|
On August 27 2012 12:03 UniversalSnip wrote:Show nested quote +On August 27 2012 07:22 slyboogie wrote: Regarding the discussion about Travis Woo, I had a question. How do you guys define a player worth listening too? I get the feeling that most players have this funny bias against guys who do consistently well in SCG tournaments. I guess, what I'm getting at is, what defines "good" to you? I haven't played this game in quite a while but I'm passable and my friends who stuck with it are now "good" (for example my bff took second at a gp last month and is one step from the gravy train), so I know of what I speak. The correct answer is not to listen to people who are writing articles. It's to play a lot, network, play tons of limited, and get to know people who are smart and good. You will get better, it'll generate card hookups which is going to save you an incredible amount of money in the long run, and as the average quality of your associates goes up the odds they can just ship you a good list before an event will become very high. The truth is deckbuilding is way overrated, because it's very marketable and very addictive. However just being good at playing the game is orders of magnitude more significant. Get some friends who will bear as much of the burden of thinking about constructed as possible and focus your attention on limited because that's what will make you skilled. So as far as people to listen to on the internet... if you know the basics, nobody. Let other people listen to them. Articles aren't helpful, whether the author is good or not, because they can only make you better at metagaming which has marginal value. (All this goes out the window if you don't understand the game. New players should read a lot, but ease up once they hit the tournament level.)
Read the article. I am not saying you are wrong, but to say deck building is overrated is a joke, and part of the reason why your friend isn't on the gravy train yet. I suggested it because it's a very open approach to building decks by one of the better deck builders/brewers in the past few years.
Is Limited important? Definitely, but that's not the topic here. Nor is anyone suggesting that TWoo will somehow transform you into super pro just from a deck building article.
As for the recommended audience of the article, it's incredibly arrogant to just pass up on all articles just because you (not you specifically) know more than the basics. Woo's pretty candid about his process and reasoning behind each step/tool/aspect. You don't have to agree with them or take them as the word of God, but you can see his approach to deck building. It's not so much how he does it, but why he does it.
Edit:
As for slyboogie's question, anyone is worth listening to if they provide a valid and sound reasoning.
|
On August 27 2012 14:34 Judicator wrote:Show nested quote +On August 27 2012 12:03 UniversalSnip wrote:On August 27 2012 07:22 slyboogie wrote: Regarding the discussion about Travis Woo, I had a question. How do you guys define a player worth listening too? I get the feeling that most players have this funny bias against guys who do consistently well in SCG tournaments. I guess, what I'm getting at is, what defines "good" to you? I haven't played this game in quite a while but I'm passable and my friends who stuck with it are now "good" (for example my bff took second at a gp last month and is one step from the gravy train), so I know of what I speak. The correct answer is not to listen to people who are writing articles. It's to play a lot, network, play tons of limited, and get to know people who are smart and good. You will get better, it'll generate card hookups which is going to save you an incredible amount of money in the long run, and as the average quality of your associates goes up the odds they can just ship you a good list before an event will become very high. The truth is deckbuilding is way overrated, because it's very marketable and very addictive. However just being good at playing the game is orders of magnitude more significant. Get some friends who will bear as much of the burden of thinking about constructed as possible and focus your attention on limited because that's what will make you skilled. So as far as people to listen to on the internet... if you know the basics, nobody. Let other people listen to them. Articles aren't helpful, whether the author is good or not, because they can only make you better at metagaming which has marginal value. (All this goes out the window if you don't understand the game. New players should read a lot, but ease up once they hit the tournament level.) Read the article. I am not saying you are wrong, but to say deck building is overrated is a joke, and part of the reason why your friend isn't on the gravy train yet. I suggested it because it's a very open approach to building decks by one of the better deck builders/brewers in the past few years.
No it isn't, and I am not very interested in your opinion of him.
