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Sigma-X posted:red and white are the colors with all the removal in this set. Also, if you get a crap red/white pool you're going to have a shittier deck than these. You can play your 100% of your white and red commons/uncommons with the rest of your deck, where you can only play 75% of your green and black commons/uncommons with the rest of your deck (and that number plummets when you remove the unplayable cards).
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# ¿ Nov 1, 2010 22:48 |
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# ¿ Apr 19, 2024 07:49 |
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Vanilla Bison posted:If Ball Lightning was a 10/3, I'd be pretty comfortable taking it second pick and pushing myself towards an aggressive red deck. But if you're looking to force the archetype and there are no better picks for that deck (of which there are many) then yeah, go nuts. Last time I drafted a Putrefax I got it 5th I think.
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# ¿ Nov 16, 2010 00:13 |
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Pinwiz11 posted:I know that I haven't played in the limited formats that much in this set but I'm just sick and tired of people in my local meta constantly drafting infect. It's not fun (and yes, I'm not building decks that can take infect out) and I'd much rather play constructed until Besieged appears. I'm not sure what you're getting at here. Infect is an archetype in this format, and people are going to play it. If a bunch of people in the same pod are playing it, then their decks are going to be weaker so that means more wins for you. If you're sick of the same people playing infect over and over again, sit to their right and take all their picks Also, why aren't you building decks that don't roll over to infect? I don't really see how Beseiged is going to make Infect less prevalent. I doubt they'd invalidate a mechanic that is about a quarter of the format.
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# ¿ Nov 23, 2010 23:44 |
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Part of why Scars sealed seems so swingy is that you can almost always play your bombs. Most of the bombs are colourless so it's completely painless to toss them into your deck. Even the coloured bombs are easy to support because the average sealed deck will be mostly artifacts anyway, you only need 2-3 other cards in the same colour to be playable, and in some cases less. Compare that to M11 where you could open a Inferno Titan or Baneslayer Angel, and be forced to leave it on the sidelines because you didn't have 7 other non-awful cards in that colour. It's too bad day 1 of a GP couldn't be draft as well, but organizing 200 draft pods would be a logistical nightmare, as well as add about 5+ hours to the day. Deck registation would be mostly useless unless you stamp 200000+ cards beforehand
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# ¿ Nov 24, 2010 23:36 |
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Karnegal posted:It seems somewhat viable to swap pools every X rounds or something. Re-seat everyone and give them another 30 minutes after rotating pools. Then re-register. It would eat 45 minutes to an hour, but it would help reduce the effect of one pool on 9 rounds. I don't know how viable it is, really. In Toronto I think the last round of the GP ended at 10pm, and it didn't have any major delays. Adding close to two hours to a day that's already 10-12 hours long is hellish. I know at first blush it doesn't seem like a big deal, but there are some other things to consider when you add another sealed pool. Alone, none of these would be dealbreakers but they add up. I'm assuming that there would be two pools, and that the swap happens after round 5 since you're expecting 9-10 rounds of sealed. If there are three sealed pools, it gets even more absurd: There's another round where everyone can get penalized for a mis-registered deck. Giving a game loss in round 2 because a player missed a card is one thing, it's a different matter entirely in round 7. Yeah, everyone should count their loving land, but it's still a concern. If a player drops before round 6 will they get the boosters that would have made up their next sealed pool? On day 2, if a player drops before the second draft pod starts, the judges will give them three boosters (to dissuade them from staying in the tournament for "free packs"). If the droppers get their packs then every single person that drops will need to come to the judge's table to get their packs, rather than just checking the box on the result slip and loving off (or, have the floor judges carry a million boosters on them like pack mules). If the players don't get the packs on drop, then expect a lot of 0-5s to not drop so that they still get their packs. More players = longer tournament so who knows how much time this adds. Speaking of extra packs, the cost of entry will likely go up. I know, Magic isn't a game for poor folk but the difference between $40-$60 is significant. Vanilla Bison posted:Bonus: howls of inhuman rage from the guys who get pool-hosed twice in a row. Howls of inhuman rage from players with three byes that open a busted first pool and then only get to use it for 2 rounds.
