Ultimate Masters: MMI Review
 
Magic Market Index for Dec 7th, 2018
 
Magic Market Index for Nov 30th, 2018
  • posted a message on Your Critics and Hopes with MTG Arena
    Quote from Algernone25 »
    A chat function opens up such a massive legal liability for wizards that I'm sure they (Or more likely Hasbro) would just rather not deal with it. Attempting to "friend" random opponents doesn't open up any way to coordinate future games, making the whole thing largely pointless. The typing in of friend codes I agree with, but again - that's ultimately a really minor thing. I'm unsure why you "expect" these from a game when they add no value to the game, and would like to understand a bit more.
    I expect them because I've played a PC game in the past decade. It's like asking why I expect my car to have a sound system. As for 'legal liability' I find that extremely hard to believe seeing as how there are literally thousands of games with a chat function.

    Again, WotC can call it a "beta" all they want, but the fact is they are taking money in exchange for a service and right now that service is quite lacking.
    Posted in: MTG Arena
  • posted a message on Your Critics and Hopes with MTG Arena
    Quote from Algernone25 »
    Friend List: I'm still not entirely sure why people want this or what it would accomplish. It's not like there's some kind of chat function in Arena, and I find it unlikely that people would want to do Direct Challenges with people they don't already have some means of coordination with. The dual connection system is easiest effective way of making sure both players are free to play and willing to play - imagine how flooded with requests streamers would be if that wasn't the case! Could they add a dropdown menu of recent challenges for easy rematches? Sure, but that should hardly be a dealbreaker.
    Mainly because it's kind of ridiculous that they don't have it by this point. It's not like making a functional friends list is difficult. I want to be able to "friend" opponents that I had fun games against for future challenges. I want to be able to challenge my actual friends without having to enter their name every time. I want a chat function in the client between friends. These aren't exactly monumental tasks here. These are things I fully expect any online game to support these days.
    Posted in: MTG Arena
  • posted a message on Pro Tour Guilds of Ravnica/Atlanta - Standard/Draft - 11/9-11
    Man that was a really anti-climactic game 5 in the finals. Pretty unfortunate way to end the PT.
    Posted in: Standard (Type 2)
  • posted a message on Your Critics and Hopes with MTG Arena
    Quote from Algernone25 »
    I'm sure people have heard by now, but it was announced earlier this week that Direct Chellenge (Which I can't think of any other thing it means outside of P2P matchmaking) is going to be implemented on the 15th.

    While it's 6 weeks overdue for most of us, we do have to consider that the game is still in Beta and these features are being worked on. It's still a great positive sign IMO.
    It's still in a pretty appalling state. There's still no actual friends list. Instead you have to manually enter the name and that ridiculous identifier number at the end of your name to challenge someone. I find it hard to believe they are still unable to get a bare bones friends list up and running.

