Kemev wrote:
So this is a bit antisocial and a generally weird suggestion, but have you considered just being more annoying? Your group may be cold-hearted, calculating veterans, but at some point even the most placid Ferdinand is gonna get upset if you poke him with enough bee stings.
I'm more interested in having fun, than winning. Your suggestion is well taken, but, I think it's not for me. In a competitive game, I would absolutely be down for the mindgames, but, I like these people, haha
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A handy way to goad players into action is with value-adding cantrips. Cards like
Smash or
Disrupt are good ways to get people moving, especially when you go after their early game mana plays (squash a Sol Ring, counter a Cultivate). Most players avoid running these 'cause they'd rather have a bigger effect, but if you play them early, you're really just cycling cards on turns when you wouldn't be doing much otherwise. Similar with effects like Blind Obedience; they're easy early plays that don't cost you much, but still provide an obnoxious speed bump for everyone else.
While our group isn't competitive (we're very laid back, and generally shy away from combo, tend to play soft wincons, etc.) this is something we do. Even value-neutral cards are welcome, if they have potential later (
Vandalblast, for example, is highly played in our group).
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No, they're not a mechanical lock (frankly, there aren't many of them), but much like playing a stax deck, you're goal isn't really to put a hard lock on people... your endgame is to bleed so many resources off your opponents that they die or give up.
This is definitely the angle I'm looking for. Though, I'm finding more and more, simply being a cantrip isn't really enough justification to play a card. I find myself favouring charms because their versatility usually makes them playable and that minor effects if used wisely can be powerful (currently in my list is
Sultai Charm and
Abzan Charm, both of which at least have outs for just drawing cards).