It doesn't matter if it takes him 3:00 or 24:50 to win a game. Both players have their 25 minutes. You've just stolen his time. When I was playing my first mtgo draft with my also unexperienced friend we were winning 1-0 and slowly winning second game too. Clock was low on our side and opp began to act like you. We lost to time. That was terrible experience. You deserve a suspension and in paper Magic you would have been suspended. Consider yourself lucky getting only a warning and never do it again.
I am ordering some Chinese and Japanese Scars to gather what data I can, though as many of you are noticing, Scars is selling very well and supply is a little tight in most areas for the moment. If any of you bust any boxes that are potentially Type S, I encourage you to please post your recordings here as TheForumTroll did. (Obviously if you win a foil rare sheet or something please post a photo as that is likely to match the Type S solution.) If I (or we) can solve the Type S map, I will post it as a free download on my blog at http://rossedwardsbooks.blogspot.com and here on this thread. I consider it to be customer support for my readers, so I want to make sure that this information gets promulgated if it's there to be found.
So was I haha that's why I bought some. As promised here is the contents of the second box from left to right, top to bottom minus the foils as I didn't pay any attention to them as I was going through (again, not type S):
Mythics in bold, duplicates in italics
Left: Mox Opal
Spikeshot Elder
Darksteel Juggernaut Seachrome Coast
Contagion Engine Hand of the Praetors Venser
Etched Champion
Ezur's Brigade Tunnel Ignus
Strata Scythe
Carnifex Demon
Right:
Hoardsmelter Dragon
Inexorable Tide Hand of the Praetors
Venser's Journal Tunnel Ignus Wurmcoil Engine
Sunblast Angel
Cerebral Eruption Genesis Wave Masticore
Grand Architect
Myr Propegator
Too bad I havent recorded my box, but it was Russian and print runs were completely different from the known ones. Contents of the box were almost identical to TheForumTroll's box. Same mythics. Mox Opal followed by Lux Cannon. I think 95% of rares were the same, even duplicates (except for Genesis Wave, too bad i needed it) ! Mox Opal was in the second booster of the box but i opened them left to right bottom to top...
I don't think that going -2 artifact creatures with two Tempered Steel is a good idea. Dispense Justice can be useful if something goes wrong, but probably it's better to keep it in sideboard (maybe not..). Liquimetal Coating - I'm on the side of FlyingSpaghettiMonster and psymunn right now. I really wanted to use that 'vindicate' combo only ~ every 4-5 match.
I played a bunch of games yesterday with the following decklist:
I had really bad luck with my starting hands - I took 2 mulligans to 5 and about five mulligans to 6. But that's not the deck, that's my bad shuffling/luck i suppose. Several times I sided out Slice in Twain for Dispense Justice to kill infect creatures/fliers - only few of my opponents showed me powerful artifacts. I like the second mana myr, sunchaser and trigon. After my games I was able to add another booster pack to my pool and here is my sideboard (new options - bold):
I'm going to try to replace Slice in Twain with Tumble Magnet - it is an artifact, pseudo-removal and overall seems to be good in metalcraft aggro. And maybe Rust Tickinstead of one of replicas ? Also I untapped with Myr Propagator on the board once. It gets Arrested, Shattered, Revoked, Blasted whenever I play him. =(
- Vector Asp - you are probably right about him. He is good for curve, but as you said Leaden Myr is just better.
- 2 Tel-Jilad Defiance - but it is so versatile. Making a creature unblockable, un-equipping attacker/blocker and more. Drawing a card is nice too. Also better with Liquimetal Coating. However, several times I just cycled it without extra profit. Maybe -1 Defiance, unsure atm.
- Liquimetal Coating - this card can be a very bad topdeck, but also it has some really good synergies. It allows me to fight colored bombs (or just any permanents) with Revoke Existence, Tel-Jilad Defiance and Slice in Twain. It can provide a start like 1 turn Bomb, second turn Forger/Sunchaser, third turn Coating and attack for 3 or 4. It can provide metalcraft in situation when your opponent shatters one of 3 artifacts during your attack phase. It can boost our coloured creatures with Tempered Steel. So many uses... unsure.
+ Slice in Twain (really good removal)
+ Auriok Sunchaser (perfect for your deck)
+ Leaden Myr (myrs are always good, plus it helps use Moriok Replica)
Quite obvious.
As you can see it’s a dedicated metalcraft aggro deck. I’m not sure if I should run second Auriok Sunchaser instead of some blank 2\2 for 3. Flying + Trigon is nice, but then I’m losing artifact creature which is important with my Tempered Steels and a 3 mana guy is better for my curve. Also unsure of Infiltration Lens.
I have a potential Idea for this deck that makes it a pair of combos. First start off with Pyromancers ascension as the main board, then board out into Myr Galvanizer/ Splinter twin infinite beats when they bring in pyro hate.
