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Magic: The Gathering - Page 94

Forum Index > General Games
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dignity
Profile Blog Joined May 2010
Canada908 Posts
October 30 2011 19:29 GMT
#1861
Even thinking of getting 4 tinkers and sol rings make me cringe...
stickyhands
Profile Joined May 2011
187 Posts
October 30 2011 20:14 GMT
#1862
On October 31 2011 04:29 dignity wrote:
Even thinking of getting 4 tinkers and sol rings make me cringe...

I understand, but my friends are playing without any rules too
| (• ◡•)|╯ ╰(❍ᴥ❍ʋ)
bobbob
Profile Joined December 2009
United States368 Posts
October 30 2011 20:29 GMT
#1863
On October 31 2011 04:29 dignity wrote:
Even thinking of getting 4 tinkers and sol rings make me cringe...

The 4chan[nel] deck that my friend made was worse. Lich's Mirror found a use.
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
October 30 2011 20:35 GMT
#1864
My buddies let me run a puresteel/skullclamp/kemba deck, but its not like im running swords or anything so infinite card draw is no bid deal
Together but separate, like oatmeal
slyboogie
Profile Blog Joined March 2011
United States3423 Posts
October 31 2011 21:33 GMT
#1865
Did anyone have good Gameday experiences?

I took my U/W Control and went 2-1-1. The tie came at the last game of the evening, it was terrible. Draws are just the worst. I hate losing but draws are almost as unsatisfying. The lost came to Tempered Steel, which, I was under the impression no one played anymore >_> My board just wasn't ready for that. I'm still fuming, blech.

I saw a really nice BUG Control, it was a nice twist and it can really screw up the control matchup. U/W Control's biggest problem right now, I think, is finishers. Or more specifically, there's nothing to make your finishers particularly threatening to anyone with removal. There's no dominant early play like Stoneforge Mystic or Squadron Hawk to eat up your opponent's resources. That's why so many players are trying to resolve Karn or Jace. If we had Sphinx of Jwar Isle, that'd be nice.
"We dug coal together." Boyd Crowder, Justified
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
Last Edited: 2011-10-31 21:48:16
October 31 2011 21:47 GMT
#1866
On November 01 2011 06:33 slyboogie wrote:
Did anyone have good Gameday experiences?

I took my U/W Control and went 2-1-1. The tie came at the last game of the evening, it was terrible. Draws are just the worst. I hate losing but draws are almost as unsatisfying. The lost came to Tempered Steel, which, I was under the impression no one played anymore >_> My board just wasn't ready for that. I'm still fuming, blech.

I saw a really nice BUG Control, it was a nice twist and it can really screw up the control matchup. U/W Control's biggest problem right now, I think, is finishers. Or more specifically, there's nothing to make your finishers particularly threatening to anyone with removal. There's no dominant early play like Stoneforge Mystic or Squadron Hawk to eat up your opponent's resources. That's why so many players are trying to resolve Karn or Jace. If we had Sphinx of Jwar Isle, that'd be nice.



I drew with a dick round 1 (I had Sheoldred, Sun Titan, Grave Titan, and 2 images one copying each titan out on the last turn and he wouldn't concede), then played Mono red, one of 3 matchups completely impossible for the deck I was running and lost to shrine for 12 followed by manabarbs and a shrine for 8.

There were exactly 8 people there and one of them mentioned in passing that due to the PWP and prize pool this thing wasn't worth it and he was probably going to leave, when the fucking owner of the shop walked up and went on a 30 minute long tirade about how little support the game gets from the community, and while everything he said was even-headed and completely accurate (and laced with some humor) I couldn't help but feel like he was just trying to make the guy feel like a dick.

So we got our promos, played commander for 3-4 hours, drafted, then went home...or at least I and 4 others did.

Edit: Wait, that was game 1, I had Elesh Norn and Grave Titan out and was about to flashback Unburial Rites on Jin-Gitaxias on turn 5 of extra turns in game 2.
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 01 2011 03:46 GMT
#1867
store owner forgot to sanction gameday so it didn't happen l0l
[iHs]MCMcEmcee@UFO | のヮの
dignity
Profile Blog Joined May 2010
Canada908 Posts
November 01 2011 05:28 GMT
#1868
An ambulance crashed on a hydro pole by my rez so I wasn't able to go.

