I went for a disrupting deck using this week's card. There are mainly 3 creatures (Great Whale, Scrivener & Sundering Titan) to use Surprise Deployment with, each catering to several different situations. If all else fails, a timely Glittering Lynx or Flickerwisp could defend just as well. (Have to keep reminding myself, nonwhite... nonwhite...)
Rather than go for the traditional Counterspell, I have opted for other, more flavourful counters.
Once board control has been established, either through land destruction or countering (or both), I can begin to cast my creatures or cheat them into play with Turn to Mist, Flickerwisp or Mistmedaow Witch - in combination with Surprise Deployment.
While I have chosen Fabricate and Mystical Teachings, Enlightened Tutor and Mystical Tutor would be my top choice if they were not so over-powered (IMO).
The sideboard is will become more useful depending on the makeup of opponent's deck, if they are playing similar colours, most will not be needed, however, if they are running a lot of non-basic or other colours, Mana Vortex and Cleansing will be valuable in place of the Sundering Titans.
I hadn't posted in a while because I sort of lost my old playgroup, and I didn't play for about 6 months, I missed all of eventide.
I was kinda feeling down about it, when a couple of months back, a co-worker that I've known for over a year, sees me with a binder at work, and says: "Hey I didn't know you played Magic", the rest is history; I now have a new regular play group and I'm happy.
My girlfriend is not too thrilled though, she must have thought I'd gotten over it...
Now this thread is something else!! It really gets the creative juices flowing and for that I congratulate you all, I even went out yesterday and bought/traded at the local shop for all the cards in my entry so I could play it right this weekend! Can't wait!
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
okay, so I'm judging this round, so here is my judging criteria, which is kind of different from the way the other judges do it (because i'm just a contrary person) but hopefully clear enough for everyone.
(7) Johnny factor -does your deck make my Johnny senses tingle? have you impressed me with your originality and creativity? If your deck strikes me as a lightly modified tournament deck, I'll probably give low points in this area. If your deck does something most people would never think of doing with cards I've never heard of or almost forgot about, you'll likely get full points.
(4) Timmy factor - how much does your deck win? does it win more? if you're trying to squeak by with a clever calculated game of attrition, you might score low. if you win by hitting your opponents with several giant dragons, or a mind bogglingly large ball of flame or something of that nature, you may receive full points.
(4) Spike factor - how much can I count on your deck to win? consistently? doesn't matter how, just that it does. decks that seem very strong to me will get high spike points. decks that don't seem as strong will score lower.
(2) Vorthros factor - how much personality does your deck have? Did I notice that almost all of your cards have a picture or flavor text featuring akroma? Or is all of your magic time travel themed? Thats awesome. ou get the vorthros bonus.
(8) card adherence- how much and how well do you use the chosen card to do whatever it is your deck is trying to do? Is your deck unstopable once the chosen card gets played, but almost useles without it? I'll give you the full 8 for that. decks that throw the card into a deck that doesn't really need it will score much lower in this category.
thats my scoring system. I havent looked at any of this rounds decks yet, but now that I've chosen my criterea, I will soon. Good luck everyone, and have fun with the deck construction.
First, I see deck lists with sideboard. Being the multiplayer guy that I am, I don't really think of sideboards when I build for casual.
My question is: Do cards in sideboard count towards the amount of cards you have to have that can deal with other cards? for scoring purposes I mean (I read on page 1 that you guys score for amounts of those in deck).
It may or may not be important since I tend to pack my deck with some answers, but if I can move some of these to the sideboard... well...
Also someone might have asked this before, but I didn't have the patience to read 20 pages of thread : Do you have to play 4 of the selected card in your deck? In other words I feel my deck will work better with 3 Surprise Deployement (I want 2 Wordly Tutor in but don't want to cut anything else), can I ship a deployement to the sideboard without scoring penalty? or cut 1 altogether?
Believe me when I say that it would still be a major component in the deck, but it's been my experience that sometimes 3-of is actually better than 4-of, especially if your deck has some draw and tutoring, the selected card cost 4 mana and the deck can recycle it.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
the first I can't answer as I don't give points like that, but I'm rather shure that: Lets say you run GW with a splash B, present a answer-free deck and a sideboard of 4 ***, 4 StP, 4 Vindicate & 3 Naturalize and get full points ('because you have 15 good answer cards'), is not true.
Use common sense. As said a multiplayer deck should run some answers anyways - flexibility is king here.
if we're at it: I rather dislike that people latly just throw a couple Naturalizes in their decks because I mentioned it often - it's just the most basic spell to kill artifacts and enchantments. Disk, ***, Vindicate and StP is the same thing, iconic well-known spells.
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
My question is: Do cards in sideboard count towards the amount of cards you have to have that can deal with other cards? for scoring purposes I mean (I read on page 1 that you guys score for amounts of those in deck).
I do not count them unless the deck has a way to access them during the course of a game, such as a Wish.
Also someone might have asked this before, but I didn't have the patience to read 20 pages of thread : Do you have to play 4 of the selected card in your deck? In other words I feel my deck will work better with 3 Surprise Deployement (I want 2 Wordly Tutor in but don't want to cut anything else), can I ship a deployement to the sideboard without scoring penalty? or cut 1 altogether?
Thank you.
We've had a few decks that played 3 of the chosen card instead of 4, and they didn't get penalized. In fact, if you make a Singleton deck, then you'd have to play with only 1 of the chosen card. So, yes, you do not need to play 4.
if we're at it: I rather dislike that people latly just throw a couple Naturalizes in their decks because I mentioned it often - it's just the most basic spell to kill artifacts and enchantments. Disk, ***, Vindicate and StP is the same thing, iconic well-known spells.
If this is how you feel, then we should remove the extra points for 'protection'. You can't have it both ways, awarding points to people who include methods of dealing with all kinds of problems, and then complaining when we consistantly include the best cards to do this with.
I complain:
- that you actualy throw Naturalize in decks that it does not belong into (I have not taken points for sub-par choice tho), because I said 'play Naturalize' meaning 'play ansers for non-creature cards'. Naturalize is hardly the best of it's ilk for every deck.
- because I don't want every deck end up with a fix suite of answers (because of me), to get the points.
I'll shut my mouth now. ^^
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
I went for a disrupting deck using this week's card. There are mainly 3 creatures (Great Whale, Scrivener & Sundering Titan) to use Surprise Deployment with, each catering to several different situations.
Yes, finally someone found Sundering Titan. I considered him for my deck, but with all the basic land types im running it would kill me. For you however, i would consider more nonbasics so he doesnt kill your land. Also Momentary Blink and Titan would be nuts.
My question is: Do cards in sideboard count towards the amount of cards you have to have that can deal with other cards? for scoring purposes I mean (I read on page 1 that you guys score for amounts of those in deck).
Im the same way, if you look at my deck for this round the sideboard is kind of a joke (IMO). Seriously, if you need to win that bad in casual that you need a SB, i think your playing the wrong format. But I dont want to run this thread into the ground with a debate about SB's in casual.
FWIW, I include a sideboard more to show "Here are the other cards I would keep around while I was playing." When I play Casual, we change the decks up all the time. I very rarely consider one of my decks "finished", and I'm always swapping in new toys to try and make them better or different. The cards in my sideboard are other cards that fit the theme very well but didn't make the cut. Still, they go with the deck and should help the judges understand the theme and how it would work over time. Decks evolve, it's not going to stay the same 60 cards forever.
I don't expect to get extra points just for including a Nevinyrral's Disk in the sideboard of ever deck I include, and i certainly wouldn't argue that any protection in my sideboard should count towards protection, but sometimes you want extra cards around.
Case in point, I run an all black deck that includes 2 Terror. My main opponent runs several decks, but one of them has all artifact creatures. My sideboard for that deck includes 2 Assassinate, 2 Sudden Death, and 2 Nameless Inversion. Since Terror is completely useless against that deck, I swap in something not quite as good but more flexible. If I were going to include Terror in a deck competition like this, I'd definitely show in my sideboard what my answer to a black or artifact deck would be.
Similarly, during the last round I included Molder in my main deck. I, however, have often seen decks with no artifacts or enchantments in them. I included in my sideboard for that round the cards I would include if Molder suddenly became useless.
I don't build my decks around what I'm playing, but I will remove useless cards and put in something else. I think it's poor sport to put in 8 artifact removal cards against a modular deck, but to remove your artifact removal cards when there aren't any artifacts is just common sense, designed to make the game be a little more fun.
Anywho, that's just how I use the sideboard. It's not competition, but I don't find it "fun" to draw Terror against an artifact deck, so I sideboard in casual to keep that from happening.
I'm glad to use my 100th post for this. here are my judgings. good job everyone.
judging is more time intensive, and i'm stingier with points than I expected.
johnny factor (5/7) kind of obvious choice of combo for the card, but solid.
timmy factor (1/4) its har to please timmy with no rares.
spike factor (3/4)you're fast and you've got removal and tricks
vorthros factor (1/2) extended and rare free gets you a vorthros point
card adherence (8/8) your deck is clearly built around and very dependant on the week's card.
score (18/25)
johnny factor (6/7) making extra creatures by surprise. fun.
timmy factor (4/4) i'm going to give you full points for casting broodmate dragon multiple times.
spike factor (2/4)naya charm is going to be working hard in this deck. you're also going to have trouble with artifacts and enchantments and other decks that can negate the combat step
vorthros factor (0/2) nothing to see here.
card adherence (8/8) your deck is clearly built around and very dependant on the weeks card.
score (20/25)
johnny factor (4/7) the howlers and golem are fun little innovations.
timmy factor (3/4) Kavu are large enough that if you get the kind of numbers you're looking for, they can be fun for timmy.
spike factor (2/4) Kavu is hard to tribe to make effective, but you don't do badly.
vorthros factor (2/2) Kavu tribal. awesome.
card adherence (5/8) you've only got the one combo with the main card, but its the combo that made the deck, and you tortured your mana base to use just a couple white cards. thats worth something here.
score (15/25)
johnny factor (4/7) I've never seena deck like this before, but it strikes me as
a tribal deck built with a hook. It makes Johnny smile but he does not yet
cackle with maniacal glee.
timmy factor (3/4) your deck smashes people in the face with large monsters.