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# ¿ Nov 25, 2010 23:53 |
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Chajusong posted:Well, you won't actually be playing the white or red removal if you're choosing Phyrexia, whereas the W/R removal in Mirran is in the colours you'll be playing, so it's really more like You can still splash most of it. Lunael posted:Something to play around with while waiting for tomorrow: I did this, picked Phyrexia, got 2 Koths in my Scars packs
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# ¿ Jan 28, 2011 22:54 |
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Pinwiz11 posted:I mistyped. It was GB instead of GW. (My one loss was to GW Infect.) When you have a Wrath effect in your deck, you hold back creatures in your hand so that when you wrath you're killing off more of your opponent's creatures than yours. Also, after you Wrath you could play Geth, and start resurrecting your opponent's creatures. It's a sealed deck, there's no way your curve stops before 6.
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# ¿ Jan 29, 2011 14:35 |
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Lone Goat posted:I did this, picked Phyrexia, got 2 Koths in my Scars packs Well, joke's on me, I picked Phyrexia and only got one Koth. Went 5-1 with some awful tiebreaks, came in 5th.
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# ¿ Jan 29, 2011 23:13 |
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Sigma-X posted:It allows you to swing earlier with an infect dude than any other card does.
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# ¿ Feb 9, 2011 04:27 |
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Here's a sealed thing! The blue cards to the right are what I considered instead of the white. Lost round 1 to Devil's Play and it was my own fault! Won round 2 via no-show! Lone Goat fucked around with this message at 23:41 on Oct 19, 2011 |
# ¿ Oct 19, 2011 23:04 |
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rabidsquid posted:His account name is Kibler. The match is probably in his twitch archive if it was Cube from last night. It is, starts at about 2h 45m. http://www.twitch.tv/bmkibler/b/324734087
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# ¿ Jul 13, 2012 20:34 |
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JAMOOOL posted:Also, playing W/U, most of your removal doesn't really help (some of it only hits attackers, Pacifism doesn't help, bounce can stall, I guess Encrust would have done it but I didn't get any, and I never saw my O-Ring) So what you're saying is: "U/W has many pieces of removal to deal with this, but I didn't draft any of it."
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# ¿ Jul 17, 2012 17:47 |
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JAMOOOL posted:Uhhh, define "many". common Encrust, Essence Scatter, Pacifism, Unsummon. Divine Verdict, Faerie Invaders if he's dumb enough to attack with it (this may never happen). uncommon Courtly Provocateur (and force him to block, when he's summoning sick), Oblivion Ring, Rain of Blades, Rewind, Switcheroo rare Clone, Planar Cleansing, Void Stalker quote:I'm glad though that you're apparently such a great drafter that will always have answers to stuff like that Yes, I will consider if my deck can deal with my opponents' cards, and will intentionally avoid drafting a combination of colours that are unable to interact with their bombs unless I can do something ridiculous myself. My last UW deck had at least 5 of the cards listed because I read signals showing me that the cards were available, and valued them highly so that I could deal with my opponents' cards. What I did not do, is come into the thread crying "OMG THESE CARDS ARE BROKEN WHAT AM I SUPPOSED TO DO???????????" and then get all weepy when people told me what I'm supossed to do.