Yes the ambulance exploded.
slyboogie
Profile Blog Joined March 2011
United States3423 Posts
November 01 2011 05:40 GMT
#1869
@MCMcEmcee Sorry to hear that, that's the worst. Did you get your sweet zombie promo though?

@dignity Dude...that's awesome. I mean, I hope no one was hurt and it sucks you couldn't play. But that's awesome.
"We dug coal together." Boyd Crowder, Justified
Cixah
Profile Joined July 2010
United States11285 Posts
November 01 2011 05:49 GMT
#1870
I was too busy working to play at gameday. Then again I haven't had time to play magic in almost a month. Bought the remaining pieces of solar flare today though. Now I have Wolf Run, Township Tokens and the Solar Flare, for when standard really picks up.
Hug The Goat! Hug the Goat! Hug the Goat!
Vitozerm
Profile Joined September 2010
Canada25 Posts
November 01 2011 06:45 GMT
#1871
i've built a jund heartless-pod that i love playing with. its hilarious and fun. t1 land go, t2 heartless go, t3 birthing pod pay 2, turn 4 titan. yay!

also taking a new outlook on tezzeret and it running much more smoothly than in the past. the idea is to limit the # of artifacts to 11-14 as it heavily reduces the effectiveness of their sb. replace wurmcoil with the grave father, sphinx, and add more batterskull and you become much less predictable and your threats are far more flexible. removing artifacts also makes room for a couple snapcasters and more leaks and removal. more of a U/B control shell than a deck that relies sooo heavily on tezz himself
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 01 2011 11:26 GMT
#1872
On November 01 2011 14:40 slyboogie wrote:
@MCMcEmcee Sorry to hear that, that's the worst. Did you get your sweet zombie promo though?


nah just went to the store since it was a central place to meet up before going somewhere else to eat/team draft

won the team draft, gamed the rares and won like all of them, too bad they were all terrible.
[iHs]MCMcEmcee@UFO | のヮの
dignity
Profile Blog Joined May 2010
Canada908 Posts
Last Edited: 2011-11-02 17:04:11
November 02 2011 17:01 GMT
#1873
On November 01 2011 15:45 Vitozerm wrote:
i've built a jund heartless-pod that i love playing with. its hilarious and fun. t1 land go, t2 heartless go, t3 birthing pod pay 2, turn 4 titan. yay!

also taking a new outlook on tezzeret and it running much more smoothly than in the past. the idea is to limit the # of artifacts to 11-14 as it heavily reduces the effectiveness of their sb. replace wurmcoil with the grave father, sphinx, and add more batterskull and you become much less predictable and your threats are far more flexible. removing artifacts also makes room for a couple snapcasters and more leaks and removal. more of a U/B control shell than a deck that relies sooo heavily on tezz himself


Can't you hard cast the titan with an HS out by turn 4 with 4 mana already? Why take the extra step with the pod?

Also, they then turn 4 dismember . On a more serious note, that is actually one of the main problems I have had with making pod decks work. Sure, you get early titans but then they are all suddenly dismemberable.

On an unrelated note, some guys at my university magic club were drafting kamigawa, and one of the guys opened 2 jittes in 3 of his prize packs.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 02 2011 17:49 GMT
#1874
On November 03 2011 02:01 dignity wrote:
Show nested quote +
On November 01 2011 15:45 Vitozerm wrote:
i've built a jund heartless-pod that i love playing with. its hilarious and fun. t1 land go, t2 heartless go, t3 birthing pod pay 2, turn 4 titan. yay!

also taking a new outlook on tezzeret and it running much more smoothly than in the past. the idea is to limit the # of artifacts to 11-14 as it heavily reduces the effectiveness of their sb. replace wurmcoil with the grave father, sphinx, and add more batterskull and you become much less predictable and your threats are far more flexible. removing artifacts also makes room for a couple snapcasters and more leaks and removal. more of a U/B control shell than a deck that relies sooo heavily on tezz himself


Can't you hard cast the titan with an HS out by turn 4 with 4 mana already? Why take the extra step with the pod?

Also, they then turn 4 dismember . On a more serious note, that is actually one of the main problems I have had with making pod decks work. Sure, you get early titans but then they are all suddenly dismemberable.

On an unrelated note, some guys at my university magic club were drafting kamigawa, and one of the guys opened 2 jittes in 3 of his prize packs.

