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[T] MTG Mini Mafia II - Page 15

Forum Index > TL Mafia
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BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:38 GMT
#281
Because if I use it turn 1, I can hope to find Collective Voyage for turn 2 :D
Obvious Smurf. :D
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 00:38 GMT
#282
Nobody wants to answer my questions? ;(

;_;

Have no idea about Mind Aglow. If everybody follows with it, nobody will have anything out in play for next day, but we'll have 1-2 more cards.
Ehmm...yeah have no idea if this would be good or bad.
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:39 GMT
#283
Everyone will draw the combined X value, so everyone's looking at drawing 10+ cards this turn.
Obvious Smurf. :D
SuckMyTopdeck
Profile Joined January 2013
Guernsey314 Posts
January 29 2013 00:39 GMT
#284
collective voyage


never seen that card before but holy ass thats ridiculous

indeed a much stronger turn1 play but mulliganing does hurt you for later
colored artifacts and emblem effects are retarded and i refuse to acknowledge them
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 00:40 GMT
#285
Guys? Hi?

I'm trying to find scum here, remember?
You can multitask you know?

/G
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 00:40 GMT
#286
On January 29 2013 09:37 BinOnFire wrote:
Alternatively, I can mulligan again and hope to find Collective Voyage, which I'd argue is a much stronger turn 1 play. I'm not sure what the odds on that would be, but I think it's

1 - ((4 ncr 0)(56 ncr 5))/(60 ncr 5) ~= 30% of hitting one or more copies.

MG

Just a heads up: we are running 0 basic lands
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12970 Posts
January 29 2013 00:40 GMT
#287
On January 29 2013 09:28 BinOnFire wrote:
How long do people have to contribute mana for Join Forces effects?

In this game, Join Forces effects are triggered simultaneously. It lasts until the end of the Main Phase.
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12970 Posts
January 29 2013 00:41 GMT
#288
On January 29 2013 09:31 (DontFear)ThePoster wrote:
Where is D1's Global Card?

There will be no Global Card for Day 1.
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:41 GMT
#289
So let me rephrase my two lines of play:

1) Cast Minds Aglow T1, hope to hit Collective Voyage (very high odds if we do all draw ~10 cards), Collective Voyage T2, everyone has ~20 lands in play for T3.

2) Mulligan, hope to draw Collective Voyage (30%, I checked the math), everyone has ~10 lands in play for T2.

I like the first one - it's much safer, and leaves us all in a much stronger position on T3. Thoughts, everyone?
Obvious Smurf. :D
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 00:43 GMT
#290
And mulliganing down from 4 is pretty suicidal. The chance of actually drawing collective voyage is really tiny. It's
1 - 56/60 * 55/59 * 55/58) = 17.5% and leaves you with absolutely nothing else to do. Much better to risk it with Minds Aglow and hope you DRAW a Collective Voyage.
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 00:44 GMT
#291
On January 29 2013 09:39 SuckMyTopdeck wrote:
collective voyage


never seen that card before but holy ass thats ridiculous

indeed a much stronger turn1 play but mulliganing does hurt you for later


Hi S&B (I assume), what do you think of stuff I posted previously (about Stutters, about Rock maybe, etc)?
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 00:44 GMT
#292
In regards to minds aglow VS collective voyage, for OUR deck, minds aglow would be far superior.

As we said, we'd be willing to contribute all 3 mana to it next turn. So we'd only need a couple extra after that (since otherwise you guys' hands will overflow too much - again: WE wouldn't mind that though. I just doubt it's practical for everybody )

We can also to contribute to it this turn if need be, but would prefer it next turn.

~dandel
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:45 GMT
#293
To further expand on plan 1)

Cast Minds Aglow T1, hope to hit Collective Voyage (77% if we do all draw ~10 cards), Collective Voyage T2, everyone has ~20 lands in play for T3.
Obvious Smurf. :D
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 00:51 GMT
#294
Wait wait wait

If I pay 2 mana (and everybody else pays 2 mana) for Mind Glow, do I get 2 cards?
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:52 GMT
#295
No, you get the combined X of cards, so 18 :D
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:52 GMT
#296
EBWOP: 17, because I would only have one untapped land after casting it.
Obvious Smurf. :D
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 00:53 GMT
#297
On January 29 2013 09:40 Artanis[Xp] wrote:
Show nested quote +
On January 29 2013 09:28 BinOnFire wrote:
How long do people have to contribute mana for Join Forces effects?

In this game, Join Forces effects are triggered simultaneously. It lasts until the end of the Main Phase.

Does this mean that it will resolve at the end of the main phase? Or does this mean that as soon as someone contributes mana, you will allow everybody to do whatever the joint forces effect is (search for a basic land, or draw a card)?

If it resolves at the end of the main phase and everybody draws a load of cards after casting time is over, then Minds Aglow is kind of useless this turn: it will allow everybody to draw lots of cards that they can't play and will have to discard in the end phase.
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 00:53 GMT
#298
O_o

Ah...wow.
Do we have to discard cards, or do we keep those 18 until D2-D3?

/G
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 00:56 GMT
#299
I'd imagine this game does the same as magic: discard until you're at 7 cards at end of turn.

~dandel
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:59 GMT
#300
Yes, but the subsequent line of play would be Collective Voyage from me on T2, so you could discard all of your low-impact cards with the virtual guarantee that you'd be able to resolve almost anything on T3. I mean, apart from the all-nonbasics deck, but I wasn't expecting that here.

I personally think that this is the best thing that the town can expect to do on the first few turns, and I'm only waiting for more people to post and acknowledge the plan before playing my Island and casting Minds Aglow.
Obvious Smurf. :D
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