If you are good, it basically doesn't make sense to get deep into constructed articles. It's not that these things won't help you, but brewing and reading articles all day vs just playing some modo drafts it isn't even close. If there's anything actually important on there you are bound to have a friend who is paying attention and tells you about it.
Even in constructed having 20 hours of play time vs 20 hours of deckbuilding/research is a joke comparison, playing well is what's important or billy moreno and flores (lol) would be multiple time player of the year winners. Why do you think the PT switched from limited PTs and constructed PTs to half limited half constructed? It's because limited is what the pros play all the time and want to play, but limited PTs weren't very good marketing because constructed is what other players tend to value. Most of the people who get into a t8 straight up got handed a deck.
|
On August 27 2012 15:46 UniversalSnip wrote:Show nested quote +On August 27 2012 14:34 Judicator wrote:On August 27 2012 12:03 UniversalSnip wrote:On August 27 2012 07:22 slyboogie wrote: Regarding the discussion about Travis Woo, I had a question. How do you guys define a player worth listening too? I get the feeling that most players have this funny bias against guys who do consistently well in SCG tournaments. I guess, what I'm getting at is, what defines "good" to you? I haven't played this game in quite a while but I'm passable and my friends who stuck with it are now "good" (for example my bff took second at a gp last month and is one step from the gravy train), so I know of what I speak. The correct answer is not to listen to people who are writing articles. It's to play a lot, network, play tons of limited, and get to know people who are smart and good. You will get better, it'll generate card hookups which is going to save you an incredible amount of money in the long run, and as the average quality of your associates goes up the odds they can just ship you a good list before an event will become very high. The truth is deckbuilding is way overrated, because it's very marketable and very addictive. However just being good at playing the game is orders of magnitude more significant. Get some friends who will bear as much of the burden of thinking about constructed as possible and focus your attention on limited because that's what will make you skilled. So as far as people to listen to on the internet... if you know the basics, nobody. Let other people listen to them. Articles aren't helpful, whether the author is good or not, because they can only make you better at metagaming which has marginal value. (All this goes out the window if you don't understand the game. New players should read a lot, but ease up once they hit the tournament level.) Read the article. I am not saying you are wrong, but to say deck building is overrated is a joke, and part of the reason why your friend isn't on the gravy train yet. I suggested it because it's a very open approach to building decks by one of the better deck builders/brewers in the past few years. No it isn't, and I am not very interested in your opinion of him. If you are good, it basically doesn't make sense to get deep into constructed articles. It's not that these things won't help you, but brewing and reading articles all day vs just playing some modo drafts it isn't even close. If there's anything actually important on there you are bound to have a friend who is paying attention and tells you about it. Even in constructed having 20 hours of play time vs 20 hours of deckbuilding/research is a joke comparison, playing well is what's important or billy moreno and flores (lol) would be multiple time player of the year winners. Why do you think the PT switched from limited PTs and constructed PTs to half limited half constructed? It's because limited is what the pros play all the time and want to play, but limited PTs weren't very good marketing because constructed is what other players tend to value. Most of the people who get into a t8 straight up got handed a deck.
Again, read the article. That's because they understand how the deck works. I am not saying you are wrong, but what I am saying is that you can't succeed at the PT level if you don't contribute to the process. Channelfireball team had to re-work their system after PT Paris because Martell was handed the deck and some of their players weren't thrilled about him just pushing out some of the other team members out of top 8 who contributed to the deck making process.
Also, you seem to still bad reading what people say and just assume shit. Where did anyone say they need to split their time evenly between deck building/research and play time? Where did Woo say that's what you should do? Where did anyone neglect limited (again not the fucking topic of discussion nor did anyone say "ignore limited")? The last time you were in this thread, you got ran out because you couldn't read people's posts and you seem to be well on your way on doing it again.