Honestly, Dismember isn't quite as ubiquitous as it once was, not a lot of decks are running it main anymore because most of the threats are either tons of tiny tokens or titans, and it kills neither efficiently.

I've decided on my new project (although I barely have a shell of a decklist): Modern mono-red burn.

I got Fire and Lightning very cheaply and there are a ton of good cards in it that I can very easily use. It seems like the most expensive things would be fetchlands, figure of destiny, and grove of the burnwillows (if I end up running punishing fire).
dignity
Profile Blog Joined May 2010
Canada908 Posts
November 02 2011 21:15 GMT
#1875
I meant to say HS decks instead of pod decks in my previous post. I don't think it changed the meaning of the post much. I think the reason people are running lots of tokens or titans is BECAUSE of dismember. Considering how every deck can run it, you have to make sure your creatures can avoid dying to it to ensure you do not lose your tempo in any game.
kookookachoo
Profile Joined March 2010
United States20 Posts
November 02 2011 21:36 GMT
#1876
There's a newish MTG client out called Mage. Seems pretty awesome with full rule enforcement and draft. The only problem is the lack of server population right now. If anyone wants to play a game, message me.


Reddit Link: http://redd.it/lq15d

Website: http://code.google.com/p/mage/
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
November 03 2011 00:30 GMT
#1877
Dismember is a lot weaker this standard, because people are building decks expecting that everything they lay down is going to get a dismember to its face. Every creature in Wolf-run either enjoys dying or needs more then a dismember to bring them down. I think you can knock a few critters in new decks that don't like dismember because of this, I know UW blade has no problem running Hero and Geist, because they get hands that give you more options then the opponent has answers. But not expecting to run into a deck with 4 dismembers after sideboard is asking for a beating.


On November 03 2011 06:36 kookookachoo wrote:
There's a newish MTG client out called Mage. Seems pretty awesome with full rule enforcement and draft. The only problem is the lack of server population right now. If anyone wants to play a game, message me.


Reddit Link: http://redd.it/lq15d

Website: http://code.google.com/p/mage/


I will happily try this out, I don't have much money to throw into MODO and real cards, and its nice to see someone attempting to fix the weaknesses between that and cockatrice.
Together but separate, like oatmeal
Jesushooves
Profile Joined November 2010
Canada553 Posts
November 03 2011 00:45 GMT
#1878
On November 03 2011 06:36 kookookachoo wrote:
There's a newish MTG client out called Mage. Seems pretty awesome with full rule enforcement and draft. The only problem is the lack of server population right now. If anyone wants to play a game, message me.


Reddit Link: http://redd.it/lq15d

Website: http://code.google.com/p/mage/

Is it laggy like mtgo? It feels so dumb that I can play apb reloaded perfectly fine, but when I play an online card game everything slows down when the cards are foil T.T

The way I found to getting around the huge cost investment that mtgo is by playing pauper (decks made from all online sets...but only using commons).

Anyway if I get some confirmation that lag isn't an issue in it I'd love to give it a try :D
Lose its good, after will be win.
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
November 03 2011 03:22 GMT
#1879
On November 03 2011 06:15 dignity wrote:
I meant to say HS decks instead of pod decks in my previous post. I don't think it changed the meaning of the post much. I think the reason people are running lots of tokens or titans is BECAUSE of dismember. Considering how every deck can run it, you have to make sure your creatures can avoid dying to it to ensure you do not lose your tempo in any game.

That's pretty much why it's a metagame deck. The metagame has shifted away from situations when dismember is good, so people are slowly starting to phase it out of their deckbuilding, once they do, you can start running threats that die to it until everyone catches on again.

Metagaming at its finest
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
November 03 2011 04:26 GMT
#1880
Oh that Mage client isn't too great... While it's nice to go through the motions like a real game instead of dragging stuff around with cockatrice and figuring out how plays go down without stepping all over eachothers feet, it's fairly delayed, and having to confirm each section of a step then wait 2 seconds, then wait for your opponent, makes everything fairly slow. I understand its a free program, but I think I still prefer cockatrice if i was to test decks and what not. Spending a full 2 minutes on a turn where neither of us do anything except play a land is quite time consuming, and not very fun. If they keep working on it, I'd be happy to check it out again.
Together but separate, like oatmeal
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