This is something Timmy would certainly be in favor of. theres lots of really
big guys gere, especially if you get doran and the protector doing their jobs.
the only thing holding me back from giving you full timmy points is that nothing
really strikes me as 'unnecessarily large' here. all in all, though, timmy is
happy.
spike factor (2.5/4) this is a deck that will o reasonably well in casual, with
plenty of sturdy blockers and a few good surprise plays. It doesn't feel
overwhelmingly powerful, but it can hold its own against most decks.
vorthros factor (2/2) I don't know if its what you were going for, but I
personally consider treefolk a pretty flavorful tribe. leading a forrest into
battle is a fun mental image for me. your creatures are nothing but trees, and
it doesn't look like you did it just for tribal points, so you get the full
vorthros score.
card adherence (6/8) while it doesn't seem built around the card, your deck does
seem to be able to put surprise deployment to very good use whenever you draw
it. also, there are very few times you'd rather have the deployment than the
amulet.
score (17.5/25)
johnny factor (7/7) confusion in the ranks is a great johnny card, and this
week's card does good things with it. lots of clever side combos with both cards
too, enough that you should be able to draw at least one every game.
timmy factor (2/4) there is a big nasty dragon with a comes into play effect
that you can repeat. thats good, but theres not much else to catch timm'ys
attention.
spike factor (3/4) the deck seems strong. pryoclasm is a good sweeper for decks
that get started too much faster than you. seems like white weenie decks with
the popular protection from red creatures like silver night and soltari monk
could give you lots of problems. repeatable creature theft is a strong mechanic
to lean on.
vorthros factor (0/2) nothing of note here really. doesn't seem like story
telling was something you were going for.
card adherence (6/8) like I said, you've got a couple good combos with surprise
deployment going here (especially your main one), but the deck feels like its
based more on confusion in the ranks than surprise deployment.
score (18/25)
johnny factor (2/7) lots of attacking and damaging, but not much comboing.
surprise deployment can lessen some of your creature's drawbacks
timmy factor (2/4) blistering firecat is kind of impressive. so is the hellkite.
not much of them here though, and I doubt you'll get to cast them often, as you
or your opponents will likely be dead long before then.
spike factor (4/4) fast. lots of extreamely fast red creatures
vorthros factor (1/2) flinging around creature shaped lightning seems to be a
little bit of a theme here. thats kinda fun.
card adherence (4/8) surprise deployment is integrated in the deck, mostly as a
tool to lessen some of your creatures drawbacks. The deck can do well without
it, but it does get a little better if you draw it.
score (13/25)
johnny factor (6/7) momentary blink, eternal witness, gilded drake, plenty of
combo fun to enjoy here.
timmy factor (1/4) theres an angel. its big, it flieds and it protects you, but
it looks so loneley to the timmy in my mind, especially when you can have any
nonwhite creature in play for the space of your attack phase
spike factor (3/4) pretty effective you've got an answer for pretty much
everything and a strong offense.
vorthros factor (0/2) nothing I can see.
card adherence (5/8) you've got a few good creatures to drop into play on your combat phase, but thats about the extent of it.
score (15/25)
johnny factor (6/7) making me think gets you johnny points. lots of fun, good ideas.
timmy factor (3/4) nothing to go mad with power over here, but the titian is nice and unecessarily big with rediculous abilities that you can put to good use.
spike factor (2/4) so many things that almost work so well... the great whale was almost a good idea, but if you read the oracle text, it only works if you played it from your hand. if you get that titain online, though, you can get pretty nasty.
vorthros factor (1/2) I'll give you one vorthros point for going with convictions over effectiveness with your tutors and counters.
card adherence (7/8) you've definitely committed heavily to the card, forming everything your deck is supposed to do around it. The only thing keeping you from the top score here is that some of your backups are better than the card itself for your deck, but thats hard to avoid with suprise deployment.
score (19/25)
johnny factor (7/7) aether charge with changelings and championing? surprise indeed!
timmy factor (3/4) I've played with aether charge. 4 damage tends to get to a 'more than necessary' point pretty quickly
spike factor (3/4) solid choices
vorthros factor (0/2) nothing of note here really. doesn't seem like story
telling was something you were going for.
card adherence (6/8) pretty good as far as this is concerned.
score (18/25)
johnny factor (6/7) nice ideas here making the combat step go crazy.
timmy factor (3/4) sudden giant monsters!
spike factor (3/4) the mind games you're playing here can get you some extra milage from your deck, but opponents that aren't so reliant on the combat step will pose problems
vorthros factor (0/2) nothing to see here.
card adherence (8/8) you've got the instant speed creatures and you -want- to do it in the combat step.
johnny factor (7/7) aether charge with changelings and championing? surprise indeed!
timmy factor (3/4) I've played with aether charge. 4 damage tends to get to a 'more than necessary' point pretty quickly
spike factor (3/4) solid choices
vorthros factor (0/2) nothing of note here really. doesn't seem like story
telling was something you were going for.
card adherence (6/8) pretty good as far as this is concerned.
score (18/25)
Thank you for your time and your review Anansi.
I really like your review system, it puts some tension between the different styles of Magic playing. It would make it quite a feat to score perfect since I don't think any deck can truly relate to all the styles of players, me like!
Sorry, I'd just like to point out one tiny mistake, your total says 18, but I count 19/25.
Also did I score 6/8 on adherence because I only played 3 out of 4 Surprise Deployment? I hope not since I had explained why I did that on post #277. I Just want to know...
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Sorry for the delay, again. This time, it's college related. Two projects due on back-to-back days means Magic had to take a back seat for a bit. I'm done with them now, however, so I'll start right away.
thanks for the comments on my scoring system. you're right it is tough to score high on all the areas.
you're right, it is 19. corrected.
I read your explaination for why so few deployments. 6/8 is a pretty high score, only two from perfect. I didn't give out very many perfect scores in the categories that were worth a lot. you weren't being penalized for playing only 3.
Hey Anansi, I checked up on the oracle for Great Whale. It appears that was once true but has now been reverted back to its original wording and meaning.
I'm cool with you not reverting the score though, just thought I did read it right because I made the mistake with Demigod of Revenge for a alpha build of the deck.
Why exactly do y'all use placeholder's for judging? Editing an existing post doesn't send out an email telling me the thread has been updated, so it means we don't get emails when you post results. This basically means we have to check back constantly to see the results, which is mildly frustrating.
I try this round a new point system: focus (7) - How good do you use the current card? playertypes (17)
T (4) - Timmy factor. How epic can games with this deck be?
J (4) - Jonny factor. Does your deck express something 1 or does it use combos?
S (4) - Spike factor. How strong is the deck? 3
M (4) - Melvin factor. Synergy & format restrictions!!
V (2|4) 2 - Vorthos factor. Flavour & non-format restrictions.
1 - I think that I overlooked that part of Jonnyness 'til now. I will not give a constant minus for it, but will value it if it's there.
2 - If a deck is made for a Vorthos I will exchange point max for V and T, J or S factor, as they can conflict. If they're not I will take the options giving more points. This way I don't give an advantage to a playerprofile.
3 - Just that I told you: A lot powerfull spells -/-> a powerfull deck. This is a risky thing, think of it as meta-ing: Pack powerfull spells to the limit and risk minus points for Mr. Dave Suitcase deckbuilding or play a newb deck and get low S points.
filling in the scores. (I watch Futurama and fill in the rest after that - filling in the rest - filled in the judgment.)
focus (3/7) - I really don't see how the deck needs white. You can use SD to draw gas and FTK kills, but this does not justify the white splash for me. SD feels forced.
Playertypes (13/17) -
T (4) - Stampede of oversized geckos.
J (1) - Not really.
S (3) - Solid casual.
M (4) - Tribal interactions, bounce shenanigans. + tribal legal + Invasion block
V (2.5) - Kavus on the hunt and using aether rifts! from what I know of Kavus this is rather true.
focus (5/7) - The deck does not need SD to win. The effect ranges from simple stalling to game winning. Still another deck where SD feels forced.
playertypes (11.5/17) -
T (2) - While Aether Charge might deal 8+ damage in a single turn, it's to complicated for Timmy. He would rather play Blaze and 10 mana.
J (3) - Where Timmy gets a headache, Jonny starts to warm up his grey cells. Cool idea but not Super Secret Tech.
S (3) - the combo part is very dependant on the meta, but you can go agro all day long.
M (3.5) - You get a -0.5 for Cauldron *ugly!*. Apart from that the deck works like the lovechild of a clockwork and an army knife.
V (0) - Nope.
focus (7/7) - This deck needs SD. Emphasis on 'needs'. While it's the third deck in a row where white is just a splash for SD, this deck really needs it. A one trick pony without CA. *shudder*
playertypes (7.5/17) -
T (3) - Ok you get huge creatures. People who would play the deck would like that.
J (1) - Imba Redcaps anyone?
S (1) - No.
M (2.5) - You can make use of creatures leaving play and entering it.
V (0) - No.
14.5
Really, all that pump just screws over the whole deck. Huge disappointment, you can do way better.
focus (7/7) - That's just mean. No really, 8 creatures leaving a 4/4 body after they have been SDed. Adding Blink is a kick in the balls. I love how blinking both uses the creatures abilities and circumvents the delayed SD trigger. [Sic].
playertypes (13/17) -
T (4) - Dragon? two, check. Big green fat? two, check. -> Happy Timmy
J (3) - Great use, but still not Super Secret Tech.
S (3) - this thing is rock solid - but will have problems with higher powerlevels - due to control an answer lack
M (3) - Melvin likes your mana base and the citp shenanigangs and loves Momentary Blink on a SDed creature.
V (0) - Nope.
20
*wishes he had a higher budget for MtG to build this*
focus (6/7) - The deck wants to play SD to get an extra bonus from the creatures, feels not forced opposed to previous decks.
playertypes (8/17) -
T (1) - Not really.
J (1) - Not really either.
S (3) - Solid casual.
M (3) - Good but not excelent use of synergies.
V (0) - Nope.
14
I'm sorry for you, the deck really feels as it should get more points. I will adress my problem here in general at the bootom of the post.
Also your land base looks really strange considering that you don't have that much more red.
focus (6/7) - Wowza. Nasty stuff you can pull out of your sleeves. *sry for the bad pun* SD Doran sounds like epic ownage.
playertypes (/17) -
T (4) - Timmy is a treehugger atleast when it comes down to Ents.
J (0) - No
S (3) - Casual solid.
M (4) - Tribal format legal, plus great tribe interaction.
