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No Wave posted:Edited my post a bit, it's dependent on how you expect to win (pteridax echo vs stall outvalue) Didn't matter, got completely blown out every game by draws alone, went 0-3.
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# ? Feb 10, 2017 21:20 |
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# ? Apr 29, 2024 04:26 |
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Feln'd it to 7-2 after some lovely drafts recently: My call in Magic limited has generally been that if something costs 7, it better do a thing the moment it hits the battlefield, and if it costs eight it might be unplayable unless the deck is capable of getting to that point, even if it would do a thing. Eternal feels faster than your average Magic draft format honestly, and though Snowcrush Animist will certainly Do A Thing once you play it, all the draft eight mana felt so far away on a deck that isn't really leaning on control side, that it feels it feels even a questionable inclusion. Maybe one game where drawing it might have kept me alive two turns more but still not won the game. Jarrall's Frostkin still feels one of the most impactful primal commons in any kind of deck that can sport reasonable curve. Impending Doom, just so massive for the cost.
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# ? Feb 10, 2017 22:25 |
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Deofuta posted:Take a look at this pile that was taken to masters this season: As someone brand new to the game, playing a budget aggro/tempo deck sounds ideal and this looks pretty solid. I'll keep it in mind as something to work toward. Does Shadow/Primal also have the ability to play a similar style? I would guess so, since Primal seems focused on fliers as well, along with stuns to control the board. I've seen that Haunt decks are a thing, but don't have a good idea of what they play like. Speaking of stuns, Permafrost in particular seems very strong - I know 1:1 comparisons don't always work, but it's a 1-cost card that mimics an effect that typically costs 3 in MtG. Is it more common to have attachment removal in Eternal, or just not as powerful an effect in this game for some reason? Silence doesn't remove it, right?
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# ? Feb 10, 2017 22:30 |
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Apologies if this has been asked before (couldn't find anything through search): What makes a deck "qualify" as a given color? If I have a quest to win 5 games with Primal, but don't want to play a Primal deck, can I put 1 Primal Sigil/1 Primal Spell into one of my existing decks for it to count?
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# ? Feb 10, 2017 22:32 |
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(to permafrost q guy) Silence does, as do effects that give creatures endurance (only one of those, deepforged plate, sees play afaict) It's probably primal's best card by a good margin though, the only downside to it is that the two most commonly-played minions in the game (titan and enforcer) are immune to/remove it respectively
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# ? Feb 10, 2017 22:34 |
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ImsaKidd posted:Apologies if this has been asked before (couldn't find anything through search): I can't remember how much of a deck needs to be of a specific faction to qualify, but your strategy wouldn't work. Nibble posted:Is it more common to have attachment removal in Eternal, or just not as powerful an effect in this game for some reason? Silence doesn't remove it, right? As already stated, silence removes it. But attachment removal is super, super rare in Eternal. And good attachment removal is even less common.
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# ? Feb 10, 2017 22:40 |
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Hey hot poo poo drafters, do you default to 18 power or 17? This is a point of contention for some people, it seems.
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# ? Feb 10, 2017 22:43 |
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17 usually but I draft a lot of cycle like levitate, inspire, and dispel If I have a blue yellow or purple monument I go 18
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# ? Feb 10, 2017 22:52 |
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welp got blown out by 4 consecutive protects in constructed, the first one I was expecting, the next 3 not so much
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# ? Feb 10, 2017 22:56 |
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ShaneB posted:Hey hot poo poo drafters, do you default to 18 power or 17? This is a point of contention for some people, it seems. 17-18 sources depending on the rest, unless the curve is super low.
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# ? Feb 10, 2017 22:58 |
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Second 7-X in a row, feeling like I'm getting this stuff. Made diamond during this run, which feels validating. Feln control worked great. I could get out to an aggressive start with the birds and other units and then ride all my removal into the mid and late game. Champion did some work, as he absorbed flood just fine and pumped my units into oblivion.
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# ? Feb 11, 2017 02:20 |
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Lunsku posted:Impending Doom, just so massive for the cost. When I first saw this guy my thoughts were "this critter is a monocolor moroii that's 1/1 bigger and drains EOT" Moroii was always a house in limited so I take doom almost every time it shows up Molybdenum fucked around with this message at 02:56 on Feb 11, 2017 |
# ? Feb 11, 2017 02:53 |
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finally decided to turn some of my trash rares and legends from raredrafting into a playable deck. decided to go with one of the stonescar burn queen decks that are all the rage these days. fun to blow people up in like two minutes over and over!
