- Blueduck
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Member for 11 years, 5 months, and 8 days
Last active Fri, Jul, 28 2017 19:48:46
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Dec 8, 2014Blueduck posted a message on The 2014 Optimal Multiplayer Cube - GreenTreefolk is interesting. Have you mentioned that in years past? I know I would find it interesting if the final 2014 optimal cube used different archetypes from years past. Let's get some variety!Posted in: CadaverousBl00m Blog
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Dec 4, 2014Blueduck posted a message on The 2014 Optimal Multiplayer Cube - IntroductionThis is always a fun read. Last year's version was the basis for my cube.Posted in: CadaverousBl00m Blog
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Apr 28, 2014Blueduck posted a message on The 2013 Optimal Multiplayer Cube - WhiteThis is great. Very interesting stuff; thanks for putting all this together! You've certainly succeeded in making me want to make my cube bigger. So many good cards, not enough room. =)Posted in: CadaverousBl00m Blog
The biggest question I had was that you didn't include "Tokens" as an archetype. Its seems easy enough to support with creatures (Blade Splicer, Thraben Doomsayer, Emeria Angel, Captain of the Watch, Requiem Angel), non-creatures (Intangible Virtue, Sacred Mesa, Spear of Heliod, Crescendo of War, Kjeldoran Outpost), and gold/hybrid cards (Sorin, Lord of Innistrad, Assemble the Legion, Mirrorweave, Armada Wurm). I admit I can't trust myself to think rationally about token strategies (they're my favorite thing in the world), but it seems viable and gives more options than just committing yourself to soldiers or knights. Any thoughts on tokens as an archetype? Is it just not powerful enough to compete with the other strategies you mentioned?
One other question. You mentioned that games with board resets coming every 6 turns just don't turn out to be very fun. My cube is still very new, so I don't have much hard data on how often people are casting wrath spells. I've certainly thought a lot about whether I have the right number of board wipes, but I won't know whether I've hit the right balance until we draft a few more times. =P Obviously each person and play group is different, but do you have a number of turns between board wipes in mind that produces the most fun games? How many turns is your cube aiming for? -
Feb 4, 2014Blueduck posted a message on Launch Giveaway!Exsanguinate is my all-time favorite card. It is always fun to tap out in a multiplayer game to cast it.Posted in: Announcements
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Jul 1, 2013Blueduck posted a message on Multiplayer Cube Primer Part 1: Introduction to the Hows and WhysGlad you're starting to write about cubing. I'm completely looking forward to it. In fact, thanks for all your multiplayer writing. It has really raised the fun level of our groups play sessions.Posted in: Cz Blog
I'm worried that my group sizes tend to fluctuate a lot. Sometimes I'll be playing with a group of 5 and other times we can have 14 people at our sessions with multiple tables. Do cubes have to tailored to a specific (general) size? Obviously I can always just make the cube bigger but it somehow seems like it wouldn't work very well for 5 people to draft a cube that was large enough for 10. But maybe that's not true. But I also wouldn't want to have to tell people that they can't come because the draft is full.