V (3) - Dark walking forest full of bad surprises and cruel story twists. The imagination of a SD by a Treefolk makes me actualy laugh.
exchanged J and V point max.
the best treefolk deck I can remember to have passed my eyes. very innovative.
focus (3/7) - White is forced again. It's doubtfull that the SDed creature will survive the combat step to be bounced back and get a second shot.
playertypes (/17) -
T (3) - Fireball = good -> Fireball on legs = good (if my assupmtion is wrong correct me)
J (0) - Nope.
S (3) - Looks solid, a bit boring but solid.
M (2) - You use SD, but much less than other decks.
V (1) - Chandra gone wild. I feel the deck deseverves a point here, but don't ask for a basement.
focus (7/7) - Great flexible use. Points for Gilded Drake.
playertypes (/17) -
T (0) - Nope.
J (3) - the deck is more than just synergy.
S (3.5) - solid plus, while being interactive and thus fun.
M (4) - synergy!!
V (0) - nope.
17.5
I like how the budget mana base still costs ~75$ Someone needs to cast Humble on you.
focus (5.5/7) - What for is SD in here again? I also don't understand why you would give them a Fortune Thief or flying fatties. *?* You would probably need to beat the understanding into me with the deck, atm I'm rather confused how this should work out.
playertypes (/17) -
T (3) - CiR is a big splashy effect and you can hand around bombshells and Dragons. sounds fun.
J (4) - CiR alone is Jonnytastic but Glitterfang - superb.
S (2) - ???? from a certain point on I have no clue how to play the deck. (see comment on focus)
M (3.5) - CiR screams for synergy and you present it with SD and the creatures.
V (0.5) - Norrin and CiR just make my inner Vorthos warm and dizzy inside. that's worth half a point.
focus (7/7) - SD a Sundering Titan. That's equal to two kicks under the belt. Really great idea.
playertypes (/17) -
T (4) - ST ftw. (and the Whale)
J (4) - SD a ST is just :o.
S (3) - solid casual - might have been more with stronger cards. multiplayer this might get a banhammer - considering what I have heard of getting banned.
M (3) - I like how you chose counters profiting from the manadenial.
V (0) - nope.
I will add the note and rankings & stuff after some sleep, it's 3am here. gn8 folks.
Note: This point system cripples any deck that does not play Timmy cards and tbh there are a lot such decks, in a similar way most decks simply can't get points in the Jonny factor. -> I'll think of a better way to distribute points within playerprofiles.
Just noticed that Parabola has not yet submitted scores. I'll PM him, but I assume he's busy with school.
@Arc: 1. blutsau, you my friend, either way I interpret that I do not like it.
2. I now understood what your deck wants to do.
What would be to changed? Focus and S. You admited the deck is a bit a mess and as such I can't give it my seal of approval for 'solid casual' -> not more S points.
The interaction SD and CiR is worth more than 3 points tho. I don't give you more than 5.5 because SD is in conflict with some of the creatures you play. (I would try to make the idea (idea =/= deck) work with more 1cc creatures and Aether Vial and try maybe RU as Shrieking Drake came to my mind thinking of ore 1cc selfbouncers)
3. I hope you get those problems solved fast and in a good way for all involved people.
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
I can Understand my low scores for the T part, I'm not much of a Timmy myself, I used to be 12 years ago when I started, when I was hoping to get a Shivan Dragon with every pack I cracked open. Nowadays I don't get much fun out of blazing for 10, and I don't buy packs much, except for drafting.
The following is ;).
Timmy, to me anyways = newbie (not in the deregatory sense).
Timmy = The guy who buys packs hoping for the big one, like the poor soul chugging coins in the slot machine looking for the big payout. So In that sense...
Timmy = The most likely to get addicted to this game; hence why probably everyone on this forum is a Timmy or was one once.
Timmy = The guy most likely to get screwed in a trade.
Timmy = The one most likely to get mixed up in game mechanics, or lose interest/patience if the game lasts more than 30 minutes. So likely the one to be the most frustrated by a multiplayer experience (if not playing with other timmys).
End of ;).
Speaking of multiplayer, it may be that you didn't put much thought to a deck's mutilplayer performance (especially if you guys test on workstation). my entry was built with that format in mind (the only one I play casualy seriously ), so stalling with SD is a valid strategy in my mind.
I used SD this past weekend to put big blockers in play, and it worked, the others players seemed to lose interest in atacking me as much after these moves, so SD was very useful.
Your point of view about SD feeling forced has some validity, but only if you have duels in mind, I can attest to it because I had a couple of side duels with the deck, waiting for the "bigger" game to finish, and SD had a lot less impact there.
But as a counterpoint, I can't think of another card for the deck ATM which would allow me to use champions like that; to mimic a creature with both a CITP and leave play trigger, so go figure.
When you build a deck for multiplayer you can't really put all your eggs in one basket, so to speak. I would never put a card in and rely solely on it for winning, so maybe the card adherence rating is not my cup of tea, since most of you say that to get high points in that category your deck has to "need" the card. I guess I'm always going for synergy; all cards go well together and all of them can point to an avenue for victory.
Of course individual cards inspire and trigger the creative process, that's why this thread is super cool! A card gives me an idea, but then I have to build around the idea, not the card. Anyways, that's what synergy means to me.
Again, makes me think you only have duels in mind. Cauldron rocks as an anti-wrath tool in multiplayer, especialy with either Wirewood Savage or Aether Charge in play, clear the board? Someone will take damage to the dome and/or I will draw cards, so they will think twice, or do it gladly in the hopes that I don't kill them but the other guys who are pounding on them. The Cauldron also resets fade counters, makes it so I can double dip Eternal Witness, Indrik Stomphowler, etc. It's also a no-brainer with Ravenous Baloth and Diamond Valley. Remember in multiplayer, you have to have some win-mores, you have more players to kill!
Another thing about this view that splashing the selected card's color is bad, If your mana base is fine and you can easily play the spell with impact then I don't see what the problem is in splashing white. Plus c'mon! The card says "non-white" creature, you can't expect us to fill our decks with white.
Wow this post was long!
But Again great job! Don't mind me, I'm just sharing my views and getting my "sea legs" on this thread.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Give them a finger and they take the arm... or what is the saying?
Most (f.e. I never was *:love: Counterspell*) newbs are Timmys - true; but not all Timmys are newbs (and hence lack understanding of the game).
Playing Blaze for ten is not a result of poor knowledge of what one can do, but simple personal preference. You know... 'cuz casting giant balls of flame is awesome and it's fun to crush people with creeps tall as Miss Liberty...
as I wrote in my note uder the ratings - I think the system needs adjustment to not screw non-Timmys and non-Jonnys as several deck types just don't fit either. (I think it's time for a new playerprofile.)
You have to understand what 5 of 7 points for focus means in your case: Tight deck with or without SD. -> Can't be a 7, because that would mean the focus is 100% - it's obviously not. 6 would mean that you pulled out atleast some awesome synergy or combo, not the case imo.
My dislike for Cauldron is based on personal expirience.
When I say 'white feels forced' I mean that the deck could easily be played without white. -> the only reason to play it is to include the current card.
sure you can say you had to play the card, but then I can say you forced the deck around SD, and it's nicer to say: 'good deck, but SD should not be in here' than 'this deck does not fit SD'
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Most (f.e. I never was *:love: Counterspell*) newbs are Timmys - true; but not all Timmys are newbs (and hence lack understanding of the game).
Hence my ;)... meaning tongue-in-cheek, gross caricature, etc, etc.
Are you stating that I misunderstand the game? And me having played Magic since The Dark and all. :-/, sniff, sniff. Or rather you are reinforcing the statement that not all timmys lack an understanding of the game, yeah that might be more it....
Then I agree with what you said, but I'll add that experienced timmys are not true timmys at all.
I understand that Timmy exists. In my opinion pure timmys can only be beginners; players get hybridized as they gain more experience, or they just leave magic...
Some ramblings to illustrate.
My friend was a Timmy, he is now a Jhonny-Timmy; he's been playing for almost as long as me. If he plays critters, then he will play big ones, he plays combo as well but if he does, it will have to be a game ending infinite-something. He despises playing control because he has no patience for it, he's tried it a few times but always loses, not because of lack of intelligence but because it's not in his character and missplays at critical times; you have to be at least a little bit spike to be good at control.
My friend still buys packs, believes in his luck and won't shell out more than 10$ on a card. He always builds his decks by looking at his collection for cool cards to play, so he's not really methodical, going by feeling only. He also has trouble getting rid of old decks to build new ones; becoming emotionnaly attached to them. That's the timmy part still strong in there.
Now we all have a timmy part inside us. It's the same part of our brain that nicotine speaks to. A timmy thrives on big emotions, and those are pretty addictive. As time goes on and a play group becomes more familiar with the game, true-to-the-bones timmy will feel more and more alienated; frustrated if he see's too many control decks or his combos not coming to fruition. As a result his winning % will go down as will the fun factor, he'll probably abbandon soon after.
But fortunately for Wizards of the Coast and all the magic community as well, timmys come into the game all the time. Wizards caters to them because they get the $$$ in the coffers.
When I say 'white feels forced' I mean that the deck could easily be played without white. -> the only reason to play it is to include the current card.
sure you can say you had to play the card, but then I can say you forced the deck around SD, and it's nicer to say: 'good deck, but SD should not be in here' than 'this deck does not fit SD'
Ok I understand better what you meant, thank you for clarifying.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Why exactly do y'all use placeholder's for judging? Editing an existing post doesn't send out an email telling me the thread has been updated, so it means we don't get emails when you post results. This basically means we have to check back constantly to see the results, which is mildly frustrating.
J
I never enough thought of that. So, here ya go. A new post for scores. Again, sorry for the delay everyone.
Creativity: 4
CIP creatures, which is pretty predictable. I did however like the interaction with Kavu Monarch, as he isn't picky as to what Kavu comes into play, and Thunderscape Familiar, as he can help chain you into a second Surprise.
Originality: 5
Kavu.dec this is not, quite. Kavu Decks typically don't bother splashing for White, since not many Kavus have it. White let's it pay 3W for a blocker and a 'spell'. Kavus have a deck build around them every now and then, but this isn't the typically build.
Effectiveness: 5
Hard to judge. How often will the opponent attack into you? How often do they hold back when you have 3W untapped? In a vaccum, it looks promising, but I wished I could have tested the psycological aspects vs an actual opponent. Even without those, though, cards like FTK, Brass Herald, Kavu Monarch, and Kavu Howler are really happy to have this guy around.
Fun: 3
A little boring at first, to be honest, but once I hit enough mana, the Howlers and Heralds helped me dig through the deck.