    WotC can call this a Beta all they want, but the fact of the matter is they are taking customers money for what is a fairly substandard product. A working friends list, a way to play against specific people, a client that doesn't leak memory like a colander... these are things that should have been implemented before opening it up to the public.
    Posted in: MTG Arena
  • posted a message on Your Critics and Hopes with MTG Arena
    Your theory operates under the assumption that you will open 50 unique rares/mythics. That is simply not true. Also, of those 50 rares, maybe only half are playable and then at that, maybe only 8 are specifically valuable to the decks you are trying to assemble. I feel like that is the flaw in your reasoning. A wildcard will always be more valuable than just arbitrary rare "x." Which is why generating them even slightly faster, is more beneficial to you. So now it seems we are back to, if both of our methods generate rares at the same rate, but mine also generates wildcards faster... lol. If you are looking to assemble a specific deck, the fastest way possible, you are doing it via opening duplicates. This also just isnt something I have come up with. Ill happily link multiple podcasts discussing this.
    Well that's just not true at all. The assumption is that out of 50 packs I won't open a significant amount of 5th copies of uncommons or rares. As for the playability of those rares... I don't really know what to tell you when you're advocating for an alternative in which your packs are literally empty and therefore unplayable. You are literally arguing that 50 packs are of less value than 1 Mythic Wildcard, 2 Rare Wildcards and 3 Uncommon Wildcards. I will take the 50 packs. But you do you, man.
    I guess I am getting different dailys than you are, because I sort of fail to see how "play 40 lands" is an indication of "only incentivizing winning." Im also not sure how "Play 20 blue or red spells" is is an exemplification of just play your best deck, because you need to win in order to satisfy your daily quests. In fact, both of those examples seem to be in stark contrast to what you are saying.
    Except I was paraphrasing an early post of my own in which I noted that the single daily quest involving game actions was the sole exception:
    Quote from Impossible »
    First, something needs to be done about the daily rewards. They way they are currently set up -- so that with the exception of the single "play X amount of these colored spells" quest everything requires winning to unlock -- incentivizes some pretty unfun play patterns. Right now, I have no reason to play anything except the one deck I actually put all my wildcards into because that is simply my best deck and therefore has the best chance of earning rewards. The problem is that playing the same deck day in and day out is extremely boring. Unfortunately, it is actively bad for me to try to play anything else because I will literally just be wasting my time. And even if, by some chance, I do feel like playing a pile of jank for fun, nobody else will be because they've all come to the same conclusion I just did, so they're all playing their best deck to finish their quests as quickly as possible, meaning I'll just get stomped anyway. WotC needs to spread out the rewards to include things other than just winning. More quests for doing game actions, or even just for playing some games, win or lose. I've played paper Magic basically every week for almost a decade straight, but in barely a month of Arena they've managed to turn the game into a chore instead of something I look forward to. This is a massive problem and it should be worrying the hell out of the devs right now.
    They should restructure the daily prizes so that A) the full compliment of rewards can be achieved in a reasonable amount of time, and B) most quests don't require winning to fulfill. Something like front-loading the gold across multiple daily 250-500 gold reward quests that are all active at the same time instead of this drip-drip-drip style they have going now. Currently, getting 15(!) wins a day will yield a total of 750 Gold as well as 6 ICR. You can also earn 500 or 750 Gold from the daily quest that involves performing game actions like playing certain colored spells or playing lands, etc. That's a total possible 1500 Gold and 6 ICRs in one day.

    Instead, they could have 4 different game action quests worth 250 all active at the same time so you can potentially work towards multiple at once, as well as a big 500 gold "First Win of the Day" bonus. The ICRs can stay behind a 5-win questline with each win revealing 1 ICR, but the last one should have a higher than normal chance of being upgraded to a rare. There. Same total rewards per day (with the exception of potentially more rares being given out as ICR but I doubt that will affect the economy significantly) except if you log on for an hour, play 5 games but only win 1 you'll still have been able to complete a large portion of your rewards. And best of all, you'll actually be able to experiment with new deck ideas because you are no longer required to win to do the quests.
    Posted in: MTG Arena
  • posted a message on Your Critics and Hopes with MTG Arena
    The act of opening a pack generates wildcards "naturally" at the same rate regardless of whose methodology you want to believe. If that is a constant, but my way also nets you more wildcards faster, over time via the vault...;)
    That's kind of the problem. If simply opening packs returns more Wildcards than the Vault ever will, what is your incentive to intentionally open duplicates? If I open 50 packs of DOM (of which I currently own basically none of the cards in the set) I will still net more Wildcards than what you'd find in the Vault, as well as actually opening 50 packs worth of cards, including 50 unowned rares/mythics. That seems like a far better return to me than intentionally opening 50 packs of GRN (of which I currently own most cards), earning the same amount of Wildcards as if I had opened DOM, but then ALSO watching every card I open in the packs magically disappear into the aether and turn into... 6 whole Wildcards. Wow.

