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  • posted a message on Ignite Your Spark Contest
    Quote from Rodrat
    I think Chandra was burning them on purpose and more of an "Oops" moment so they cant win the contest.


    Well, they're were auditioning to be her assistant, not part of the contest, so I'm pretty sure that's not it.

    The fact that she went through 400 without liking any of them really implies it was an 'oops' that keeps happening. She hasn't liked any of them because she keeps accidentally burning all of them.
    Posted in: Submit News
  • posted a message on Help request
    Instead of posting a thread wanting people to just give you cards, try the few bots with free cards:

    MTGOTradersFreebot
    Freecardbot
    Academy_Quizbot
    Posted in: Magic Online General
  • posted a message on Top 8 LOL.dec from MTGO PTQ
    Quote from pierrebai
    Oh wow. Top-8 a PTQ, disconnnect. The guy next to him in the draft must have been so happy getting passed value.


    Forget the guy he was passing cards to. The guy he was supposed to play got a free bump up to top 4.
    Posted in: Limited (Sealed, Draft)
  • posted a message on triple DGM worth playing?
    I personally really like triple DGM. Out of maybe 12-15 drafts - the release, not prerelease - I've drafted only one deck. All but one of those featured it as a main color, whereas that other one splashed it. A good amount of those decks were decently aggressive and GU. GU seems to me so far to be the strongest, noteworthy cards being:

    Runner's Bane - Shut's down a surprising amount of creatures - gatekeepers, early drops like Rakdos Drake, Boros Mastiff, Kraul Warriors, etc

    Krasis Incubation - Mid-game gets troublesome blockers/threats out of the way. Late game lets you use up your mana and pump your creatures.

    Beetleform Mage - Half the time just the threat that I might pump it is enough to make people leave it alone. With the pump a 4/4 flier is pretty nice still.

    Thrashing Mossdog - Some people seem to forget it has reach. Have seen/had multiple people run smaller flying dudes like Wind Drake into it because they forget about the reach.


    Adding in white gets you choice stuff like Unflinching Courage and Bronzebeak Moa. Adding in red gets you great spells like Blast of Genius and Punish the Enemy and the fused Armed/Dangerous. Even Naya is pretty nice, too, with access to Viashino Firstblade, Warleader's Helix, Zhur-taa Druid, Moa, War Chant.

    Every time I try long, grindy decks using lots of cluestones I just crash and burn. Generally I don't feel comfortable using more than two cluestones and, if I can prefer no more than one.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Low Budget UB Mill
    Alright, attempted to try the 'millgro' root and online it's been testing a lot better than the defensive mill list I was trying out. Only problem is it gets pretty hosed by Rest in Peace. Can still mill my opponent out, but that doesn't seem to happen quick enough. Trying this now and considering putting Cyclonic Rift in the sideboard for bouncing troublesome enchantments and then perhaps countering them with Psychic Strike or Negate from the sideboard.

    Also added in some red guildgates to splash the Entering half of Breaking // Entering

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Land - 23
    2 Izzet Guildgate
    2 Rakdos Guildgate
    4 Dimir Guildgate
    9 Island
    5 Swamp

    Creatures - 12
    4 Jace's Phantasm
    4 Wight of Precinct Six
    4 Consuming Aberration

    Spells - 25
    4 Breaking // Entering
    4 Mind Sculpt
    4 Thought Scour
    4 Psychic Strike
    4 Pilfered Plans
    3 Far // Away
    2 Devour Flesh



    Still shoddy sideboard decisions, but Aetherize against aggressive decks - probably not necessary at this point - Duress against control and decks that bring in Rest in Piece, etc. Illness in the Ranks against tokens - not nearly as good once Intangible Virtue drops. Death's Approach as removal for when letting them pick with Devour Flesh and Away doesn't work. Ultimate Price for the same reason, but for decks running monocolored creatures and Negate for replacing removal or a Strike to be able to counter irritating non-creatures.

