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    posted a message on Is Sealed inherently less deep than Draft just because of the way it's designed?
    If what you like is archetypes then Draft is probably the format for you, but Sealed has its own skills along slightly different lines.

    In Draft, you only make a relatively small number of picks before the cards you already have start to influence your picks from subsequent packs. The more you know about what you're playing, the easier each pick becomes. In Sealed, by contrast, you have to do something you never do in Draft: evaluate two completely different decks and decide which is better.

    Sideboarding in Sealed is also very different from Draft and again there are considerations which don't arise in Draft. In particular, sometimes it can be correct to sideboard into a completely different deck!

    There's definitely a lot of depth (and consequently skill) in Sealed. I know this because, as with Draft, I've played far more Sealed in some formats than others and got better results the more I played.
    Posted in: Limited (Sealed, Draft)
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    posted a message on [Perfect Hand Magic League] ABT - T17W4 - In Bloom
    Next week's format (ABT 18.1, not 17.4) is as described above, 5CB, no land rule. Designed by Draco9 in the ABT format design thread.
    Posted in: Forum Magic
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    posted a message on How mutually exclusive are decktypes aggro/midrange/ramp/control?
    The most important thing to recognise is that different players use these words in slightly different ways.

    The way I use the terms is as follows:

    * An aggro deck is one which is prepared to trade cards for tempo in the interests of winning quickly.
    * A control deck is one which is mainly concerned with preventing the opponent from winning. If it manages this, it will eventually win itself somehow.
    * An combo deck seeks to assemble a particular set of cards which either provide an immediate win or a massive advantage that probably leads to a win. (These are really rare in Limited, but do turn up occasionally.)

    Everything else - in Limited at least - is midrange.

    A "ramp deck" isn't a strategy so much as it is a characterisation of certain decks (usually G/X), which get away with running more expensive cards than usual by running a significant amount of mana acceleration. In theory a ramp deck could be aggro, midrange or control (and is a sort of weak combo if you think about it). In Theros, ramp decks are basically always midrange simply because the aggro decks are faster and most of the big things you can ramp into don't provide much control (Nessian Asp being the notable exception).

    But yes, in general decks can fall into multiple categories. Indeed, in Limited it's very common for combo decks to also be control decks, otherwise they lose before they assemble their combo!
    Posted in: Limited (Sealed, Draft)
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    posted a message on Prophet vs Bow
    Quote from UA lives
    The Bow is extremely hard to beat.

    What makes you say this? The card looks slow and other players have been saying it's too slow.

    Quote from UA lives
    Green creatures are most-likely to have trample

    For reference, here is a list of all the Green Commons across Theros and Born of the Gods which have trample: Vulpine Goliath.

    Oops, no, wait! Silly me, I missed one: Charging Badger. I haven't had a chance to draft it yet, but I'm pretty sure the Bow is insane in mono badgers. Wink
    Posted in: Limited (Sealed, Draft)
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    posted a message on Whip of Erebos vs Keepsake Gorgon
    Is Whip even good?
    Posted in: Limited (Sealed, Draft)
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    posted a message on Best commons and uncommons from born of the gods
    Quote from pierrebai
    Basically, helix is card that, if your losing, you'll be losing a slightly bit less for a turn.

    Is this the bounce spell equivalent of "dies to removal"? Wink
    Posted in: Limited (Sealed, Draft)
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    posted a message on [Limited] We'll miss you, Birthing Pod.
    Quote from Semantics
    That's certainly unfair to the new version, as the untap mechanic made Knack absurd, while the new version just seems solid.

    You say that, but I reckon the new version might be better! Think about how profoundly great Voyage's End was in Theros, then add to that the ability to tap your own Inspired dudes, shave off one mana and add cheeky combos with Kiora's Follower and Crypsis. Cool
    Posted in: Clans
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    posted a message on [Limited] We'll miss you, Birthing Pod.
    Quote from Lanxal
    It has to be done in one turn, but it can be in multiple shots.

    The one turn presumably being turn one?

    So basically there's two approaches. Either you begin by playing City of Traitors, a Mox and a Black Lotus and then making infinite mana with Auriok Scavengers but the deck mustn't include a way to convert mana to damage or you set up some kind of finite but vast mana engine (probably involving mana echoes) and then X-spell the opponent.

