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[T] MTG Mini Mafia II - Page 24

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BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 17:30 GMT
#461
I'm going to have to respectively disagree. There are very few lifegain effects that powerful, considering that scum start with a 3-turn clock, and everyone will be adding threats to the board in short order.

What are your thoughts on players besides Aperture Science?
Obvious Smurf. :D
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 17:34 GMT
#462
On January 30 2013 02:18 (DontFear)ThePoster wrote:
Clockwork, I suggest not getting into Aperture's back that much. If he is town, then I'm pretty sure a repeat of last game will happen (i.e everybody, including scum just tunneling him until he dies in D3/D4 and flips town)

If you don't mercilessly attack him, he won't have any excuse if he fails to scumhunt.
I still have my eyes on him though.

/G

What a weird post

I havn't played with either of his heads yet, so I can't exactly be sure I guess, but I can't imagine somebody having such a thin skin that he's going to abandon his win-con just because a couple guys mentioned that he might, possibly, be scum.

Is that normal for them?
If so, why are they still playing Mafia?
enlighten me.

~dandel
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 17:43 GMT
#463
Dunno, Grey got a little butthurt last game and didn't do much other than defend himself, call us stuff. He just said "Kill Zealos" like every once in a while, and that's as much scumhunting he did.

I take it iGrok plays similarly...? I don't want a repeat of the previous game, so I dunno, maybe it is "normal" for them.

/G
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
Nova_Terra
Profile Joined March 2012
Switzerland1190 Posts
January 29 2013 17:47 GMT
#464
2 things before dinner:
I feel that ThePoster is doing a fine job, and has been attempting to do more actual scumhunting and pro-town things than the rest of us. Compared to CH, where I find that much if not most of the time he has been trying to explain why he feels that Minds Aglow is good for the entire town, not only for him. the second thing is related to this:
How is Minds Aglow particularly pro town? If we have to discard back to 7 anyway, I don't like giving CH 10 zombies. Why? Because if he gets 10 zombies before we can get anything that could even come close to rivaling that and he turns out to be scum, we're screwed. Thats like mafia having 30 kp, and we couldnt even be sure if he IS scum because he could just target "scummy" town players. kill 2 of them, and the games like, over. unless someone draws some miracle, that is.
Proud supporter of the Basking Rootwalla
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 17:50 GMT
#465
You must have missed my earlier post on the extended plan involving Minds Aglow. I'll dig it up for you:

On January 29 2013 09:45 BinOnFire wrote:
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.


Everyone drawing cards might not be pro-town, I agree, but everyone having upwards of 20 land by turn 3 is most assuredly good for us: even if the scum players can kill two of us immediately, it's still a 5v2, with a pretty clear indicator of alignment.
Obvious Smurf. :D
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 17:51 GMT
#466
We can't get 10 zombies.

...
not THIS turn at least. hoho.

~dandel
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 18:02 GMT
#467
I'm off to class again, be back in ~8 hours. Oh, and for the record, I strongly disagree with Oats' plan to consider attacking people on the basis of their postcounts. And I don't say that just because we have the second highest postcount (behind gonzaw/prome :D)


Cheers,
MG
Obvious Smurf. :D
Nova_Terra
Profile Joined March 2012
Switzerland1190 Posts
January 29 2013 18:17 GMT
#468
On January 30 2013 02:50 BinOnFire wrote:
You must have missed my earlier post on the extended plan involving Minds Aglow. I'll dig it up for you:

Show nested quote +
On January 29 2013 09:45 BinOnFire wrote:
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.


Everyone drawing cards might not be pro-town, I agree, but everyone having upwards of 20 land by turn 3 is most assuredly good for us: even if the scum players can kill two of us immediately, it's still a 5v2, with a pretty clear indicator of alignment.

