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Magic: The Gathering - Page 437

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iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 27 2013 17:42 GMT
#8721
Ok, so I've definitely got room to develop in limited. That being said, maybe you guys can help me here: P1P1:

Bonescythe Sliver
Stonehorn Chanter
Doom Blade
Battle Sliver
Sporemound
Giant Growth
Striking Sliver
Divine Favor
Predatory Sliver
Elvish Mystic
Time Ebb
Marauding Maulhorn
Liturgy of Blood

My gut reaction is to take the Bonescythe, but Doom Blade is probably better.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Airact
Profile Joined April 2010
Finland366 Posts
Last Edited: 2013-08-27 17:50:49
August 27 2013 17:49 GMT
#8722
Doom Blade > Liturgy of Blood > Bonescythe Slive/Elvish Mystic/Sporemound imo
Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
Last Edited: 2013-08-27 18:30:10
August 27 2013 18:16 GMT
#8723
Doom Blade is the clear pick, then Liturgy, then probably Elvish Mystic.

After that it gets a little closer, between Marauding Maulhorn/Time Ebb/Bonescythe Sliver. Double strike isn't a great ability on a 2/2 or on any of the nongreen slivers, so I think Maulhorn is probably a better creature, plus white is practically unplayable in this format. Of these three, I would personally take Time Ebb since blue is the strongest color.

(Edited my last post because I thought Bonescythe was the 5/3 sliver. Decision is basically the same, though.)
We found Dove in a soapless place.
00higgo
Profile Joined May 2013
Australia119 Posts
August 28 2013 04:09 GMT
#8724
On August 26 2013 15:17 Thereisnosaurus wrote:
Show nested quote +
Just posting to say hi, im a magic player from the 90's who is relapsing hard after 15 years of inactivity. I know how to play but obviously know almost nothing about the sets. Any beginners resources that you have found helpful and would like to share would be appreciated.

Ive got a few physical cards from the ravnia block, but will mostly be playing online. Feel free to add me, same name as here.


Ok so here goes: There are a couple of major changes in the rules since way back in the day:

1) combat damage no longer goes on the stack- when you get to the point where things do damage, they just do it, you can't react to it. You have to declare anything you're doing before combat damage is calculated. the practical upshot of this is you cannot both deal damage with a dude and sacrifice him to do something.

2) legends now work differently (this was very recent). Essentially, YOU can only have one of any legend on your side of the battlefield at once. If you play another, you choose one to sacrifice. This also applies to planeswalkers (which might also be new to you)

A lot of terms that appear across all sets have also been switched around or keyworded:
'Remove from the game' = Exile
'When this creature deals damage to another creature, destroy that creature' = Deathtouch
'When this creature deals damage, you gain that much life' = Lifelink
'Wall' = Defender
'Attacking does not cause this creature to tap'= Vigilance


The main 'long form' format these days is called Modern. Modern is every block and core set from eighth edition onwards, (everything from onslaught back is excluded). These are:

Mirrodin: An artifact themed block that introduced equipment (artifacts that can be attached to creatures like enchantments, but don't die when the creature does) and indestructibility (a permanent with that property cannot die through being damaged or effects that 'destroy' it. reducing it to 0 toughness or exiling it still gets rid of it)

Kamigawa: A legend themed block without huge influence on the overall modern game

Ravnica City of Guilds: A multicolour 'urban' themed block that gave each colour pair a name and a unique mechanic. You'll probably hear a lot of these since return to ravnica is the current block, using the same terms. See that one for details. Ravnica also introduced hybrid mana that is diagonally split across the symbol. Hybrid mana counts and can be paid with either kind of mana.