Flexibly seems like it may be an advantage of constructed decks. Not only can you always add another person to the group (even if you have to start another table), but we rarely have a night where everyone shows up at the same time. That would be a problem with a draft but if they're bringing a deck, they can just jump into the next game. Do you deal with problems like this? -
Mar 28, 2013Blueduck posted a message on Multiplayer Spotlight: Angel of Glory's RiseAn article about Lurking Predators would be cool. I honestly didn't really get the card until I played with it. I mean, I understood what it did, but it seemed a bit weak to me since it was a 6-drop that wasn't actually a body. But you recommended it so highly I tried it out. Once I played with it, it was like, "ooooooohhhhhhhhh. this is awesome!" Awakening was the same way. You mention it in your guide and it it seemed like it would be a bit unexciting because it benefits everyone. But then in the right deck, it's suddenly dope. There has to be some other affordable, sneaky-good cards out there. You've even mentioned Stinkweed Imp as that sort of sneaky-good card. The problem is Ol' Stinky is a bit harder to build around (although he still kind of works with the dredging I guess).Posted in: Cz Blog
Anyway, I hope there is enough content to support a few more posts like this. Fun stuff. -
Mar 28, 2013Blueduck posted a message on Multiplayer Spotlight: Angel of Glory's RiseThis article was awesome. White is definitely not my usual color but now I want to make like 4 different white decks around Angel. You should keep doing entries like these from time to time. Highlights an awesome build-around-me card, gives good ideas for decks, helps me learn how to deck build. Awesome.Posted in: Cz Blog
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Mar 25, 2013Blueduck posted a message on Card Flashing in MultiplayerOne other really quick thought,Posted in: Cz Blog
My overwhelming sensation on reading what you said is that you'd just be happier with a house rule saying no flashing cards. I always feel like it's really easy in life to focus too much on being right rather than being happy. For moral issues, being right is more important. Don't compromise your integrity or do something you know is wrong, even if you really want to at the time. Happiness is not a reason to do wrong. But when it's a non-moral issue, be happy!
In this case, it seems like the right thing is to follow the rules of Magic exactly as they are laid out. And that makes sense. Fortunately, you are happy to follow the rules. It would be silly to play the game if you didn't like the rules. But in one very specific area, in one specific format, you find the rules to be lacking. Is it wrong to change the rules? Well, I guess so. And it's not like I don't see where you're coming from. House rules can get way out of control (I didn't even know damage ever used the stack, that is weird). But this doesn't have to be a slippery slope. You can just change this one thing. And be happy! You're own sense of doing what's right is keeping you from being happy, even though it is all over a non-moral issue. So just change. Am I crazy? -
Mar 25, 2013Blueduck posted a message on Card Flashing in MultiplayerNot that this is exactly what you're talking about, but this seems very similar to certain kinds of table talk my play group experiences during games. I used to talk a lot about what people should do during games and I don't think there is any other way to describe what I was doing as anything other than manipulation. I play almost exclusively with people from church, some of whom are as young as high school age and none of whom started playing before Innistrad. So it is a very young/inexperienced meta. It is very common for someone to declare an attack, have someone exclaim sharply, "why would you attack me? So-and-so is a way bigger threat" and have that person change their attack. In fact, it's so effective that it seems like people are constantly complaining after every attack during our multiplayer games.Posted in: Cz Blog
Slightly more on topic, while it never occurred to me to flash removal in our games, this seems very similar to people flashing Soldiers after a seven is rolled in Settlers of Catan. The idea being, don't put the robber on me because I'll just get you back. In fact, I think card flashing might be specifically mentioned as against the rules in Settlers so this is avoided.
Anyway, as I've gotten older (more mature?) I talk much less during games of any kind. I try never to complain when anyone attacks me, even if it is obviously a stupid attack. I also don't ever change my attack anymore, even if it really would be smarter.
Is this the same? Not technically. For one, I think it is probably illegal to change attacks after you've declared them. Though truthfully, I don't actually know if that's true. If I say, "I'm attacking like this," and then, before anyone plays anything or declares any blockers or whatever, can I not say, "No wait! I'm attacking like this?"
I'm rambling. For my group, it's maybe a little easier to deal with stuff like this because, being group of friends mostly from church, I can say something like "why are you bending the spirit of the law (although not the letter) in order to manipulate a player who is already weaker than you? Does that seem like the right thing to do?" And that will largely just work.
