2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [Single Card Discussion] divination
    I'm currently unclear on how I want to evaluate Divination in this set. In some decks (B/U) control it seems really good as well as decks lacking 3 drops (obviously), but other than that it seems average at the moment.

    I could be wrong though.
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p2
    Quote from Dolphan
    Quote from UA lives
    Quote from Dolphan
    Quote from UA lives

    What are the (common) situations where you don't want this? When you're a little behind and need the time to stabalize this is going to freeze two creatures from attacking for two turns and give you scry, if you need more help than that it isn't sudden storm's fault. If you are ahead it let's you flat out win, if you are racing it let's you win the race.


    It's four mana, so it usually buys you one turn when you're behind (takes a turn to cast) and costs a card. You do usually want more help than that + scry 1, yes. You want a card that actually helps you stabilise. It's not the worst card to have in that situation, but it's not miles better than a fog effect either, and no one wants to play fog.

    It's not necessarily powerful on balanced boards either, since the damage you get in from two turns worth of attacks (and that's assuming they don't play something relevant the next turn) is far from certain to be worth the card.

    EDIT - Even given the usual provisos about reading the stats, it's not doing too well here: http://www.mtggoldfish.com/limited/cards/draft/bng_ths_ths


    It should be buying you about two turns. Declare combat step, tap down their two would be attacking creatures, and they also don't get to attack you next turn, that's close to two turn fog plus scry, which has been solid (almost unfair at times).



    It buys you two draw steps, but only one play (so call it a turn and a half), and costs you a card. If it was good in every situation it wouldn't have such a low win rate after casting it in the Goldfish stats.

    Let's keep snide comments about deck building skills out of it, shall we?


    I didn't make any snide comments. The fact is if you can create a balanced deck with a decent power level 1-2 Sudden Storms are fine additions and more often than not are good draws.

    The stats you are referencing are meaningless at this point. Tons of people haven't played in that pool of results and the set is still very young. We'll have to see a few GP results to know the overall strength of the card. Right now, the cards power level is very solid and well-balanced for this limited environment.

    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p2
    Quote from Dolphan
    Quote from UA lives

    What are the (common) situations where you don't want this? When you're a little behind and need the time to stabalize this is going to freeze two creatures from attacking for two turns and give you scry, if you need more help than that it isn't sudden storm's fault. If you are ahead it let's you flat out win, if you are racing it let's you win the race.


    It's four mana, so it usually buys you one turn when you're behind (takes a turn to cast) and costs a card. You do usually want more help than that + scry 1, yes. You want a card that actually helps you stabilise. It's not the worst card to have in that situation, but it's not miles better than a fog effect either, and no one wants to play fog.

    It's not necessarily powerful on balanced boards either, since the damage you get in from two turns worth of attacks (and that's assuming they don't play something relevant the next turn) is far from certain to be worth the card.

    EDIT - Even given the usual provisos about reading the stats, it's not doing too well here: http://www.mtggoldfish.com/limited/cards/draft/bng_ths_ths


    It should be buying you about two turns. Declare combat step, tap down their two would be attacking creatures, and they also don't get to attack you next turn, that's close to two turn fog plus scry, which has been solid (almost unfair at times).

    It does depend on your deck building skills I guess. I've found in all three of the common situations in Magic, a little behind, racing, a little ahead the card is always something I'm happy to draw. This is a card that is currently underrated from what I've seen so far.It's usually only bad in situations where you'd accept it to be bad. It's a very strong tempo card and more often than you would imagine it wins on the spot in a blue fliers deck.

    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p2
    Quote from Dolphan
    Quote from Hardened

    Frost Breath would be overpowered in this set. At four, it's balanced, and the scry 1 is, as always, just gravy.

    Like all cards, there are situations where it is better and worse, but the only condition this needs to be useful is being so far ahead or behind that removing two creatures for two turns is pointless.


    It's rarely uncastable, sure. But when you're using it defensively it's pretty bad - most of the time you buy yourself one turn, not two (spend a turn casting it). Then you're down a card. In any situation where you're not going to smash through a game-swinging amount of damage or semi-blow out an opponent's play the card is unsatisfying, because the card disadvantage comes back to bite you. That's a lot of downside, and you can't just slam the card in any blue deck. It does have very high upside as well, but it is situational.