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# ? Feb 11, 2017 03:42 |
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Impending Doom isn't my favorite designed card tbh. The effect is so minor, card would be more fun at 2 damage per turn or just don't even bother.
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# ? Feb 11, 2017 03:57 |
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inSTAALed posted:finally decided to turn some of my trash rares and legends from raredrafting into a playable deck. decided to go with one of the stonescar burn queen decks that are all the rage these days. fun to blow people up in like two minutes over and over! Yeah buddy! Trash em.
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# ? Feb 11, 2017 04:00 |
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Feln control feels good right now, running the new 2 mana 1/3 aegis really helps in the early game. hopefully more control orientated cards next week.
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# ? Feb 11, 2017 04:20 |
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Spoiled card: Shadowlands Feaster, 7 mana (2 shadow) 5/6 flying ambush, when an enemy unit dies it goes to your void. So top 8 for ETS was: FJS armory, FJP armory, big combrei, 3x stonescar burn, stonescar aggro, stonescar midrange.
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# ? Feb 11, 2017 23:01 |
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and finals are stonescar burn vs. stonescar aggro
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# ? Feb 12, 2017 00:05 |
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Borderlands Waykeeper shits so hard on so much of the meta, I don't think I played a game tonight where I dropped her on 2 and went on to lose. Every single red deck snap keeps 1-drop + torch and it just blanks their entire plan.
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# ? Feb 12, 2017 02:08 |
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My 'deal direct damage' fire deck is doing better than I expected (ie I win sometimes), but I'd be happy to get help on what cards to work towards to improve it. Here's what I have at the moment 2 Charchain Flail (Set1 #3) 3 Flame Blast (Set1 #2) 4 Grenadin Drone (Set1 #5) 4 Temper (Set1 #10) 4 Ticking Grenadin (Set1 #12) 4 Torch (Set1 #8) 4 Kaleb's Favor (Set0 #3) 4 Piercing Shot (Set1 #25) 3 Assembly Line (Set1 #29) 4 Outlands Sniper (Set1 #42) 4 Recogulator (Set1 #37) 3 Calderan Gunsmith (Set1 #46) 4 Flash Fire (Set0 #6) 1 Obliterate (Set1 #48) 2 Hellfire Rifle (Set1 #55) 25 Fire Sigil (Set1 #1) e: changed 4 Tempers to 3 Forge Wolves and Jito Zanzibar Ham fucked around with this message at 13:07 on Feb 12, 2017 |
# ? Feb 12, 2017 12:49 |
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Here's a question for the drafters: How highly do you rate Hunting Pteriax? Cause I feel like I might be overrating it a little bit. I just had an Elysian draft with two and I wasn't as impressed as I expected. Like, it's role is kinda narrow. You either ambush it out when you can push next turn or hold it to block a flier. And more often than not it'll die during the block or eats a removal spell next turn which makes it a costly trade for you. A good player will also expect you to have it when you just leave 5 mana up so it's a lot less surprising than smaller ambush cards. Dunno, it just felt a little too clunky to me to really give it an awesome rating cause its effectiveness depends on a lot of different factors
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# ? Feb 12, 2017 20:33 |
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Tin Tim posted:Here's a question for the drafters: How highly do you rate Hunting Pteriax? Cause I feel like I might be overrating it a little bit. I just had an Elysian draft with two and I wasn't as impressed as I expected. Like, it's role is kinda narrow. You either ambush it out when you can push next turn or hold it to block a flier. And more often than not it'll die during the block or eats a removal spell next turn which makes it a costly trade for you. A good player will also expect you to have it when you just leave 5 mana up so it's a lot less surprising than smaller ambush cards. Dunno, it just felt a little too clunky to me to really give it an awesome rating cause its effectiveness depends on a lot of different factors It's a 5 power flier for 5. It is not intended to ambush block something. Ambush does let you drop it at the end of their turn, to dodge a turn of slow removal, giving you 5 damage you might not have gotten otherwise. Blocking is not the intended purpose of a 5/x flier. I mean, you can, but flying in general makes cards more expensive for the stats you get(barring certain absurd Justice low drops and Impending Doom), so trading them is often inefficient.
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# ? Feb 12, 2017 20:42 |
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It's not an insane bomb like Crystallize or a card like Crystalline Chalice which makes you try to force Elysian but it's almost always the card you'll pick from the pack it's in if you're playing Elysian already. The only commons/uncommons in those colors I'd consider picking over it for most drafts are Scorpion Wasp, Sauropod, Pillar of Amar, Permafrost, and Lightning Storm (some people might say False Prince).