    I'm thinking though that maybe I'll go:

    -3 Aetherize
    +1 Negate
    +2 Cyclonic Rift

    Rift works just as well against aggressive decks and tokens, though does cost more, and can give me borrowed time against troublesome non-creatures.
    Posted in: Standard Archives
  • posted a message on Low Budget UB Mill
    Quote from LazyNinja49
    Jace's Phantasm, is a good card for this deck. Other than that mill is always a tough call to build.


    The only thing with Jace's Phantasm is, while it likes mill, mill doesn't particularly like it. The Phantasm's would be the only things dealing damage. Mill doesn't normally care what life total my opponent is at, while Phantasm does. Plus there's Thragtusks, which make beatdown with just 4 creatures a bit of an issue.
    Posted in: Standard Archives
  • posted a message on Low Budget UB Mill
    Haven't played paper Magic or even Standard online since I sold off my paper collection, but was recently invited by some old friends to come play FNM. The problem here being I have virtually no budget, no paper cards, and realize with the shocks in standard, among other cards, that playing competitively by any stretch is far out of my budget.

    I figured I may as well try and cobble something cheap and fun-ish to play though. More going just to see the friends, but may as well play instead of sitting around. Decided I'd like to try mill. This is the list I'd like to pick up, but from online testing so far, it just seems too slow, not to mention I'm not sure what I'm covering, as I'm unfamiliar with the popular decks in the format currently.

    UB MillMagic OnlineOCTGN2ApprenticeBuy These Cards
    12 Island
    7 Swamp
    4 Dimir Guildgate

    Creatures - 4
    4 Augur of Bolas

    Artifacts - 3
    3 Sands of Delirium

    Spells - 30
    4 Dream Twist
    4 Mind Sculpt
    4 Psychic Strike
    4 Thought Scour
    4 Pilfered Plans
    4 Breaking // Entering
    2 Aetherize
    2 Increasing Confusion
    2 Dimir Charm

    Biggest problem so far is everything seems to be aggro (at least online). The fog banks are pretty good at keeping back a couple things, but Rancor and tramplers nix that line of defense. Aetherize helps a bit against swarms, but at the same time doesn't help as much against the likes of haste creatures (the ones I'm seeing mainly Strangleroot Geist and Ash Zealot).

    Unsure if the Drownyard, Sands, and Confusions are redundant. Drownyard actually seems to be working out the worst so far, Sands the best, as it lets me still mill a card or two with whatever extra mana I have. Increasing Confusion is nice, but I find that usually it's not worth the mana to cast the first time, as much as it is the second time.

    Been considering Pilfered Plans for a bit of draw outside the scant amount from the singleton Think Twice and the two Thought Scours. Also not sure on the removal. Ultimate Price doesn't hit things like Wurm tokens or Boros Reckoners, but does hit some relevant things. Death's Approach seems like it should work well in combination with the mill, but I haven't tested that too much yet. Was considering Victim of the Night, but I'm not how sure I'd reliably have BB to cast it.


    EDIT: Changed it up a bit after playing against another mill deck online. Not sure how I missed the Breaking half of Breaking // Entering. Mills as much as Mind Sculpt and if I wanted I could throw in some Izzet Guildgates and use the Entering half as a back up plan. That same deck ran no removal to make more room for mill and used Augur and Pilfered Plans, as well as more Thought Scours to keep the mill going. It also used Jace, Architect of Mind, but that's not in my price range.


    As for the sideboard? It's really just a pile of junk I figured might be useful after playing against a good handful of decks in MTGO's tournament practice room, so it could use a lot of work.
    Posted in: Standard Archives
  • posted a message on Preventing Cheating in Limited?
    Quote from Pulse_of_Shift
    It really does give me a headache after too long. Girls are so much better to hang around than Magic nerds.


