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  • 1

    posted a message on Sheldon's Thoughts on infinite combos
    If he does not like the style of play in his new LGS, I would suggest he talk to his playgroup about it, like we are all expected to do. If I were a new guy in a group, I would feel like it would be presumptuous to ask everyone to change to meet my expectations.

    If this is very difficult or impossible because he is playing pickup games with relative strangers... well, that’s kind of the position many of us have been in for years now.

    I hope Sheldon leads by example on this and shows us how it’s supposed to be done.
    Posted in: Commander (EDH)
  • 1

    posted a message on London Mulligan in Commander
    Quote from 75chan »
    Quote from d0su »
    What I can safely say is that if you are willing to go to 5 strictly to find Sol Ring or Mana Crypt, the "First-Free London" mulligan rule is more likely to find them (44.6%) than the old First-Free mulligan (40.8%), Partial Paris (33.2%), or even First-Free Partial Paris (44.3%). And now, your resulting 5-card hand also has a good chance of being decent in its own right since you basically get a 0-mana Faithless Looting tacked on.


    Aren't you basing these numbers of a wrong assumption? Maybe other people are different but I've never mulliganed for Sol Ring. I mulligan for a solid hand that does things vs the table. "More likely to find card X when aggressively mulling for it" doesn't seem that descriptive of the quality of a mulliganing system.
    Well part of the problem is that the goalposts for such discussions tend to shift. When Partial Paris was relatively new, first the main point of contention was that you could more easily piece together 2-card combos (true, but impractical). Then it was that certain “problematic” cards would show up more often because you didn’t shuffle between hands (not true). Then it was that hands already containing those certain cards would be higher quality (sometimes true).

    The subject is too deep and the rulesets too numerous to calculate everything, and so I started with specific complaints/truth claims that were circulating on the forums at the time. I hope you understand. Smile

    But either way, I expect more Sol Ring games to happen organically, even if we aren’t consciously digging for it:
    - The presence of Sol Ring has a strong correlation with a hand’s “keepability”
    - Mulligans are more likely to occur now that they are more forgiving
    - Given that a player mulligans, they will see more cards than than in other systems

    I don’t feel strongly about it either way, I just find the subject interesting, and I do what I can to help us all understand it better.
    Posted in: Commander (EDH)
  • 2

    posted a message on London Mulligan in Commander
    Quote from MRHblue »
    What data did you use to determine 1st turn Sol Ring was less prevalent with PP?
    I used math. Excel does Hypergeometric distributions, and I calculated the likelihood of your opening hand containing Sol Ring or Mana Crypt with either method, assuming you were intentionally going to six or five just to find it. I also took a stab at calculating if the hand was "playable" or not, which I assumed meant containing at least 2 lands. The spreadsheets were on my old computer so I don't have it in front of me, but I could recreate it if you think it would be useful to the discussion.

    What I can safely say is that if you are willing to go to 5 strictly to find Sol Ring or Mana Crypt, the "First-Free London" mulligan rule is more likely to find them (44.6%) than the old First-Free mulligan (40.8%), Partial Paris (33.2%), or even First-Free Partial Paris (44.3%). And now, your resulting 5-card hand also has a good chance of being decent in its own right since you basically get a 0-mana Faithless Looting tacked on.

    So that's the reason for my hesitancy. Feel free to double-check my numbers because I'm just as fallible as anyone.
    Posted in: Commander (EDH)
  • 2

    posted a message on Sasaya's Satisfying Somersault

    Sasaya, Orochi Ascendant had always piqued my interest, but something was always holding me back from building the deck. Among those reasons is that the deckbuilding process presents lots of questions that have no easy answer.

    What should the deck be doing prior to flipping Sasaya?
    What should you do if the opponent is just sitting on a Disenchant?
    How do you even begin to figure out the best land/nonland ratio?

    I never felt like I had anything to add to the "stock" Sasaya decklists (if such things actually exist), but I finally just built something as a starting point and started tinkering with it.



    What I found to be of great help was trimming the land count from 60-something to just 45-ish, and filling those extra slots with creatures that find lands, like Sylvan Ranger: this gives you a way to spend your early mana, lets you represent early chump blockers to divert the voltron players, and gives you extra bodies to throw around once you resolve Ursapine later.

    Straight-up ramp spells fill the other extra slots, especially ones that put lands into play untapped. Once Sasaya is flipped, every Nature's Lore you cast is like a big Dark Ritual. Plus, ramp spells get cards out of your hand so your Yavimaya Elder effects don't force you to discard.