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# ¿ Jul 17, 2012 20:19 |
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JAMOOOL posted:Okay, out of those commons, only one actually deals with it (Encrust). The rest are not actually answers at all! Out of the uncommons, same deal. Really just Switcharoo and O-Ring. Sure there are counterspells but you should know as well as any that they are in fact, a bad solution since you're essentially holding up your own development. Nobody wants to maindeck Rewind. Those cards are all intended to slow down my opponent's development while I play my own cards and attempt to win the game. While my opponent is playing and replaying his Krenko, I would be attacking him with my flying creatures or low cost creatures I sided in to try to overwhelm him before Krenko came online. Yes, counterspells. Unless I'm playing a very strange build, I nearly always maindeck up to 2 Essence Scatters because 99% of the time they will be useful against my opponent. Also, the existence of Faerie Invaders mitigates the "skip your turn" drawback since you can still play it endstep. Nobody wants to maindeck Rewind, but that is why sideboards exist. If my opponent has a bomb spell that I can't deal with once it has resolved, then I will make sure that I have spells available that can deal with them before that happens. When my options against a specific card are: A) Play a card that is suboptimal against a broad field but good against them or B) Lose horrifically without ever having a chance of defeating it, and then go sobbing about it on an internet forum I will choose A every time. Are you the type of person that says "FOG IS TERRIBLE I'D NEVER BRING IT IN" even against an Overrun-like? If so, you deserve to lose for playing in such a narrow-minded fashion. JAMOOOL posted:My deck was mostly flyers and clogged at the 3-spot so IMO it wasn't really worth playing. It definitely has its place (for example, in conjuction with lots of exalted, or fatties in general), but not my deck.
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# ¿ Jul 17, 2012 20:58 |
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JAMOOOL posted:Rewind isn't really "good" vs. Krenko though. If I had drafted one, yes, I'd have brought it in, but it's basically a bad solution to a card that must be answered, so I don't know why you think I'd be so 'inflexible'. You only get to draft 42 cards, you know. In general you can pick up some decent general solutions but again Krenko doesn't have much of an answer besides A) Encrust/O-Ring, B) holding your development to counter it (if it's in his opening hand, it comes out before Faerie Invaders can use that mana, btw), or C) all the bad answers you mentioned, which may help if you can manage to outrace a fast red deck (and certainly not if they have Arms Dealer out). I was not aware you "only" have 42 cards to draft, thanks for letting me know. But keep in mind your maindeck will, on average, play 23 of those cards and that means that the other 19 can comprise options that will not be useful against all decks, but perhaps some. You can't play Magic "on rails", different decks will require different strategies/decision trees. Not every game will go perfectly but if you deny yourself options before the game even starts then you'll probably get smashed. I'm looking at the last UW draft I did, and here are sideboard options I took in different matches: Took out creatures, brought in 2 Negates. Took out 2 drops, brought in a 6 and 7 drop. Took out Divine Verdicts, brought in Hydrosurge and Safe Passage. Sideboarded up to 49 cards (would have been more but I didn't have enough sleeves). quote:Anyway I'm not sure why I'm responding to such a condescending post, I didn't know we weren't allowed to post bad beat stories on this thread! If you steadfastly refuse to listen to strategy then yes we are going to treat you like an idiot until you either Get It or gently caress Off. When was the last time anyone ever said "Yes! I would love to hear about the time that you lost to what you perceived as variance, but was in fact your own incompetence!"? Was it never? It was probably never.
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# ¿ Jul 17, 2012 21:49 |
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MrBling posted:So far I quite like drafting M13. Harbor Bandit is an early favourite and its always nice to be able to pick up late game Harbor Serpents and actually play them. Me and my friend were Lone Goat fucked around with this message at 23:43 on Jul 17, 2012 |
# ¿ Jul 17, 2012 23:29 |
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JerryLee posted:
This deck is pretty bonkers, even without the blue cards.
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# ¿ Jul 19, 2012 04:16 |
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tgijsola posted:My deckbuilding is rusty, thoughts? Went 3-1 with this but don't think I deserved it. Lost in finals to RB. Don't like Switcheroo? Most of your creatures are good enough you don't want to trade them, but if you're in a position where your creatures are all better than your opponents, that's a good position to be in. With the Arbor Elfs I'd have gone down to 17 land and with Evolving Wilds I'd shave a Plains.