    What about the girls who are Magic nerds? Also, am I the only one who has a local shop, etc where the players actually have decent hygiene or something?
    Posted in: Limited (Sealed, Draft)
  • posted a message on new draft + sealed site - http://drafts.in
    Really liking the site, especially the ease of moving cards to the 'sideboard' while drafting and exporting as a .dec so I can play with deck options in MTGO. Thanks for this.
    Posted in: Digital Magic and MTG Software
  • posted a message on 4-3-2-2 GTC Draft: Simic
    Finally got around to doing my first GTC draft - of course just before Dragon's Maze is here - after only being able to watch draft videos since the set came out. Started out just barely in Orzhov, but ended up Simic at the end.


    Event #: 5328247
    Time: 4/18/2013 12:42:25 PM
    Players:
    veritas1666
    _Claw_
    --> NacatlFleetfoot
    Cathy
    PerringtonOwl
    amjones
    coopa12321
    Kawaiisama

    ------ GTC ------

    Pack 1 pick 1:
    Forest
    Burning-Tree Emissary
    Verdant Haven
    Zhur-Taa Swine
    Scorchwalker
    Madcap Skills
    Nav Squad Commandos
    Ætherize
    Basilica Screecher (FOIL)
    --> Crypt Ghast
    Contaminated Ground
    Mental Vapors
    Predator's Rapport
    Martial Glory
    Balustrade Spy

    Knew I wanted either the Screecher or Ghast here, but wasn't quite sure. Figured I likely wouldn't see another Ghast so I went with it.


    Pack 1 pick 2:
    Plains
    Forest (FOIL)
    Simic Guildgate
    --> One Thousand Lashes
    Zarichi Tiger
    Bomber Corps
    Structural Collapse
    Bioshift
    Court Street Denizen
    Executioner's Swing
    Elusive Krasis
    Mark for Death
    Slaughterhorn
    Wildwood Rebirth

    This seemed like a pretty easy pick, as I like Thousand Lashes over Executioner's Swing. I did pause and think about the Elusive Krasis for a moment though.


    Pack 1 pick 3:
    Swamp
    Way of the Thief
    Deathcult Rogue
    --> Prophetic Prism
    Burst of Strength
    Corpse Blockade
    Orzhov Guildgate
    Spire Tracer
    Smog Elemental
    Hellraiser Goblin
    Totally Lost
    Agoraphobia
    Pit Fight

    Considered the Guildgate here, but I figured the Prism would both fix and would be a good card with extort. Also considered the Rogue.


    Pack 1 pick 4:
    Mountain
    Cloudfin Raptor
    Skinbrand Goblin
    --> Drakewing Krasis
    Assault Griffin
    Orzhov Guildgate
    Totally Lost
    Mental Vapors
    Ripscale Predator
    Martial Glory
    Skyblinder Staff
    Tin Street Market

    About here it started looking to me like Simic was open, what with both the Raptor and Krasis still in the pack. Struggled with the choice and figured the Krasis might send a stronger signal. Looking back I probably should have taken the Raptor.


    Pack 1 pick 5:
    Island
    Dimir Keyrune
    Gutter Skulk
    Scab-Clan Charger
    --> Frilled Oculus
    Millennial Gargoyle
    Verdant Haven
    Sage's Row Denizen
    Act of Treason
    Illusionist's Bracers
    Illness in the Ranks

    Super easy pick here. I like Charger, but Oculus is just so much better (imo).


    Pack 1 pick 6:
    Island
    Boros Guildgate
    Zhur-Taa Swine
    Court Street Denizen
    Basilica Screecher
    --> Elusive Krasis
    Totally Lost
    Enter the Infinite
    Naturalize
    Beckon Apparition

    Another simple pick. Did note the second Screecher I'm passing at this point.


    Pack 1 pick 7:
    Mountain
    Dimir Guildgate
    Way of the Thief
    Dutiful Thrull
    --> Urban Evolution
    Spell Rupture
    Last Thoughts
    Naturalize
    Tin Street Market

    Happy to pick up Urban Evolution, regardless of the fact from what I've watched in the past couple months, it's not as awesome as it looks, since Simic wants mostly creatures.


