Ravnica
Guildpact
Dissension
Return to Ravnica
Gatecrash
Dragon's Maze
Phantom Sealed, coming August 28th. It uses the new Phantom System to its best, and I'm interested in hearing suggestions. Full-fledged three colors is likely easier due to the original's fixing being much better.
It will be fun to play new cards with their old inspirations. Assault Zepplid + Drakewing Krasis!
Old mechanics with new mechanics! Graft to boost your Evolvers or eat their counters! Dredge + Scavenge! Replicate + Overload, because everything should hit everything!
This is gonna be a total blast. I'm glad they're experimenting with throwbacks a lot more now... Phantom is probably always the way go. Paying full price for cards that won't sell and packs that drop down to worthless after the draft rotates out is a bit steep.
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My Decks: EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn Modern: Polytokes IRL: Progenitus Polymorph , Goblins
Enchantment removal will be quite useful, because you have at least one more HIGH quality removal being enchantment-based (Pillory), plus all of the Magemarks which are at least somewhat playable.
Dredge helps out Scavenge a lot.
I would assume the Azorius Skies deck would be ludicrous.
Enchantment removal will be quite useful, because you have at least one more HIGH quality removal being enchantment-based (Pillory), plus all of the Magemarks which are at least somewhat playable.
Dredge helps out Scavenge a lot.
I would assume the Azorius Skies deck would be ludicrous.
Guilds I would want to be in:
Selesnya, Orzhov, Simic, Boros, Golgari
Dredge+Scavenge
Populate+Convoke
... are the two best self-guild synergies.
White and Black have the best removal, overall. Pillory and Faith's Fetters are both common. Insane. Overall, the old removal ain't up to the snuff, but damn there are some good ones.
It's really interesting being able to play cards with their direct predecessors, i.e. Pillory+Lashes, Zeppelid+Drakewing Krasis, etc. There really are a lot of callbacks.
Yes, there's some good ones, but most of the good removal is at uncommon, and diluted against the larger set sizes used back in the day. It felt like most of my good removal was coming from my RtR-block packs rather than the old ones, and I think that agrees with the statistics.
I love my some Last Gasp, though. That was always a very high pick for me back in the day. Faith's Fetters is one of my favorite common removal spells ever.
Most of the cards you list are from the (very) large set of the block, too, which makes them even scarcer.
Yes, there's some good ones, but most of the good removal is at uncommon, and diluted against the larger set sizes used back in the day. It felt like most of my good removal was coming from my RtR-block packs rather than the old ones, and I think that agrees with the statistics.
I love my some Last Gasp, though. That was always a very high pick for me back in the day. Faith's Fetters is one of my favorite common removal spells ever.
Most of the cards you list are from the (very) large set of the block, too, which makes them even scarcer.
Oh your right. RAV was 309 cards. Eeech. Forgot about that.
So yeah, its a scarcity problem not a power problem.
White and Black have the best removal, overall. Pillory and Faith's Fetters are both common. Insane. Overall, the old removal ain't up to the snuff, but damn there are some good ones.
It's really interesting being able to play cards with their direct predecessors, i.e. Pillory+Lashes, Zeppelid+Drakewing Krasis, etc. There really are a lot of callbacks.
While Graft and Evolve don't work exceptionally well together, all of the +1/+1 counters matters cards in the colors get a lot better.
In particular, Zameck Guildmage is great with grafters, and Simic Guildmage can work well with Evolvers.
There's also Vigean Hydropon, which reads 'Evolve all your dudes for 3 mana'.
Yeah, I did one of these last night and I got absolutely WRECKED by a Hellbent Twinstrike. IDK how you can win if someone gets you with that. So bonkers. I didn't play original RAV block so I didn't even know what hit me...
Signalling is like farting: it's a natural thing that helps people avoid being where you are, and if you try to do it deliberately, things turn to crap fast.
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I hereby found the American Chapter of the Zealots of Semantics. All glory to The Curmudgeon.
I don't think there's much point talking about which Guild will be good because it's Sealed. The question is, how slow is the format and therefore how greedy can you be with splashes. I'm guessing really quite greedy!
(Although I'm very cheesed that I haven't been able to play this yet because my pooter is broken. New one due in the next few days... hope it arrives soon!)
I wanted to guess something, but the mods probably wouldn't approve.
The fact is we all know Phyrre56 will be watching My Little Pony DVDs all day. No point pretending otherwise.
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
I've played in 6 events now, with an overall record of 14-4 (3-0 x3, 2-1 x2, 1-2), and I've had by far the most success with durdly 4-color / 5-color decks. My only 1-2 was when I tried boros aggro with a splash and it was terrible. A solid 3- color base with splashes is the best.
