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[T] MTG Mini Mafia - Page 9

Forum Index > TL Mafia
Post a Reply
Prev 1 7 8 9 10 11 88 Next
Toadesstern
Profile Blog Joined October 2008
Germany16350 Posts
June 24 2012 20:57 GMT
#161
wat?
<Elem> >toad in charge of judging lewdness <Elem> how bad can it be <Elem> also wew, that is actually p lewd.
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
June 24 2012 21:20 GMT
#162
This starts in an hour right?

Excited!
"It's the torso" "only more so!"
WereBugs-Go
Profile Joined June 2012
Korea (South)172 Posts
June 24 2012 21:59 GMT
#163
the deadline for chaning your deck is over (in 2 minutes) but I don't know when this is going to start :p
Nova_Terra
Profile Joined March 2012
Switzerland1190 Posts
June 24 2012 22:01 GMT
#164
On June 25 2012 06:59 WereBugs-Go wrote:
the deadline for chaning your deck is over (in 2 minutes) but I don't know when this is going to start :p

Cant wait :D
Proud supporter of the Basking Rootwalla
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
Last Edited: 2012-06-24 22:08:48
June 24 2012 22:01 GMT
#165
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
June 24 2012 22:08 GMT
#166
Day 1
It was a dark day. The land was frostbitten and cold. Nine warriors of different heritages made their way onto the cold plains of the southern hemisphere of Mirrodin. Some of them were from this planet, most of them were not. They came on this journey to trade, but quickly learned of a plot by two planeswalkers who had disguised themselves as traders and planned to overthrow them using a mighty beast that gained strength with each attack. Knowing time was short, they armed themselves with their strongest spells and prepared for the days ahead.

John Cleese then suddenly appeared and came to them with an option of trade. If they were certain as to whom the planeswalkers were, they could minimize the mana available to them by tapping their own lands to tap theirs.
[image loading]


Day 1 has begun! You may cast spells in the thread for it linked here. Everyone also started with one basic land; in the case of multicolored decks, I took the color most prevalent within the deck. This is for balance reasons. Whenever you cast a spell, I will attempt to resolve it at the end of each hour assuming I am around. I'd like to request everyone not to wait until the last possible moment to cast spells both for practical and playtechnical reasons. Any questions may be bolded and put in green in this thread.
Oberyn
Profile Joined December 2011
United Kingdom508 Posts
June 24 2012 22:29 GMT
#167
Based on the strength the mafia creature grows, I'm guessing we have to win or be incredibly close to winning by turn seven to eight. By turn two they can start two-hitting players and soon after that they will be able to 1-hit players. Fourty life seems like a ton to deal with. Given the strength of our deck, this appears to be a real uphill battle.

We should concentrate our damage output to 1-2 players, rather than spreading it out. Working together to pick off the anti-town players is the most important goal. Cards that restrict damage output, unless used in self-defense, should be considered anti-town since a longer game favors the mafia team.
Oberyn was ever the viper. Deadly, dangerous, unpredictable. No man dared tread on him.
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
June 24 2012 22:47 GMT
#168
On June 25 2012 07:29 Oberyn wrote:
Based on the strength the mafia creature grows, I'm guessing we have to win or be incredibly close to winning by turn seven to eight. By turn two they can start two-hitting players and soon after that they will be able to 1-hit players. Fourty life seems like a ton to deal with. Given the strength of our deck, this appears to be a real uphill battle.

We should concentrate our damage output to 1-2 players, rather than spreading it out. Working together to pick off the anti-town players is the most important goal. Cards that restrict damage output, unless used in self-defense, should be considered anti-town since a longer game favors the mafia team.


Something to consider is that everyone's boards also get more powerful over time, not just the mafia monster. I wouldn't consider "anything that restricts damage" anti-town since after three or four turns, especially starting with two lands, that could lead to the game turning into Bang Bang Mafia III where every townie is a day-vig.

Additionally, this is a game with only nine players. The mafia's creature gets stronger over time, but so does town as we gain more information.

"It's the torso" "only more so!"
WereBugs-Go
Profile Joined June 2012
Korea (South)172 Posts
June 24 2012 23:27 GMT
#169
I kind of disagree with what has been said so far. Funny thing it's Oberyn that said it. Could you do me a favor and tell me wether Gonzaw or Kita posted the first post?

Also as already mentioned I'm taking this game as an exercise in not talking way to much again, so I'm trying to let marv do most of the talking while not spamming up everything myself. But that first was kinda weird.

---Toad
Promethelax
Profile Joined February 2012
Canada7089 Posts
June 24 2012 23:44 GMT
#170
On June 25 2012 07:47 strongandbig wrote:
Show nested quote +
On June 25 2012 07:29 Oberyn wrote:
Based on the strength the mafia creature grows, I'm guessing we have to win or be incredibly close to winning by turn seven to eight. By turn two they can start two-hitting players and soon after that they will be able to 1-hit players. Fourty life seems like a ton to deal with. Given the strength of our deck, this appears to be a real uphill battle.