And again, kindly read the damn article, so you can stop looking dumb.
|
the post i quoted actually didn't ask for opinions of that article specifically, only stated that the discussion of it made him curious what made somebody worth listening to, and the answer is, the source isn't really that important because articles are a low quality source of improvement past a certain point to start with. My apologies if i look like i'm trying to avoid addressing it but i really have no points that bear directly on whatever's in it.
|
On August 28 2012 03:14 UniversalSnip wrote: the post i quoted actually didn't ask for opinions of that article specifically, only stated that the discussion of it made him curious what made somebody worth listening to, and the answer is, the source isn't really that important because articles are a low quality source of improvement past a certain point to start with. My apologies if i look like i'm trying to avoid addressing it but i really have no points that bear directly on whatever's in it.
Fair enough. I am just tired of people commenting on things they don't read. Sorry if I sounded snippy as well.
|
On August 28 2012 10:09 Judicator wrote:Show nested quote +On August 28 2012 03:14 UniversalSnip wrote: the post i quoted actually didn't ask for opinions of that article specifically, only stated that the discussion of it made him curious what made somebody worth listening to, and the answer is, the source isn't really that important because articles are a low quality source of improvement past a certain point to start with. My apologies if i look like i'm trying to avoid addressing it but i really have no points that bear directly on whatever's in it. Fair enough. I am just tired of people commenting on things they don't read. Sorry if I sounded snippy as well.
Too subtle
|
This is kind of off topic, but has anyone here heard of (or played) the Star Wars CCG?
|
On August 28 2012 12:46 Shady Sands wrote: This is kind of off topic, but has anyone here heard of (or played) the Star Wars CCG?
Er. Which one? X-D I remember the ollllld, old one. If it's this, then yes, I played it. I was a wee little kid then, though, so I didn't do much with it besides look at the cards all day and scratch my head at the rules, lol.
|
Game was fun. Decipher did a pretty job with the mechanics. The rules were more complicated than Magic for sure though, but the Dark/Light aspect was nice. Think people still play it as far as I know even though Decipher lost the licensing rights to SW back in like 2001 iirc and Wizards made a new but shittier SW TCG and that was the end of that.
|
On August 28 2012 23:31 Judicator wrote: Game was fun. Decipher did a pretty job with the mechanics. The rules were more complicated than Magic for sure though, but the Dark/Light aspect was nice. Think people still play it as far as I know even though Decipher lost the licensing rights to SW back in like 2001 iirc and Wizards made a new but shittier SW TCG and that was the end of that.
On August 28 2012 14:28 cLAN.Anax wrote:Show nested quote +On August 28 2012 12:46 Shady Sands wrote: This is kind of off topic, but has anyone here heard of (or played) the Star Wars CCG? Er. Which one? X-D I remember the ollllld, old one. If it's this, then yes, I played it. I was a wee little kid then, though, so I didn't do much with it besides look at the cards all day and scratch my head at the rules, lol.
Yep. That's the one. There's actually a fairly thriving community still playing it and releasing virtual cards to keep the game fresh (www.starwarsccg.org), as well as an online way to play the game (www.holotable.com).
I can share some decklists/rules/tips here if people want to pick it up again.
|
On August 28 2012 23:58 Shady Sands wrote:Show nested quote +On August 28 2012 23:31 Judicator wrote: Game was fun. Decipher did a pretty job with the mechanics. The rules were more complicated than Magic for sure though, but the Dark/Light aspect was nice. Think people still play it as far as I know even though Decipher lost the licensing rights to SW back in like 2001 iirc and Wizards made a new but shittier SW TCG and that was the end of that. Show nested quote +On August 28 2012 14:28 cLAN.Anax wrote:On August 28 2012 12:46 Shady Sands wrote: This is kind of off topic, but has anyone here heard of (or played) the Star Wars CCG? Er. Which one? X-D I remember the ollllld, old one. If it's this, then yes, I played it. I was a wee little kid then, though, so I didn't do much with it besides look at the cards all day and scratch my head at the rules, lol. Yep. That's the one. There's actually a fairly thriving community still playing it and releasing virtual cards to keep the game fresh (www.starwarsccg.org), as well as an online way to play the game (www.holotable.com). I can share some decklists/rules/tips here if people want to pick it up again.