Protection: 1
Lots of ways to deal with creatures, and some artifact and enchantment removal.
Format: 1
Tribal - Kavu
Total: 19
Creativity: 5
Instead of abusing the CIP effects of creatures, you abuse creatures that count others coming into play. By the by, Surprise Deployment into an infinite loop of damage/card draw is awesome.
Originality: 5
A Beast deck with 8 actual Beasts AND White mana? Talk about unconventional. I also love the infinite Champion loop. I really think it's underused.
Effectiveness: 5
At first, it doesn't look like it would help a ton, but it opens up a lot of tricks. With 6 mana open (3WRG), you can flash in a blocker to kill something while doing some of the following:
-Dealing 4 damage
-Drawing a card
-Kill something else with Contested Cliffs
-Champion a creature to draw/damage at EoT
-Unchampion a creature to draw/damage now
-Start an infinite loop.
-Destroy an artifact or enchantment.
-Gain 4 life.
Fun: 4
I'm a sucker for infinite loops.
Protection: 1
Naya Charm, Parallax Wave, and Stomphowler.
Format: 0
Nada.
Total: 20
Creativity: 4
Flashes in CIP critters, but I enjoy the interaction with it and Primal Forcemage.
Originality: 6
I'm not actually sure what it is, but I love it. The whole Evoke/CIP bit is boring, but I love the "Attack me and die" theme you have going on. Not expected.
Effectiveness: 6
Here's where I also really with I had someone to play against. After looking at this list, how many times are going to be completely safe to attack? Command? Righteousness? Giant Growth? Those can sting, but they can be dealt with. Deployment takes it once step further. It's immune to sorcery-based removal. You opponent is either running Terror, StP, or an alternate win con, because not many attackers are going to enjoy facing 5/5 Redcaps.
Fun: 3
I typically love decks that play mind games, but this one was a little boring at first. Not much going on until the right cards are found, and with no draw or search...
Protection: 1
Creature removal, in more ways than one.
Format: 0
Nada.
Total: 20
Creativity: 3
CIP creatures, which was expected.
Originality: 5
Outside of this week, this would be pretty original, but the CIP-theme is just too predictable.
Effectiveness: 6
Hard to see this deck working without Surprise. There are so many sick plays that can be done with it.
Fun: 4
Not much of an early game, but I loved using Surprise for a Broodmate or Walker and then actually playing them. Very fun.
Protection: 0
Not enough to qualify.
Format: 0
Nada
Total: 18
Creativity: 3
CIP critters. Kind of expected for this week.
Originality: 6
I'm actually giving it high marks for this, and here's why: it can curve out like an aggro deck. Every CIP deck I expected this week was going to have nearly all high-cost creatures, but the opposite is true for this deck.
Effectiveness: 4
I think your deck could live without it, but there's no arguing that it helps the deck. Firemaw Kavu? That's sick.
Fun: 4
Not usually my type of deck, I enjoyed it. Set of an offense, and then Surprise with Maw and start removing attackers/blockers. It almost plays like Aggro/Control.
Protection: 1
Ring, Sting, and Maw
Format: 0
Nada.
Total: 18
Creativity: 6
Not stopping just at CIP creatures like most of what I expected this week, your deck also wrecks havoc to combot math. Sure, a Turn 3 Doran is a strong play, but I almost might want to save it to Surprise with it later in the game. That card screws up combat math so badly, it actually is funny.
Originality: 5
Despite Treefolk being a supported tribe, I haven't seen a ton of Treefolk decks. At least not ones that want to opperate at instant-speed.
Effectiveness: 5
The deck probably could opperate without it ok, but it adds a whole new element to the deck. If I'm playing an aggressive deck, just the thought of getting Doran flashed in on me would be petrifying.
Fun: 4
Harbinger and Banneret were great early plays and helped to keep me doing something until I hit 4 mana.
Protection: 0
Sadly, 2 cards short.
Format: 1
Tribal - Treefolk
Total: 21
Creativity: 6
Very creative! Most of the decks I've seen have wanted to use Surprise Deployment on an opponent's turn. You deck thrives on using it on your own turn.
Originality: 6
Well, I can say I've never played/seen/expected anything like this.
Effectiveness: 5
The deck seems a little light on the mana, so paying for Surpirse and doing something else was diffcult at times, but maybe I just had some bad draws. It can happen. Anyways, my point is that sometimes you're better off paying the cheap price on some of these cards and something else rather than Surprise. That does not, however, make it any less awesome.
Fun: 4
The deck came together nicely and had lots of potential plays at every step of the game to keep me engaged. More than that, the deck also really made me think. Do I Surprise my Blistering Firecat into play so I can use it again, or to I save it for Hellkite? Is it worth Deploying my Ball Lightning when I have RRR open? There was rarely a time that Surprise was an auto-play, except for Hellkite. I enjoy that kind of thinking.
Protection: 1
Ring, some stuff for creatures, and some for lands.
Format: 0
Nada
Total: 22
Creativity: 3
CIP creatures. Excpected for this week.
Originality: 5
This is a very interesting take on a control deck. Thanks to Surprise Deployment, you leave your mana untapped nearly all the time.
Effectiveness: 6
The combo with Gilded Drake is really sick, and Man-o'-War is great with it, too. As a control deck, it can churn out some really sick CA via Surpirse Deployment.
Fun: 4
It worked pretty smoothly, but the random Archangel getting stuck in my hand was somewaht annoying. At leask Reviellark is playable at only 5cmc. Still, if I'm only complaining about one card out of 60, you did something right.
Protection: 1
Some counters, creature stealing, and bounce
Format: 0
Nada.
Total: 19
Creativity: 5
Also interesting in that you chose to abuse cards that care about creatures coming inot play, rather than CIP creatures themselves, for the most part.
Originality: 6
I have a Norin deck (my group banned my from playing it too often because it confused the hell out of them), but this is something different. It plays totally different from the one I have, and Surprise actually fits into the theme very well.
Effectiveness: 4
The deck would probably steal there critters just fine without Surprise, but it helps for Witness and Hellkite a lot, not to mention completely screwing over combat math, thanks to the Theif.
Fun: 3
Not much to do in the early game for the times I goldfished it. Maybe I just got unlucky.
Protection: 1
Creature removal and stealing.
Format: 0
Nada.
Total: 19
Creativity: 3
CIP creatures.
Originality: 6
Very cool deck. Great Whale can give some huge for Mistmeadow Witch, and Sundering Titan is a wrecking ball vs a lot of decks.
Effectiveness: 6
Well, it certainly would be hard to play either fatty without Surprise Deployment. I know it really sped up the deck in testing.
Fun: 4
Decent amount of tutors to find whatever I need. I usually had something to do with my mana.
If anybody has interest in helping to playtest some of the decks for a round (or just random casual):
I would be able to 'play by post' either over Msn, Icq or the chat of Cadet's forum mtgdarkness.com (MWS does not work for me).
3 Flickerwisp
4 Glittering Lynx
2 Great Whale
3 Mistmeadow Witch
3 Scrivener
3 Sundering Titan
Spells
3 Fabricate
4 Mana Leak
3 Mystical Teachings
4 Power Sink
4 Surprise Deployment
3 Turn to Mist
2 Hallowed Fountain
4 Mystic Gate
6 Island
9 Plains
3 Cleansing
2 Crucible of Worlds
2 Mana Vortex
4 Rhystic Scrying
4 Rushing River
If all else fails, a timely Glittering Lynx or Flickerwisp could defend just as well.(Have to keep reminding myself, nonwhite... nonwhite...)Rather than go for the traditional Counterspell, I have opted for other, more flavourful counters.
Once board control has been established, either through land destruction or countering (or both), I can begin to cast my creatures or cheat them into play with Turn to Mist, Flickerwisp or Mistmedaow Witch - in combination with Surprise Deployment.
While I have chosen Fabricate and Mystical Teachings, Enlightened Tutor and Mystical Tutor would be my top choice if they were not so over-powered (IMO).
The sideboard is will become more useful depending on the makeup of opponent's deck, if they are playing similar colours, most will not be needed, however, if they are running a lot of non-basic or other colours, Mana Vortex and Cleansing will be valuable in place of the Sundering Titans.
I hadn't posted in a while because I sort of lost my old playgroup, and I didn't play for about 6 months, I missed all of eventide.
I was kinda feeling down about it, when a couple of months back, a co-worker that I've known for over a year, sees me with a binder at work, and says: "Hey I didn't know you played Magic", the rest is history; I now have a new regular play group and I'm happy.
My girlfriend is not too thrilled though, she must have thought I'd gotten over it...
Now this thread is something else!! It really gets the creative juices flowing and for that I congratulate you all, I even went out yesterday and bought/traded at the local shop for all the cards in my entry so I could play it right this weekend! Can't wait!
(7) Johnny factor -does your deck make my Johnny senses tingle? have you impressed me with your originality and creativity? If your deck strikes me as a lightly modified tournament deck, I'll probably give low points in this area. If your deck does something most people would never think of doing with cards I've never heard of or almost forgot about, you'll likely get full points.
(4) Timmy factor - how much does your deck win? does it win more? if you're trying to squeak by with a clever calculated game of attrition, you might score low. if you win by hitting your opponents with several giant dragons, or a mind bogglingly large ball of flame or something of that nature, you may receive full points.
(4) Spike factor - how much can I count on your deck to win? consistently? doesn't matter how, just that it does. decks that seem very strong to me will get high spike points. decks that don't seem as strong will score lower.
(2) Vorthros factor - how much personality does your deck have? Did I notice that almost all of your cards have a picture or flavor text featuring akroma? Or is all of your magic time travel themed? Thats awesome. ou get the vorthros bonus.
(8) card adherence- how much and how well do you use the chosen card to do whatever it is your deck is trying to do? Is your deck unstopable once the chosen card gets played, but almost useles without it? I'll give you the full 8 for that. decks that throw the card into a deck that doesn't really need it will score much lower in this category.
thats my scoring system. I havent looked at any of this rounds decks yet, but now that I've chosen my criterea, I will soon. Good luck everyone, and have fun with the deck construction.
casual deck construction contest season 3:
http://forums.mtgsalvation.com/showthread.php?t=189597
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=239539
First, I see deck lists with sideboard. Being the multiplayer guy that I am, I don't really think of sideboards when I build for casual.
My question is: Do cards in sideboard count towards the amount of cards you have to have that can deal with other cards? for scoring purposes I mean (I read on page 1 that you guys score for amounts of those in deck).
