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[T] MTG Mini Mafia II

Forum Index > TL Mafia
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1 2 3 4 5 6 Next All
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 28 2013 22:58 GMT
#226
Hey guys, roflstomp INCOMING
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 28 2013 23:19 GMT
#238
Wait, why does it matter that we sign our names?
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 28 2013 23:22 GMT
#241
Also, Clockwork hydra sounds like scum
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 28 2013 23:26 GMT
#247
Its just annoying to sign my post
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:23 GMT
#268
Hello everyone, MG here.

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
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:24 GMT
#269
EBWOP: Artanis just dealt me a hand with Island and Minds Aglow. How would everyone be for drawing a bunch of cards? :D
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:25 GMT
#271
It must have been him, I just got back from class.
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:28 GMT
#273
How long do people have to contribute mana for Join Forces effects?

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.
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 00:37 GMT
#279
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
Obvious Smurf. :D
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
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
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
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
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
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
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 01:10 GMT
#304
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?
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 01:15 GMT
#307
That's rather evasive. You can scumhunt independently of casting spells, and I say everyone should be scumhunting by default.

Let me rephrase my question - what else would you be doing with your mana this turn?
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 01:27 GMT
#310
Players who don't contribute mana don't get the effect. We'd definitely want everyone in on it, both because it increases the bonus for everyone, and because the entire point of this line of play is to get everyone to an equally stronger position by T3. It would be actively bad to have a few players left out of it.
Obvious Smurf. :D
BinOnFire
Profile Joined January 2013
Laos123 Posts
January 29 2013 01:32 GMT
#314
Hold on a sec, iGrok. I'm going to assume that you've misread the card and my line of reasoning, and not that you're deliberately attempting to create confusion.

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.
Obvious Smurf. :D
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