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Subject: [Newbie] Can I mix these 3? rss

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WAN CHIU
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Hello!

Can I create custom deck with cards from M12, M11 and Scars of Mirrodin Cycle intro packs?

Do older cards work well with newer ones?

Thanks!

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Tommy Occhipinti
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You can. The deck will even be legal in the most played constructed magic format called Standard (for a brief period). If you are playing casually, you can mix any cards with any other cards, and it might work well. There have been a ton of bad Magic cards over time, and they have started printing fewer and fewer of them over time, so in a sense sticking the newer cards improves your odds of being good.
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Angelo Nikolaou
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There are various answers to that question.

- Legalwise, if you are interested in playing casually with your friends you should accept the rules each group sets. Most groups allow cards from all sets to be mixed and only the typical rules, eg 4 copies of each card at most and 60 card deck.
If on the other hand you want to try a sanctioned tournament, then there are various kinds. Standard for example allows M11, M12, Scars block and Zendikar block.

- Worthwise, each set tends to have mechanics and abilities that require cards from the same set to make them better, something called 'synergy'. For example, if you use Infect creatures from Scars and try to win with poison counters, you won't find any creatures in M11 or M12 with infect, since the infect ability is unique in Scars. Thus, if you have creatures with infect and without infect in your deck, these cards don't have synergy.
You can, however, find instants or enchantments that help this strategy. Analyse the strategy you want for your deck, and afterwards you can look at each card from any set to see if it helps your strategy

- For you, I suggest you keep the strategy of an existing deck, spot weak cards to remove and 'loot' other decks for cards that you think are better. Keep the size of decks at 60.
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Håkan König
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chooche wrote:
Hello!

Can I create custom deck with cards from M12, M11 and Scars of Mirrodin Cycle intro packs?

Yes. If you're playing with friends anything goes as long as you agree on what is OK.
If you're playing a tournament or some sort of sanctioned play, then Wizards have long lists of which sets are legal in each situation. and even between sets, some cards tend to get reprinted every now and then, so even if you're playing, say Mirrodin Block (where normally only cards from Mirrodin would be legal) you could see cards from other sets, but which also were printed as a part of Mirrodin.
Quote:
Do older cards work well with newer ones?

Yes, No and Maybe. Some do, some don't. There is no general rule on this, but it has to be assessed for each combination of cards you come up with.
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Pete Lane
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To sum it up... Yes, you can combine any card from any set into your deck, however depending on the interactions with said cards, it might not be very quality. But figuring that out on your own can be part of the fun!

However if you plan on playing in a sanctioned tournament, be aware that your deck might not fall under the permitted rules. Talk to the tournament organizer to be sure!
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Adam B.
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Also, if you plan on playing in sanctioned events, M11 is going to "rotate out" of Standard in a few weeks with the launch of Innistrad. Basically the current "Core" set (M11, M12) etc is Standard-OK from it's launch through the following September (so M12 launched in July and will be good through Sept 2012), and the Blocks (i.e. Scars-Beseiged-Phyrexia) stay valid untill the block *after* the following block launches (so the launch of the Innistrad block this September knocks out the Zendikar/Worldwake/Eldrazi block that launched in Fall 2009).

That's just for playing Standard, however. If you're talking about playing casually, or playing with friends, definitely just play whatever you want. One neat thing about Magic is just about every card printed is still playable (the banned list is very tiny when you think about how many cards have been made), and they don't introduce mechanics that would make the cards or game incompatible.

You'll also see that the Scars cards tend to have more mechanics and "flavor" when compared to M11 and M12. The "Core" sets tend to be just that: core cards that are broad, useful, don't hew close to any particular theme in the art or story, and generally feature slightly simpler mechanics. That doesn't mean they're less useful or "worse" cards, just that they're designed to be more...."core".

And yeah, alot of the fun is seeing interactions between cards even when specific mechanics don't carry across all the cards. For example, M12 introduces a "bloodlust" mechanic where monsters enter play "powered up" if you've already done damage to your opponent this turn. Now M11 and Scars cards won't have the bloodlust mechanic, but there are definitely some interesting cards in M11 and Scars that can help make sure you can get guaranteed damage on the turn you need it to turn your bloodlust creatures on. Or, to go a bit further back, Eldrazi introduced these ludicrously massive creatures with titanic mana costs that were almost always a win condiition if you could actually get them onto the table. So it's fun looking at other sets for cards that allow you to "cheat" an Eldrazi onto the table without paying it's mana cost, or unique ways to accelerate your mana (like cards that allow you tap any blue creatures for mana, or finding ways to sacrifice cheapo token creatures for mana, or looking at all the mana accelerators in Green, etc).
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