Also, though you certainly know waaaaaaay more about Magic than I do and what are good practices and what aren't, I can't help but feel like you could solve your problem by lightening up on house rules. You say you hate house rules, but wouldn't it actually make you happier to just hate most house rules? Sure my lax attitude makes me have to deal with silly stuff like someone like redeclaring attacks (though I'm sure it would work to let people know at the beginning of the game that once they declare, that's it), but your strict attitude has you dealing with stuff like flashing removal even though it seems self-evidently wrong (despite not being against the rules). Maybe if you house ruled a hair more and I actually played by the rules a bit more, we'd both have more satisfying and fun multiplayer games. -
Mar 20, 2013Blueduck posted a message on First Impressions of Extort in Multiplayer.When you play this kind of deck, how many extort creatures do you usually run? Is your typical win condition small extort creatures into an eventual Exsanguinate? I'm just trying to get a sense of what your mid/late game looks like. It sounds like you spend the middle drawing cards, casting removal, buying time, continuing to extort and waiting on your finisher. Is that right?Posted in: Cz Blog
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Nov 24, 2012Blueduck posted a message on Seeking Feedback on my Multiplayer Guides (Namely my Black One)That's probably a good call. It doesn't really make sense to cut down on verbage some places but add in more others. My only concern was that, in my experience, very precise language seems to be less helpful than it should be. I can name countless instances where people were unable to make fine distinctions in their mind between two things that seemed perfectly separate to me. But that can't be some weird reason to use unclear language and sometimes the right word is just the right word.Posted in: Cz Blog
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Nov 23, 2012Blueduck posted a message on Seeking Feedback on my Multiplayer Guides (Namely my Black One)I really like the new layout. "Cards Everyone Should Have" and "General Deckbuilding Tips" will be the sections I reference most often so I think it was smart to put them at the top of the guide. The deckbuilding tips is the new section (right?) and I thought it was great. Seems like it would work plenty well for other colors besides black too.Posted in: Cz Blog
I would give two other bits of feedback for you to do with what you will. First, the intro paragraphs to sections 4-8 can get a little wordy. I'm wondering if they could be shortened at all to make them a little more readable. I'd wonder how many people actually get through them. Maybe using bullet points would help make the info a little more digestible?
Second, I realize this might be silly but Persistent Cards - Resilient Cards; Constant and/or Repeatable Effects is an eyeful every time I see it. None of the words are strange or complicated but it always takes me a second to figure out what I'm looking at. Maybe more straightforward labels would be helpful. Something like Persistent Cards - Creatures that won't stay dead; Cards that keep working for you after you cast them. Both of those are a little clunky, but you get the idea.
Those are just suggestions; no need to listen to me. Your guides are already really fun reads. Thanks for the hard work. -
Nov 20, 2012Blueduck posted a message on Multiplayer CubingI am extremely interested in hearing more about multiplayer cubing. I have only been playing magic for a year but have got many of my friends into it and I am easily one of the most experienced players in my group (about 12 people now). My multiplayer decks have significantly improved as of late but everyone else's typically are lacking. As you mentioned, cubing seems like an awesome way to introduce my friends to some awesome multiplayer cards that they should be running in their constructed decks.Posted in: Cz Blog
Of course, cost is my main concern as well (beyond the obvious, "holy crap, where do I even begin" feelings that everyone else would be having). I don't even have a concept of what the startup cost for a cube would be. - To post a comment, please login or register a new account.
1. Panharmonicon - Works in basically any deck that plays creatures
2. Combustible Gearhulk - A really nice card for red
3. Lifecrafter's Bestiary - Has been a solid card engine for green
4. Rashmi, Eternities Crafter - Really good but you have to untap with it
5. Faerie Artisans - Ended up being way more fun to play than I thought it would.
6. Deepglow Skate - I've been playing with more planeswalkers and +1/+1 counters recently
7. Saheeli Rai - Pretty solid even if you don't want to go infinite
8. Paradox Engine - Haven't played a ton with it but obviously it can be pretty good
Those are the only ones I have much experience with right now.
I'm new to playing Jund. Been slowly collecting pieces over the last several years and finally completed the mainboard this week. I'm pretty excited.
I read the primer and the last several pages of this thread and have a couple questions. Honestly, I think most of my questions stem from being less familiar with the meta and just plain not getting to play as much modern as I'd like. So please bear with me, and any help/explanation you can provide would be most appreciated. =) The list I'm running is a pretty stock Jund list...