Or you can make a new thread so we can talk about Magic here.
Just a thought.
|
On August 29 2012 00:00 deth2munkies wrote:Show nested quote +On August 28 2012 23:58 Shady Sands wrote:On August 28 2012 23:31 Judicator wrote: Game was fun. Decipher did a pretty job with the mechanics. The rules were more complicated than Magic for sure though, but the Dark/Light aspect was nice. Think people still play it as far as I know even though Decipher lost the licensing rights to SW back in like 2001 iirc and Wizards made a new but shittier SW TCG and that was the end of that. On August 28 2012 14:28 cLAN.Anax wrote:On August 28 2012 12:46 Shady Sands wrote: This is kind of off topic, but has anyone here heard of (or played) the Star Wars CCG? Er. Which one? X-D I remember the ollllld, old one. If it's this, then yes, I played it. I was a wee little kid then, though, so I didn't do much with it besides look at the cards all day and scratch my head at the rules, lol. Yep. That's the one. There's actually a fairly thriving community still playing it and releasing virtual cards to keep the game fresh (www.starwarsccg.org), as well as an online way to play the game (www.holotable.com). I can share some decklists/rules/tips here if people want to pick it up again. Or you can make a new thread so we can talk about Magic here. Just a thought.
Sure, no harm intended to this thread.
|
Had a brilliant burst of insight for a deck today in class. I've always enjoyed the Bazaar Trader-Avarice Totem combo, but the biggest shortfall I see to it is your opponent could have 5 free mana to trade in between your own trading antics.
And then I remembered War's Toll. :-D
So I got to thinking about making a deck that centered around the Totem, Trader, and Toll. And here's how it works: (spoilered so you can figure it out on your own if you want)
+ Show Spoiler +Say you have all three of those cards out on your side of the field, with 5 free mana. Your opponent tappend a land for mana last turn, so they're all tapped out thanks to Toll. Tap the Trader, and target the Totem to yourself. In response to this, exchange your Totem with a permanent your opponent controls. That will resolve first: you'll have your opponent's permanent, and they'll have your Totem (for now....  ). The Trader's ability resolves, and you get your Totem back! :-D Again, the only problem this had was if your opponent had 5 mana free, because he/she could exchange the Totem you just traded for a permanent THEY want, BEFORE it returns to your control. But if all their lands are tapped, they can't do this (unless they run artifact mana sources); and if they don't tap lands, they can't cast spells. So in the end, it's a roundabout Red way to control the board. ;-P
I've considered splashing/adding Blue to the decks colors for card-draw and tutoring; Totem's 1 mana, so it can be Trinket Mage'd. I'd like the focus of the deck to be on stealing opponent's stuff, and killing them with their own things. Here are some of the cards that I think would work with the deck:
Getting it out there and making it work:Avarice Totem Bazaar Trader Trinket Mage War's Toll Mana ramp, staying power for Totem:Iron Myr Silver Myr Sol Ring (not banned in Modern, according to this) Thran Dynamo Card-draw:Brainstorm (can't believe Ponder and Preordain are banned.... -.-') Would like more besides just this. The only red cards I know of that help with draw are Browbeat and Gamble, and I KNOW there's more in blue that my narrow mind is not recalling. Random other (mostly counterspells for now):Mana Leak Cancel Reins of Power (in case you're up a creek with no creatures and your opponent does  ) Lands:Mountains Islands Scalding Tarn Sulphur Falls
Not sure how many of each of these I want yet. Just wanted to throw this out there and ask for help, opinions, and suggestions. The Johnny in me really wants this to work somehow.
