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MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 14 2013 00:46 GMT
#9881
What I'm saying is that if a newer player knows that a) collusion/bribery is a rules violation and b) the penalty is getting DQ'd (and potential DCI suspension), it's not the fault of the rules if the player decides he can navigate some fine line between joking and actual collusion/bribery. If the newer player just decides "hey it would suck to be DQ'd so I should just not say or do anything remotely collusion-y" then they aren't going to have an issue.

It's not very difficult to just steer clear of any appearance of DQ-able behavior so why not just avoid it entirely?
[iHs]MCMcEmcee@UFO | のヮの
micronesia
Profile Blog Joined July 2006
United States24634 Posts
November 14 2013 00:47 GMT
#9882
On November 14 2013 09:33 Imperfect1987 wrote:
This seems like a situation where the people in the tournaments just needs to use common sense. You don't say "bomb" when on an airplane even jokingly. So don't say anything that can even possibly construed as collusion in a MTG tournament.

I don't get why everyone is putting these two things in the same category. One is terrorism, killing multiple innocent people. The other is cheating in a competitive game. It's far more important to be careful in the former type of situation than the latter, in general.

Most rules are common sense. That doesn't mean we don't write them down. No written rules will be perfect. With a slight modification the mtg tournament rules could handle the type of situation that started this conversation much better. I realize it looks like it's just me with my minority opinion and a whole bunch of other people saying they don't see a problem, but as I mentioned earlier this place is filled with people who are veterans of competitive magic.

The same thing happend with PGTour (like iccup for those who don't remember) a number of years back. There were a bunch of rules, all of which you would get penalized for breaking. In the same list was a rule that you could not pause a game without the permission of your opponent. I asked the staff if the penalty for this infraction was the same as the others, and they said no, just that you can freely unpause the game if your opponent paused it without permission. I asked why they didn't put that into the rules to be clearer, and suddenly a bunch of people who were used to playing with the rules as they were (and had been for a good while) came forward saying how stupid of an idea it was to change the rules. It was common sense, apparently.

I did not relent though because I thought it was a simple solution to a real (albeit not major) problem. Eventually the #2 guy for PGTour came into the discussion and asked what I suggested. I told him the rules could be modified to specify what happens if your opponent pauses the game. He had the rules changed from that point on and there was no more confusion about what happens when someone pauses without permission. The big difference with this case of course is that I was discussing it in a location where there were readers with the capability to do something about it (pgtour staff). Here, I'm just expressing my opinion on the issue, knowing that it's unlikely I will change everyone's mind, or that Wizards will be notified of my position. If I was actually a serious tournament player I would try to go through whatever channels exist to suggest a clarification be added to the rules to avoid situations like the earlier one.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Whole
Profile Blog Joined May 2010
United States6046 Posts
November 15 2013 09:29 GMT
#9883
Hey y'all, I'm new to Magic (started right before Theros was released), and I think I'm finally going to try some standard tournaments at my local game shop. I started drafting recently (I'm very familiar with the Theros packs, I just never had the cards to make a standard deck), and have been doing decently well. And from some packs I won (realized I shouldn't open packs and just turn them in for a free entrance fee after...whoops), I pulled an Elspeth. From some Selesnya populate cards I've been gathering, from the trade value of Elspeth, and from this foil Hero's Downfall (from a booster box my friends convinced me to help buy), I've actually been able to copy a Selesnya aggro netdeck (minus Voice of Resurgence of course).

After talking about all of my drafts and hyping up how I'm almost ready to go to the standard tournament, my noob friends (I'm still noob, but I've just been taking the initiative to go to tournaments to get better) have been interested in making their decks standard and to make them actually good. And, one of my noob friends runs this Sanguine Bond deck...except it is far from playable. But, there is no netdeck (that I can find) of a Sanguine Bond deck. So we've been thinking what to add and what to take out, and we kind of just came up with this. The idea is to be like Esper control (or at least how I see it) but using Sanguine Bonds, Obzedat, and Debt to the Deathless + Crypt Ghast as win conditions. Of course, we take out the blue of Esper, but I think the substitutes are acceptable (even though they're not as good). So could y'all please look at this deck before we actually buy the cards for it (even though it is very cheap since we have the two Obzedats already).

