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Jan 20, 2018Greyimp posted a message on I'm concerned about the "entry cost" for Magic Arena. Should we be worried?They need to not only learn from Hearthstone but learn from games that went utterly fail with auction houses like Diablo 3. The monetization is what they all want and there are striking examples of how not to do it.Posted in: Magic General
And if they don't port people over from MTGO how do they expect them to divest and move to the new platform?
Jan 20, 2018I couldn't find it eitherPosted in: Proven (Standard)
Jan 20, 2018I'm testing Grixis right now and not only are the options great for win cons but early interaction out the wazo.Posted in: Proven (Standard)
Jan 20, 2018Posted in: The Rumor MillQuote from Silver_Spellthief »It's almost like they pushed energy way too hard in that block while artifact based decks never actually got out of rogue status. Which is sadly hilarious when you consider that Kaladesh was supposed to be an artifact set.
Agree. It's like it was a tokens set. Thopters, servos, and energy oh my.
Jan 20, 2018If you push inside T4 most of the time you don't need WW for a sweep. Not to mention right now vs... well everyone but vampires, you'll be looking out to have the 2 extra mana to go over pierce.Posted in: Proven (Standard)
I think it's natural for this thread to encompass jess/esper/UW as the ban and new set roll through.
I don't have near the reps Kangha does but I'm feeling better with Esper games than UW so far.
Meltdown kinda sucks vs Merfolk as they just tap to token/draw/unblockable while they sit there. G2 they get ench hate out of the board. I really think the streamlined (and good players) on Merfolk are going to be the challenge. Counter or bounce, high draw triggers, and board saturation are quite the sweet spot.
Jan 19, 2018Ixalan's Binding might be a good answer to Merfolk in game 1. Nail the lord or Tyrant and stop shenanigans. They have each hate in the board so another solution might be needed.Posted in: Proven (Standard)
Jan 19, 2018The article post wasn't for you Sephon it was for the discussion at hand.Posted in: The Rumor Mill
It's not all about you, mana dorks, or what you think.
You make a lot of assumptions about design intent while my observations are about result.
You are angry.
I'm moving on.
Jan 19, 2018Nice article.Posted in: The Rumor Mill
I'd only disagree with his apparent support of the shorter standard cycle. We lost so many players to Modern when they did that. Reducing the time you can play cards you over pay for was not going to go any other way. Pros don't care about card costs, but the LGS players who buy product and singles do. All the outrage every time they ban is the same outrage you got when they told people their $20+ cards were going to be useless faster.
Jan 19, 2018UW has a lot of answers that will get you outside T5 already, I believe more in Aether Meltdown and Baffling End. A lot of creatures get larger than 2 with anthems, tokens, and lords really quickly these days. having a 2 pt solution to nothing in hand is really feel bad so I'm not high on red at all.Posted in: Proven (Standard)
Esper isn't bad and provides win conditions and Fatal Push but is really a play style choice for the 1st reason I stated. While mana is always riskier with 3 colors, I'm finding black might be more helpful to warrant the risk.
Melt and Baffling them works great though. I actually like Melt a LOT better because its better late on almost any target whereas Baffle (and other wee spells) can get stuck in hand. Use the energy to Confiscation Coup is also a nice bonus. BUT if you're splashing for Scarab God, it doesn't hurt to have access to a lot of what black offers and once you're past T4 usually you're just fine with colors... if you can take some lands coming in tapped the rest of the game.
Again, Spell Pierce is your worst enemy for that first sweeper which unfortunately is a MUST have against almost all the new tribes if you haven't picked them apart already.
Jan 19, 2018Posted in: Magic GeneralQuote from Yatsufusa »
Well, as everybody pointed out here, removal got worse, which is right. But some people try to contrast it using rising Creature-Power-Levels, when the reality is removal outright got vanquished to near-oblivion (in playability-balance, not existence) in comparison to the reduction creatures got. Here is why I think it's WotC's reaction to power-creep... at some point the creature-power-creep overpowered reasonable removal (not the best example but Titans needed two Bolts to take down when they were in the same Standard) and they saw sales go up but they wanted to replicate that kind of financial success without resorting to endless power-creep (ala YGO), so they powered-down creatures and aggressively powered-down answers to see if they could adapt the entire process over and over again.