4x Blackcleave Cliffs
1x Blood Crypt
4x Bloodstained Mire
1x Forest
2x Overgrown Tomb
3x Raging Ravine
1x Stomping Ground
2x Swamp
1x Twilight Mire
4x Verdant Catacombs
1x Wooded Foothills
4x Dark Confidant
2x Kalitas, Traitor of Ghet
3x Scavenging Ooze
4x Tarmogoyf
Spells/Walkers
2x Abrupt Decay
2x Kolaghan's Command
4x Lightning Bolt
3x Terminate
4x Inquisition of Kozilek
2x Maelstrom Pulse
2x Thoughtseize
4x Liliana of the Veil
3x Fulminator Mage
2x Surgical Extraction
2x Kitchen Finks
2x Damnation
1x Anger of the Gods
1x Collective Brutality
2x Ancient Grudge
Sideboard is a work in progress and I'm still trying to acquire some of the cards. For now I'm just following the sideboard template in the primer since I don't know my local meta as well as I'd like.
My questions
1) The more recent decks I've seen on this thread opt for Huntmaster of the Fells rather than Kalitas, Traitor of Ghet as the 4-drop of choice. The primer says that Huntmaster is the better option for an unknown meta, but is it just the safer option overall right now?
2) It seems like Fulminator Mage is preferred over Blood Moon. Is three land hate in the sideboard still the consensus? I already have two fulminator mages but I'm hesitant to try and trade for the third one right now since it recently spiked in price. Just making sure the card is making a real difference in the matchups where it's needed.
3) The safest route for sweepers in the sideboard seems to be 2x Damnation, 1x Anger of the Gods and just call it a day, but I think that might just be because I don't want to think about it too much. I definitely don't understand when Engineered Explosives is good (I guess verses decks that have a lot of the same CMC cards?). Is it worth thinking about more or is the most straightforward answer probably the correct one here?
4) Not sure what my last two sideboard cards will be, but will probably try to add cards that are strong verses the decks my friends play. You can never go wrong just making sure you beat your friends. =)
I'm looking for some ways to to make green a bit more interesting to play. Green ramps, draws cards, and plays some cool creatures but it would be nice if it had a bit more going on. I'm considering adding some cards to support +1/+1 counters. My cube already has some stuff in it that fits (Doubling Season, as well as various creatures and hydras) and it seems like there are some good options to support it (Hardened Scales, Rishkar, Peema Renegade, Verdurous Gearhulk, Oran-Rief, the Vastwood). Has anyone tried this? Is it powerful enough to be viable? Are there any can't-miss cards to help it work?
For reference, my Rakdos section is: Terminate, Cryptborn Horror, Olivia Voldaren, Rakdos, Lord of Riots, Underworld Cerberus, and Grenzo, Dungeon Warden.
4x Bloodghast
1x Bloodsoaked Champion
3x Dark Confidant
4x Gravecrawler
3x Gray Merchant of Asphodel
4x Lotleth Troll
3x Phyrexian Obliterator
Spells
4x Abrupt Decay
2x Victim of Night
3x Inquisition of Kozilek
3x Thoughtseize
4x Liliana of the Veil
4x Bloodstained Mire
1x Forest
1x Mutavault
4x Overgrown Tomb
2x Polluted Delta
4x Swamp
1x Twilight Mire
2x Urborg, Tomb of Yawgmoth
3x Wooded Foothills
2x Deathmark
3x Disfigure
2x Ghost Quarter
1x Inquisition of Kozilek
1x Thoughtseize
1x Tormod's Crypt
2x Vampire Hexmage
3x Vampire Nighthawk
The main reason for Twilight Mire over Woodland Cemetery is it helps smooth out your draws when you end up with a Forest in your hand. You need the forest for the Blood Moon match-ups, and maybe for anytime when you're low on life and need to just find a basic rather than a shock land, but otherwise you almost never want it.