We should concentrate our damage output to 1-2 players, rather than spreading it out. Working together to pick off the anti-town players is the most important goal. Cards that restrict damage output, unless used in self-defense, should be considered anti-town since a longer game favors the mafia team.


Something to consider is that everyone's boards also get more powerful over time, not just the mafia monster. I wouldn't consider "anything that restricts damage" anti-town since after three or four turns, especially starting with two lands, that could lead to the game turning into Bang Bang Mafia III where every townie is a day-vig.

Additionally, this is a game with only nine players. The mafia's creature gets stronger over time, but so does town as we gain more information.



But as we get stronger our life will have been lowered. At the point that we have a high enough damage output to kill mafia in one hit they will also be able to 1 hit us.

The faster we take them out the better. Postponing with damage reducing spells doesn't make a whole lot of sense unless those spells could affect the Beast which nothing can affect. We have to take out the mafia early since, even if none of us hit each other, they can kill us all by day 10 (if my math is right). Actually it'll be earlier than that since they can attack with the creatures they put into play as well as the beast.

I definitely think we should focus our attacks on a single player so that we can attempt to eliminate mafia and, if we fail at that, actually learn something from our mistakes.

TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
June 24 2012 23:54 GMT
#171
Me and my brother will be playing under this account, When it is not signed, you may assume that it came from me. Unless you guys want us to both sign them at all times.

One thing to consider is the presence of the board cards. We should not use these cards without talking about them first, or i imagine things could get rather hectic.
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
June 25 2012 00:00 GMT
#172
On June 25 2012 07:08 Artanis[Xp] wrote:
Day 1
It was a dark day. The land was frostbitten and cold. Nine warriors of different heritages made their way onto the cold plains of the southern hemisphere of Mirrodin. Some of them were from this planet, most of them were not. They came on this journey to trade, but quickly learned of a plot by two planeswalkers who had disguised themselves as traders and planned to overthrow them using a mighty beast that gained strength with each attack. Knowing time was short, they armed themselves with their strongest spells and prepared for the days ahead.

John Cleese then suddenly appeared and came to them with an option of trade. If they were certain as to whom the planeswalkers were, they could minimize the mana available to them by tapping their own lands to tap theirs.
[image loading]


Day 1 has begun! You may cast spells in the thread for it linked here. Everyone also started with one basic land; in the case of multicolored decks, I took the color most prevalent within the deck. This is for balance reasons. Whenever you cast a spell, I will attempt to resolve it at the end of each hour assuming I am around. I'd like to request everyone not to wait until the last possible moment to cast spells both for practical and playtechnical reasons. Any questions may be bolded and put in green in this thread.


Also Artanis, Mirrodin is now New Phyrexia
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
June 25 2012 00:01 GMT
#173
werebugs-go are you running affinity?
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
June 25 2012 00:04 GMT
#174
Oh god, slivers? Lol
"It's the torso" "only more so!"
WereBugs-Go
Profile Joined June 2012
Korea (South)172 Posts
June 25 2012 00:24 GMT
#175
On June 25 2012 09:01 GreYMisT wrote:
werebugs-go are you running affinity?

not exactly. Why?
Oberyn
Profile Joined December 2011
United Kingdom508 Posts
June 25 2012 00:38 GMT
#176
On June 25 2012 08:27 WereBugs-Go wrote:
I kind of disagree with what has been said so far. Funny thing it's Oberyn that said it. Could you do me a favor and tell me wether Gonzaw or Kita posted the first post?

Also as already mentioned I'm taking this game as an exercise in not talking way to much again, so I'm trying to let marv do most of the talking while not spamming up everything myself. But that first was kinda weird.

---Toad


Any particular reason its funny? That my post (Kita). From now on though, you can assume that all posts were made by us as a team, so we won't by signing our names. Telling us that you're not going to spam is spam <3

On June 25 2012 07:47 strongandbig wrote:
Show nested quote +
On June 25 2012 07:29 Oberyn wrote:
Based on the strength the mafia creature grows, I'm guessing we have to win or be incredibly close to winning by turn seven to eight. By turn two they can start two-hitting players and soon after that they will be able to 1-hit players. Fourty life seems like a ton to deal with. Given the strength of our deck, this appears to be a real uphill battle.

We should concentrate our damage output to 1-2 players, rather than spreading it out. Working together to pick off the anti-town players is the most important goal. Cards that restrict damage output, unless used in self-defense, should be considered anti-town since a longer game favors the mafia team.


Something to consider is that everyone's boards also get more powerful over time, not just the mafia monster. I wouldn't consider "anything that restricts damage" anti-town since after three or four turns, especially starting with two lands, that could lead to the game turning into Bang Bang Mafia III where every townie is a day-vig.

Additionally, this is a game with only nine players. The mafia's creature gets stronger over time, but so does town as we gain more information.