+ Show Spoiler +

Link to the deck on Tappedout: http://tappedout.net/mtg-decks/orzhov-sanguine-bond-unite/

Creature (11)
2x Alms Beast
2x Crypt Ghast
2x Obzedat, Ghost Council
3x Sin Collector
2x Vizkopa Guildmage

Sorcery (9)
2x Debt to the Deathless
3x Duress
2x Merciless Eviction
2x Read the Bones

Land (26)
4x Godless Shrine
4x Orzhov Guildgate
4x Plains
10x Swamp
4x Temple of Silence

Instant (8)
2x Devour Flesh
3x Doom Blade
3x Ultimate Price

Enchantment (6)
4x Sanguine Bond Should I go down to three?
2x Underworld Connections

Sideboard (15)
1x Alms Beast
2x Blood Baron of Vizkopa
1x Crypt Ghast
1x Debt to the Deathless
2x Devour Flesh
1x Doom Blade
1x Duress
3x High Priest of Penance
1x Sin Collector
1x Ultimate Price
1x Vizkopa Guildmage


So since I never really played in a legitimate standard tournament, I don't feel confident in knowing how to effectively sideboard. But my reasoning behind the crazy sideboard is based around whether we're fighting creature decks or not. So I would think if we're fighting a aggro-y creature deck, we would take out Crypt Ghast and Debt to the Deathless for more Alms Beast and a Guildmage and take out some Duress (Thoughtseize too expensive!) and Sin Collectors for more creature removal. However, if we're against decks that are not very creature focused or much slower, we can swap in an addition Crypt Ghast and Debt to the Deathless while taking out the Guildmage and Alms Beast (and adding in another Sin Collector and Duress too). And if it isn't such a black and white decision, there is much room to fine tune the deck (because of so many singletons in the sideboard). Also the Blood Baron is just there because it seems like a really good card, but I don't think we'll be getting it anytime soon.

Again, I'm pretty new, so it would be greatly appreciated if I could get any advice whatsoever on this deck. After my friend and I made it, it seems so cool and actually decent, that we want to make this a reality. But we don't want to order the cards if it is actually just really bad and we're not seeing it. Thank you!
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
Last Edited: 2013-11-15 11:32:47
November 15 2013 11:17 GMT
#9884
you're going to have a real tough time vs the aggro meta with this deck. remember that standard aggro right now has a lot of closing options, you can't just rely on your big dudes coming down and walling. In red, they'll just sit there and then fanatic you for 10 on turn 5-6 usually, in white they'll brave the elements for black after building up their board a bit and hit you for 15-20.

While I don't think the deck is terrible, you need to push your balance more towards coping with enemy aggression efficiently. you can't just 1 for 1 trade with these decks with your removal and your life gain kicks in too late.

you could mix in some fiendslayer paladins or soldier of the pantheons which are both very solid early drops, replacing your guildmages and alms beasts. They do some lifegaining and generally trade favorably to slow people down. Not super budget cards but definitely affordable. Tithe drinker could also work, though she's a little more fragile, but she does let you get extra value out of your removal trading early game. Also, M-EFFING PACKRAT. In any deck like this, being able to T2 packrat into discard all the jank you can't play can save your ass so hard. You could consider playing 4 of those as an alternate budget, low curve defensive tool.


Personally, I feel that you're 2/3rds of the way to the best colour set in the meta- G/W/B or junk, as it is affectionately known. I've been playing junk since day one and I can tell you it's a very powerful color set. If you can find your way to the shocklands that are pretty crucial to a 3 color deck, having access to the amazing early game enablers in G/W like caryatid and fleecemane lion as well as G/B's choice of the best answer-package in standard (abrupt decay+ putrefy+ golgari charm), this lets you survive long enough to combo out with your finishers. At the moment you're running a lot of very situational, easily blanked removal and you're often just going to die because your doomblades and ultimate prices don't hit anything relevant. Making sure you get to the point where you can use W/B's awesome stallers and finishers is important and the colour set just doesn't have those tools in the budget range.
Poisonous Sheep counter Hydras
mordek
Profile Blog Joined December 2010
United States12704 Posts
November 15 2013 15:34 GMT
#9885
Any developments on your Grixis deck Risen? Been trying one out based on your post a while back.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2013-11-15 16:09:20
November 15 2013 16:08 GMT
#9886
If I were swap 8 cards out for a set of Soldier of the Pantheon and Fiendslayer Paladin, do you think that would cover my early weakness? Or do you think I should also add in Pack Rats? (Swapping out cards that aren't as effective early on)