In a way they succeeded. Sad to say they pushed pretty much everything so far down (with removal being the worst), Standard is now effectively in its own bubble of "power-creep"
Snipped to save space.
I agree for the most part with what you're saying.
I'd add the nuance that mechanics are what's pushing individual creatures in the bubble over the top. Liontusk cub is a bear. With Energy it's a win condition. Same with all the other little creeps that fit into the energy mold. I'd go so far to say that Siege Rhino while strong wasn't broken but the recursion available at the time made it broken.
Thragtusk was an error in casting cost for sure but recursion also made it broken. 3GG would have been better. Still bomb level but the first cast making splashing much harder with 4WWW or whatever other decks it was in needed for combo. Hell maybe even 2GGG! Splash that!
Peeling back lots of things that made mtg balanced so they could make it MTG the Creaturing was their plan and right now we're all paying for that short-sighted decision. They need to understand (and I'm not sure they do) that their whole premise is flawed and needs to be repealed completely.
This isn't a case of 'we just did it too much', it's a case of the wrong path taken and the whole party died.
Jan 19, 2018Posted in: The Rumor MillQuote from Sephon19 »Quote from Greyimp »Seems you have a particular hate for 1 cmc cards and I feel like you're walking past my whole explanation to hate on them.
The removal of 1 cmc was part of the whole design strategy change.
I'm simply calling for them to undo that change in its entirety.
Prior to Rally/CoCo days 1 cmc dorks didn't make green out of whack own the whole game. Formats were not broken because of mana dorks. Ramp was a strategy that had pluses and minuses and had it's place in the balance. Power creeping creatures are disruptive to balance.
The problem with standard is the overall design strategy change that Maro came up with. I am in no way saying 1 cmc mana dorks solve everything or are necessary for standard to be good. It is not the main point. It's not the solution. If you don't design broken OP cards at 3 cmc then mana dorks aren't a problem.
Ah, so you arbitrarily decide all change is connected to the central problem of weak removal.
It doesn't really make sense, but good for you.
The question about CMC 1 mana dorks has nothing to do with me. I don't really care one bit for or against 1 cmc dorks. As a finished product, they can be part of a balanced environment. I just good proper design technology when I see it. And returning to 1 mana dorks just severely hampers what's available. The power of cmc 3 creatures can vary wildly with or without cmc 1 mana dorks, it's not even about allowing overpowered cards at cmc 3. It was because they made games incredibly swingy and severely hampered their design flexibility. Removing them allows more variation in product. Bolt the bird is an MTG meme for a reason, that's how strong they are as enablers, and having that as a part of your game, by turn one, warped the cmc 3 spot for a long time. I prefer variance in my MTG game. If I want to play Counterspell and Llanowar Elves, there are plenty of options to do so outside Standard.
Has nothing to do with me. You might even consider that I might like playing cmc 1 mana dorks. I just recognize that Magic, as a game, is larger than me, and also that without variance in Standard, the game will suffer, giving me fewer cards to play with in the future. That's the primary reason they ban after all, because of lack of variance.
Did you even read what you quoted? Because that's not what I'm saying and now you're getting personal. Is the misunderstanding intentional?
1 cmc dorks aren't banned. They've been removed from design.
So my analysis is arbitrary but yours is spot on and you're the one who sees deep is what you're saying. I disagree.
Nothing was severely hampered in design for years with mana dorks available, in fact sets were more fun and well balanced when they were in so you're making facts fit your opinion.
We will get fewer bans with old design strategy. Full stop.
Jan 18, 2018The spell pierce is very timely with the super fast deck.Posted in: Proven (Standard)
They explode and one spell pierce rocks control. The lists that run 2 spell pierce are correct if there's a control presence in LGS.
Also Blossom hexproof kills it too.
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