|
On August 29 2012 02:52 cLAN.Anax wrote:Had a brilliant burst of insight for a deck today in class. I've always enjoyed the Bazaar Trader-Avarice Totem combo, but the biggest shortfall I see to it is your opponent could have 5 free mana to trade in between your own trading antics. And then I remembered War's Toll. :-D So I got to thinking about making a deck that centered around the Totem, Trader, and Toll. And here's how it works: (spoilered so you can figure it out on your own if you want) + Show Spoiler +Say you have all three of those cards out on your side of the field, with 5 free mana. Your opponent tappend a land for mana last turn, so they're all tapped out thanks to Toll. Tap the Trader, and target the Totem to yourself. In response to this, exchange your Totem with a permanent your opponent controls. That will resolve first: you'll have your opponent's permanent, and they'll have your Totem (for now....  ). The Trader's ability resolves, and you get your Totem back! :-D Again, the only problem this had was if your opponent had 5 mana free, because he/she could exchange the Totem you just traded for a permanent THEY want, BEFORE it returns to your control. But if all their lands are tapped, they can't do this (unless they run artifact mana sources); and if they don't tap lands, they can't cast spells. So in the end, it's a roundabout Red way to control the board. ;-P I've considered splashing/adding Blue to the decks colors for card-draw and tutoring; Totem's 1 mana, so it can be Trinket Mage'd. I'd like the focus of the deck to be on stealing opponent's stuff, and killing them with their own things. Here are some of the cards that I think would work with the deck: Show nested quote +Getting it out there and making it work:Avarice Totem Bazaar Trader Trinket Mage War's Toll Mana ramp, staying power for Totem:Iron Myr Silver Myr Sol Ring (not banned in Modern, according to this) Thran Dynamo Card-draw:Brainstorm (can't believe Ponder and Preordain are banned.... -.-') Would like more besides just this. The only red cards I know of that help with draw are Browbeat and Gamble, and I KNOW there's more in blue that my narrow mind is not recalling. Random other (mostly counterspells for now):Mana Leak Cancel Reins of Power (in case you're up a creek with no creatures and your opponent does  ) Lands:Mountains Islands Scalding Tarn Sulphur Falls Not sure how many of each of these I want yet. Just wanted to throw this out there and ask for help, opinions, and suggestions. The Johnny in me really wants this to work somehow. 
Sol ring and brainstorm are definitely not legal in modern...
|
On August 29 2012 03:07 aphorism wrote:Show nested quote +On August 29 2012 02:52 cLAN.Anax wrote:Had a brilliant burst of insight for a deck today in class. I've always enjoyed the Bazaar Trader-Avarice Totem combo, but the biggest shortfall I see to it is your opponent could have 5 free mana to trade in between your own trading antics. And then I remembered War's Toll. :-D So I got to thinking about making a deck that centered around the Totem, Trader, and Toll. And here's how it works: (spoilered so you can figure it out on your own if you want) + Show Spoiler +Say you have all three of those cards out on your side of the field, with 5 free mana. Your opponent tappend a land for mana last turn, so they're all tapped out thanks to Toll. Tap the Trader, and target the Totem to yourself. In response to this, exchange your Totem with a permanent your opponent controls. That will resolve first: you'll have your opponent's permanent, and they'll have your Totem (for now....  ). The Trader's ability resolves, and you get your Totem back! :-D Again, the only problem this had was if your opponent had 5 mana free, because he/she could exchange the Totem you just traded for a permanent THEY want, BEFORE it returns to your control. But if all their lands are tapped, they can't do this (unless they run artifact mana sources); and if they don't tap lands, they can't cast spells. So in the end, it's a roundabout Red way to control the board. ;-P I've considered splashing/adding Blue to the decks colors for card-draw and tutoring; Totem's 1 mana, so it can be Trinket Mage'd. I'd like the focus of the deck to be on stealing opponent's stuff, and killing them with their own things. Here are some of the cards that I think would work with the deck: Getting it out there and making it work:Avarice Totem Bazaar Trader Trinket Mage War's Toll Mana ramp, staying power for Totem:Iron Myr Silver Myr Sol Ring (not banned in Modern, according to this) Thran Dynamo Card-draw:Brainstorm (can't believe Ponder and Preordain are banned.... -.-') Would like more besides just this. The only red cards I know of that help with draw are Browbeat and Gamble, and I KNOW there's more in blue that my narrow mind is not recalling. Random other (mostly counterspells for now):Mana Leak Cancel Reins of Power (in case you're up a creek with no creatures and your opponent does  ) Lands:Mountains Islands Scalding Tarn Sulphur Falls Not sure how many of each of these I want yet. Just wanted to throw this out there and ask for help, opinions, and suggestions. The Johnny in me really wants this to work somehow.  Sol ring and brainstorm are definitely not legal in modern...
