of forcing discard? I haven't been regularly picking up cards since the set Megrim originally came out in.

pgamer310 said:
and what really makes people mad are my 2 Phage the Untouchable (cost 4 black mana and 3 color less, 4/4, and it reads: "When Phage the Untouchable comes into play, if you didn't play it from your hand, you lose the game. Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated. Whenever Phage deals combat damage to a player, that player loses the game. " i'm not saying it's a nice deck, but it gets the job done.

Hmm. Sounds okay, but nothing spectacular for 7 mana.
 
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Caedmon said:
IOW, do most people play with expert level cards? I just bought some 8th Edition Core Set cards to learn how to play, and I want to know whether having only these cards will put me at a disadvantage.

Well, it depends on who you're playing with. In the tournament scene, yes, you'll be at a definite disadvantage--more cards = more options. Of course, the trick is then what kinds of tournaments you play in, as they dictate the kinds of cards allowed.

For casual play, you're probably fine. The core set cards are usually a little vanilla, but they're often good cards nonetheless.
 
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vajradhara

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Mufazlan said:
HI guys, i don't know if anyone has ever played the card game called magic:the gathering, and i don't know how most of you view it...but i really don't care how you view it, i was just curious as to, has anyone ever tried to build an all white deck, with Angels, and healing and stuff?

if so, or even if not, i have, in fact it's my only deck, anyone wanna play?


:confused:

the short answer is yes.. and it can be quite a powerful deck... depending if you play with sideboards or not... and if you have the right enchantment cards available :)
 
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vajradhara

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Mufazlan said:
what i'm going for is pretty much an all white, all angel deck. and here are the angels i have so far...this is in a 60 count deck by the way.

Angel of Light 3/3
Angel of Mercy 3/3
Angel of Retribution 5/5
Angelic Page 1/1
Angelic Protector 2/2
Angelic Wall 0/4
Archangel 5/5
Avenging Angel 3/3
Glimmering Angel 2/2
Iridescent Angel 4/4
Melesse Spirit 3/3
Seraph 4/4
Serra Advocate 2/2
Silver Seraph 6/6
Sustainer of the Realm 2/3
Tormented Angel 1/5
Voice of All 2/2
Voice of Grace 2/2
Voice of Law 2/2
Voice of Truth 2/2

then i have three non angel creature i have only for there abilities

Dawn Elemental 3/3 prevent all damage that would be dealt to Dawn Elemental

Ardent Soldier 1/2 attacking doesn't cause Ardent Soldier to tap

Mine Bearer 1/1 tap, sacrifice Mine Bearer: Destroy target attacking creature.

1/3 of my deck is plains, with a couple special lands, and the rest are healing cards, you know the kind that just automatically give me 6 life.

anyway, thought that might show the direction i'm going. i think of it as a paladin deck, i'm the paladin, and my angels are surrounding me and healing me.....its pretty fun playing without having to feel guilty or look at dark cards or some of the nasty pics they have for some of the other cards.

so, got any angels i could have that you don't see?

Namaste...

this deck is stopped with 2 cards and three mana. 1W 1U and 1UU. :)

wanna try to guess how? actually, the colored mana should give it away quite easily :)

of course, i could also stop this deck with one card, though it's not tournament legal any longer... and it's a 2B 2U enchantment.. any guesses?

you should consider incorportaing a few of the power white cards into your deck, if you've not done so already (and you're not really listing the non-creatures). things like Armeggedon or Crusade (which is crying out to be included in this deck) would work well. A Greater Circle of Protection (COP B & R) would be an ideal fit as well.

i suspect that you'll have a great amount of difficulty handling blue/white control decks, green/red burn decks and black/red discard decks.
 
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