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# ¿ Jul 27, 2012 09:21 |
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Augure posted:When will release events start for M13? Wednesday after downtime
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# ¿ Jul 30, 2012 01:33 |
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Jet Set Jettison posted:You should also be running ring of Thune if your in white. 11B/6W seems a bit overboard since you want to make WW for Serra and Silvercoat Lion gets increasingly worse after turn 2, and the Shade finds its own swamps so I'd probably go to 10/7 and/or cut the Lion. Now that I think about it, you need to make room for that Essence Drain but man I don't want to cut any more creatures since control seems very poor in this format without good blockers.
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# ¿ Aug 3, 2012 14:19 |
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Jet Set Jettison posted:Thats true about the ring, I didnt really count the amount of white creatures. Disregard my ring suggestion! Why would you want to level off black? If anything, you'd want all your low drops to be the same colour so that it strains your mana less. Yeah, Dark Favor or Kitesail was the next card I was looking at since you're starting to run out of creatures to put them on.
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# ¿ Aug 3, 2012 15:35 |
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JerryLee posted:Requoting this because it's at the bottom of the last page and I would really appreciate it if anyone could tell me how I could have built this pool to not go 0-3 drop. Get luckier? Your first match you got manascrewed, and then didn't get one of your 4 answers to the Hydra. The deck looks fine, you either got some bad breaks or misplayed horribly, and I'm giving you the benefit of the doubt here
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# ¿ Aug 3, 2012 21:02 |
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Gyshall posted:I agree with all of these points except on Chronomaton. I've always hated guys you have to spend mana to make good after they hit the board. If they don't have an answer for him, he can do some serious work, but I've seen Chronomaton get blown out by random Encrusts/Naturalizes/Unsummon/etc. Chronomaton is really really good.
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# ¿ Aug 6, 2012 14:23 |
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Wild Defiance out, it has little to no interactions on the board. Barter in Blood in, it has good interactions with Butcher Ghouls, Undead Executioners, Homicidal Seclusion. I like Joint Assault because a trick is a trick, and it's nice to have a good cheap one even if you don't take advantage of the pairing bonus. I like Grave Exchange in decks with this much removal but that is a personal preference. I don't know have enough experience with Craterhoof to know if games go long enough for him to be relevant.
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# ¿ Aug 7, 2012 22:03 |
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Fuzzy Mammal posted:I'll cut the abundant growth as well. It's just not really that impactful and I don't anticipate color screw very much. It's not about having impact, it's about cleanly fixing your mana for almost no cost. You have enough low drops in both colours along your curve that hitting turn 1 Abundant Growth takes a lot of pressure off. Also, between Growth and Borderland Ranger I'd look at going 9G/8B as a mana base. Abundant Growth lets you effectively play a 39 card deck since it's cheap and replaces itself. I feel that cutting it is the equivalent of playing 41 cards because you decide on the last card in your deck. 99+% of the time your deck has a "worst card". Cut that one instead. These are my thoughts on Abundant Growth thanks for reading.
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# ¿ Aug 7, 2012 22:11 |
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Ableist Kinkshamer posted:I know you think touch of eternity is good because it "saved" you, but if you had a card that could actually help you win instead of preventing you from losing, you might not have been in that situation in the first place. You won despite having it in your deck, not because of it. Great opinion! Now shut up and watch LSV win games in draft where he plays Touch of Eternity. Also, I like how you suggest adding Welkin Tern, a tiny creature that can barely block, into a control deck that will likely most likely win by resolving one of its 5+ mana spells.
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# ¿ Aug 10, 2012 13:25 |
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rinski posted:So I thought this was an interesting pick: I agree with this except the last part
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# ¿ Aug 17, 2012 17:39 |
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Phiberoptik posted:Help! Use [timg] instead of [img]
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# ¿ Aug 18, 2012 11:30 |
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Andrew Cuneo is a former pro, funny and chill dude, with a good voice and an eclectic music playlist (lots of jazz and old punk). He's not that popular so you don't have a thousand idiots in his streamchat, and he usually plays Modern Melira Pod or Legacy Enchantress between drafts.