    Pack 1 pick 8:
    Island
    --> Simic Guildgate
    Way of the Thief
    Zarichi Tiger
    Spell Rupture
    Bane Alley Broker
    Ruination Wurm
    Paranoid Delusions

    Could've gone with Spell Rupture, I suppose, but the Guildgate seemed fine.


    Pack 1 pick 9:
    Forest
    --> Verdant Haven
    Scorchwalker
    Nav Squad Commandos
    Contaminated Ground
    Mental Vapors
    Predator's Rapport

    Probably should've just cut the Scorchwalker, seeing as I wasn't at all planning to actually play Haven.


    Pack 1 pick 10:
    Plains
    Forest (FOIL)
    --> Simic Guildgate
    Zarichi Tiger
    Structural Collapse
    Bioshift

    Just another Guildgate.


    Pack 1 pick 11:
    Swamp
    Way of the Thief
    Burst of Strength
    Totally Lost
    --> Agoraphobia

    Surprised to see Agoraphobia come back. Burst of Strength had me paranoid in 2 out of 3 matches.


    Pack 1 pick 12:
    Mountain
    --> Orzhov Guildgate
    Mental Vapors
    Tin Street Market

    Not interested in Vapors or Market, so may as well take away a gate from someone.


    Pack 1 pick 13:
    Island
    --> Illusionist's Bracers
    Illness in the Ranks

    Just took the rare for kicks.


    Pack 1 pick 14:
    Island
    --> Naturalize

    Nice to get a decent sideboard card second-to-last pick.


    Pack 1 pick 15:
    --> Mountain

    ------ GTC ------

    Pack 2 pick 1:
    Plains
    Vizkopa Guildmage
    Gruul Charm
    Warmind Infantry
    Furious Resistance
    Structural Collapse
    Smite
    Death's Approach
    --> Drakewing Krasis
    Keymaster Rogue
    Mark for Death
    Slaughterhorn
    Metropolis Sprite
    Paranoid Delusions
    Whispering Madness

    Few good things for me here. Liked the Krasis larger flying body over Sprite or ground-bound Slaughterhorn, though if the Krasis hadn't been there I think I would've taken the Slaughterhorn.


    Pack 2 pick 2:
    Plains
    Boros Guildgate
    Syndicate Enforcer
    Mugging
    Smite
    Adaptive Snapjaw
    Skinbrand Goblin
    Assault Griffin
    Mindeye Drake
    Purge the Profane
    Wasteland Viper
    Signal the Clans
    --> Slaughterhorn
    Metropolis Sprite

    And more Slaughterhorn and Metropolis Sprite. Also had the choice of Snapjaw or Drake, but Slaghterhorn seemed like the best pick to me.


    Pack 2 pick 3:
    Plains
    Simic Charm
    Scab-Clan Charger
    Millennial Gargoyle
    --> Experiment One
    Act of Treason
    Nav Squad Commandos
    Shadow Alley Denizen
    Ruination Wurm
    Clinging Anemones
    Rapid Hybridization
    Forced Adaptation
    Beckon Apparition

    Almost missed the Experiment as Simic Charm and Charger caught my eye. Had a bit of a decision between the Experiment and the Charm, but figured I'd just go with the creature to be safe.


    Pack 2 pick 4:
    Swamp
    Mugging
    Bomber Corps
    Adaptive Snapjaw
    Zhur-Taa Swine
    Orzhov Guildgate
    Knight Watch
    --> Sapphire Drake
    Slate Street Ruffian
    Midnight Recovery
    Contaminated Ground
    Greenside Watcher

    Greenside Watcher might have been okay since I already have two gates at this point, but Sapphire Drake is just hands down better here.


