[T] MTG Mini Mafia II
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
I'm playing Group Hug featuring Veteran Explorer, Collective Voyage, and Minds Aglow. My current hand doesn't have any of these cards, so I'm going to mulligan until I find one or hit 4 cards. I would love to play an untapped land and resolve one of the Join Forces cards to get us all off to a quicker start, so please refrain from casting spells until I see what cards Artanis deals me. On the 0/X creatures debate, I'm running Axebane Guardians and Overgrown Battlements for the purpose of fueling group card drawing effects. My reasoning is that, as the town outnumbers scum quite heavily, accelerating everyone will be of net benefit to the town. The mafia creature really isn't that much better than a CMC 6-8 creature, so getting everyone into that position will be my top priority for the first few turns. These creatures will be tapped for mana for the vast majority of the time, so it shouldn't impact your reads on blockers Cheers, MG | ||
BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
I'll be leaving in an hour and a half. If fewer than 5 other players have voiced an opinion on Minds Aglow by then, I'm going to hold onto it for now until everyone is aware of it. | ||
BinOnFire
Laos123 Posts
1 - ((4 ncr 0)(56 ncr 5))/(60 ncr 5) ~= 30% of hitting one or more copies. MG | ||
BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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? | ||
BinOnFire
Laos123 Posts
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. | ||
BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
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. | ||
BinOnFire
Laos123 Posts
On January 29 2013 10:07 Aperture Science wrote: So, Mind's Aglow looks completely useless. Awesome. Scumhunting is in Flavor. Magic Discussion is not. It's an investment for turn 3 - the details are on the last page, if you didn't catch them. What else would you be doing this turn, anyways? | ||
BinOnFire
Laos123 Posts
Let me rephrase my question - what else would you be doing with your mana this turn? | ||
BinOnFire
Laos123 Posts
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BinOnFire
Laos123 Posts
Here are the possible outcomes of Minds Aglow: A) Everyone pays 2 mana. Everyone draws 17 cards. B) Some players pay 2 mana. The players who paid, and only the players who paid, draw some number of cards. The other players get nothing. There is no way for everyone to draw a small number of cards. If everyone pays only 1 mana for some reason, we'd all still be drawing 9 cards. The only other alternative is to exclude some players from drawing cards, and this early in the game, I see absolutely no reason to do that. | ||
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