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 Post subject: Re: ProTips with zenbitz
PostPosted: Wed May 13, 2015 1:09 am 
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POSValkir wrote:
Protip Tempest Remastered edition: Two spikes can transfer counters between each other both ways. This tip brought to you by taking 7 damage while at 7 life due to bad blocking.

Wait...what does bouncing counters between spikes do?

Pumps up the one that isn't blocked.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Thu May 14, 2015 9:26 am 
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Protip: if you attack with three 2/1s and a 1/1 against no blockers, and play war flare, you will do 15 damage. This may be relevant if your opponent has 17 life, a tapped dude, and deadly wanderings.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri May 15, 2015 1:50 am 
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POSValkir wrote:
Protip Tempest Remastered edition: Two spikes can transfer counters between each other both ways. This tip brought to you by taking 7 damage while at 7 life due to bad blocking.

Wait...what does bouncing counters between spikes do?

Pumps up the one that isn't blocked.

Sooo, they pumped one up big to fool you? You blocked it, then they moved the counters to the unblocked one? Interesting, I don't think I would have ever tried that bluff.

The "both ways" part is just throwing me off a bit.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri Jun 05, 2015 6:53 pm 
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Pro Tip: Clicking incessantly and without reason will transfer your creatures grafts to your opponent...

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri Jun 19, 2015 10:24 am 
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Pro-tip: When you're drafting Fate Reforged first, you should not draft for Dragons of Tarkir strategies.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri Jun 19, 2015 11:59 am 
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Protip: When using Temur Charm on Rakshasa Deathdealer to fight a creature, activate Deathdealer's abilities prior to resolving the spell.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri Jun 19, 2015 2:21 pm 
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That seems like a MTGO based tip, although I guess in paper magic if you didn't declare that you were leaving Charm on the stack, someone could call you on it.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri Jun 19, 2015 2:38 pm 
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Paper or online, it's just good gameplay to activate Deathdealer before using Charm.

After playing a spell, active player gets priority, so if it's your turn and you ask about responses, it's too late to do anything. You can always just play something else after you finish casting a spell, before the spell resolves; but if you pass priority, and your opponent passes too, you can't respond anymore. Online, you can do this if you hold control while casting the spell; then MtGO won't automatically pass priority after you finish casting the spell. If it's their turn, it's actually easier, as they get the chance to respond first and if they pass priority, you can respond to your own spell normally.

But this is all very technical, so unless there is a special reason for doing so, just activate Deathdealer first.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Fri Jun 19, 2015 3:15 pm 
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Ahhh, I see. I didn't think I hit ok...so I needed to hold control...or activate first.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Wed Jul 08, 2015 3:17 pm 
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Pro-Tip: If your opponent has only Deceiver Exarch in play and you know they have Splinter Twin in hand, play your The Abyss instead of passing the turn :)

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 Post subject: Re: ProTips with zenbitz
PostPosted: Thu Jul 09, 2015 11:16 am 
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Channel into Ulamog is considered strong plays
Channel into Blightsteel is considered strong lines

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 Post subject: Re: ProTips with zenbitz
PostPosted: Thu Jul 16, 2015 3:13 pm 
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Pro Tip: Although Separatist Voidmage and Aspiring Aeronaut have the same casting cost same toughness, and reasonable similar art, it turns out that they have different text boxes. And voidmage to bounce something cheap when you are not attacking is not a fantastic tempo play.

(LATFC?)

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 Post subject: Re: ProTips with zenbitz
PostPosted: Sun Oct 11, 2015 4:15 am 
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RTFC, Battle edition:

Sludge Crawler gets +1/+1, not +1/+0, and is actually a fine card
Demon's Grasp is a sorcery
Unnatural Aggression is an instant

These are all different than comparable spells in recent sets, and I found out about each of them the hard way.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Sun Oct 11, 2015 2:55 pm 
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The one that gets me, although not with a great effect on the game, is that Guul Draz Overseer doesn't pump itself.

Forgetting ingest triggers is a thing.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Tue Oct 27, 2015 10:15 am 
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Zenbitz wrote:
The one that gets me, although not with a great effect on the game, is that Guul Draz Overseer doesn't pump itself.

Forgetting ingest triggers is a thing.


Both my opponent and I thought the Guul Draz Overseer pumped itself. My opponent used Smite the Monstrous on the Overseer then cracked back for lethal the next turn. It wasn't until my next match that I realized our error.

Protip: Read your cards carefully!


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 Post subject: Re: ProTips with zenbitz
PostPosted: Mon Jan 18, 2016 9:31 am 
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If you want to splash 3 colors for some more powerful cards and put a Natural Connection in your deck. Understand that your sometimes going to draw that Natural Connection

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 Post subject: Re: ProTips with zenbitz
PostPosted: Tue Jan 19, 2016 3:59 pm 
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I actually played pretty tight this season, although I am sure I am forgetting some epic boneheads. I did throw a Giant Mantis into an obvious triple block to trade it for a 2/2. That was bad but not atrocious.

Here is one from last PR match (having been playing magic for a good 6 hours straight). Match 3 game 1, I am way ahead on life.

His board:
a 3/2, a 2/1, a 2/3, 3/4 seed guardian with 3 creatures in graveyard. No cards.

My board
Ruin Processor 7/8, 2 2/3 eldrazi and a 1/1 scion, plus Stoneforge Masterwork.
In hand I have Flaying Tendrils, and plenty of mana. I think about playing Tendrils, but didn't want to kill my scion because of the masterwork, and my 2/3s became 0/1s. I thought about playing it post combat but that didn't make any sense. I end up attacking with just a 10/11 because I miscounted his power as 10, not 11. So I trade my 7/8 for his board... but he got a 7/7 elemental token.

Luckily, I had 20 life and enough chumpers to wait until I top decked a removal spell. Still, turned an easy win into a nail biter.

If I play tendrils pre combat it *exiles* his weenie and gives him a 0/1 and a 1/2 against my 7/8 (and 2 0/1s). And if he chumps with the guardian, it's exiled and he doesn't get a token.

In my defense, I was very tired and don't count that well anyway. The next game I accidentally attacked with culling drone that was pumping my masterwork and it got eaten. I literally just tapped it during attacks accidentally.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Mon Apr 04, 2016 8:38 am 
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Gisa's Bidding is not an all creatures get -2/-2 sorcery and therefore should not be kept in the sideboard

ProTips Special 2 for 1

Gryff's Boon activated ability put's it in play and not to the hand.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Mon Apr 04, 2016 12:15 pm 
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One thing to be very careful with in this set -- there are abnormal number of abilities that trigger on End Step or each upkeep or just YOUR upkeep or just your opponent's upkeep and it's not easy to keep them straight. I burned my own guy for no reason in a practice game because I thought Avacyn flipped only on my upkeep.

Most of them (by proportion of cards likely to be in play) are "both upkeeps" (werewolves), but this is by no means all of them.

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 Post subject: Re: ProTips with zenbitz
PostPosted: Thu Apr 07, 2016 9:10 pm 
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