    Pack 2 pick 5:
    Forest
    Dimir Guildgate
    Orzhov Keyrune
    Bomber Corps
    --> Adaptive Snapjaw
    Shadow Alley Denizen
    Viashino Shanktail
    Executioner's Swing
    Midnight Recovery
    Last Thoughts
    Syndic of Tithes

    Finally picked up a Snapjaw here. Certainly no shortage of them going around.


    Pack 2 pick 6:
    Forest
    Syndicate Enforcer
    Burst of Strength
    Spell Rupture
    Frenzied Tilling
    Armored Transport
    --> Metropolis Sprite
    Serene Remembrance
    Illness in the Ranks
    Pit Fight

    Maybe should have taken Pit Fight here, but was getting a bit of tunnel vision at this point to keep picking creatures, i think.


    Pack 2 pick 7:
    Swamp
    Dimir Guildgate
    Boros Keyrune
    --> Prophetic Prism
    Knight Watch
    Court Street Denizen
    Hydroform
    Wildwood Rebirth
    Dying Wish

    Not really much for me here - at least that I'd want, Hydroform does not count - so Prism it is.

    Pack 2 pick 8:
    Plains
    Gruul Guildgate
    --> Leyline Phantom
    Coerced Confession
    Skinbrand Goblin
    Last Thoughts
    Mental Vapors
    Skyblinder Staff

    Not much else but the Phantom here.


    Pack 2 pick 9:
    Plains
    Furious Resistance
    Structural Collapse
    Death's Approach
    Keymaster Rogue
    Mark for Death
    --> Metropolis Sprite

    Preferred another Sprite over the Rogue. Didn't really want to be bouncing back evolve creatures.


    Pack 2 pick 10:
    Plains
    Boros Guildgate
    Syndicate Enforcer
    --> Adaptive Snapjaw
    Skinbrand Goblin
    Purge the Profane

    Not surprised the Snapjaw came back.


    Pack 2 pick 11:
    Plains
    --> Millennial Gargoyle
    Nav Squad Commandos
    Ruination Wurm
    Clinging Anemones

    Not real fond of the Anemones, so went with the Gargoyle.


    Pack 2 pick 12:
    Swamp
    --> Zhur-Taa Swine
    Midnight Recovery
    Contaminated Ground

    Wasn't going to give the Gruul player a pretty much free Swine here and it's not like I was missing out on anything by cutting it.


    Pack 2 pick 13:
    Forest
    Midnight Recovery
    --> Last Thoughts

    Figured I'd probably not play it, but nice to have the choice.

    Pack 2 pick 14:
    Forest
    --> Serene Remembrance

    Pack 2 pick 15:
    --> Hydroform

    ------ GTC ------

    Pack 3 pick 1:
    Plains
    Godless Shrine
    Simic Guildgate
    Duskmantle Guildmage
    Zarichi Tiger
    --> Frilled Oculus
    Bomber Corps
    Spell Rupture
    Skyknight Legionnaire
    Ground Assault
    Daring Skyjek
    Court Street Denizen
    Mortus Strider
    Shadow Slice
    Voidwalk

    Argued with myself about whether or not I should just take the Shrine for the few tickets, but decided I'd be good and actually take a card that would help me maybe win 3 or 4 packs instead of one that would just net me a few tix.


    Pack 3 pick 2:
    Forest
    Warmind Infantry
    Millennial Gargoyle
    Ivy Lane Denizen
    Wojek Halberdiers
    Madcap Skills
    --> Crocanura
    Rust Scarab
    Guildscorn Ward
    Shadow Alley Denizen
    Hindervines
    Righteous Charge
    Clinging Anemones
    Primal Visitation

    Easily the Croconura over the Rust Scarab and Denizen. Didn't give it a second thought.