Durr. Completely misread Collective Voyage.
Heres the thing. I have a very low amount of basic lands, and from what i can tell, CH has none. what would this mean? Tons of zombies. Furthermore, there is no reason to believe that we would know who the scum are even if we did end up with 7 players left, and I would think that we may be in a similar situation (of not knowing who the scum are) then.
I would agree with using Collective Voyage on a smaller scale, but 20 lands each? I think we're begging for trouble. The strength of town is their numbers and collective majority, all we would end up doing is making it easier for people who make one slightly scummy mistake to get killed.
We have good minds here, lets figure it out.
Proud supporter of the Basking Rootwalla
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 18:19 GMT
#469
On January 30 2013 03:17 Nova_Terra wrote:
Show nested quote +
On January 30 2013 02:50 BinOnFire wrote:
You must have missed my earlier post on the extended plan involving Minds Aglow. I'll dig it up for you:

On January 29 2013 09:45 BinOnFire wrote:
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.


Everyone drawing cards might not be pro-town, I agree, but everyone having upwards of 20 land by turn 3 is most assuredly good for us: even if the scum players can kill two of us immediately, it's still a 5v2, with a pretty clear indicator of alignment.

Durr. Completely misread Collective Voyage.
Heres the thing. I have a very low amount of basic lands, and from what i can tell, CH has none. what would this mean? Tons of zombies. Furthermore, there is no reason to believe that we would know who the scum are even if we did end up with 7 players left, and I would think that we may be in a similar situation (of not knowing who the scum are) then.
I would agree with using Collective Voyage on a smaller scale, but 20 lands each? I think we're begging for trouble. The strength of town is their numbers and collective majority, all we would end up doing is making it easier for people who make one slightly scummy mistake to get killed.
We have good minds here, lets figure it out.

I would like an explaination on this specific train of thought, and how you were able to come to this conclusion.

~dandel
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 18:22 GMT
#470
Nova, what do you think of Suck and Aperture?

/G
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
Aperture Science
Profile Joined January 2013
United States151 Posts
January 29 2013 18:47 GMT
#471
Still in Italy and can't post much. I'm trying to keep up and told iGrok to stop trolling. But that's kinda like telling cave Johnson to stop with the prerecord messages. Thats just how he usually starts.

I will be able to post normally again in about 3 days. It's good to finally play a themed game again.

-Grey
We do what we must, because we can.
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 19:10 GMT
#472
@Marv: you said SnB wasn't around, yet he dropped in to play a Savannah (in a slightly trolly way) before you posted your "help me, SnB deserted me" and has now posted a long policy post. Why did you excuse yourself due to SnB's absence, despite SnB clearly not being absent.

@SnB: unless you plan on wiping out everybody else in turn 2 or 3 or so, you will have to rely on your fellow townies. We play as a team. Making every part of that team stronger is good. Now if you're worried about zombies (Nova and iGrok as well), then you should probably start analysing our posts. We have made enough of them and have been rather transparent. Do you think we're scum?

/Acro
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 19:12 GMT
#473
Our deck relies heavily on discarding lots of stuff that we get back. We have a number of possible winner cards, all dependent on discarding. ZI is the primary one.
Nova_Terra
Profile Joined March 2012
Switzerland1190 Posts
January 29 2013 19:14 GMT
#474
On January 30 2013 03:19 Clockwork Hydra wrote:
Show nested quote +
On January 30 2013 03:17 Nova_Terra wrote:
On January 30 2013 02:50 BinOnFire wrote:
You must have missed my earlier post on the extended plan involving Minds Aglow. I'll dig it up for you:

On January 29 2013 09:45 BinOnFire wrote:
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.


Everyone drawing cards might not be pro-town, I agree, but everyone having upwards of 20 land by turn 3 is most assuredly good for us: even if the scum players can kill two of us immediately, it's still a 5v2, with a pretty clear indicator of alignment.

Durr. Completely misread Collective Voyage.
Heres the thing. I have a very low amount of basic lands, and from what i can tell, CH has none. what would this mean? Tons of zombies. Furthermore, there is no reason to believe that we would know who the scum are even if we did end up with 7 players left, and I would think that we may be in a similar situation (of not knowing who the scum are) then.
I would agree with using Collective Voyage on a smaller scale, but 20 lands each? I think we're begging for trouble. The strength of town is their numbers and collective majority, all we would end up doing is making it easier for people who make one slightly scummy mistake to get killed.
We have good minds here, lets figure it out.