    Seriously though, don't intentionally open packs to get duplicates. It's just not good value.
    Quote from WizardMN »
    Another thought I had (or, I should say, something I think someone else said that I agree with) is that they need to do something to make me play normal games. I know we have the weekly prizes for getting 3 packs a week. And we have the daily challenges and wins up to 15 a day. But, I have been finding that I grind daily to get the challenges, and to get the first 4 wins, and then I stop. I don't actually use the platform as an avenue in which to play Magic; I just use it to accumulate gold and that is it. And, since they stopped offering Ravnica Drafts for Gold (it is just Dominaria now) I don't even use the gold.

    I would like it if there was something in place that rewarded actually playing and/or winning in the "Play Now" room without having to invest in the "tournaments". 50 or 75 gold for a win or something. And I stop at 4 wins because the prizes turn into cards that I don't generally care about and 50 or 25 gold every other win (again, only up to 15).
    I think that was also me. I commented that they need to rework how they do the daily quests to de-incentivize winning and incentivize just playing. Right now finishing the daily quests just seems like a chore because the best strategy is to play your best deck all the time to win as quickly as possible. There's no variety.
    Posted in: MTG Arena
  • posted a message on Your Critics and Hopes with MTG Arena
    This is literally how the vault works... Each rarity is assigned a value, when you open a duplicate, that value is credited to your vault total. When you reach 900 vault points, voila... vault opens. The more duplicates you open, the more the vault points you get, which is also why you should be picking uncommons as opposed to commons in drafts when the pick seems like it shouldnt matter, as their rarity value attributes to your vault total more than a common would. Therefor, a method that would allow you to open more duplicates, more frequently is actually to your collections benefit in the current scenario. Hope that helps.
    I understand how it works. I'm telling you you're wrong. When the value of a 5th copy of a Mythic is a hilarious 10 points, and the reward for opening the Vault is a total of 6 Wildcards, you are in no way incentivized to intentionally open duplicates. Doing some rough math, if you're opening packs containing nothing but duplicate cards, you would need to open about 50 packs to unlock your Vault. That's absurd. You will literally earn more Wildcards from the act of opening packs than you will get as a reward for opening the Vault.

    That's a hard pass from me. I'd much rather open 50 packs of cards for a set I don't already have a full collection of. Please let me trade my prize packs in for any previous set, WotC. At the very least leave up different queues so I can earn something that isn't freaking GRN.
    Posted in: MTG Arena
  • posted a message on Your Critics and Hopes with MTG Arena
    Initially this was my stance as well. I have however become less enraged about this over time. With the Vault system being the way it is, the fact that you are forced into the pack type that corresponds to the event you are in doesnt bother me so much anymore. In the instance of GRN, the more packs I open of that set, the more multiples I get, which in turn opens the vault faster netting me more wildcards, ipso facto turning into the cards I want most. Even if I was able to switch out my packs, I almost want to say that strategically speaking, it actually makes more sense to open the same set repetitively.
    There is no way in which opening duplicates is strategically sound with the current Vault system. You need to open an astronomical amount of duplicates to open your Vault, which contains a measly 1 Mythic Wildcard, 2 Rare Wildcards, and 3 Uncommon Wildcards. The Vault system is really just a mess and needs to be fixed soon.
    Posted in: MTG Arena
  • posted a message on How do you even build a deck in this game?
    Quote from idSurge »
    So cracking packs is literally the only way to get say, 4 Steam Vents? I got one in a pack, I cannot even buy another with a Wildcard it seems?
    No, you should be able to redeem a wildcard for a Steam Vents. Do you have a rare wildcard to redeem?
    Posted in: MTG Arena
  • posted a message on Your Critics and Hopes with MTG Arena
    I think right now I have 2 significant complaints about the game.