Ehm.. But Pyro hate also hates Splinter Twin ?
Overall I think the deck is pretty much dead. Both Ponder and Time Warp were very important. Ponder+Preordain allowed us to keep 95% or even more hands. Now many of previously keepable hands will become bad. I don't like Halimar Depths. Ponder this is not. We had a good/very good game one against most of the field. Now, without Time Warp, we can't buy some time via 2 additional turns into 2-6 draw spells and likely other 2 turns. With active Ascension we need 4-5 burn spells to kill. We also need 1-3 burn spells to kill Birds, Cobras, Shamans, Guides etc. usually. And games 2-3 we will just get destroyed. After sideboarding it usually went this way: a) play Ascension with counter in hand and hope they dont have 2 pieces of hate b) activate Ascension ASAP and go combo (always with another counter in hand). Without combo almost any deck will just kill us before we can find all that burn needed.
Well, that's my opinion
Conflux got me re-interested in this archetype, so I made a list. I'd like to know people's thoughts and opinions. I threw it together pretty fast, so I am SURE I could run a better mana base, but I just wanted it to be functional.
I like Hellspark Elemental but im not sure what could be removed for him.
Maybe Tarfire but it untaps Hovel which is always good.
Shambling Remains is also nice. But again Ram-Gang untaps Hovels, is faster and easier to cast.
And i am not a big fan of Banefire. Maybe 2 copies in SB.
I usually use the Maw's as terrors (and even thinking about replacing them for terror.), and I find that I have enough mana to get the 5, I need for siege-gang.
are Ghitu Encampments that good?
Should I cut the savage lands and sprouts?
What do I cut for the extra lands?
First of all, you should run 24-25 lands as mentioned above. Im running 24:
12 b/r lands, 3 ghitu, rest - mountains. Ghitus are nice. Usually i can drop it turn 2 if i dont have blossom to play and pump figure. Or turn 4 since i dont use redcaps.
I'd go -3 maws, -3 lashers, -2 savage lands, +2 graven cairns, +3 ghitu, +1 mountain, +1 redcap, +1 siege-gang.
And i would never cut fanatics. They untap hovels, could bring last few points of dmg, important part of our curve and so on.
In my previous post I described my Russian box. It was "Type S" I believe.
Too bad I havent recorded my box, but it was Russian and print runs were completely different from the known ones. Contents of the box were almost identical to TheForumTroll's box. Same mythics. Mox Opal followed by Lux Cannon. I think 95% of rares were the same, even duplicates (except for Genesis Wave, too bad i needed it) ! Mox Opal was in the second booster of the box but i opened them left to right bottom to top...
I don't think that going -2 artifact creatures with two Tempered Steel is a good idea. Dispense Justice can be useful if something goes wrong, but probably it's better to keep it in sideboard (maybe not..). Liquimetal Coating - I'm on the side of FlyingSpaghettiMonster and psymunn right now. I really wanted to use that 'vindicate' combo only ~ every 4-5 match.
I played a bunch of games yesterday with the following decklist:
3 Origin Spellbomb
1 Leaden Myr
2 Auriok Sunchaser
1 Carapace Forger
1 Copper Myr
1 Glint Hawk Idol
2 Perilous Myr
2 Trigon of Rage
2 Revoke Existence
1 Myr Propagator
1 Palladium Myr
1 Auriok Replica
1 Moriok Replica
2 Tempered Steel
1 Ezuri Brigade
1 Chrome Steed
1 Slice in Twain
9 Plains
7 Forest
I had really bad luck with my starting hands - I took 2 mulligans to 5 and about five mulligans to 6. But that's not the deck, that's my bad shuffling/luck i suppose. Several times I sided out Slice in Twain for Dispense Justice to kill infect creatures/fliers - only few of my opponents showed me powerful artifacts. I like the second mana myr, sunchaser and trigon. After my games I was able to add another booster pack to my pool and here is my sideboard (new options - bold):
Sideboard:
1 Infiltration Lens
1 Bladed Pinions
1 Barbed Battlegear
1 Dispense Justice
1 Vector Asp
1 Liquimetal Coating
2 Tel-Jilad Defiance
1 Tumble Magnet
1 Trigon of Rage (third one)
1 Rust Tick
1 Argentum Armor
I'm going to try to replace Slice in Twain with Tumble Magnet - it is an artifact, pseudo-removal and overall seems to be good in metalcraft aggro. And maybe Rust Tick instead of one of replicas ? Also I untapped with Myr Propagator on the board once. It gets Arrested, Shattered, Revoked, Blasted whenever I play him. =(
Any suggestions are welcome !
Good argumentation there, thanks.
psymunn,
- Vector Asp - you are probably right about him. He is good for curve, but as you said Leaden Myr is just better.