Guild synergies mean nothing. Abilities synergize very rarely because there's 10 guilds and two guild mechanics each. Only choose colors based on bombs, removal, card draw, and fixing. Draw spells and karoos are extremely important to have.
I've played in 6 events now, with an overall record of 14-4 (3-0 x3, 2-1 x2, 1-2), and I've had by far the most success with durdly 4-color / 5-color decks. My only 1-2 was when I tried boros aggro with a splash and it was terrible. A solid 3- color base with splashes is the best.
Guild synergies mean nothing. Abilities synergize very rarely because there's 10 guilds and two guild mechanics each. Only choose colors based on bombs, removal, card draw, and fixing. Draw spells and karoos are extremely important to have.
I'll agree with you, but my success rate hasn't been all that good. 2-1 x2, 1-2 x2. Even with fixing, 4 or 5 colors ends up a slow-but-powerful deck with high-variance, and there are some cards that really punish slower decks (lost two games in a row to T1 Legion Loyalist, T2 Madcap skills. Even though I managed to remove it both games, I was at 10 and facing another creature, or an immediate follow-up into a bigger threat.
How many lands are you running? What is the break down of basics, gates, karoos, and signets? Do you bother with cluestones and keyrunes?
Even with fixing, 4 or 5 colors ends up a slow-but-powerful deck with high-variance, and there are some cards that really punish slower decks (lost two games in a row to T1 Legion Loyalist, T2 Madcap skills. Even though I managed to remove it both games, I was at 10 and facing another creature, or an immediate follow-up into a bigger threat.
Now that's just bad luck. Not sure an aggressive deck would even be good against that anyways.
How many lands are you running? What is the break down of basics, gates, karoos, and signets? Do you bother with cluestones and keyrunes?
My decks had on average 1 karoo and a couple signets, and I often played green for things like Farseek, Verdant Haven, Civic Wayfarer, etc. (verdant haven being an all-star every time). Because of this, I almost always played 16 land. Even with 4-5 colors and expensive spells, having 20 mana producing cards in your deck is a lot, and with long games being common, playing 17-18 land put me at high risk of flooding. If you don't have 2-mana accelerants / karoos, 16 land is a bit more dangerous.
The only deck I ran 17 lands in was a tempo deck that only had 1 signet and no karoos.
Now that's just bad luck. Not sure an aggressive deck would even be good against that anyways.
My decks had on average 1 karoo and a couple signets, and I often played green for things like Farseek, Verdant Haven, Civic Wayfarer, etc. (verdant haven being an all-star every time). Because of this, I almost always played 16 land. Even with 4-5 colors and expensive spells, having 20 mana producing cards in your deck is a lot, and with long games being common, playing 17-18 land put me at high risk of flooding. If you don't have 2-mana accelerants / karoos, 16 land is a bit more dangerous.
The only deck I ran 17 lands in was a tempo deck that only had 1 signet and no karoos.
The other question: Play or Draw?
I came across somebody that had won his previous 2 events 3-0, and always chose Draw. If the format is slower, is that the better decision?
I came across somebody that had won his previous 2 events 3-0, and always chose Draw. If the format is slower, is that the better decision?
This is 100% dependent on Karoos. If you have multiple karoos then drawing is not as good because you would have to discard if you karoo before playing a spell. However, even then it might be good to draw. If you have 1 or 0 karoos then drawing is right every time I think.
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Ravnica
Guildpact
Dissension
Return to Ravnica
Gatecrash
Dragon's Maze
Phantom Sealed, coming August 28th. It uses the new Phantom System to its best, and I'm interested in hearing suggestions. Full-fledged three colors is likely easier due to the original's fixing being much better.
It will be fun to play new cards with their old inspirations. Assault Zepplid + Drakewing Krasis!
Old mechanics with new mechanics! Graft to boost your Evolvers or eat their counters! Dredge + Scavenge! Replicate + Overload, because everything should hit everything!
It sounds fun. Really looking forward to it.
My Decks:
EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn
Modern: Polytokes
IRL: Progenitus Polymorph , Goblins
Just a friendly reminder that I will drive this car off a bridge
- Original Ravnica mana fixing is as awesome as I remember it. Solid 3 colors works far better than it does in RtR block.
- The old removal is not up to the snuff with the RtR removal, but the cantrip combat tricks at common are clutch.
- Creature base is a lot iffier, as it was before there was a huge push to make creatures better with regards to their P/T for the cost.
Enchantment removal will be quite useful, because you have at least one more HIGH quality removal being enchantment-based (Pillory), plus all of the Magemarks which are at least somewhat playable.