I would like an explaination on this specific train of thought, and how you were able to come to this conclusion.

~dandel

On January 29 2013 11:35 Clockwork Hydra wrote:
we are not running any basic lands.

Scratch the last part, turns out my brain is just wrecked from exam practice. Hurr durr. You do have no basic lands tho.
Proud supporter of the Basking Rootwalla
(DontFear)ThePoster
Profile Joined December 2012
Guernsey584 Posts
January 29 2013 19:14 GMT
#475
Stutters, have you finished catching up?

Damn you people, do something :/

/G
Come on townie. Townie take my hand .We'll be able to scumhunt. Townie I'm your scum
RockHydra
Profile Joined January 2013
Pitcairn222 Posts
January 29 2013 19:33 GMT
#476
I disagree with the notion of everything that can attack should attack. However, I would only accept that if you were legitimately doing other things, instead of simply not attacking. The combat phase is like the voting structure, so if you either don't have creatures, or you have abilities that you want to use instead of attacking, I would like an explanation of what you intend to do and why. In addition, if you cannot contribute to the attacking phase itself, I'd like input on who you would like to have focused down, if anyone.




I can't say I have anyone who I really think is scum yet. iGrok is the trolliest of us, so he's the lowest level of null in terms of who I would be inclined to attack.

Clockwork and ThePoster are active and from my perspective are trying to steer the town in the "correct" (whatever that means) direction from their point of view.

Stutters has yet to follow through on:
On January 30 2013 00:48 Stutters695 wrote:
I'm up, catching up now.

I'm willing to let slide the initial posting because he said he was at work. I initially found it scummy that ThePoster took a swing at stutters for being afkish last night, but he's done that to almost everything in the thread (looking at you gonzaw).
Stutter's you caught up yet or what? You should have had plenty of time by now, give us something.

Regarding Xfire, and what I asked Acro to expand upon
-> If you haven't seen cross' mafia play from Mario mini, consult with Dandel (he co-hosted). I believe I can "feel" his enthusiasm towards this game and based on what I've seen of his scum play, my gut-read is town on him from his opening post alone. Obviously this is a meta read, but his filter is too short to make anything more than that out of it.

BinOnFire seems to have a very pro-town deck setup, so his posting so far, while generally beneficial for town, is pigeonholed due to the nature of the deck he's running. Aside from wanting to keep him around because we will all benefit, I don't see any great contributions to develop a town OR scum read on him.

I'm null on Nova. His posting doesn't give off scumvibes, and he gave out reads seemingly as soon as they came to mind when he found his way into the thread. However, he developed a suspicion on CH and went off on a speculation tangent:
+ Show Spoiler +
On January 30 2013 02:47 Nova_Terra wrote:
2 things before dinner:
I feel that ThePoster is doing a fine job, and has been attempting to do more actual scumhunting and pro-town things than the rest of us. Compared to CH, where I find that much if not most of the time he has been trying to explain why he feels that Minds Aglow is good for the entire town, not only for him. the second thing is related to this:
How is Minds Aglow particularly pro town? If we have to discard back to 7 anyway, I don't like giving CH 10 zombies. Why? Because if he gets 10 zombies before we can get anything that could even come close to rivaling that and he turns out to be scum, we're screwed. Thats like mafia having 30 kp, and we couldnt even be sure if he IS scum because he could just target "scummy" town players. kill 2 of them, and the games like, over. unless someone draws some miracle, that is.

with a lot of hypothetical thinking that assumes CH is scum. I'm fine with general paranoia, but this post just felt a little to assertive in picking a target.

Generally waiting to see what SMTD does, as marv isn't exactly readable day1 and SnB has posted very little.
RockHydra
Profile Joined January 2013
Pitcairn222 Posts
January 29 2013 19:34 GMT
#477
EBWOP:
~Hopeless
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 19:35 GMT
#478
On January 30 2013 03:17 Nova_Terra wrote:
Show nested quote +
On January 30 2013 02:50 BinOnFire wrote:
You must have missed my earlier post on the extended plan involving Minds Aglow. I'll dig it up for you:

On January 29 2013 09:45 BinOnFire wrote:
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.