Also that Junk idea of the deck seems really cool. I'll definitely run that buy my friend and we'll work on it as a more long term project. Thank you for the help.
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 15 2013 17:28 GMT
#9887
I have yet to lose to junk with monoblue so I dunno how much I can recommend the color combination.
[iHs]MCMcEmcee@UFO | のヮの
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
Last Edited: 2013-11-16 06:53:30
November 16 2013 06:45 GMT
#9888
If I were swap 8 cards out for a set of Soldier of the Pantheon and Fiendslayer Paladin, do you think that would cover my early weakness? Or do you think I should also add in Pack Rats? (Swapping out cards that aren't as effective early on)


It's up to you. Any kind of alteration of a deck will involve a bit of tweaking to everything else to encourage synergies and prevent weaknesses. I think the most reliable threat to put in would be packrat- it's easy to cast with your black heavy base, punishes a lack of removal harshly and can be an alternate win-con late game. Of the two others, soldier is probably where you want to be going, perhaps with fiendslayers in the board. Fiendslayer is a little hard to cast for you and soldier of the panth does just as good a job of blocking dryad militant, rakdos cackler, boros reckoner, burning tree emissary, fleecemane, voice etc.

I think a pretty reliable set would be 4 soldier, 4 packrat. You could possibly trim that to 3 and 3 or 2 and 4 and have a heavy sideboard against aggro decks, but that's really up to your testing of the meta around you.
Poisonous Sheep counter Hydras
Whole
Profile Blog Joined May 2010
United States6046 Posts
November 16 2013 07:46 GMT
#9889
Sounds good and thanks!
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 16 2013 15:26 GMT
#9890
On November 16 2013 02:28 MCMcEmcee wrote:
I have yet to lose to junk with monoblue so I dunno how much I can recommend the color combination.


I'm 3-1 against monoblue with my junk deck. Turns out Desecration Demon is pretty good against you if I kill Master of Waves every time you play him, and I have 5 maindeck and up to 8 sideboard ways to do that.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 16 2013 18:19 GMT
#9891
It depends on the player, no other deck is day/night as MonoU is dependent on the player skill. Don't see the point to Demon since they board in Rapids and the important cards in the match up is still annoying for Junk to handle, on top of the crappy mana base Junk is sitting on.

Don't think Junk is a bad deck, just think the match up isn't in the favor against a good MonoU player, its a narrow one for sure.
Get it by your hands...
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 16 2013 23:26 GMT
#9892
On November 17 2013 03:19 Judicator wrote:
It depends on the player, no other deck is day/night as MonoU is dependent on the player skill. Don't see the point to Demon since they board in Rapids and the important cards in the match up is still annoying for Junk to handle, on top of the crappy mana base Junk is sitting on.

Don't think Junk is a bad deck, just think the match up isn't in the favor against a good MonoU player, its a narrow one for sure.


I agree, mostly because my version of the deck turns on their tidebinders so much, but the match is like 55/45 rather than 60/40 or worse.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 16 2013 23:41 GMT
#9893
On November 17 2013 08:26 deth2munkies wrote:
Show nested quote +
On November 17 2013 03:19 Judicator wrote:
It depends on the player, no other deck is day/night as MonoU is dependent on the player skill. Don't see the point to Demon since they board in Rapids and the important cards in the match up is still annoying for Junk to handle, on top of the crappy mana base Junk is sitting on.

Don't think Junk is a bad deck, just think the match up isn't in the favor against a good MonoU player, its a narrow one for sure.


I agree, mostly because my version of the deck turns on their tidebinders so much, but the match is like 55/45 rather than 60/40 or worse.


That's where MonoU players dwell anyways, at least the good ones. The deck, like I wrote about after PT Theros, isn't easy to run and its literal 5-5 or slightly better/worse across the board.
Get it by your hands...
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
November 17 2013 02:17 GMT
#9894
I have yet to lose to junk with monoblue so I dunno how much I can recommend the color combination.