Dredge helps out Scavenge a lot.
I would assume the Azorius Skies deck would be ludicrous.
Guilds I would want to be in:
Selesnya, Orzhov, Simic, Boros, Golgari
Dredge+Scavenge
Populate+Convoke
... are the two best self-guild synergies.
White and Black have the best removal, overall. Pillory and Faith's Fetters are both common. Insane. Overall, the old removal ain't up to the snuff, but damn there are some good ones.
It's really interesting being able to play cards with their direct predecessors, i.e. Pillory+Lashes, Zeppelid+Drakewing Krasis, etc. There really are a lot of callbacks.
Well that's just wrong. RAV block removal was top notch. Off the top of my head.
How you should approach every game of Magic.
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My Flawless Score MCC Card | My Other One | # Three!
Yes, there's some good ones, but most of the good removal is at uncommon, and diluted against the larger set sizes used back in the day. It felt like most of my good removal was coming from my RtR-block packs rather than the old ones, and I think that agrees with the statistics.
I love my some Last Gasp, though. That was always a very high pick for me back in the day. Faith's Fetters is one of my favorite common removal spells ever.
Most of the cards you list are from the (very) large set of the block, too, which makes them even scarcer.
Oh your right. RAV was 309 cards. Eeech. Forgot about that.
So yeah, its a scarcity problem not a power problem.
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
While Graft and Evolve don't work exceptionally well together, all of the +1/+1 counters matters cards in the colors get a lot better.
In particular, Zameck Guildmage is great with grafters, and Simic Guildmage can work well with Evolvers.
There's also Vigean Hydropon, which reads 'Evolve all your dudes for 3 mana'.
Yeah, the number of uncommons in particular really dilutes things.
Though it isn't entirely fair because it is comparing old large to new small sets, but...
New Putrefy is over twice as common as Old Putrefy
Warleader's Helix is over twice as common as Lightning Helix
Also, I think DGM has easily the highest concentration of removal spells at common and uncommon of any of the six sets.
Yeah, I did one of these last night and I got absolutely WRECKED by a Hellbent Twinstrike. IDK how you can win if someone gets you with that. So bonkers. I didn't play original RAV block so I didn't even know what hit me...
NOW
How you should approach every game of Magic.
Mod Helpdesk (defunct)
My Flawless Score MCC Card | My Other One | # Three!
Yeah, it's been slow to fill since Wednesday. I'm surprised; it's really quite fun.
:dance:Fact or Fiction of the [Limited] Clan:dance:
(Although I'm very cheesed that I haven't been able to play this yet because my pooter is broken. New one due in the next few days... hope it arrives soon!)
The fact is we all know Phyrre56 will be watching My Little Pony DVDs all day. No point pretending otherwise.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Guild synergies mean nothing. Abilities synergize very rarely because there's 10 guilds and two guild mechanics each. Only choose colors based on bombs, removal, card draw, and fixing. Draw spells and karoos are extremely important to have.
MTGO account name: FSM
MTGO rating: 1795
I'll agree with you, but my success rate hasn't been all that good. 2-1 x2, 1-2 x2. Even with fixing, 4 or 5 colors ends up a slow-but-powerful deck with high-variance, and there are some cards that really punish slower decks (lost two games in a row to T1 Legion Loyalist, T2 Madcap skills. Even though I managed to remove it both games, I was at 10 and facing another creature, or an immediate follow-up into a bigger threat.
How many lands are you running? What is the break down of basics, gates, karoos, and signets? Do you bother with cluestones and keyrunes?
Now that's just bad luck. Not sure an aggressive deck would even be good against that anyways.
My decks had on average 1 karoo and a couple signets, and I often played green for things like Farseek, Verdant Haven, Civic Wayfarer, etc. (verdant haven being an all-star every time). Because of this, I almost always played 16 land. Even with 4-5 colors and expensive spells, having 20 mana producing cards in your deck is a lot, and with long games being common, playing 17-18 land put me at high risk of flooding. If you don't have 2-mana accelerants / karoos, 16 land is a bit more dangerous.
The only deck I ran 17 lands in was a tempo deck that only had 1 signet and no karoos.
MTGO account name: FSM
MTGO rating: 1795
The other question: Play or Draw?
I came across somebody that had won his previous 2 events 3-0, and always chose Draw. If the format is slower, is that the better decision?
This is 100% dependent on Karoos. If you have multiple karoos then drawing is not as good because you would have to discard if you karoo before playing a spell. However, even then it might be good to draw. If you have 1 or 0 karoos then drawing is right every time I think.
MTGO account name: FSM
MTGO rating: 1795