Everyone drawing cards might not be pro-town, I agree, but everyone having upwards of 20 land by turn 3 is most assuredly good for us: even if the scum players can kill two of us immediately, it's still a 5v2, with a pretty clear indicator of alignment.

Durr. Completely misread Collective Voyage.
Heres the thing. I have a very low amount of basic lands, and from what i can tell, CH has none. what would this mean? Tons of zombies. Furthermore, there is no reason to believe that we would know who the scum are even if we did end up with 7 players left, and I would think that we may be in a similar situation (of not knowing who the scum are) then.
I would agree with using Collective Voyage on a smaller scale, but 20 lands each? I think we're begging for trouble. The strength of town is their numbers and collective majority, all we would end up doing is making it easier for people who make one slightly scummy mistake to get killed.
We have good minds here, lets figure it out.


Regardless of the zombie thing that you clearly just misunderstood, I don't see how making everybody able to 1-shot each other is a bad thing. It completely negates the 1 thing that scum have over town: their mafia creature.

Whether Collective Voyage is able to put us in that position in T3? I don't know. It isn't for me (but Minds Aglow is, so the point is moot). I would be happy to contribute mana tomorrow to a collective voyage if it looks like it'll put a lot of townies in a powerful position. And if it happens to put scum in a powerful position too? Well, that's why we have NUMBERS on our side. Only risk is some combo deck being able to 1-shot everybody at once and that deck being in the hands of scum. I'll take my chances. Statistics favour us on that one as well.

/Acro
SuckMyTopdeck
Profile Joined January 2013
Guernsey314 Posts
January 29 2013 19:36 GMT
#479
On January 30 2013 04:10 Clockwork Hydra wrote:
@Marv: you said SnB wasn't around, yet he dropped in to play a Savannah (in a slightly trolly way) before you posted your "help me, SnB deserted me" and has now posted a long policy post. Why did you excuse yourself due to SnB's absence, despite SnB clearly not being absent.

@SnB: unless you plan on wiping out everybody else in turn 2 or 3 or so, you will have to rely on your fellow townies. We play as a team. Making every part of that team stronger is good. Now if you're worried about zombies (Nova and iGrok as well), then you should probably start analysing our posts. We have made enough of them and have been rather transparent. Do you think we're scum?

/Acro


Put it this way, Artanis didn't even really know we were hydraing until after the game started, and didn't know our hydra name (nor did I).
colored artifacts and emblem effects are retarded and i refuse to acknowledge them
Clockwork Hydra
Profile Joined January 2013
Uzbekistan442 Posts
January 29 2013 19:48 GMT
#480
On January 30 2013 04:36 SuckMyTopdeck wrote:
Show nested quote +
On January 30 2013 04:10 Clockwork Hydra wrote:
@Marv: you said SnB wasn't around, yet he dropped in to play a Savannah (in a slightly trolly way) before you posted your "help me, SnB deserted me" and has now posted a long policy post. Why did you excuse yourself due to SnB's absence, despite SnB clearly not being absent.

@SnB: unless you plan on wiping out everybody else in turn 2 or 3 or so, you will have to rely on your fellow townies. We play as a team. Making every part of that team stronger is good. Now if you're worried about zombies (Nova and iGrok as well), then you should probably start analysing our posts. We have made enough of them and have been rather transparent. Do you think we're scum?

/Acro


Put it this way, Artanis didn't even really know we were hydraing until after the game started, and didn't know our hydra name (nor did I).


Great, you're around. Find me some scum. All you've really done is make a really weak pressure post against us for "giving scum a recipe on looking townie" when you are better than that: it was blatantly obvious that going along with something that had gotten a "pro-town plan" stamp of approval could be used to gain town credit. Stating the obvious is not giving scum a recipe, it's stating the obvious.

Your pressure was weaksauce and you spent like 5 posts arguing about it. You're better than that. Now stop playing LIX and pay attention here. Who's scum?

/Acro
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