Time Spiral: Time spiral returned largely to dominaria and was themed around various temporal mechanics- flashback (cards can be played a second time from the graveyard, suspend (play a card cheaply and put counters on it, taking one off each turn until none remain, then it comes into play). Finally, Storm (copy a spell for each other spell you've played this turn) made a return. this mechanic is still very prevalent in Modern combo decks that rely on spamming cheap spells that generate mana or draw cards then playing one massively stormed card. The last set of the Time Spiral block, Future Sight, had preview cards that had mechanics from future sets, so sometimes you'll see some more modern stuff out of place on these cards.

Lorwyn: Lorwyn was a block themed around creature types set on a british/celtic mythology inspired plane. It introduced the 'tribal' type for non-creature cards, which gave them a type- eg. Tribal enchantment- Elf. so if you had a card that said gain mana for the amount of elves in play, or search for an elf, you would count that enchantment. Lorwyn also introduced planeswalkers, possibly the largest development in modern magic.

Planeswalkers are cards that act as 'mini players'. They have abilities which cause them to gain and lose loyalty. Loyalty is treated like player health, so an opponent can attack a planeswalker with their creatures, damage causes them to lose loyalty. At 0 loyalty they've had enough of your shit and peace out. Most planeswalkers have an ability that they can trigger if they reach enough loyalty that will generally win the game outright or make it impossible for the other side to make headway, so they're high priority targets.

Shards of Alara: Shards of Alara was a multicolour themed set that centered around each colour and it's two allied colours. Each of these tri-colour groups had a home 'shard' that is now generally used as slang for a deck of that colour set:
white BLUE black = Esper
black RED green = Jund
blue BLACK red= Grixis
white GREEN red = Naya
green WHITE blue = Bant

Shards also introduced coloured artifacts to the game and the 'mythic' rarity- on average, one out of every eight rares will be a mythic.

Zendikar: A land/exploration themed set that initially focused around interactions with land cards and cards that 'grew'- creatures that leveled up, enchantments that powered up as you did certain things and so on. Later in the block rize of the eldrazi shifted the focus to a lovecraftian horror theme, with the first colourless, non-artifact cards- eldrazi. Eldrazi are generally really big and incredibly nasty, with their paragon- Emrakul, the Aeons Torn being the core of most 'cheat the biggest motherfucker you can into play' type decks

Scars of Mirrodin: The second Mirrodin set tied it back into the old Dominaria storyline more heavily, coming under assault and ultimately succumbing to Phyrexia. It brought back a lot from the original Mirrodin, while introducing the 'poison' mechanic. Creatures or effects with 'poison' deal damage as -1/-1 counters and poison counters to players. When a player gets 10 poison counters, they lose the game regardless of their life total. Naturally, poison has become a surefire way of winning against infinite life combos. The final set in the block introduced 'phyrexian mana' which is coloured mana that may instead be paid with 2 life. Cards with this type of mana have become popular in many competitive decks where life is not a huge concern and quick, reliable effects that would normally be difficult to access for a colour combination are made available through paying for phyrexian mana costs with life.

Innistrad: The set just about to leave standard (type 2), innistrad is a gothic horror themed set with humans, werewolves, vampires, ghosts etc. It has a lot of graveyard mechanics (flashback, undying) and is the first set that has really broken the traditional creature archetypes of magic (Elves, goblins, merfolk etc). Since the white archetype (humans) and the black ones (zombies, vampires, demons) had a disproportionate amount of representation and options in other colours, they've become popular deck types over traditional tribal decks. Innistrad was the first set to really push creature combat to counter a modern format that was almost purely about control and combo decks, so you'll find that creatures from Innistrad forward are quite powerful compared to what you're used to.