    Pack 3 pick 3:
    Plains
    Debtor's Pulpit
    Warmind Infantry
    Urban Evolution
    Millennial Gargoyle
    Verdant Haven
    --> Sage's Row Denizen
    Wojek Halberdiers
    Act of Treason
    Spire Tracer
    Hydroform
    Shadow Slice
    Skullcrack

    Didn't need a second Evolution or Haven and Spire Tracer seemed underwhelming. Went with the Denizen as it has a decent sized butt for evolving purposes.


    Pack 3 pick 4:
    Swamp
    --> Simic Fluxmage
    Angelic Edict
    Disciple of the Old Ways
    Syndicate Enforcer
    Psychic Strike
    Adaptive Snapjaw
    Coerced Confession
    Skinbrand Goblin
    Massive Raid
    Metropolis Sprite
    Primal Visitation

    Yet more Metropolis Sprite and Adaptive Snapjaw. Went with the Fluxmage as it seemed a good deal better.


    Pack 3 pick 5:
    Forest
    --> Cloudfin Raptor
    Deathcult Rogue
    Adaptive Snapjaw
    Orzhov Guildgate
    Spire Tracer
    Tower Defense
    Shattering Blow
    Midnight Recovery
    Thespian's Stage
    Last Thoughts

    This made me feel a bit better about passing up the Cloudfin Raptor in pack 1.


    Pack 3 pick 6:
    Island
    Dimir Guildgate
    Debtor's Pulpit
    Smite
    Spell Rupture
    Bioshift
    --> Hands of Binding
    Slate Street Ruffian
    Enter the Infinite
    Naturalize

    Not much of a choice here between Spell Rupture and Hands of Binding.


    Pack 3 pick 7:
    Swamp
    Forest (FOIL)
    Angelic Edict
    Shattering Blow
    Last Thoughts
    Ripscale Predator
    --> Metropolis Sprite
    Dying Wish
    Skyblinder Staff

    Just more Metropolis Sprite.


    Pack 3 pick 8:
    Mountain
    Way of the Thief
    Foundry Street Denizen
    Corpse Blockade
    --> Drakewing Krasis
    Wildwood Rebirth
    Beckon Apparition
    Tin Street Market

    Couldn't say I was upset to grab another Drakewing and there wasn't much else.


    Pack 3 pick 9:
    Plains
    --> Simic Guildgate
    Zarichi Tiger
    Court Street Denizen
    Mortus Strider
    Shadow Slice
    Voidwalk

    And a third guildgate.


    Pack 3 pick 10:
    Forest
    --> Ivy Lane Denizen
    Guildscorn Ward
    Hindervines
    Righteous Charge
    Primal Visitation

    Since I figured there was another Simic drafter at the table by now, I was surprised and pleased to see the Denizen come around.


    Pack 3 pick 11:
    Plains
    --> Urban Evolution
    Spire Tracer
    Hydroform
    Shadow Slice

    Still didn't need it, but figured why not.


    Pack 3 pick 12:
    Swamp
    --> Syndicate Enforcer
    Coerced Confession
    Primal Visitation

    Didn't want to give whatever Orzhov player there was the table any extra extort, even if the Enforcer is not the best of the best as far as Extort goes.


    Pack 3 pick 13:
    Forest
    --> Tower Defense
    Midnight Recovery

    Pack 3 pick 14:
    Island
    --> Bioshift

    Pack 3 pick 15:
    --> Swamp


    While I can't remember specific details of the matches themselves, I do remember this:

    1st Round vs Simic with a Dimir splash
    2nd Round vs Boros
    3rd Round vs Gruul

    Won all three matches, but was admittedly 2-1 in all three matches. I do remember that Tower Defense came in out of the sideboard every match after the first game and was actually an MVP. Saved me against at least 3 situations that I can recall, including screwing over an alpha strike from the Boros player and wrecking their whole board.

    I like to think I did alright for my first draft. Based a decent amount of picks of what I've learned from watching draft videos. Pretty pleased that I won the queue, but it could have just been dumb luck. Thoughts of what anyone else would've done differently?
    Posted in: Draftcap Discussion
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