I don't feel they are either, but I'm not finding them in the banned section on this list. Is there a better place to check banned and legal cards for formats?
To be honest, I would only play this casually, so I don't care about the format. X-D But heck, if it can be made legal, I'm all for it.
|
On August 29 2012 03:14 cLAN.Anax wrote:Show nested quote +On August 29 2012 03:07 aphorism wrote:On August 29 2012 02:52 cLAN.Anax wrote:Had a brilliant burst of insight for a deck today in class. I've always enjoyed the Bazaar Trader-Avarice Totem combo, but the biggest shortfall I see to it is your opponent could have 5 free mana to trade in between your own trading antics. And then I remembered War's Toll. :-D So I got to thinking about making a deck that centered around the Totem, Trader, and Toll. And here's how it works: (spoilered so you can figure it out on your own if you want) + Show Spoiler +Say you have all three of those cards out on your side of the field, with 5 free mana. Your opponent tappend a land for mana last turn, so they're all tapped out thanks to Toll. Tap the Trader, and target the Totem to yourself. In response to this, exchange your Totem with a permanent your opponent controls. That will resolve first: you'll have your opponent's permanent, and they'll have your Totem (for now....  ). The Trader's ability resolves, and you get your Totem back! :-D Again, the only problem this had was if your opponent had 5 mana free, because he/she could exchange the Totem you just traded for a permanent THEY want, BEFORE it returns to your control. But if all their lands are tapped, they can't do this (unless they run artifact mana sources); and if they don't tap lands, they can't cast spells. So in the end, it's a roundabout Red way to control the board. ;-P I've considered splashing/adding Blue to the decks colors for card-draw and tutoring; Totem's 1 mana, so it can be Trinket Mage'd. I'd like the focus of the deck to be on stealing opponent's stuff, and killing them with their own things. Here are some of the cards that I think would work with the deck: Getting it out there and making it work:Avarice Totem Bazaar Trader Trinket Mage War's Toll Mana ramp, staying power for Totem:Iron Myr Silver Myr Sol Ring (not banned in Modern, according to this) Thran Dynamo Card-draw:Brainstorm (can't believe Ponder and Preordain are banned.... -.-') Would like more besides just this. The only red cards I know of that help with draw are Browbeat and Gamble, and I KNOW there's more in blue that my narrow mind is not recalling. Random other (mostly counterspells for now):Mana Leak Cancel Reins of Power (in case you're up a creek with no creatures and your opponent does  ) Lands:Mountains Islands Scalding Tarn Sulphur Falls Not sure how many of each of these I want yet. Just wanted to throw this out there and ask for help, opinions, and suggestions. The Johnny in me really wants this to work somehow.  Sol ring and brainstorm are definitely not legal in modern... I don't feel they are either, but I'm not finding them in the banned section on this list. Is there a better place to check banned and legal cards for formats? To be honest, I would only play this casually, so I don't care about the format. X-D But heck, if it can be made legal, I'm all for it. Cards need to be from 8th Edition and Mirrodin onwards to qualify as legal for Modern, before you count the ban list. In other words, cards that have the new style of art (except the Timeshifted stuff in Time Spiral with the Purple Symbol). Special products such as Commander don't count, so no Commander version of Sol Ring, etc.