No Wave fucked around with this message at 20:52 on Feb 12, 2017 |
# ? Feb 12, 2017 20:49 |
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Does anyone else get disappointed by how many games devolve into topdeck wars? It seems to be what happens for both sides in the vast majority of the games I play that aren't one-sided stomps and just leads to a lot less decision-making and a lot more praying not to draw sigils. For the record, I've never played another game with this sort of mana system like MTG. Is Magic as top-decky as this game? For a while I've felt like the game would be improved if they added 1 card to the starting hands and generally just had more viable options for drawing cards.
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# ? Feb 12, 2017 21:51 |
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Just played Tin Tim in draft! I wish our game was better.
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# ? Feb 12, 2017 23:54 |
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Cynic Jester posted:It's a 5 power flier for 5. It is not intended to ambush block something. Speaking of drafts, I got a real nice 7-1 Rakano today One loss due to power screw but the rest were mostly going in my favor I mean look at that fuckin deck Oh and there's also this I could have slammed into master on the back of a double 7 but SOMEBODY destroyed me at 6-2 in the run before
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# ? Feb 13, 2017 01:04 |
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How does the orthodox 25-power Combrei aggro deck consistently get to double Time on turn two for the Temple Scribes? I've been playing my own version without them and with 27 lands, and sometimes I can't even get double Time quickly enough to get a Sandstorm Titan out on time.
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# ? Feb 13, 2017 01:55 |
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First perfect run. Deck just ran perfectly. No complaints. Would draft again. Edit: I actually dumped the temple scribe for an 8th justice sigil.
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# ? Feb 13, 2017 05:35 |
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FractalSandwich posted:How does the orthodox 25-power Combrei aggro deck consistently get to double Time on turn two for the Temple Scribes? I've been playing my own version without them and with 27 lands, and sometimes I can't even get double Time quickly enough to get a Sandstorm Titan out on time. Because it's too greedy and wrong. Many top-level deckbuilders are realizing they need/should run way more power than they do. A lot of people are running like 29 power even in more aggressive decks like Stonescar Burn and Combrei Aggro, with like 1-2 monuments.
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# ? Feb 13, 2017 05:45 |
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New Jekk spoiler
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# ? Feb 13, 2017 06:46 |
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Since I can't seem to find decent budget netdecks, I'm trying my hand and crafting for constructed. Advice?
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# ? Feb 13, 2017 09:12 |
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Turtlicious posted:Since I can't seem to find decent budget netdecks, I'm trying my hand and crafting for constructed. Go two colors. Going single influence doesn't gain you much consistency and will as a general rule demand more rares and legendaries to be effective as your pool of good cards is less than half of what a two influence deck could run.
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# ? Feb 13, 2017 10:22 |
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Turtlicious posted:Since I can't seem to find decent budget netdecks, I'm trying my hand and crafting for constructed. Here's a link to a deck submission site, where you can search based on certain criteria. There are a lot of budget builds submitted that are pretty quick to build towards, so if you haven't been to this site before, it could be helpful. http://www.eternaldecks.cards/tournament/1G7vVoLXO8Ouacgokoyq0o As to advice on what you put together, right now in this game mono-colored decks are significantly weaker than dual colored decks. There are some mono-red and mono-time decks that people play, but generally you get way more out of having a second color. Equipment cards can be good in certain circumstances, but they typically need to synergize well with your creatures or your deck's ultimate goal. The creatures that you're playing don't really gain anything extra from deadly or quickdraw, so the weapons aren't going to do much work. Relic Weapons also typically either require synergy with the deck, or they need to be very powerful individually and answer common threats on their own. The lifedrinker MAY kill one of your opponents creatures, if they have a 2 health minion, but that won't happen until turn 3, and that's the best case scenario. So it's a slow answer to a weak threat that doesn't do much else, besides give you a bit of health returned. Late game bombs that are good typically need to do something before your opponent has a chance to remove them, OR they need to be exceptionally powerful on their own, and be worth the risk of investing a large amount of power and being countered by a removal spell that costs less power. Soul Collector will die if it gets breathed on before it's effect kicks in, and it will be very rare that your opponent let's a Soul Collector go off unchecked. Argenport Ringmaster is almost as greedy. A 5/5 for 6 isn't terrible, and his effect is conditionally gamewinning, but this deck doesn't really have a way to protect him or ensure his infiltrate connects when he attacks. Deathstrikes are great as they are unconditional removal, and most black