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7/18/2025, 5:32:29 AM
>>531678852
Old HS tempo mage gameplan was to put cheap minions on the battlefield who either a) get buffed when you cast spells, b) do some effect when you cast spells (do random damage all over the enemy each time mainly) or c) buff your other spells when you cast spells.
Old MTG UR(B) delver gameplan was to put this guy on the battlefield and then support him with the whole array of cheap good spells like counterspell, lightning bolt, fatal push and so on.
So basically the whole gameplan was to rush the enemy with decent creatures in the early-mid game while supporting them with decent burn-control-etc spells.
I have zero idea how this WWII Kards game work since it's the first time I hear about it but from the way he described the deck working it's basically the same gameplan - maybe more straightforward since the guys you put just simply do damage when you cast other spells. So you put your guys and keep them alive with your spells while rushing the enemy.
Old HS tempo mage gameplan was to put cheap minions on the battlefield who either a) get buffed when you cast spells, b) do some effect when you cast spells (do random damage all over the enemy each time mainly) or c) buff your other spells when you cast spells.
Old MTG UR(B) delver gameplan was to put this guy on the battlefield and then support him with the whole array of cheap good spells like counterspell, lightning bolt, fatal push and so on.
So basically the whole gameplan was to rush the enemy with decent creatures in the early-mid game while supporting them with decent burn-control-etc spells.
I have zero idea how this WWII Kards game work since it's the first time I hear about it but from the way he described the deck working it's basically the same gameplan - maybe more straightforward since the guys you put just simply do damage when you cast other spells. So you put your guys and keep them alive with your spells while rushing the enemy.
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