    What are the (common) situations where you don't want this? When you're a little behind and need the time to stabalize this is going to freeze two creatures from attacking for two turns and give you scry, if you need more help than that it isn't sudden storm's fault. If you are ahead it let's you flat out win, if you are racing it let's you win the race.

    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p2
    I'm glad most people have come over to the Sudden Storm side. I try to have two of these in my deck and I'm almost always happy to draw it. A lot of times when you play this it doesn't seem fair to your opponent. You either get the ability to take over by stabilizing and setting up your draws, or just kill based on opponent losing the ability to block twice plus scry!
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p1
    Quote from cferejohn
    Reading signals is vastly more important than sending them. If you can pick up on what the person on your right is drafting by midway through pack 1, that's a pack-and-a-half of open color for you. In contrast, trying to put someone on your left into a color is uncertain (maybe they opened a bomb, maybe they hate blue, etc), and the payoff is only 1 pack. It's certainly worth keeping track of, and it could be a tie-breaker, but using it as a reason to pass 2-packs worth of an open color to your left is usually a mistake.


    No man actually wanted to do the things you are warning against. Also saying that reading signals is more important, while true, doesn't make sending signals less important.

    How does sending signals in any way interfere with picking up on signals from your other neighbor? (the answer is it doesn't) so when people say you should focus on reading signals OVER sending them, it doesn't make sense as one doesn't impede the other.

    The best card is skywatch and on top of that, whether we took a blue card or not here, the 3 people to our left will all get a chance to dive in as well. It's something to watch and put some thought into, perhaps you want to fight with 4 close neighbors over blue here, I don't.

    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p1
    Quote from carpeamentum
    Quote from UA lives

    We would also be cutting off white pretty hard as only the unplayable Ephara's Radiance would be seen to our left. If you take the next best card, Siren of the Fanged Coast, you will be passing the big Kraken, Nullify and Floodtide Serpent which are all fine playables for blue. I'd prefer to pass all four playable blue cards, try to cut the strong white cards and get rewarded in pack 2.


    I understand picking skyguard, but I do think you are overvaluing sending signals, out of p1p1 especially.


    Care to back that up? How do you know how highly I'm valuing signals? I merely mentioned that it's one of many points in picking Skyguard. In P1P2 if you get sent a pack with 4 tasty blue cards it will make you think that blue might be a place to look, especially if we keep feeding playables. If we cut off a color almost completely and send a ton of blue playables left that isn't trivial.

    Sending signals is an important top end drafting skill to have. I often have players come up to me after a draft and say "You must have been drafting W/R heroic", ""you effectively kept me off of black", etc. If your neighbors can settle into colors earlier it benefits you greatly. Now if our opponent opened a crazy white card than he may still go white, but we can only control so much in a draft from one spot out of eight.

    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] BNG-THS-THS Forum Draft p1p1
    Akroan Skyguard This is just the type of P1P1 card you want to have an option of taking. There will be plenty of 5-6 drops to be had as a draft goes on. The 1-3 drops(of quality) are always hardest to come by. This flier is top-notch and you immediately start preparing to build an aggressive fliers/heroic and/or some sort of aggro deck. You may in fact not need any 5 drops with cards like this.

    We would also be cutting off white pretty hard as only the unplayable Ephara's Radiance would be seen to our left. If you take the next best card, Siren of the Fanged Coast, you will be passing the big Kraken, Nullify and Floodtide Serpent which are all fine playables for blue. I'd prefer to pass all four playable blue cards, try to cut the strong white cards and get rewarded in pack 2.

    Even if we don't get rewarded in pack two we will have taken the most-effective creature in the pack and would know we had a very reliable playable.

    Practice making the smart choices and you'll reap the benefits on Day Two.
    Posted in: Limited (Sealed, Draft)
  • posted a message on [Versus] Maze's End
    Quote from UA lives
    Quote from UA lives
    I agree. If you can't do what is stated above just dig as hard as you can for a win con game one, then game 2 turn to mill.


    I've just read a few of your comments and you've suggested so many sideboard cards (of which your own list doesn't even run). You shouldn't just randomly comment with advice in each thread if you aren't very experienced in Esper control. You've suggested cards that no one would ever run "Psychic Strike"?? "Mind Grind"??