That's why you don't find it in the Ban List. It's not even legal to begin with. (It's like taking cards from Urza Block and trying to play with it in Standard. Sure, it's not on the Standard Ban List. But it's not part of Standard to begin with...)
If you want, search for cards on here. It says what formats they're legal in and you can filter by things like "Modern Format Only" in the options.
|
On August 29 2012 03:14 cLAN.Anax wrote:Show nested quote +On August 29 2012 03:07 aphorism wrote:On August 29 2012 02:52 cLAN.Anax wrote:Had a brilliant burst of insight for a deck today in class. I've always enjoyed the Bazaar Trader-Avarice Totem combo, but the biggest shortfall I see to it is your opponent could have 5 free mana to trade in between your own trading antics. And then I remembered War's Toll. :-D So I got to thinking about making a deck that centered around the Totem, Trader, and Toll. And here's how it works: (spoilered so you can figure it out on your own if you want) + Show Spoiler +Say you have all three of those cards out on your side of the field, with 5 free mana. Your opponent tappend a land for mana last turn, so they're all tapped out thanks to Toll. Tap the Trader, and target the Totem to yourself. In response to this, exchange your Totem with a permanent your opponent controls. That will resolve first: you'll have your opponent's permanent, and they'll have your Totem (for now....  ). The Trader's ability resolves, and you get your Totem back! :-D Again, the only problem this had was if your opponent had 5 mana free, because he/she could exchange the Totem you just traded for a permanent THEY want, BEFORE it returns to your control. But if all their lands are tapped, they can't do this (unless they run artifact mana sources); and if they don't tap lands, they can't cast spells. So in the end, it's a roundabout Red way to control the board. ;-P I've considered splashing/adding Blue to the decks colors for card-draw and tutoring; Totem's 1 mana, so it can be Trinket Mage'd. I'd like the focus of the deck to be on stealing opponent's stuff, and killing them with their own things. Here are some of the cards that I think would work with the deck: Getting it out there and making it work:Avarice Totem Bazaar Trader Trinket Mage War's Toll Mana ramp, staying power for Totem:Iron Myr Silver Myr Sol Ring (not banned in Modern, according to this) Thran Dynamo Card-draw:Brainstorm (can't believe Ponder and Preordain are banned.... -.-') Would like more besides just this. The only red cards I know of that help with draw are Browbeat and Gamble, and I KNOW there's more in blue that my narrow mind is not recalling. Random other (mostly counterspells for now):Mana Leak Cancel Reins of Power (in case you're up a creek with no creatures and your opponent does  ) Lands:Mountains Islands Scalding Tarn Sulphur Falls Not sure how many of each of these I want yet. Just wanted to throw this out there and ask for help, opinions, and suggestions. The Johnny in me really wants this to work somehow.  Sol ring and brainstorm are definitely not legal in modern... I don't feel they are either, but I'm not finding them in the banned section on this list. Is there a better place to check banned and legal cards for formats? To be honest, I would only play this casually, so I don't care about the format. X-D But heck, if it can be made legal, I'm all for it.
That's the right place to check, but neither of those cards are in the list of modern-legal sets at the top of the page. A good way to know if a card is legal in modern is if it is printed with the new card frame, and not in a special set (i.e. sol ring was printed with the new card frame, but in the Commander set, so it's not legal).