It may or may not be important since I tend to pack my deck with some answers, but if I can move some of these to the sideboard... well...
Also someone might have asked this before, but I didn't have the patience to read 20 pages of thread : Do you have to play 4 of the selected card in your deck? In other words I feel my deck will work better with 3 Surprise Deployement (I want 2 Wordly Tutor in but don't want to cut anything else), can I ship a deployement to the sideboard without scoring penalty? or cut 1 altogether?
Believe me when I say that it would still be a major component in the deck, but it's been my experience that sometimes 3-of is actually better than 4-of, especially if your deck has some draw and tutoring, the selected card cost 4 mana and the deck can recycle it.
Thank you.
Use common sense. As said a multiplayer deck should run some answers anyways - flexibility is king here.
if we're at it: I rather dislike that people latly just throw a couple Naturalizes in their decks because I mentioned it often - it's just the most basic spell to kill artifacts and enchantments. Disk, ***, Vindicate and StP is the same thing, iconic well-known spells.
I do not count them unless the deck has a way to access them during the course of a game, such as a Wish.
We've had a few decks that played 3 of the chosen card instead of 4, and they didn't get penalized. In fact, if you make a Singleton deck, then you'd have to play with only 1 of the chosen card. So, yes, you do not need to play 4.
If this is how you feel, then we should remove the extra points for 'protection'. You can't have it both ways, awarding points to people who include methods of dealing with all kinds of problems, and then complaining when we consistantly include the best cards to do this with.
- that you actualy throw Naturalize in decks that it does not belong into (I have not taken points for sub-par choice tho), because I said 'play Naturalize' meaning 'play ansers for non-creature cards'. Naturalize is hardly the best of it's ilk for every deck.
- because I don't want every deck end up with a fix suite of answers (because of me), to get the points.
I'll shut my mouth now. ^^
Yes, finally someone found Sundering Titan. I considered him for my deck, but with all the basic land types im running it would kill me. For you however, i would consider more nonbasics so he doesnt kill your land. Also Momentary Blink and Titan would be nuts.
Im the same way, if you look at my deck for this round the sideboard is kind of a joke (IMO). Seriously, if you need to win that bad in casual that you need a SB, i think your playing the wrong format. But I dont want to run this thread into the ground with a debate about SB's in casual.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
I don't expect to get extra points just for including a Nevinyrral's Disk in the sideboard of ever deck I include, and i certainly wouldn't argue that any protection in my sideboard should count towards protection, but sometimes you want extra cards around.
Case in point, I run an all black deck that includes 2 Terror. My main opponent runs several decks, but one of them has all artifact creatures. My sideboard for that deck includes 2 Assassinate, 2 Sudden Death, and 2 Nameless Inversion. Since Terror is completely useless against that deck, I swap in something not quite as good but more flexible. If I were going to include Terror in a deck competition like this, I'd definitely show in my sideboard what my answer to a black or artifact deck would be.
Similarly, during the last round I included Molder in my main deck. I, however, have often seen decks with no artifacts or enchantments in them. I included in my sideboard for that round the cards I would include if Molder suddenly became useless.
I don't build my decks around what I'm playing, but I will remove useless cards and put in something else. I think it's poor sport to put in 8 artifact removal cards against a modular deck, but to remove your artifact removal cards when there aren't any artifacts is just common sense, designed to make the game be a little more fun.
Anywho, that's just how I use the sideboard. It's not competition, but I don't find it "fun" to draw Terror against an artifact deck, so I sideboard in casual to keep that from happening.
J
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
I didn't notice it until now, but Sunday is the 25th. Monday is the 26th. Which should I close it on?Submission time is over.
judging is more time intensive, and i'm stingier with points than I expected.
johnny factor (5/7) kind of obvious choice of combo for the card, but solid.
timmy factor (1/4) its har to please timmy with no rares.
spike factor (3/4)you're fast and you've got removal and tricks
vorthros factor (1/2) extended and rare free gets you a vorthros point
card adherence (8/8) your deck is clearly built around and very dependant on the week's card.
score (18/25)
johnny factor (6/7) making extra creatures by surprise. fun.
timmy factor (4/4) i'm going to give you full points for casting broodmate dragon multiple times.
spike factor (2/4)naya charm is going to be working hard in this deck. you're also going to have trouble with artifacts and enchantments and other decks that can negate the combat step
vorthros factor (0/2) nothing to see here.
card adherence (8/8) your deck is clearly built around and very dependant on the weeks card.
score (20/25)
johnny factor (4/7) the howlers and golem are fun little innovations.
timmy factor (3/4) Kavu are large enough that if you get the kind of numbers you're looking for, they can be fun for timmy.
spike factor (2/4) Kavu is hard to tribe to make effective, but you don't do badly.
vorthros factor (2/2) Kavu tribal. awesome.
card adherence (5/8) you've only got the one combo with the main card, but its the combo that made the deck, and you tortured your mana base to use just a couple white cards. thats worth something here.
score (15/25)
johnny factor (4/7) I've never seena deck like this before, but it strikes me as
a tribal deck built with a hook. It makes Johnny smile but he does not yet
cackle with maniacal glee.
timmy factor (3/4) your deck smashes people in the face with large monsters.
This is something Timmy would certainly be in favor of. theres lots of really
big guys gere, especially if you get doran and the protector doing their jobs.
the only thing holding me back from giving you full timmy points is that nothing
really strikes me as 'unnecessarily large' here. all in all, though, timmy is
happy.
spike factor (2.5/4) this is a deck that will o reasonably well in casual, with
plenty of sturdy blockers and a few good surprise plays. It doesn't feel
overwhelmingly powerful, but it can hold its own against most decks.
vorthros factor (2/2) I don't know if its what you were going for, but I
personally consider treefolk a pretty flavorful tribe. leading a forrest into
battle is a fun mental image for me. your creatures are nothing but trees, and
it doesn't look like you did it just for tribal points, so you get the full
vorthros score.
card adherence (6/8) while it doesn't seem built around the card, your deck does
seem to be able to put surprise deployment to very good use whenever you draw
it. also, there are very few times you'd rather have the deployment than the
amulet.
score (17.5/25)
johnny factor (7/7) confusion in the ranks is a great johnny card, and this
week's card does good things with it. lots of clever side combos with both cards
too, enough that you should be able to draw at least one every game.
timmy factor (2/4) there is a big nasty dragon with a comes into play effect
that you can repeat. thats good, but theres not much else to catch timm'ys
attention.
spike factor (3/4) the deck seems strong. pryoclasm is a good sweeper for decks
that get started too much faster than you. seems like white weenie decks with
the popular protection from red creatures like silver night and soltari monk
could give you lots of problems. repeatable creature theft is a strong mechanic
to lean on.
vorthros factor (0/2) nothing of note here really. doesn't seem like story
telling was something you were going for.
card adherence (6/8) like I said, you've got a couple good combos with surprise
deployment going here (especially your main one), but the deck feels like its
based more on confusion in the ranks than surprise deployment.
score (18/25)
johnny factor (2/7) lots of attacking and damaging, but not much comboing.
surprise deployment can lessen some of your creature's drawbacks
timmy factor (2/4) blistering firecat is kind of impressive. so is the hellkite.
not much of them here though, and I doubt you'll get to cast them often, as you
or your opponents will likely be dead long before then.
spike factor (4/4) fast. lots of extreamely fast red creatures
vorthros factor (1/2) flinging around creature shaped lightning seems to be a
little bit of a theme here. thats kinda fun.
card adherence (4/8) surprise deployment is integrated in the deck, mostly as a
tool to lessen some of your creatures drawbacks. The deck can do well without
it, but it does get a little better if you draw it.
score (13/25)
johnny factor (6/7) momentary blink, eternal witness, gilded drake, plenty of
combo fun to enjoy here.
timmy factor (1/4) theres an angel. its big, it flieds and it protects you, but
it looks so loneley to the timmy in my mind, especially when you can have any
nonwhite creature in play for the space of your attack phase
spike factor (3/4) pretty effective you've got an answer for pretty much
everything and a strong offense.
vorthros factor (0/2) nothing I can see.
card adherence (5/8) you've got a few good creatures to drop into play on your combat phase, but thats about the extent of it.
score (15/25)
johnny factor (6/7) making me think gets you johnny points. lots of fun, good ideas.
timmy factor (3/4) nothing to go mad with power over here, but the titian is nice and unecessarily big with rediculous abilities that you can put to good use.
spike factor (2/4) so many things that almost work so well... the great whale was almost a good idea, but if you read the oracle text, it only works if you played it from your hand. if you get that titain online, though, you can get pretty nasty.
vorthros factor (1/2) I'll give you one vorthros point for going with convictions over effectiveness with your tutors and counters.
card adherence (7/8) you've definitely committed heavily to the card, forming everything your deck is supposed to do around it. The only thing keeping you from the top score here is that some of your backups are better than the card itself for your deck, but thats hard to avoid with suprise deployment.
score (19/25)
johnny factor (7/7) aether charge with changelings and championing? surprise indeed!
timmy factor (3/4) I've played with aether charge. 4 damage tends to get to a 'more than necessary' point pretty quickly
spike factor (3/4) solid choices
vorthros factor (0/2) nothing of note here really. doesn't seem like story
telling was something you were going for.
card adherence (6/8) pretty good as far as this is concerned.
score (18/25)
johnny factor (6/7) nice ideas here making the combat step go crazy.
timmy factor (3/4) sudden giant monsters!
spike factor (3/4) the mind games you're playing here can get you some extra milage from your deck, but opponents that aren't so reliant on the combat step will pose problems
vorthros factor (0/2) nothing to see here.
card adherence (8/8) you've got the instant speed creatures and you -want- to do it in the combat step.
score (20/25)
casual deck construction contest season 3:
http://forums.mtgsalvation.com/showthread.php?t=189597
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=239539
Thank you for your time and your review Anansi.
I really like your review system, it puts some tension between the different styles of Magic playing. It would make it quite a feat to score perfect since I don't think any deck can truly relate to all the styles of players, me like!
Sorry, I'd just like to point out one tiny mistake, your total says 18, but I count 19/25.
Also did I score 6/8 on adherence because I only played 3 out of 4 Surprise Deployment? I hope not since I had explained why I did that on post #277. I Just want to know...
Thank you again.
Placeholder for judging.
you're right, it is 19. corrected.
