So it feels like I win more games with the preconstructed decks the game provides you with than with my own hand built deck, but I am pretty sure that is an illusion. I tend to play much faster games with the preconstructed decks because most of them are aggro decks, so win or lose the game goes fast. I can knock out three games with one of those decks in the time it takes me to play one game with my deck with a decent starting hand. (my deck sort of sits there barely not losing until I can wear my opponent out and empty their hand, then come back through and swing hard at the end. Though I can get hands that play like slow aggro decks on occasion, like in round 4 or 5 I launch a damage ramp where a good aggro deck launches in round 1 or 2)
Oh man I saw (and lost to) a pure gate instead of land deck today. A bunch of my favorite toys do nasty things to my opponent but give them lands in play as a result. That deck got no benefit from my obnoxious counters that help my opponents' mana ramp (and my cheapest removal card was able to target their mana source where it usually can't because it allows them to search their deck for a basic land, and this deck had none. if I had a slightly different hand, I could have done wonderfully awful things to that particular deck. It uses a bunch of low cost big creatures that are balanced by the fact that they require gates instead of lands, and most decks aren't primarily made up of gates.
My next opponent, who I did beat was playing a classic control deck, with a huge array of big monsters and lanowar elves (and some cards to make the elves swing above weight class...) This player was running a lot of the same cards I do, on the green side, a bunch of mid cost bruisers. I was able to hold them away from my last life point for long enough to do a couple of board wipes while they were down to a card per round and then ended up returning my hp total to its proper range, around 20 with a couple of big plays. (a 5/5 life link angel and the Pelakka Wurm, which my deck now runs two of because 7/7 trample, gain
e life on entering the battle field and draw a card on leaving is among the best powers generically for me. Especially when I am playing against people who use the white enchantments that exile a card until the enchantment goes away... (I play those enchantments too, but I generally also have a solid answer for them...)so not only does my big scary creature come back, it does so in a way that gets me 7 more hp...
Heh, that game also had the long confused hover over my graveyard to figure out what the hell the spell i just cast was when I used a pure blue counterspell in my green white deck to wipe out a thing they tied up an obscene amount of resources summoning one turn that was supposed to stomp me. (i missed the name but it ended up being a 16/16...) MTGA lets you look at your opponents' public information stuff like what is in their graveyard, but it highlights the cards you are looking at in their view. There is a particular long read that detonates "how the hell did that person do that with a deck that shouldn't do that"
On the other hand I did have a great experience of aggro slaying one of the most obnoxious mill decks in the current meta.
There is a blue creature that lets you break the deck building rules about how many copies of a card can be in the deck, but unlike the rats that do that, instead of just getting huge as you add more, this one lest you tap clusters of four of them to mill 12 cards. My main deck has a few answers to them, but no sure things. But i was trying to do the daily quest which was cast 20 spells of colors that are very minority colors in my deck, so I was using a preconstructed deck, and I got to just rush their deck to death. Those style combo decks often have a few counters for common ways of interrupting their combo, which means with some bad luck they can totally hold you off long enough to mill your deck, but turns out the counter to my "hit them in the face over and over again" approach was to sacrifice the creatures that were the main aspect of their combo. There is something super satisfying to shutting down a combo deck. It is second in my fun rating to winning a game by doing clever play through things like baiting your opponent into overcomitting and then cutting off their resources. Well, second to that, and a provisional first when the combo deck is one of the ones that is mechanically slow but mostly uninterruptible in how it very slowly grinds out a victory if you don't have the exact right card in hand at the right moment. Beating those decks is even better. Especially when you do it with a land mine in your library... *totally no hate on for the automatic repeated mill decks not at all*
Oh man I saw (and lost to) a pure gate instead of land deck today. A bunch of my favorite toys do nasty things to my opponent but give them lands in play as a result. That deck got no benefit from my obnoxious counters that help my opponents' mana ramp (and my cheapest removal card was able to target their mana source where it usually can't because it allows them to search their deck for a basic land, and this deck had none. if I had a slightly different hand, I could have done wonderfully awful things to that particular deck. It uses a bunch of low cost big creatures that are balanced by the fact that they require gates instead of lands, and most decks aren't primarily made up of gates.
My next opponent, who I did beat was playing a classic control deck, with a huge array of big monsters and lanowar elves (and some cards to make the elves swing above weight class...) This player was running a lot of the same cards I do, on the green side, a bunch of mid cost bruisers. I was able to hold them away from my last life point for long enough to do a couple of board wipes while they were down to a card per round and then ended up returning my hp total to its proper range, around 20 with a couple of big plays. (a 5/5 life link angel and the Pelakka Wurm, which my deck now runs two of because 7/7 trample, gain
e life on entering the battle field and draw a card on leaving is among the best powers generically for me. Especially when I am playing against people who use the white enchantments that exile a card until the enchantment goes away... (I play those enchantments too, but I generally also have a solid answer for them...)so not only does my big scary creature come back, it does so in a way that gets me 7 more hp...
Heh, that game also had the long confused hover over my graveyard to figure out what the hell the spell i just cast was when I used a pure blue counterspell in my green white deck to wipe out a thing they tied up an obscene amount of resources summoning one turn that was supposed to stomp me. (i missed the name but it ended up being a 16/16...) MTGA lets you look at your opponents' public information stuff like what is in their graveyard, but it highlights the cards you are looking at in their view. There is a particular long read that detonates "how the hell did that person do that with a deck that shouldn't do that"
On the other hand I did have a great experience of aggro slaying one of the most obnoxious mill decks in the current meta.
There is a blue creature that lets you break the deck building rules about how many copies of a card can be in the deck, but unlike the rats that do that, instead of just getting huge as you add more, this one lest you tap clusters of four of them to mill 12 cards. My main deck has a few answers to them, but no sure things. But i was trying to do the daily quest which was cast 20 spells of colors that are very minority colors in my deck, so I was using a preconstructed deck, and I got to just rush their deck to death. Those style combo decks often have a few counters for common ways of interrupting their combo, which means with some bad luck they can totally hold you off long enough to mill your deck, but turns out the counter to my "hit them in the face over and over again" approach was to sacrifice the creatures that were the main aspect of their combo. There is something super satisfying to shutting down a combo deck. It is second in my fun rating to winning a game by doing clever play through things like baiting your opponent into overcomitting and then cutting off their resources. Well, second to that, and a provisional first when the combo deck is one of the ones that is mechanically slow but mostly uninterruptible in how it very slowly grinds out a victory if you don't have the exact right card in hand at the right moment. Beating those decks is even better. Especially when you do it with a land mine in your library... *totally no hate on for the automatic repeated mill decks not at all*