    Speaking of which, card draw effects you can use at instant speed (like Mind Stone, Wild-field Scarecrow, Realms Uncharted) are at a premium. The typical plan is to sculpt your hand EOT, untap, cast Sasaya, and flip it right away. Instant-speed effects temporarily circumvent the 7-card maximum hand size, so you can meet Sasaya's requirements and still have things to do with the mana. They also save mana on your own turn, so you can try to generate a decisive advantage immediately after casting Sasaya. This is why I have given them preference to cards like Gaea's Bounty and Seek the Horizon.

    The biggest tradeoff for taking the "normal land count" approach is that you can't just topdeck lands as reliably as before. It also makes your Scrying Sheets and Abundance a bit worse. However, it also makes cards like Genesis/Temur Sabretooth/Sensei's Divining Top a bit better, and it means that in Sasaya's absence you can maybe play Magic like a normal deck instead of doing the draw-go mana flood thing.

    The actual endgame is usually Ursapine, Aetherflux Reservoir, or whatever Grinning Totem happens to dig up. Last time, Grinning Totem got me an opponent's Aetherflux Reservoir. XD

    --

    Any feedback or suggestions are welcome. Let me know what you think!
    Posted in: Multiplayer Commander Decklists
  • 2

    posted a message on The Conundrum of Cutting Lands
    Without seeing your deck list I can't say for sure, but 35 seems low. I probably wouldn't cut another land.

    When you say you are "flooding more often than not", there are some other things to consider: how prevalent are Howling Mine effects in your playgroup? It's is hard to imagine you flooding consistently unless you are used to drawing a lot of extra cards. It would suck to cut a land, only to find your deck stop working when your playgroup decides to drop Nekusar, for example.

    Another thing is, how does your playgroup handle mulligans? Loose mulligans mean you can get away with fewer lands. Do you get more than one "free" mulligan like Sheldon's group? When someone goes down to 5 and still has trouble, do you show mercy and let them draw back up to 7? Just consider the possibility that if your mulligan rules are lax, you may be just be relying on the good graces of your friends if you maintain a land count that is too low.

    My general advice in this format is, play more utility lands, and play more cheap card draw. Hope this helps.
    Posted in: Commander (EDH)
  • 1

    posted a message on Forum Loading Issues
    For the last few days, I have been getting redirected to an error page intermittently when trying to load the forums, while other areas of the site seem to be working properly. This happens across a variety of locations, platforms, and devices.

    Is there currently maintenance in progress, i.e. is this a known issue / expected behavior?
    Posted in: Forum Software Feedback and Bug Reports
  • 2

    posted a message on things you say to downplay a threat
    I don't downplay my own threats, and I'll call you out on it if you downplay yours. Honesty is the best policy!

    If your stuff is the best target for their removal, just own it and move forward with the game. Games will get more enjoyable, and actually easier to steer in the direction you want, if everyone is competent at threat assessment.
    Posted in: Commander (EDH)
  • 3

    posted a message on mistakes that made you learn
    Don't hold the win over someone's head but refuse to pull the trigger. If you have the combo on board, just do it -- opting out cheapens the experience for everyone else. I did this once and got a swift rebuke.
    Posted in: Commander (EDH)
  • 1

    posted a message on Teferi's Protection
    Quote from Cakeifier »
    Teferi's Protection still doesn't dodge me donating Phage the Untouchable to you by saccing her with Endless Whispers on the field. I foresee Teferi's pee break will be an "extended pee and go get Taco Bell" while you wait for the rest of the players in the game to finish.
    Giving the caster pro-everything prevents you from giving them Phage.


    No it doesn't. Protection from everything doesn't prevent you from losing the game, protection only means you as the player means the following: you can't be enchanted, you can't be the target of spells or abilities, and all damage that would be dealt to you is prevented. Phage is a triggered ability that goes on the stack under the protection from everything player's control, then Phage's ability resolves and since it doesn't target, you lose the game.
    The Endless Whispers trigger targets the player; since the player has protection from Endless Whispers, they are not a legal target for the ability.
    Posted in: Commander (EDH)
  • 1

    posted a message on Not Dead Squig (Squee, Goblin Nabob)
    Yup, Insult // Injury is just as good as expected. It is a much needed out to Deflecting Palm, which some folks have started saving just for me. You just have to remember it turns off your Glacial Chasm. I cut Mana Flare for it, which was easily the most situational card in the deck.

    Other than that, Squee is still chugging along. It nicely straddles the line between casual jank and competitive threat. If I could only have one M:tG deck, it would be this one.
    Posted in: Multiplayer Commander Decklists
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