I read your explaination for why so few deployments. 6/8 is a pretty high score, only two from perfect. I didn't give out very many perfect scores in the categories that were worth a lot. you weren't being penalized for playing only 3.
casual deck construction contest season 3:
http://forums.mtgsalvation.com/showthread.php?t=189597
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=239539
I'm cool with you not reverting the score though, just thought I did read it right because I made the mistake with Demigod of Revenge for a alpha build of the deck.
J
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
focus (7) - How good do you use the current card?
playertypes (17)
T (4) - Timmy factor. How epic can games with this deck be?
J (4) - Jonny factor. Does your deck express something 1 or does it use combos?
S (4) - Spike factor. How strong is the deck? 3
M (4) - Melvin factor. Synergy & format restrictions!!
V (2|4) 2 - Vorthos factor. Flavour & non-format restrictions.
1 - I think that I overlooked that part of Jonnyness 'til now. I will not give a constant minus for it, but will value it if it's there.
2 - If a deck is made for a Vorthos I will exchange point max for V and T, J or S factor, as they can conflict. If they're not I will take the options giving more points. This way I don't give an advantage to a playerprofile.
3 - Just that I told you: A lot powerfull spells -/-> a powerfull deck. This is a risky thing, think of it as meta-ing: Pack powerfull spells to the limit and risk minus points for Mr. Dave Suitcase deckbuilding or play a newb deck and get low S points.
filling in the scores. (I watch Futurama and fill in the rest after that - filling in the rest - filled in the judgment.)
4 Flametongue Kavu
4 Thunderscape Familiar
3 Brass Herald
4 Kavu Howler
4 Horned Kavu
3 Bloodfire Kavu
2 Kavu Monarch
4 Surprise Deployment
2 Orim's Thunder
4 Harrow
3 Simoon
23 lands
3 Brushland
3 Battlefield forge
4 Karplusan Forest
2 Plains
6 Forest
5 Mountain
focus (3/7) - I really don't see how the deck needs white. You can use SD to draw gas and FTK kills, but this does not justify the white splash for me. SD feels forced.
Playertypes (13/17) -
T (4) - Stampede of oversized geckos.
J (1) - Not really.
S (3) - Solid casual.
M (4) - Tribal interactions, bounce shenanigans. + tribal legal + Invasion block
V (2.5) - Kavus on the hunt and using aether rifts! from what I know of Kavus this is rather true.
(J and V max exchanged)
18.5
4 Wirewood Savage
4 Blastoderm
3 Changeling Titan
2 Ravenous Baloth
2 Hystrodon
2 Indrik Stomphowler
2 Eternal Witness
3 Changeling Beserker
3 Surprise Deployment
3 Parallax Wave
2 Worldly tutor
3 Aether Charge
2 Naya Charm
2 Cauldron of souls
Lands (23)
3 Jungle Shrine
2 Gemstone Mine
2 Rith's Grove
2 Reflecting Pool
2 Selesnya Sanctuary
2 Terramorphic Expanse
2 Contested Cliffs
1 Ghost Quarter
1 Diamond Valley
4 Forest
1 Plains
1 Mountain
focus (5/7) - The deck does not need SD to win. The effect ranges from simple stalling to game winning. Still another deck where SD feels forced.
playertypes (11.5/17) -
T (2) - While Aether Charge might deal 8+ damage in a single turn, it's to complicated for Timmy. He would rather play Blaze and 10 mana.
J (3) - Where Timmy gets a headache, Jonny starts to warm up his grey cells. Cool idea but not Super Secret Tech.
S (3) - the combo part is very dependant on the meta, but you can go agro all day long.
M (3.5) - You get a -0.5 for Cauldron *ugly!*. Apart from that the deck works like the lovechild of a clockwork and an army knife.
V (0) - Nope.
16.5
3 Primal Forcemage
4 Murderous Redcap
4 Flametongue Kavu
4 Gerrard's Command
3 Predator's Strike
3 Briarhorn
4 Giant Growth
3 Spitebellows
2 Righteouness
2 Herd Gnarr
4 Savage Lands
4 Savannah
4 Plateau
4 Taiga
4 Temple Garden
4 Stomping Ground
focus (7/7) - This deck needs SD. Emphasis on 'needs'. While it's the third deck in a row where white is just a splash for SD, this deck really needs it. A one trick pony without CA. *shudder*
playertypes (7.5/17) -
T (3) - Ok you get huge creatures. People who would play the deck would like that.
J (1) - Imba Redcaps anyone?
S (1) - No.
M (2.5) - You can make use of creatures leaving play and entering it.
V (0) - No.
14.5
Really, all that pump just screws over the whole deck. Huge disappointment, you can do way better.
04 Taiga
04 Savannah
02 Plateau
02 Fungal Reaches
02 Gruuf Turf
02 Forest
01 Tropical Island
01 Plains
01 Mountain
04 Harmonize
04 Birds of Paradise
04 Momentary Blink
04 Walker of the Grove
04 Bogardan Hellkite
03 Broodmate Dragon
03 Naya Charm
03 Eternal Witness
02 Deadwood Treefolk
02 Guardian of Cloverdell
focus (7/7) - That's just mean. No really, 8 creatures leaving a 4/4 body after they have been SDed. Adding Blink is a kick in the balls. I love how blinking both uses the creatures abilities and circumvents the delayed SD trigger. [Sic].
playertypes (13/17) -
T (4) - Dragon? two, check. Big green fat? two, check. -> Happy Timmy
J (3) - Great use, but still not Super Secret Tech.
S (3) - this thing is rock solid - but will have problems with higher powerlevels - due to control an answer lack
M (3) - Melvin likes your mana base and the citp shenanigangs and loves Momentary Blink on a SDed creature.
V (0) - Nope.
20
*wishes he had a higher budget for MtG to build this*
2 Plains
2 Forest
15 Mountain
4 Jungle Shrine
3 Selesnya Signet
4 Thick-Skinned Goblin
4 Stingscourger
4 Keldon Marauders
4 Hunting Moa
4 Civic Wayfinder
3 Firemaw Kavu
3 Deadwood Treefolk
4 Surprise Deployment
4 Oblivion Ring
focus (6/7) - The deck wants to play SD to get an extra bonus from the creatures, feels not forced opposed to previous decks.
playertypes (8/17) -
T (1) - Not really.
J (1) - Not really either.
S (3) - Solid casual.
M (3) - Good but not excelent use of synergies.
V (0) - Nope.
14
I'm sorry for you, the deck really feels as it should get more points. I will adress my problem here in general at the bootom of the post.
Also your land base looks really strange considering that you don't have that much more red.
4x Treefolk Harbinger
4x Bosk Banneret
3x Indomitable Ancients
2x Doran, the Siege Tower
2x Ambassador Oak
2x Battlewand Oak
2x Timber Protector
2x Unstoppable Ash
2x Deadwood Treefolk
Enchantments/Spells (12)
4x Surprise Deployment
4x Evolution Charm
4x Vindicate
2x Quicksilver Amulet
2x Sol Ring
Land (22)
4x Murmuring Bosk
4x Bayou
4x Savannah
4x Scrubland
3x Forest
1x Swamp
1x Plains
4x Mortify
4x Eladamri's Call
focus (6/7) - Wowza. Nasty stuff you can pull out of your sleeves. *sry for the bad pun* SD Doran sounds like epic ownage.
playertypes (/17) -
T (4) - Timmy is a treehugger atleast when it comes down to Ents.
J (0) - No
S (3) - Casual solid.
M (4) - Tribal format legal, plus great tribe interaction.
V (3) - Dark walking forest full of bad surprises and cruel story twists. The imagination of a SD by a Treefolk makes me actualy laugh.
exchanged J and V point max.
the best treefolk deck I can remember to have passed my eyes. very innovative.
20
12x Mountain
4x Plains
4x Rugged Prairie
4x Plateau
2x Hell's Thunder
1x Bogardan Hellkite
3x Inner-Flame Acolyte
2x Glarewielder
2x Blistering Firecat
2x Ball Lightning
4x Spark Elemental
3x Avalanche Riders
3x Faultgrinder
2x Spitebellows
2x Howling Mine
4x Surprise Deployment
3x Sol Ring
focus (3/7) - White is forced again. It's doubtfull that the SDed creature will survive the combat step to be bounced back and get a second shot.
playertypes (/17) -
T (3) - Fireball = good -> Fireball on legs = good (if my assupmtion is wrong correct me)
J (0) - Nope.
S (3) - Looks solid, a bit boring but solid.
M (2) - You use SD, but much less than other decks.
V (1) - Chandra gone wild. I feel the deck deseverves a point here, but don't ask for a basement.
12
4x Tropical Island
4x Tundra
4x Polluted Delta
4x Flooded Strand
3x Island
1x Plains
Creatures:
4x Gilded Drake
3x Man-o'-war
3x Eternal Witness
2x Mulldrifter
2x Scrivener
2x Mystic Snake
2x Aethersnipe
1x Empyrial Archangel
1x Reveillark
1x Trygon Predator
1x Wispmare
4x Surprise Deployment
4x Momentary Blink
4x Brainstorm
3x Eladamri's Call
3x Bant Charm
4x Propaganda
4x Negate
4x Mana Leak
3x Force of Will
focus (7/7) - Great flexible use. Points for Gilded Drake.
playertypes (/17) -
T (0) - Nope.
J (3) - the deck is more than just synergy.
S (3.5) - solid plus, while being interactive and thus fun.
M (4) - synergy!!
V (0) - nope.
17.5
I like how the budget mana base still costs ~75$ Someone needs to cast Humble on you.
3x Glitterfang
3x Reveillark
4x Eternal witness
2x Bogardan Hellkite
2x Norin the Wary
3x Bronze Bombshell
1x Fortune Thief
4x Surprise deployment
3x Magma Jet
3x Otherworldly Journey
3x Pyroclasm
3x Seething song
Enchantments: 4
4x Confusion in the ranks
lands: 22
4x Battlefield Forge
2x Vitu-Ghazi, the city tree
3x Sacred Foundry
3x Mountain
3x Temple Garden
3x Stomping Grounds
2x Forest
2x Plains
focus (5.5/7) - What for is SD in here again? I also don't understand why you would give them a Fortune Thief or flying fatties. *?* You would probably need to beat the understanding into me with the deck, atm I'm rather confused how this should work out.
playertypes (/17) -
T (3) - CiR is a big splashy effect and you can hand around bombshells and Dragons. sounds fun.
J (4) - CiR alone is Jonnytastic but Glitterfang - superb.