The amount of information we gain per cycle is pretty nerfed compared to a normal game with no blues, night actions, or lynch voting. We only have the mafia kp target and any relational analysis between two players, which can be pretty tough. I really don't see the damage potential of the 4-5 remaining town players to be greater than the 2 mafia players + the mafia kp by around turn six or seven.
Oberyn was ever the viper. Deadly, dangerous, unpredictable. No man dared tread on him.
WereBugs-Go
Profile Joined June 2012
Korea (South)172 Posts
June 25 2012 00:52 GMT
#177
On June 25 2012 09:38 Oberyn wrote:
Show nested quote +
On June 25 2012 08:27 WereBugs-Go wrote:
I kind of disagree with what has been said so far. Funny thing it's Oberyn that said it. Could you do me a favor and tell me wether Gonzaw or Kita posted the first post?

Also as already mentioned I'm taking this game as an exercise in not talking way to much again, so I'm trying to let marv do most of the talking while not spamming up everything myself. But that first was kinda weird.

---Toad


Any particular reason its funny? That my post (Kita). From now on though, you can assume that all posts were made by us as a team, so we won't by signing our names. Telling us that you're not going to spam is spam <3

Show nested quote +
On June 25 2012 07:47 strongandbig wrote:
On June 25 2012 07:29 Oberyn wrote:
Based on the strength the mafia creature grows, I'm guessing we have to win or be incredibly close to winning by turn seven to eight. By turn two they can start two-hitting players and soon after that they will be able to 1-hit players. Fourty life seems like a ton to deal with. Given the strength of our deck, this appears to be a real uphill battle.

We should concentrate our damage output to 1-2 players, rather than spreading it out. Working together to pick off the anti-town players is the most important goal. Cards that restrict damage output, unless used in self-defense, should be considered anti-town since a longer game favors the mafia team.


Something to consider is that everyone's boards also get more powerful over time, not just the mafia monster. I wouldn't consider "anything that restricts damage" anti-town since after three or four turns, especially starting with two lands, that could lead to the game turning into Bang Bang Mafia III where every townie is a day-vig.

Additionally, this is a game with only nine players. The mafia's creature gets stronger over time, but so does town as we gain more information.


[...]

What is the strategy to use as mafia in SSB mafia in irc Kita?
How does Town usually lose in those games?

I think this game will play a little like igroks irc SSB considering the mechanics, that's why I thought it's funny. If gonzaw had posted that, whatever I don't recall him playing those funny set-ups a lot but you played quite some SSB as well yet you posted something like that.

With everyone having 20HP this essentially plays a lot like a no-flip game the first couple of cycles because we don't get information early on because neither town nor mafia can outright kill someone, hence the SSB reference because in that game mafia has 1KP, a lynch is treated as only 1life as well and everyone has 3 stock. So "worst case" someone gets lynched and shot by mafia reducing him to 1 stock.
The real worst case would be town focussing dmg early on as in: lynch d1, vig n1, mafia shot n1 => mafia already killed someone although it's a multi-life setup. That happened once to me because some guy thought it's a good idea to shoot into someone who already lost stock. In reality you usually don't focus dmg early on and the unwritten law is something like "never shoot someone who already lost HP unless you're really certain". Sure if you're right with your read that's awesome but being wrong on a read in a game like this is way worse than in a normal game, therefore you don't really want to commit early on, because that leads to mafia shooting our guys down 1 by one early on.
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
June 25 2012 01:10 GMT
#178
On June 25 2012 09:24 WereBugs-Go wrote:
Show nested quote +
On June 25 2012 09:01 GreYMisT wrote:
werebugs-go are you running affinity?

not exactly. Why?


Just making sure
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
Oberyn
Profile Joined December 2011
United Kingdom508 Posts
June 25 2012 01:12 GMT
#179
On June 25 2012 09:38 Oberyn wrote:
Show nested quote +
On June 25 2012 08:27 WereBugs-Go wrote:
I kind of disagree with what has been said so far. Funny thing it's Oberyn that said it. Could you do me a favor and tell me wether Gonzaw or Kita posted the first post?

Also as already mentioned I'm taking this game as an exercise in not talking way to much again, so I'm trying to let marv do most of the talking while not spamming up everything myself. But that first was kinda weird.

---Toad


Any particular reason its funny? That my post (Kita). From now on though, you can assume that all posts were made by us as a team, so we won't by signing our names. Telling us that you're not going to spam is spam <3


Well...if it helps stop confusion I'll sign in my name.
Although it would be obvious who I am just because I'll be completely confused by all the mechanics >_>

Artanis, do we have to make all our moves from the "Main phase" in the same go?
Like, can I cast an island now...but cast another creature/sorcery later in the same phase? Or does it have to be in one go?



Also, would a deck massclaim be a good idea? That way if we figure out if someone is scum we know the damage he can do eventually since we know all of his cards.

/gonzaw
Oberyn was ever the viper. Deadly, dangerous, unpredictable. No man dared tread on him.
Oberyn
Profile Joined December 2011
United Kingdom508 Posts
June 25 2012 01:12 GMT
#180
Nevermind, I saw wb-g do it in the Board thingy so I guess it's allowed.
Oberyn was ever the viper. Deadly, dangerous, unpredictable. No man dared tread on him.
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