decks will play these. Plagues are a very conditional removal spell. Against hyper-aggressive decks, this single card will win you a game, but against control decks it is pretty useless. Devour can be strong in certain decks that REALLY emphasize deck synergy, but in this deck the only real devour target is slumbering stone, and that's not a very powerful combo on it's own. Execute as a removal spell is weak because it allows their threats to act before you can answer them, but it is playable before you get some of the other removal spells like annihilate and suffocate. Dark return is a strong card, but it doesn't have many good targets in this deck. Direfang spider can be a good card to ward off aggression from midrange decks, but it's very vulnerable to pretty much any type of removal. One good common creature to consider in black is Lethrai Ranger. She's only a 2/2 for 2, but if she infiltrates she becomes a 4/4, which is pretty strong. Your opponent will do everything they can to stop her from infiltrating though. Rapid shot is also a really strong card, as it allows you to attack into big threats and punish your opponent if they try to play around it. If you like the idea of playing black, I'd suggest splashing either red or blue in addition to it, since those are the two allied colors. Multifaction cards are typically more powerful than mono color cards for their cost. Agreeable Badger fucked around with this message at 10:33 on Feb 13, 2017 |
# ? Feb 13, 2017 10:31 |
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So I've been having a really bad time with draft since I hit diamond, not gone above 3 wins in my last 5 drafts and mostly im getting crushed at 0 or 1. So i think rather than luck I'm missing something fundamental to let me continue playing at a decent level. Just drafted what I think is a pretty solid combrei deck, I'm trying to decide if it's worth splashing the blue for the extra removal and powerful flyers and I have no idea what I'd cut if I did. My gut says that my fixing isn't good enough to splash and I should just go for a decent combrei build. Here's the pile of cards that "could" go into the deck, be interested to see what you guys think: so a combrei build would look something like: Stangg fucked around with this message at 10:39 on Feb 13, 2017 |
# ? Feb 13, 2017 10:36 |
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You don't have enough support for blue with your white costs. I like the second deck but it's curve is a little too high, I'd do something like: -1 Ceremonial Mask -1 Dormant Sentinel +1 Bold Adventurer +1 Amber Acolyte?
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# ? Feb 13, 2017 10:58 |
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Agreeable Badger posted:Here's a link to a deck submission site, where you can search based on certain criteria. There are a lot of budget builds submitted that are pretty quick to build towards, so if you haven't been to this site before, it could be helpful. http://www.eternaldecks.cards/tournament/1G7vVoLXO8Ouacgokoyq0o I really want to build around Argentport Ringmaster and the Card that brings back units from the void, Idk what I'm looking for on Eternal, but I'm ok with splashing whatever, as long as I'm working around the win condition "back from the void" type stuff.
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# ? Feb 13, 2017 10:59 |
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muon posted:You don't have enough support for blue with your white costs. I like the second deck but it's curve is a little too high, I'd do something like: Yeah that makes sense, I've not been greatly sold on the mask before but I figured it was useful as an extra flyer removal when I need to protect myself. It will probably just end up stuck in my hand early on though while I lose the game and I have an ok removal package.
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# ? Feb 13, 2017 11:15 |
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Turtlicious posted:I really want to build around Argentport Ringmaster and the Card that brings back units from the void, Idk what I'm looking for on Eternal, but I'm ok with splashing whatever, as long as I'm working around the win condition "back from the void" type stuff. Shadow/Primal seems to be more or less the standard void shenanigans colour pair, mostly working on two-colour uncommons Haunting Scream and Gorgon Infiltrator, with high impact infiltrate cards like rare Direwood Beastcaller from shadow. You can craft a decent and fun deck on those colours without too big a cost. Shadow/Time offers another fun option, but it's definitely more dust intensive to build. It's more about recurring rare time cards Ephemeral Wisp and Dawnwalker from the void while boosting them with uncommon Xenan Cultist every time they die, maybe also bringing back the rare Copper Conduit from void as it retains the previous +x/+x boost it had, or reusing Killer ability on some time cards.
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# ? Feb 13, 2017 11:21 |
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Is Scourge of Frostbourne good in a Black / Blue deck? I just got him from a draft.
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# ? Feb 13, 2017 11:38 |
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# ? Apr 29, 2024 04:26 |
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ShaneB posted:First perfect run. Deck just ran perfectly. No complaints. Would draft again. Hauki posted:New Jekk spoiler Stangg posted:Yeah that makes sense, I've not been greatly sold on the mask before but I figured it was useful as an extra flyer removal when I need to protect myself. It will probably just end up stuck in my hand early on though while I lose the game and I have an ok removal package.
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# ? Feb 13, 2017 11:45 |