[T] MTG Mini Mafia - Page 9
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Toadesstern
Germany16350 Posts
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strongandbig
United States4858 Posts
Excited! | ||
WereBugs-Go
Korea (South)172 Posts
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Nova_Terra
Switzerland1190 Posts
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 | ||
Artanis[Xp]
Netherlands12968 Posts
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Artanis[Xp]
Netherlands12968 Posts
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. 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
United Kingdom508 Posts
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. | ||
strongandbig
United States4858 Posts
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. | ||
WereBugs-Go
Korea (South)172 Posts
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
Canada7089 Posts
On June 25 2012 07:47 strongandbig wrote: 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. | ||
GreYMisT
United States6736 Posts
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. | ||
GreYMisT
United States6736 Posts
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. 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 | ||
GreYMisT
United States6736 Posts
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strongandbig
United States4858 Posts
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WereBugs-Go
Korea (South)172 Posts
On June 25 2012 09:01 GreYMisT wrote: werebugs-go are you running affinity? not exactly. Why? | ||
Oberyn
United Kingdom508 Posts
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: 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. | ||
WereBugs-Go
Korea (South)172 Posts
On June 25 2012 09:38 Oberyn wrote: 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 [...] 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
United States6736 Posts
Just making sure | ||
Oberyn
United Kingdom508 Posts
On June 25 2012 09:38 Oberyn wrote: 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
United Kingdom508 Posts
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