S (2) - ???? from a certain point on I have no clue how to play the deck. (see comment on focus)
M (3.5) - CiR screams for synergy and you present it with SD and the creatures.
V (0.5) - Norrin and CiR just make my inner Vorthos warm and dizzy inside. that's worth half a point.
16.5
3 Flickerwisp
4 Glittering Lynx
2 Great Whale
3 Mistmeadow Witch
3 Scrivener
3 Sundering Titan
Spells
3 Fabricate
4 Mana Leak
3 Mystical Teachings
4 Power Sink
4 Surprise Deployment
3 Turn to Mist
2 Hallowed Fountain
4 Mystic Gate
6 Island
9 Plains
3 Cleansing
2 Crucible of Worlds
2 Mana Vortex
4 Rhystic Scrying
4 Rushing River
focus (7/7) - SD a Sundering Titan. That's equal to two kicks under the belt. Really great idea.
playertypes (/17) -
T (4) - ST ftw. (and the Whale)
J (4) - SD a ST is just :o.
S (3) - solid casual - might have been more with stronger cards. multiplayer this might get a banhammer - considering what I have heard of getting banned.
M (3) - I like how you chose counters profiting from the manadenial.
V (0) - nope.
21
again: Great idea.
Hammer: 18.5
fdtori: 16.5
P_A: 14.5
dragoonbot: 20
pooispoois: 14
JeffDerek: 20
MagicProfessor28: 12
Arc-logger: 16.5
kiwoli: 21
I will add the note and rankings & stuff after some sleep, it's 3am here. gn8 folks.
Note: This point system cripples any deck that does not play Timmy cards and tbh there are a lot such decks, in a similar way most decks simply can't get points in the Jonny factor. -> I'll think of a better way to distribute points within playerprofiles.
@Arc: 1.
blutsau, you my friend,either way I interpret that I do not like it.2. I now understood what your deck wants to do.
What would be to changed? Focus and S. You admited the deck is a bit a mess and as such I can't give it my seal of approval for 'solid casual' -> not more S points.
The interaction SD and CiR is worth more than 3 points tho. I don't give you more than 5.5 because SD is in conflict with some of the creatures you play. (I would try to make the idea (idea =/= deck) work with more 1cc creatures and Aether Vial and try maybe RU as Shrieking Drake came to my mind thinking of ore 1cc selfbouncers)
3. I hope you get those problems solved fast and in a good way for all involved people.
I can Understand my low scores for the T part, I'm not much of a Timmy myself, I used to be 12 years ago when I started, when I was hoping to get a Shivan Dragon with every pack I cracked open. Nowadays I don't get much fun out of blazing for 10, and I don't buy packs much, except for drafting.
The following is ;).
Timmy, to me anyways = newbie (not in the deregatory sense).
Timmy = The guy who buys packs hoping for the big one, like the poor soul chugging coins in the slot machine looking for the big payout. So In that sense...
Timmy = The most likely to get addicted to this game; hence why probably everyone on this forum is a Timmy or was one once.
Timmy = The guy most likely to get screwed in a trade.
Timmy = The one most likely to get mixed up in game mechanics, or lose interest/patience if the game lasts more than 30 minutes. So likely the one to be the most frustrated by a multiplayer experience (if not playing with other timmys).
End of ;).
Speaking of multiplayer, it may be that you didn't put much thought to a deck's mutilplayer performance (especially if you guys test on workstation). my entry was built with that format in mind (the only one I play casualy seriously ), so stalling with SD is a valid strategy in my mind.
I used SD this past weekend to put big blockers in play, and it worked, the others players seemed to lose interest in atacking me as much after these moves, so SD was very useful.
Your point of view about SD feeling forced has some validity, but only if you have duels in mind, I can attest to it because I had a couple of side duels with the deck, waiting for the "bigger" game to finish, and SD had a lot less impact there.
But as a counterpoint, I can't think of another card for the deck ATM which would allow me to use champions like that; to mimic a creature with both a CITP and leave play trigger, so go figure.
When you build a deck for multiplayer you can't really put all your eggs in one basket, so to speak. I would never put a card in and rely solely on it for winning, so maybe the card adherence rating is not my cup of tea, since most of you say that to get high points in that category your deck has to "need" the card. I guess I'm always going for synergy; all cards go well together and all of them can point to an avenue for victory.
Of course individual cards inspire and trigger the creative process, that's why this thread is super cool! A card gives me an idea, but then I have to build around the idea, not the card. Anyways, that's what synergy means to me.
Hey, why no love for Cauldron of Souls ???
Again, makes me think you only have duels in mind. Cauldron rocks as an anti-wrath tool in multiplayer, especialy with either Wirewood Savage or Aether Charge in play, clear the board? Someone will take damage to the dome and/or I will draw cards, so they will think twice, or do it gladly in the hopes that I don't kill them but the other guys who are pounding on them. The Cauldron also resets fade counters, makes it so I can double dip Eternal Witness, Indrik Stomphowler, etc. It's also a no-brainer with Ravenous Baloth and Diamond Valley. Remember in multiplayer, you have to have some win-mores, you have more players to kill!
Another thing about this view that splashing the selected card's color is bad, If your mana base is fine and you can easily play the spell with impact then I don't see what the problem is in splashing white. Plus c'mon! The card says "non-white" creature, you can't expect us to fill our decks with white.
Wow this post was long!
But Again great job! Don't mind me, I'm just sharing my views and getting my "sea legs" on this thread.
Most (f.e. I never was *:love: Counterspell*) newbs are Timmys - true; but not all Timmys are newbs (and hence lack understanding of the game).
Playing Blaze for ten is not a result of poor knowledge of what one can do, but simple personal preference. You know... 'cuz casting giant balls of flame is awesome and it's fun to crush people with creeps tall as Miss Liberty...
as I wrote in my note uder the ratings - I think the system needs adjustment to not screw non-Timmys and non-Jonnys as several deck types just don't fit either. (I think it's time for a new playerprofile.)
You have to understand what 5 of 7 points for focus means in your case: Tight deck with or without SD. -> Can't be a 7, because that would mean the focus is 100% - it's obviously not. 6 would mean that you pulled out atleast some awesome synergy or combo, not the case imo.
My dislike for Cauldron is based on personal expirience.
When I say 'white feels forced' I mean that the deck could easily be played without white. -> the only reason to play it is to include the current card.
sure you can say you had to play the card, but then I can say you forced the deck around SD, and it's nicer to say: 'good deck, but SD should not be in here' than 'this deck does not fit SD'
Hence my ;)... meaning tongue-in-cheek, gross caricature, etc, etc.
Are you stating that I misunderstand the game? And me having played Magic since The Dark and all. :-/, sniff, sniff. Or rather you are reinforcing the statement that not all timmys lack an understanding of the game, yeah that might be more it....
Then I agree with what you said, but I'll add that experienced timmys are not true timmys at all.
I understand that Timmy exists. In my opinion pure timmys can only be beginners; players get hybridized as they gain more experience, or they just leave magic...
Some ramblings to illustrate.
My friend was a Timmy, he is now a Jhonny-Timmy; he's been playing for almost as long as me. If he plays critters, then he will play big ones, he plays combo as well but if he does, it will have to be a game ending infinite-something. He despises playing control because he has no patience for it, he's tried it a few times but always loses, not because of lack of intelligence but because it's not in his character and missplays at critical times; you have to be at least a little bit spike to be good at control.
My friend still buys packs, believes in his luck and won't shell out more than 10$ on a card. He always builds his decks by looking at his collection for cool cards to play, so he's not really methodical, going by feeling only. He also has trouble getting rid of old decks to build new ones; becoming emotionnaly attached to them. That's the timmy part still strong in there.
Now we all have a timmy part inside us. It's the same part of our brain that nicotine speaks to. A timmy thrives on big emotions, and those are pretty addictive. As time goes on and a play group becomes more familiar with the game, true-to-the-bones timmy will feel more and more alienated; frustrated if he see's too many control decks or his combos not coming to fruition. As a result his winning % will go down as will the fun factor, he'll probably abbandon soon after.
But fortunately for Wizards of the Coast and all the magic community as well, timmys come into the game all the time. Wizards caters to them because they get the $$$ in the coffers.
Try it in multiplayer sometimes and let me know...
Ok I understand better what you meant, thank you for clarifying.
I never enough thought of that. So, here ya go. A new post for scores. Again, sorry for the delay everyone.
Creativity: 4
CIP creatures, which is pretty predictable. I did however like the interaction with Kavu Monarch, as he isn't picky as to what Kavu comes into play, and Thunderscape Familiar, as he can help chain you into a second Surprise.
Originality: 5
Kavu.dec this is not, quite. Kavu Decks typically don't bother splashing for White, since not many Kavus have it. White let's it pay 3W for a blocker and a 'spell'. Kavus have a deck build around them every now and then, but this isn't the typically build.
Effectiveness: 5
Hard to judge. How often will the opponent attack into you? How often do they hold back when you have 3W untapped? In a vaccum, it looks promising, but I wished I could have tested the psycological aspects vs an actual opponent. Even without those, though, cards like FTK, Brass Herald, Kavu Monarch, and Kavu Howler are really happy to have this guy around.
Fun: 3
A little boring at first, to be honest, but once I hit enough mana, the Howlers and Heralds helped me dig through the deck.
Protection: 1
Lots of ways to deal with creatures, and some artifact and enchantment removal.
Format: 1
Tribal - Kavu
Total: 19
Creativity: 5
Instead of abusing the CIP effects of creatures, you abuse creatures that count others coming into play. By the by, Surprise Deployment into an infinite loop of damage/card draw is awesome.
Originality: 5
A Beast deck with 8 actual Beasts AND White mana? Talk about unconventional. I also love the infinite Champion loop. I really think it's underused.
Effectiveness: 5
At first, it doesn't look like it would help a ton, but it opens up a lot of tricks. With 6 mana open (3WRG), you can flash in a blocker to kill something while doing some of the following:
-Dealing 4 damage
-Drawing a card
-Kill something else with Contested Cliffs
-Champion a creature to draw/damage at EoT
-Unchampion a creature to draw/damage now
-Start an infinite loop.
-Destroy an artifact or enchantment.
-Gain 4 life.
Fun: 4
I'm a sucker for infinite loops.
Protection: 1
Naya Charm, Parallax Wave, and Stomphowler.
Format: 0
Nada.
Total: 20
Creativity: 4
Flashes in CIP critters, but I enjoy the interaction with it and Primal Forcemage.