    The former sounds more promising to me. Using four cards for infinite mana (I'm assuming this is Vintage so I can't have two Black Lotus) and a 5th to draw my deck leaves me with 55 cards to deal damage. So, suppose I have Intruder Alarm, Fires of Yavimaya and Essence of the Wild in play and an Ancient Ooze enchanted with Elemental Mastery. Tapping the Ooze the first time gives six 6/6 tokens each of which triggers Intruder Alarm, untapping the Ooze six times. The Ooze also grows by 6 with each token because they're all CMC 6...

    ...but before we do that we might also want four copies of Doubling Season in play, four copies of Primal Vigor in play and four copies of Copy Enchantment copying Doubling Season. We also probably want three more Ancient Ooze each with its own Elemental Mastery. That's 22 of our 55 cards accounted for. An N/N Ooze becomes 24577N/24577N on activation and results in 16384 Ooze untaps. So for every other creature our deck can generate we increase the Ooze size by 24576^16384.

    That's not very good. We can do much better. Suppose that instead of adding all those multiples of cards we just add one Doubling Season and an Opalesence. Then we'll have a copy of Shapesharer and a copy of Conspiracy. That's much better. Now each new token we make can be turned into a copy of Doubling Season instead of being a boring old Essence of the Wild. So and N/N Ooze makes N^X more Doubling Seasons and untaps N^X times, where X is the number of Doubling Seasons that were there before. Since N is roughly X, that means our pile of tokens is growing at the rate g(N), where g(N) means applying the function f(X) = X^X a total of N times starting from N.

    But wait, we can play better! After a certain point each copy of Intruder Alarm achieves more than each copy of Doubling Season. I'm not 100% sure, but I think the point at which this becomes true is with only two Doubling Seasons in play. It's complicated because their CMC is different. But certainly you want no more than four Doubling Seasons. Now our pile of tokens grows at the rate more like h(N), which means applying g(N) N times (very roughly).

    OK, so that's eight more cards, leaving 47 to play with. At this point our engine is so powerful that all we care about is looping the same engine more times. So, which eleven cards in Magic make the most creatures without going infinite?

    * Nomads' Assembly, Parallel Evolution, Devout Invocation and Saproling Symbiosis are the obvious four, since each of those adds another layer of doubling to the engine.
    * If we add one Dryad Arbor then Avenger of Zendikar, Howl of the Night Pack, Beacon of Creation, Ulasht, the Hate Seed, Waiting in the Weeds and Last Stand all make the cut.
    * Elvish Promenade works because we can make almost everything into an Elf when it resolves.

    OK, so that's 58 cards after adding Arbor and four copies of each of the others. The last two should, I think, be copies of Springjack Shepherd. Because Opalescence is White we can make it work a bit like Elvish Promenade by turning almost everything briefly into copies of Opalescence.

    That's 60. Hope that helps. Wink
    Posted in: Clans
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    posted a message on Duplicate Draft Results Thread
    LazyBuffalo defeats bateleur 2-1.

    (And that's despite some poor luck on my opponent's part!)
    Posted in: Theros Duplicate Draft
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    posted a message on [Limited] We'll miss you, Birthing Pod.
    Quote from Promatim
    Don't you still have to learn C++ before you can learn Lua and so-forth? Or should I just start with something like Lua?

    My recommendation would be to do one of two things:

    1) Start with Unity, using either C# or UnityScript.

    2) Start with straight Lua and then once you have the basics move on to an engine that supports Lua scripting (you can get it working with the Unreal engine, for example) before eventually learning some C++ for yourself in a year or two.

    The thing about C++ is that it's hard to overstate how powerful it is. It's very fast and it can do anything and there are more game-related libraries for C++ than any other language and it's been ported to many platforms. However, the downside is that a C++ programmer generates finished code at literally 1/10 of the rate of a similarly experienced programmer working in a higher level language. Just watch devlogs on any indie forum for confirmation of this. At about the time a Flash project ships, a Unity project of similar complexity will be in Beta and the C++ project will still be mired in horrible bugs and makefile woes with no level editor and the audio still not working on Linux.
    Posted in: Clans
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