If you're looking for card draw, Thirst for Knowledge is probably good given the artifact count, and other people can probably tell you more cards to add (my knowledge of modern is not that good). As for ramp, Solemn Simulacrum is good, and you could even dip into green for more reliable ramp.
|
On August 29 2012 03:26 Chiharu Harukaze wrote:Show nested quote +On August 29 2012 03:14 cLAN.Anax wrote:On August 29 2012 03:07 aphorism wrote:On August 29 2012 02:52 cLAN.Anax wrote:Had a brilliant burst of insight for a deck today in class. I've always enjoyed the Bazaar Trader-Avarice Totem combo, but the biggest shortfall I see to it is your opponent could have 5 free mana to trade in between your own trading antics. And then I remembered War's Toll. :-D So I got to thinking about making a deck that centered around the Totem, Trader, and Toll. And here's how it works: (spoilered so you can figure it out on your own if you want) + Show Spoiler +Say you have all three of those cards out on your side of the field, with 5 free mana. Your opponent tappend a land for mana last turn, so they're all tapped out thanks to Toll. Tap the Trader, and target the Totem to yourself. In response to this, exchange your Totem with a permanent your opponent controls. That will resolve first: you'll have your opponent's permanent, and they'll have your Totem (for now....  ). The Trader's ability resolves, and you get your Totem back! :-D Again, the only problem this had was if your opponent had 5 mana free, because he/she could exchange the Totem you just traded for a permanent THEY want, BEFORE it returns to your control. But if all their lands are tapped, they can't do this (unless they run artifact mana sources); and if they don't tap lands, they can't cast spells. So in the end, it's a roundabout Red way to control the board. ;-P I've considered splashing/adding Blue to the decks colors for card-draw and tutoring; Totem's 1 mana, so it can be Trinket Mage'd. I'd like the focus of the deck to be on stealing opponent's stuff, and killing them with their own things. Here are some of the cards that I think would work with the deck: Getting it out there and making it work:Avarice Totem Bazaar Trader Trinket Mage War's Toll Mana ramp, staying power for Totem:Iron Myr Silver Myr Sol Ring (not banned in Modern, according to this) Thran Dynamo Card-draw:Brainstorm (can't believe Ponder and Preordain are banned.... -.-') Would like more besides just this. The only red cards I know of that help with draw are Browbeat and Gamble, and I KNOW there's more in blue that my narrow mind is not recalling. Random other (mostly counterspells for now):Mana Leak Cancel Reins of Power (in case you're up a creek with no creatures and your opponent does  ) Lands:Mountains Islands Scalding Tarn Sulphur Falls Not sure how many of each of these I want yet. Just wanted to throw this out there and ask for help, opinions, and suggestions. The Johnny in me really wants this to work somehow.  Sol ring and brainstorm are definitely not legal in modern... I don't feel they are either, but I'm not finding them in the banned section on this list. Is there a better place to check banned and legal cards for formats? To be honest, I would only play this casually, so I don't care about the format. X-D But heck, if it can be made legal, I'm all for it. Cards need to be from 8th Edition and Mirrodin onwards to qualify as legal for Modern, before you count the ban list. In other words, cards that have the new style of art (except the Timeshifted stuff in Time Spiral with the Purple Symbol). Special products such as Commander don't count, so no Commander version of Sol Ring, etc. That's why you don't find it in the Ban List. It's not even legal to begin with. (It's like taking cards from Urza Block and trying to play with it in Standard. Sure, it's not on the Standard Ban List. But it's not part of Standard to begin with...) If you want, search for cards on here. It says what formats they're legal in and you can filter by things like "Modern Format Only" in the options.
THAT'S what I needed. Thank you!
|
Why are you trying to use a cute draft trick in an eternal format? You are better off generating a shit ton of mana rather than doing what you are doing. Trading post would seem good. Seems too slow for even the slowest decks in Modern.
|
*shrug* I just thought it was a cool idea. :-\ Didn't say it was viable. But it sounds like it'd be fun to play; that's what I'm aiming for here above all else. Again, this is merely for my own casual play. :-D
I would actually say Trading Post is too slow for this, because of all the necessary turns to tap it over and over to use all of its abilities. Granted, its versatility is probably more important for this deck, so I'll add that to the list as a "maybe."
|
|
|
|
|
|