- 2 Tel-Jilad Defiance - but it is so versatile. Making a creature unblockable, un-equipping attacker/blocker and more. Drawing a card is nice too. Also better with Liquimetal Coating. However, several times I just cycled it without extra profit. Maybe -1 Defiance, unsure atm.
- Liquimetal Coating - this card can be a very bad topdeck, but also it has some really good synergies. It allows me to fight colored bombs (or just any permanents) with Revoke Existence, Tel-Jilad Defiance and Slice in Twain. It can provide a start like 1 turn Bomb, second turn Forger/Sunchaser, third turn Coating and attack for 3 or 4. It can provide metalcraft in situation when your opponent shatters one of 3 artifacts during your attack phase. It can boost our coloured creatures with Tempered Steel. So many uses... unsure.
+ Slice in Twain (really good removal)
+ Auriok Sunchaser (perfect for your deck)
+ Leaden Myr (myrs are always good, plus it helps use Moriok Replica)
Quite obvious.
+ Trigon of Rage - do I really need to play two Trigon of Rage ?
Any thoughts about Infiltration Lens ?
3 Origin Spellbomb
1 Vector Asp
1 Auriok Sunchaser
1 Carapace Forger
1 Copper Myr
1 Glint Hawk Idol
2 Perilous Myr
1 Trigon of Rage
1 Liquimetal Coating
2 Revoke Existence
2 Tel-Jilad Defiance
1 Myr Propagator
1 Palladium Myr
1 Auriok Replica
1 Moriok Replica
2 Tempered Steel
1 Ezuri Brigade
1 Chrome Steed
9 Plains
7 Forest
Sideboard:
1 Leaden Myr
1 Slice in Twain
1 Auriok Sunchaser
1 Infiltration Lens
1 Trigon of Rage
1 Bladed Pinions
1 Barbed Battlegear
1 Dispense Justice
As you can see it’s a dedicated metalcraft aggro deck. I’m not sure if I should run second Auriok Sunchaser instead of some blank 2\2 for 3. Flying + Trigon is nice, but then I’m losing artifact creature which is important with my Tempered Steels and a 3 mana guy is better for my curve. Also unsure of Infiltration Lens.
What do you guys think ?
Ehm.. But Pyro hate also hates Splinter Twin ?
Overall I think the deck is pretty much dead. Both Ponder and Time Warp were very important. Ponder+Preordain allowed us to keep 95% or even more hands. Now many of previously keepable hands will become bad. I don't like Halimar Depths. Ponder this is not. We had a good/very good game one against most of the field. Now, without Time Warp, we can't buy some time via 2 additional turns into 2-6 draw spells and likely other 2 turns. With active Ascension we need 4-5 burn spells to kill. We also need 1-3 burn spells to kill Birds, Cobras, Shamans, Guides etc. usually. And games 2-3 we will just get destroyed. After sideboarding it usually went this way: a) play Ascension with counter in hand and hope they dont have 2 pieces of hate b) activate Ascension ASAP and go combo (always with another counter in hand). Without combo almost any deck will just kill us before we can find all that burn needed.
Well, that's my opinion
:symw::symw::symw::symw::symw:
:symu::symu::symu::symu::symu:
:symb::symb::symb::symb::symb:
:symr::symr::symr::symr::symr:
:symg::symg::symg::symg::symg:
:xmana::xmana::xmana::xmana::xmana:
I think this pool is rather weak, we scored 2-3.
How would you guys build this ?
Uhm...
19 lands ? 4 Swamp ? (16+8) 3-drops ? Blossoms SB ? No 1-drops ? Come on..
My current decklist:
4 Figure of Destiny
4 Mogg Fanatic
4 Boggart Ram-Gang
4 Demigod of Revenge
Spells
4 Blightning
4 Incinerate
4 Tarfire
4 Flame Javelin
4 Bitterblossom
9 Mountain
4 Graven Cairns
4 Sulfurous Springs
4 Auntie's Hovel
3 Ghitu Encampment
Maybe Tarfire but it untaps Hovel which is always good.
Shambling Remains is also nice. But again Ram-Gang untaps Hovels, is faster and easier to cast.
And i am not a big fan of Banefire. Maybe 2 copies in SB.
Path to Exile.
First of all, you should run 24-25 lands as mentioned above. Im running 24:
12 b/r lands, 3 ghitu, rest - mountains. Ghitus are nice. Usually i can drop it turn 2 if i dont have blossom to play and pump figure. Or turn 4 since i dont use redcaps.
I'd go -3 maws, -3 lashers, -2 savage lands, +2 graven cairns, +3 ghitu, +1 mountain, +1 redcap, +1 siege-gang.
And i would never cut fanatics. They untap hovels, could bring last few points of dmg, important part of our curve and so on.