Opposite for me. I've beaten the protour winning decks pretty reliably. golgari charm does a real number on the deck. I also play ready/willing which lets me swing in with everything and either force trades while gaining a bunch of life (willing) or just untap everything to block the crackback favorably (ready).

Both of these cards really blowout rapid hybridzation as well, since they regenerate or make it indestructable and I still get the lizard.

Basically, the one thing that gets me is flyers if I don't draw enough removal, quite possible in game one, unlikely in games 2-3.
Poisonous Sheep counter Hydras
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 17 2013 02:31 GMT
#9895
On November 17 2013 11:17 Thereisnosaurus wrote:
Show nested quote +
I have yet to lose to junk with monoblue so I dunno how much I can recommend the color combination.


Opposite for me. I've beaten the protour winning decks pretty reliably. golgari charm does a real number on the deck. I also play ready/willing which lets me swing in with everything and either force trades while gaining a bunch of life (willing) or just untap everything to block the crackback favorably (ready).

Both of these cards really blowout rapid hybridzation as well, since they regenerate or make it indestructable and I still get the lizard.

Basically, the one thing that gets me is flyers if I don't draw enough removal, quite possible in game one, unlikely in games 2-3.


See above, I doubt you are playing quality MonoU players consistently, just saying.
Get it by your hands...
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 17 2013 02:45 GMT
#9896
Nightveil Specter, Bident, and Mutavault all do a lot of work against any kind of heavy removal plan. Even as just an enchantment, Thassa contributes pretty heavily to winning games that devolve into grinds. If your gameplan is "kill everything" then you actually have to kill everything after a certain point, which is pretty tough to do.
Definitely think more people should just try to race and use their removal to swing the race in their favor, rather than just try to trump individual cards.
[iHs]MCMcEmcee@UFO | のヮの
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
Last Edited: 2013-11-17 03:51:45
November 17 2013 03:49 GMT
#9897
my gameplan is kill the important stuff. You can have as many wierds and tidebinders and cloudfin raptors as you like, but you're not gonna get to put me on a meaningful clock and you're going to have fatties swinging at you every turn that are going to blow you out if you try hijinks. You're not going to have an active bident, you're not going to have a MOW, you're not going to have an active thassa. Everything else is chaff compared to the creatures junk plays.

I should point out that my deck is pretty agressive and tempo based rather than the grindier, controlly junk decks that most people run with obzedats and loads of removal. I don't have as much, but mine is easy to cast and very reliable. I can put a lot of hard to get rid of threats out alongside it as well. I've found mono blue just doesn't reliably have the tools to avoid a situation where they're having to throw their dudes under the buss each turn just to stay alive, and once they get to that point they have a very hard time winning.

as mentioned, if you go like turn 1-2-3 cloudfin, judges, nightveil, I might have a little trouble. Outside of that, I'm pretty sure I can win 70-80% of hands vs monoblue.
Poisonous Sheep counter Hydras
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 17 2013 06:35 GMT
#9898
Junk is always a good deck in all formats. It has the same drawbacks in all formats--lack of quality draw/library manipulation causing them to draw creatures when they need spells and spells when they need creatures.

One can always tweak junk to get above 50% in two or so matchups, but the rest of your matchups go to shit.
Hark, what baseball through yonder window breaks?
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 17 2013 06:40 GMT
#9899
Yeah dark confidant, sylvan library, and green sun's zenith are such poor card draw and library manipulation...
[iHs]MCMcEmcee@UFO | のヮの
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 17 2013 06:58 GMT
#9900
On November 17 2013 15:40 MCMcEmcee wrote:
Yeah dark confidant, sylvan library, and green sun's zenith are such poor card draw and library manipulation...


Aren't I suppose to be the one saying that? So much acid :D

Junk's library manipulation is limited but hardly terrible. Hell I would run Read the Bones more often than I would run Divination.

The match up is close between good players because then it comes down to the draw. MonoU doesn't have Preordains/Ponders which makes their match ups worse across the board compared to previous standard iterations of these decks.

I don't like the mana base though, and I don't think Junk is strong against any of the other decks that sees play in standard. It's certainly the underdog against Esper and UW.

Get it by your hands...
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