Originality: 6
I'm not actually sure what it is, but I love it. The whole Evoke/CIP bit is boring, but I love the "Attack me and die" theme you have going on. Not expected.
Effectiveness: 6
Here's where I also really with I had someone to play against. After looking at this list, how many times are going to be completely safe to attack? Command? Righteousness? Giant Growth? Those can sting, but they can be dealt with. Deployment takes it once step further. It's immune to sorcery-based removal. You opponent is either running Terror, StP, or an alternate win con, because not many attackers are going to enjoy facing 5/5 Redcaps.
Fun: 3
I typically love decks that play mind games, but this one was a little boring at first. Not much going on until the right cards are found, and with no draw or search...
Protection: 1
Creature removal, in more ways than one.
Format: 0
Nada.
Total: 20
Creativity: 3
CIP creatures, which was expected.
Originality: 5
Outside of this week, this would be pretty original, but the CIP-theme is just too predictable.
Effectiveness: 6
Hard to see this deck working without Surprise. There are so many sick plays that can be done with it.
Fun: 4
Not much of an early game, but I loved using Surprise for a Broodmate or Walker and then actually playing them. Very fun.
Protection: 0
Not enough to qualify.
Format: 0
Nada
Total: 18
Creativity: 3
CIP critters. Kind of expected for this week.
Originality: 6
I'm actually giving it high marks for this, and here's why: it can curve out like an aggro deck. Every CIP deck I expected this week was going to have nearly all high-cost creatures, but the opposite is true for this deck.
Effectiveness: 4
I think your deck could live without it, but there's no arguing that it helps the deck. Firemaw Kavu? That's sick.
Fun: 4
Not usually my type of deck, I enjoyed it. Set of an offense, and then Surprise with Maw and start removing attackers/blockers. It almost plays like Aggro/Control.
Protection: 1
Ring, Sting, and Maw
Format: 0
Nada.
Total: 18
Creativity: 6
Not stopping just at CIP creatures like most of what I expected this week, your deck also wrecks havoc to combot math. Sure, a Turn 3 Doran is a strong play, but I almost might want to save it to Surprise with it later in the game. That card screws up combat math so badly, it actually is funny.
Originality: 5
Despite Treefolk being a supported tribe, I haven't seen a ton of Treefolk decks. At least not ones that want to opperate at instant-speed.
Effectiveness: 5
The deck probably could opperate without it ok, but it adds a whole new element to the deck. If I'm playing an aggressive deck, just the thought of getting Doran flashed in on me would be petrifying.
Fun: 4
Harbinger and Banneret were great early plays and helped to keep me doing something until I hit 4 mana.
Protection: 0
Sadly, 2 cards short.
Format: 1
Tribal - Treefolk
Total: 21
Creativity: 6
Very creative! Most of the decks I've seen have wanted to use Surprise Deployment on an opponent's turn. You deck thrives on using it on your own turn.
Originality: 6
Well, I can say I've never played/seen/expected anything like this.
Effectiveness: 5
The deck seems a little light on the mana, so paying for Surpirse and doing something else was diffcult at times, but maybe I just had some bad draws. It can happen. Anyways, my point is that sometimes you're better off paying the cheap price on some of these cards and something else rather than Surprise. That does not, however, make it any less awesome.
Fun: 4
The deck came together nicely and had lots of potential plays at every step of the game to keep me engaged. More than that, the deck also really made me think. Do I Surprise my Blistering Firecat into play so I can use it again, or to I save it for Hellkite? Is it worth Deploying my Ball Lightning when I have RRR open? There was rarely a time that Surprise was an auto-play, except for Hellkite. I enjoy that kind of thinking.
Protection: 1
Ring, some stuff for creatures, and some for lands.
Format: 0
Nada
Total: 22
Creativity: 3
CIP creatures. Excpected for this week.
Originality: 5
This is a very interesting take on a control deck. Thanks to Surprise Deployment, you leave your mana untapped nearly all the time.
Effectiveness: 6
The combo with Gilded Drake is really sick, and Man-o'-War is great with it, too. As a control deck, it can churn out some really sick CA via Surpirse Deployment.
Fun: 4
It worked pretty smoothly, but the random Archangel getting stuck in my hand was somewaht annoying. At leask Reviellark is playable at only 5cmc. Still, if I'm only complaining about one card out of 60, you did something right.
Protection: 1
Some counters, creature stealing, and bounce
Format: 0
Nada.
Total: 19
Creativity: 5
Also interesting in that you chose to abuse cards that care about creatures coming inot play, rather than CIP creatures themselves, for the most part.
Originality: 6
I have a Norin deck (my group banned my from playing it too often because it confused the hell out of them), but this is something different. It plays totally different from the one I have, and Surprise actually fits into the theme very well.
Effectiveness: 4
The deck would probably steal there critters just fine without Surprise, but it helps for Witness and Hellkite a lot, not to mention completely screwing over combat math, thanks to the Theif.
Fun: 3
Not much to do in the early game for the times I goldfished it. Maybe I just got unlucky.
Protection: 1
Creature removal and stealing.
Format: 0
Nada.
Total: 19
Creativity: 3
CIP creatures.
Originality: 6
Very cool deck. Great Whale can give some huge for Mistmeadow Witch, and Sundering Titan is a wrecking ball vs a lot of decks.
Effectiveness: 6
Well, it certainly would be hard to play either fatty without Surprise Deployment. I know it really sped up the deck in testing.
Fun: 4
Decent amount of tutors to find whatever I need. I usually had something to do with my mana.
Protection: 1
Counterspells, LD
Format: 0
Nada.
Total: 20
Hammer: 19
fdtori: 20
Post Affinity: 20
dragoonbot: 18
pooispoois: 18
JeffDerek: 21
MagicProfessor28: 22
urweak: 19
Arc-logger: 19
kiwoli: 20
No Name Maddox: 36
Anansi: 38.5
kruemel: 33
Post Affinity: 37
Night Child: 39.5
Arc-logger: 39.5
FoggManatic: 41.5
dragoonbot: 33.5
Night Child: 62
Morphadite2: 61.5
No Name Maddox: 55
Anansi: 58
dragoonbot: 59.5
Arc-logger: 56.5
Post Affinity: 49.5
CF105: 48
FoggManatic - Judge : 0
Morphadite2 - 56
Post Affinity - 61
Twilight_Eyes - 43.5
AEIOUsometimesY - 49
Arc-logger - 59
CF105 - 58.5
Thunder Road - 54.5
Anansi - 57
FoggManatic - 56.5
No Name Maddox - 64
Post Affinity: 52
Night Child: 58.5
Shoe: 62
Hammer: 57.5
AEIOUsometimesY: 43.5
CF105: 63
Twilight_Eyes: 38.5
Morphadite2: 67.5
Anansi: 59.5
FoggManatic: 56
Arc-logger: 57.5
Thunder Road: 56
dragoonbot: 68
NNM : 56.5
Hammer 60
AEIOUsometimesY : 49
Morphadite2 : 68
CF105 : 46
Anansi : 63
PA : 52.5
Arc-logger : 59.5
Thunder Road : 50
JeffDerek : 45
Hammer - 12.5 + 15.5 + 11 = 38
AEIOUsometimesY - 22 + 22 + 16 = 60
Anansi - 17.5 + 16 + 21 = 54.5
Lateralus - 18 + 15 + 22 = 55
JeffDerek - 18 + 19.5 + 18 = 55.5
P_A - 22.5 + 21.5 + 22 = 66
Anansi - 22 + 14 + 20.5 = 56.5
Hammer - 21 + 12 + 20.5 = 53.5
distant watcher - 19 + 7 + 16 = 42
Arc-logger - 19 + 14* + 21 = 54
JeffDerek - 19 + 10 + 16.5 = 45.5
dragoonbot - 20 + 16 + 19 = 55
urweak - 22 + 12 + 21 = 55
Hammer - 19 + 18.5 + 15 = 52.5
fdtori - 20 + 16.5 + 19 = 55.5
Post Affinity - 20 + 14.5 + 20 = 54.5
dragoonbot - 18 + 20 + 20 = 58
pooispoois - 18 + 14 + 18 = 50
JeffDerek - 21 + 20 + 17.5 = 58.5
MagicProfessor28 - 22 + 12 + 13 = 47
urweak - 19 + 17.5 + 15 = 51.5
Arc-logger - 19 + 16.5 + 18 = 53.5
kiwoli - 20 + 21 + 19 = 60
We have a winner: kiwoli. Congratulations. You have 24h time to submit Parabola or me a card via PM.
Night Child: 39.5+62+0+58.5+0+0+0+0 = 160
Anansi: 38.5+58+57+59.5+63+54.5+56.5+0 = 386
Arc-logger: 39.5+56.5+59+57.5+59.5+0+53.5 = 379.5
No Name Maddox: 36+55+64+0+56.5+0+0+0 = 211.5
dragoonbot: 33.5+59.5+0+68+0+0+55+58 = 272
Post Affinity: 37+49.5+61+52+52.5+66+0+54.5 = 370.5
Morphadite2: 0+61.5+56+67.5+68+0+0+0 = 253
CF105: 0+48+58.5+63+46+0+0+0 = 215.5
FoggManatic: 41.5+0+56.5+56+0+0+0+0 = 154
Neon-Chan: 36+0+0+0+0+0+0+0 =36
kruemel: 33+0+0+0+0+0+0+0 = 33
Twilight_Eyes: 0+0+43.5+38.5+0+0+0+0 = 82
AEIOUsometimesY: 0+0+49+43.5+49+60+0+0 = 201.5
Thunder Road: 0+0+54.5+56+50+0+0+0 = 160.5
Hammer: 0+0+0+57.5+60+38+53.5+52.5 = 261.5
JeffDerek: 0+0+0+0+45+55.5+45.6+58.5 = 204.56
Lateralus: 0+0+0+0+0+55+0+0 = 55
distant watcher: 0+0+0+0+0+0+42+0 = 42
urweak: 0+0+0+0+0+0+55+51.5 = 106.5
MagicProfessor28: 0+0+0+0+0+0+0+47 = 47
kiwoli: 0+0+0+0+0+0+0+60 = 60
fdtori: 0+0+0+0+0+0+0+55.5 = 55.5
Waiting for a new card after this long round...
If anybody has interest in helping to playtest some of the decks for a round (or just random casual):
I would be able to 'play by post' either over Msn, Icq or the chat of Cadet's forum mtgdarkness.com (MWS does not work for me).
Edit: fdtori's score corrected.