    First, something needs to be done about the daily rewards. They way they are currently set up -- so that with the exception of the single "play X amount of these colored spells" quest everything requires winning to unlock -- incentivizes some pretty unfun play patterns. Right now, I have no reason to play anything except the one deck I actually put all my wildcards into because that is simply my best deck and therefore has the best chance of earning rewards. The problem is that playing the same deck day in and day out is extremely boring. Unfortunately, it is actively bad for me to try to play anything else because I will literally just be wasting my time. And even if, by some chance, I do feel like playing a pile of jank for fun, nobody else will be because they've all come to the same conclusion I just did, so they're all playing their best deck to finish their quests as quickly as possible, meaning I'll just get stomped anyway. WotC needs to spread out the rewards to include things other than just winning. More quests for doing game actions, or even just for playing some games, win or lose. I've played paper Magic basically every week for almost a decade straight, but in barely a month of Arena they've managed to turn the game into a chore instead of something I look forward to. This is a massive problem and it should be worrying the hell out of the devs right now.

    My second complaint is comparatively quite simple; allow players to exchange prize packs for a pack of a previous set. Frankly, I just don't want to open GRN anymore, but it is currently the literal only prize pack I can earn without spending money. I don't see any reason why WotC should care if I take my winnings in Dominaria or Ixalan compared to Guilds of Ravnica. A digital pack is a digital pack.
    Posted in: MTG Arena
  • posted a message on How do you even build a deck in this game?
    Quote from Algernone25 »
    It is worth noting that once you get a deck, you get a quest of "cast 40 X or Y spells" where X and Y are the two colors of the deck you just got. Once you clear that quest, then the next day will be a new deck quest. Once you have five of them, the quest "Deal 100 Damage" will come up, and completing that quest (it's 100 damage total, both combat and non-combat damage to both creatures and players) you'll get the other 5 two-color decks.
    Oh, I was not aware that the deck rewards are linked to the other quests.
    Posted in: MTG Arena
  • posted a message on How do you even build a deck in this game?
    Quote from SlumberParty »
    Quote from Impossible »
    Once you've completed the New Player Experience quest line, you'll end up with 10 two-color preconstructed decks.
    I didn't get these once I'd completed that quest line; all I got was the boring mono colored decks.
    Was this your first day playing? The 2-color decks start after that. You should get one a day for 5 days, then the next time you get a deck reward it will give you the other 5 2-color decks you didn't get earlier.
    Posted in: MTG Arena
  • posted a message on How do you even build a deck in this game?
    Once you've completed the New Player Experience quest line, you'll end up with 10 two-color preconstructed decks. Some of the decks are competitively viable with a few upgrades. The merfolk one (UG) in particular comes to mind. You can also use the decks for parts to make your own, as many of them contain solid playable cards. For example jamming 4x Shock, 4x Lightning Strike, 4x Murder, 1x Vraska's Contempt plus whatever your best R/B creatures are into a deck is probably good enough for your purposes of getting enough wins a day to earn rewards.

    As the person above me suggested, I think the best use of your gold will be to do Draft to convert your Gold into Gems, as well as hopefully earn some rewards. Remember you get to keep any cards you draft, as well. This is a decent way to start expanding your collection. Once you have enough Gems, Competitive Draft or Sealed is what you want to be doing, as they generally have the best prize structure to allow you make most/all of your entry fee back, essentially allowing you to "go infinite". If you can reliably get 3+ wins in Competitive Draft (3 wins before 2 loses is the break-even point) you'll be able to quickly grow your collection as well as earn wildcards from the prize packs. In my opinion, this is the best way to grind for cards. Not to mention the enjoyment of actually playing draft or sealed, which is also just fun by itself. Far better, in my mind, than grinding Standard every day against the same few decks.
    Posted in: MTG Arena
  • posted a message on Advice for a Deck that wants to Recur Bribery (and similar spells) again and again
    Just play Eternal Dominion. Then you get a better Bribery every turn.
    Posted in: Commander (EDH)
  • posted a message on Selesnya's counters for Blue Control
    Concordant Crossroads is a green way to give all creatures haste (including your opponents' creatures so be careful). To go along with the Torpor Orb suggestion there is also Tocatli Honor Guard. Also, a bunch of Rest in Peace type effects were already listed but there is also Dryad Militant to specifically stop spell recursion. It sounds like this player also relies heavily on tutors, so maybe Aven Mindcensor or Leonin Arbiter to restrict that a bit?
    Posted in: Commander (EDH)
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