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# ¿ Aug 21, 2012 20:45 |
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rinski posted:Just so you guys know, Sam Black is drafting with Jackie Lee on his stream! He just went over her draft deck from yesterday and it was super informative. I'm just reiterating this because it was so good, and now they're doing a live draft together. Seriously, why are you reading this? Just go watch the stream!
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# ¿ Aug 23, 2012 04:30 |
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Jet Set Jettison posted:My favorite mindclaw shaman play is when I cast it, looked in my opponents hands and saw a forest, 2 bountiful harvests and an angel's mercy. I had to seriously decided "uuhhh which is the better spell here?" If you have more than 7 lands, Bountiful Harvest. Otherwise, Angel's Mercy.
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# ¿ Aug 24, 2012 14:57 |
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Ableist Kinkshamer posted:It wasn't the fact that lands had to be drafted, it was more that so many cards depended on having snow lands and yet it was nearly impossible to get enough snow lands to make those cards worth running. Especially since, even with the uncommon dual snow lands, it averaged less than 1 snow land per booster. Coldsnap came out before every booster contained a basic land, Snow-Covered basics were in the regular common run and there was a 5:60 (or 1:12) chance of a common being a snow land, but there were 11 commons in a pack (less if one got replaced with a foil). That's not even considering the colour of the land so you're now playing with a bunch of colourless lands in your deck. The other thing is that even once you get a bunch of Snow lands you still have to draft 23 spells which makes it even harder to put together a functioning deck that depends on Snow mana.
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# ¿ Aug 28, 2012 18:56 |
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JAMOOOL posted:Hey, I liked Coldsnap draft! (also, first-picking snow lands is a god-awful strategy, wtf) That's because Ice Age and Alliances were not designed for drafting. For example, Ice Age had only 8 creatures out of 24 white commons, only one of which had more than 1 power: a Unicorn that cost WW1 with a useless ability. Alliances had 4 creatures out of 10 white commons, again only one with more that 2 power: a 2/3 bander for WW2. Sets weren't created for limited until Mirage.
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# ¿ Aug 29, 2012 19:57 |
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We had a good run and then his internet pooped. I'm sure I'll be blamed for this somehow. Lone Goat fucked around with this message at 06:09 on Sep 13, 2012 |
# ¿ Sep 13, 2012 02:51 |
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http://www.twitch.tv/worldforgers We got thrashed, I blame everyone else. Lone Goat fucked around with this message at 03:58 on Sep 14, 2012 |
# ¿ Sep 14, 2012 01:06 |
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Draftooooooooooo http://www.twitch.tv/worldforgers/
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# ¿ Sep 17, 2012 02:07 |
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Me and What a Judas just drafted this: https://www.twitch.tv/worldforgers/ e: fixed the url Haha, just drafted another, same, deck. Well, that was fun! Lone Goat fucked around with this message at 13:50 on Sep 18, 2012 |
# ¿ Sep 18, 2012 08:04 |
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What a Judas posted:Ffffff I almost cancelled my stream to watch this. Screw it, we're doing it anyway! http://www.twitch.tv/worldforgers/
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# ¿ Sep 20, 2012 01:49 |
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whydirt posted:Nope, we do 3x RtR, then 3x Gatecrash, then finally RtR, Gatecrash, Sinker The last one is Sinker, GTC, RTR in that order.
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# ¿ Sep 20, 2012 23:13 |
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# ¿ Apr 19, 2024 07:49 |
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LeafHouse posted:In my experience rummaging goblin is not a card you want two of. What did your list look like? In a deck that actually wants Rummaging Goblin (ie, NOT AN AGGRO DECK), the second Rummaging Goblin is fine. Because in that deck you want to get your Rummager as soon as possible, and if you get the second one you can just ditch it to the first. In M12, or any other previous format in the history of Limited Magic, I've never been a situation where I said "I don't want more than 1 Merfolk Looter", and the Goblin one is only marginally worse.
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# ¿ Sep 23, 2012 06:35 |