Return to Ravnica: The most recent set, which once again brought us back to Ravnica and the old guild-colour pairs. Each guild got a new mechanic and a facelift in terms of what it goes about. I won't go into much detail, but I'll list each guild for reference, since these are often used as slang for dual colour decks of those colours
Orzhov : W/B
Selesnya: W/G
Azorius: W/U
Boros: W/R
Gruul: R/G
Rakdos: B/R
Izzet: U/R
Dimir: U/B
Simic: U/G
Golgari: G/B

You'll often hear people say they're running 'selesnya weenie' or similar, when they just mean 'green white weenie'


So, that's it for now. If you want more info on something let me know and I'll try and kill my wrists


Man someone should really give you a medal, Thanks for your time
Pull
Profile Joined April 2010
United States308 Posts
August 28 2013 05:41 GMT
#8725
So I had the most hilarious thing happen to me during the standard daily earlier...my opponent was at 2, I was swinging with chandra's phoenix, ash zealot, and mutavault, he flashes in resto angel to blink snapcaster and give his azorius charm lifelink...he forgot the ash zealot trigger Needless to say we had a blast laughing at him on my stream lol.

+ Show Spoiler +

[image loading]
Co-Creator of the FRB Grand Tournament...Check out my epic commentaries at YouTube.com/pullsc and twitch.tv/pullsc ESPORTS FIGHTING!
FireSA
Profile Joined March 2011
Australia555 Posts
August 28 2013 05:47 GMT
#8726
So what do people think of Thassa?

Thassa, God of the Sea 2u
Legendary Enchantment Creature — God Mythic Rare
Indestructible
As long as your devotion to blue is less than five, Thassa isn’t a creature. (Each {U} in the mana costs of permanents you control adds to your devotion to blue.)
At the beginning of your upkeep, scry 1.
1{U}: Target creature you control can't be blocked this turn.

Sick sick? Great design imo, great flavour, looks like it will be a very fun set to draft and play in sealed if this sort of thing keeps up. Am very eager to see what the other gods will be like. Also keen to see what early cards there will be for uw control (which I think I'll play when theros comes out, depending on the new lands)
Shotcoder
Profile Blog Joined July 2009
United States2316 Posts
August 28 2013 06:04 GMT
#8727
Hey Pull can you post here more when you're going to stream?
Shotcoder - C+ BW Terran, Gold LoL(ADC Main)
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 28 2013 08:04 GMT
#8728
So the initial reaction most people are having is that Thassa + Aetherling will break standard in mono-blue's favor. Which, if you look at how good blue is now and the interaction between the two, you might agree with that.

What a lot of people are forgetting though is that Snapcaster is rotating out. I don't care how good thassa or even Theros is, Snap leaving is going to -hurt-. Yes, most colors are losing some serious hitters, but no other color is getting hit quite this hard (with the possible exception of red losing Thundermaw and Hellrider).

Yes, Thassa will help you slam the aetherling faster, but scrying 1 each turn is no substitute for snap's versatility.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
jxx
Profile Joined April 2010
Brazil307 Posts
August 28 2013 12:15 GMT
#8729
On August 28 2013 17:04 iGrok wrote:
So the initial reaction most people are having is that Thassa + Aetherling will break standard in mono-blue's favor. Which, if you look at how good blue is now and the interaction between the two, you might agree with that.

What a lot of people are forgetting though is that Snapcaster is rotating out. I don't care how good thassa or even Theros is, Snap leaving is going to -hurt-. Yes, most colors are losing some serious hitters, but no other color is getting hit quite this hard (with the possible exception of red losing Thundermaw and Hellrider).

Yes, Thassa will help you slam the aetherling faster, but scrying 1 each turn is no substitute for snap's versatility.


Please tell me you're being sarcastic. Blue SUCKS right now. Control decks are in the gutter, how many have you seen top8 anything lately? I won't say Thassa+AEtherling isn't good but it's too soon yet to say if this will be viable in standard as tapping out turn 3 for Thassa will probably get you killed or let your opponent resolve some pretty big threats. But as I said, only actually play testing this will tell and I'll definitely give it a shot.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
August 28 2013 14:01 GMT
#8730
There's no monoblue deck and Thassa is completely underpowered given how useless her skills are. Geist is a far better card and sees next to no play right now.

