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  • posted a message on Modern Masters 2015 preliminary discussion
    4 Hikari seems really awkward. I had a deck with 3 and often had the awkward double draw. If your opponent has a tapper or something it's really depressing.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Mulldrifter
    Mulldrifter is like casting Jace's Ingenuity for 4U, but one of the cards you draw is a Wind Drake that you get to cast for free. But you can *also* cast it as Divination!
    Posted in: Limited (Sealed, Draft)
  • posted a message on Theory of "It is better to have threats than answers"?
    It depends a lot on what removal you're talking about. Playing 8 Lightning Strikes is great, but playing 8 Reach of Shadows is not.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Theros and Magic 2015 Cards That Havn't Seen Play
    Quote from Skoonie »
    Underworld Cerberus is the card I wanted to see above all others. Does anyone know if his ability prevents Delve?


    Nope.
    Posted in: Standard Archives
  • posted a message on Post-Prerelease Thoughts
    I've liked drafting UG a few times. Tap spells + fatties seems like a reasonable strategy. Also playing defensive ground creatures (like the 2/4) + Ojutai Interceptor is pretty nice.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    The Counterspell + random draw example is not very interesting. If you assume that cards are equally valuable for you and your opponent, then it's a simple game theory question. The mixed Nash equilibrium is easy to compute, and we get that the optimal strategy for you is to pick one 2/3 of the time, and two 1/3 of the time. The optimal strategy for your opponent is to pick one 1/6 of the time and two 5/6 of the time. Any other strategy is strictly worse. Thinking about what your opponent might have chosen has nothing to do with it.
    Posted in: Magic General
  • posted a message on I'm so tired of "limited" being used as an excuse to print terrible cards
    Quote from Lakanna »
    Quote from AtheistGod »


    Are you complaining about Delver in limited?

    Invisible Stalker was worse, but the best, most powerful commons (in Limited) tend to wind up being creatures with flying and low CMC. Which tend to be white and blue.


    Usually the best commons are cheap removal spells (Debilitating Injury, Savage Punch, Lightning Strike, etc.).
    Posted in: Magic General
  • posted a message on Squee's Toy
    Quote from Phyrre56 »

    They have absolutely cut down on "utility creatures" though. Creatures are now designed almost exclusively for combat. If they do have a non-combat ability, it's now often a one-shot enters play trigger instead of a repeatable tap effect.


    Here are the repeatable "utility" creatures at common I found in the current Standard:
    Akroan Mastiff
    Archer's Parapet
    Bloodfire Mentor
    Elvish Mystic
    Ephara's Warden
    Golden Hind
    Kheru Dreadmaw
    Opaline Unicorn
    Research Assistant
    Rummaging Goblin
    Scholar of Athreos
    Sigiled Starfish
    Smoke Teller
    Soulmender
    Voyaging Satyr
    Whisperer of the Wilds

    Compare to a similar list from Ravnica block:
    Benevolent Ancestor
    Caregiver
    Crystal Seer
    Elves of Deep Shadow
    Elvish Skysweeper
    Freewind Equenaut
    Ghost Warden
    Golgari Rotwurm
    Lurking Informant
    Minister of Impediments
    Ostiary Thrull
    Rakdos Ickspitter
    Selesnya Evangel
    Silhana Starfletcher
    Stone-Seeder Hierophant
    Terraformer
    Thoughtpicker Witch
    Thundersong Trumpeter
    Tidewater Minion
    Vedalken Entrancer
    Vesper Ghoul
    Viashino Fangtail

    There are more even though it's fewer sets, and they have more varied abilities.

    I don't mind that they've gotten rid of common pingers, as those are pretty annoying to play against and tend to warp the format. The same is true of cheap tappers or looters. But it does make me sad that they don't really have any variety in abilities anymore. We sometimes get an Archer's Parapet or Lobber Crew that can be a win condition on its own, but it's not common.
    Posted in: Limited (Sealed, Draft)
  • posted a message on Play situation - to fetch or not to fetch
    I made a simulation. If we only care about drawing an answer to the 5/5, then the deck contains:
    - 3 answers (abzan charm, rats, warden getting back injury)
    - 3 draw1s (strike, banner, banner)
    - 2 draw2s (jeskai charm putting the 5/5 on top, weave fate)
    - 2 draw3s (enhanced awareness)
    - 5 total bricks (arc lightning, death frenzy, mountain, mountain, island) -- though drawing both removal spells works, I guess
    - 3 gain 1 life lands
    - a rhino, which is basically like +3 life, +1 draw via chump block

    Based on this you can expect that you are heavily favored to draw an answer before you die, since you have *so many* redraws. In my simulation I find that if you don't fetch you succeed ~96% of the time. If you do fetch you improve this to ~97% of the time. So fetching is actually better here. I was surprised by this, as I expected that not to be the case. Fetching is actually even better if you assume your opponent has other spells that they draw, because you really want to hit your other spells first. Surviving to a 4th draw step isn't great if you then just die to something else.
    Posted in: Limited (Sealed, Draft)
  • posted a message on What would happen if the player with the lowest life total after the end of 5 turns loses the game?
    I think it would be great to eliminate draws. Intentional draws just encourage gaming the standings and benefit those that set up favorable "agreements" with their friends. Unintentional draws are pretty unfun.

    Since only a few % of matches go to time, it seems better to just have some way to pick a winner after extra turns. Also would encourage slow control deck players to pick up the pace in game 3.
    Posted in: Magic General
  • posted a message on Why Siege Rhino is so popular in modern now?
    LotV sees very little play because of Treasure Cruise and Young Pyromancer. She's probably by far the best card against Siege Rhino.
    Posted in: Modern
  • posted a message on Why cant Standard have as powerful cards as Legacy Cube?
    When cards have such high power level it actually makes a lot of games uneven and not interesting. Just like in standard when one player draws all their Siege Rhinos and the other player doesn't. Cards of lower power level lead to more interesting gameplay.
    Posted in: Standard Archives
  • posted a message on Vintage Masters sealed draft at worlds?
    Every competitor gets a "prize" of more than almost any card that might be opened (I guess depending on edition/condition).
    Posted in: Magic General
  • posted a message on Will/should there be a U cantrip printed in the current meta?
    I could see something like Leap. Requires a creature so it's not good in decks with few creatures and has the 2 for 1 risk. Might be useful for UW heroic.
    Posted in: Standard Archives
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