As for jxx, control is fine. Nobody wants to tune decks because the timeframe for testing match ups is around a week before the tournament when control decks realistically have to test for much longer in order to solve the problem match ups. Most players just testing the control decks can tell you whats wrong, but very few offer viable solutions.

As for tapping out on turn 3, I tap out on turn 3 fairly often in control shells because being more proactive is where you need to be right now.
Get it by your hands...
micronesia
Profile Blog Joined July 2006
United States24766 Posts
August 28 2013 14:08 GMT
#8731
In limited I feel like things are going much better lately. I seem to go 2-1 in swiss most of the time which I'm perfectly happy with. While drafting is never easy, it's so much easier drafting m14 than RTR block with all the guild nonsense. I go 2 (or occasionally 1) colors and I'm happy.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
August 28 2013 14:10 GMT
#8732
Well core set draft is much easier...as its the point. Just make sure you are aware of the card evaluation process and not just the end result. It's a common trap fall into in limited for starting players. That way you can continue your success in Theros limited.
Get it by your hands...
micronesia
Profile Blog Joined July 2006
United States24766 Posts
August 28 2013 14:12 GMT
#8733
I'm thinking about sharing one of my next drafts to get thoughts on my picks like I did once during RTR block. I found that very helpful. I do not know yet whether or not I'll be available to play mtgo or FNM when Theros is released. Either way I'm almost ready to redeem m14!
ModeratorThere are animal crackers for people and there are people crackers for animals.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
August 28 2013 14:15 GMT
#8734
Where are you going post-Theros?
Get it by your hands...
Pull
Profile Joined April 2010
United States308 Posts
August 28 2013 14:17 GMT
#8735
Yeah for sure man...I have to do an RTR block draft tonight at the store to win a from the vault 20...wish me luck, I have no experience in this draft xD
Co-Creator of the FRB Grand Tournament...Check out my epic commentaries at YouTube.com/pullsc and twitch.tv/pullsc ESPORTS FIGHTING!
micronesia
Profile Blog Joined July 2006
United States24766 Posts
August 28 2013 14:17 GMT
#8736
To a place where even planeswalkers cannot go. I will secretly keep a supreme verdict in my back pocket just in case.
ModeratorThere are animal crackers for people and there are people crackers for animals.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 28 2013 21:23 GMT
#8737
Blue isn't a strong monocolor (though that doesn't stop me from running it!), but this is a 3-color meta. Bant variants, American Variants, U/W Control... Red may be the strongest color, but Blue supports a lot of powerful decks. And Snap lets you play non-monoblue, while thassa/aetherling pretty much forces it.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
August 28 2013 21:39 GMT
#8738
Hm, I wonder how the Devotion mechanic interacts with other stuff (say, casting Thassa with Devotion less than 5 and a Thalia on the board). Instinct tells me no addition cost because it's a creature at cast and Devotion only checks once it enters play.

Still, I wish it said Scry 5 or something. Is it too much to ask for Miracles to be playable in Modern? =(
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 28 2013 21:44 GMT
#8739
Thalia increases by 1 colorless, Devotion checks Colored symbols (until we get a colorless devotion - because Modern Affinity needs more love :3 )
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
August 28 2013 21:48 GMT
#8740
On August 29 2013 06:44 iGrok wrote:
Thalia increases by 1 colorless, Devotion checks Colored symbols (until we get a colorless devotion - because Modern Affinity needs more love :3 )

Oh maybe I didn't write that clearly. I was thinking whether you have to pay the Thalia tax when playing Thassa if your Devotion is less than 5. And my instinct tells me Thalia tax does not apply on cast because it only checks the card type at cast, and that Devotion will only apply once Thassa actually enters the battlefield.

They might write the rule to be that the card itself cannot be a creature even when it is in your hand if your Devotion is less than 5 though. That makes it interesting because then you'd have weird interactions with stuff like Duress. Hm.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
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