    You mentioned that people should be gaining an advantage with card draw and hitting land drops yet your list has only 26 land, a high curve, no divination, no azorius charm, and for some unknown reason 4 Hero's Downfalls.

    Please do a little more research into the competitive Esper decks before giving dangerous advice please.


    I don't have to run my deck the way you want me to if you have a personal issue than don't post it on a thread that has nothing to do with that. I disagree with your quote and have done my research I still would play it the same way how about giving some advice on the subject instead of trying to discredit me.


    I'm not trying to discredit you, but you've been saying things that don't make any sense.


    Well what do you believe to be the better answer? Maybe run mill mill jace instead? I suppose jace is the better answer in this scenario because against maze deck there are many lands. I would run both in an Esper mirror match.


    Having Jace, Memory Adept is ideal yes, but if you aren't running it currently in your deck or sideboard, you can't say "go to the mill option for game 2", because you don't have the mill option. The competitive forum is about set 75 card decks, so preferably I'll say something like "If you expect to see a couple Maze's End decks as well as control decks than you might include 1-2 J.M.A. into your sideboard. If you don't plan on that, then you probably don't have him available to use and might have to hope you have a Pithing Needle in the sideboard to name Maze's End.
    Posted in: UW/x Control
  • posted a message on Announcing: Modern Event Deck
    Shouldn't the LGS stres just crack all of the event decks and sell off the good cards?
    Posted in: The Rumor Mill
  • posted a message on [Versus] Maze's End
    Quote from UA lives
    I agree. If you can't do what is stated above just dig as hard as you can for a win con game one, then game 2 turn to mill.


    I've just read a few of your comments and you've suggested so many sideboard cards (of which your own list doesn't even run). You shouldn't just randomly comment with advice in each thread if you aren't very experienced in Esper control. You've suggested cards that no one would ever run "Psychic Strike"?? "Mind Grind"??

    You mentioned that people should be gaining an advantage with card draw and hitting land drops yet your list has only 26 land, a high curve, no divination, no azorius charm, and for some unknown reason 4 Hero's Downfalls.

    Please do a little more research into the competitive Esper decks before giving dangerous advice please.


    I don't have to run my deck the way you want me to if you have a personal issue than don't post it on a thread that has nothing to do with that. I disagree with your quote and have done my research I still would play it the same way how about giving some advice on the subject instead of trying to discredit me.


    I'm not trying to discredit you, but you've been saying things that don't make any sense.
    Posted in: UW/x Control
  • posted a message on [Versus] Maze's End
    I agree. If you can't do what is stated above just dig as hard as you can for a win con game one, then game 2 turn to mill.


    I've just read a few of your comments and you've suggested so many sideboard cards (of which your own list doesn't even run). You shouldn't just randomly comment with advice in each thread if you aren't very experienced in Esper control. You've suggested cards that no one would ever run "Psychic Strike"?? "Mind Grind"??

    You mentioned that people should be gaining an advantage with card draw and hitting land drops yet your list has only 26 land, a high curve, no divination, no azorius charm, and for some unknown reason 4 Hero's Downfalls.

    Please do a little more research into the competitive Esper decks before giving dangerous advice please.
    Posted in: UW/x Control
  • posted a message on [Versus] Esper vs. Esper Mirror
    I would run mind grinds side board just for mirror matches. we do run several lands, but we prefer to play a land every turn, so by turn 7 i play a souped up mind grind for 7 or 4, to keep enough open for a counter. because we are running elixer just keep playing mind grind for more and more till he mills his aetherling or mill his elixers. also if you side out your target creature destroy for duress, essence scatter, or gainsay. essence scatter and gainsay will counter aetherling for less and duress will take away his or her revelations. try you best to keep card advantage and take away his or her opportunities.


    Mind Grind for 7 on T7? That's not possible in this deck. Also a mind grind for 5 is largely irrelevant.
    Posted in: UW/x Control
  • posted a message on Esper control tournament grade


    If you're going to only run 26 lands and no Divination and no Azorius Charm be prepared to have tons of mana issues. You are running a very high curve and way too many pithing needles. Why run Psychic strike? It's not good here.

    Posted in: UW/x Control
  • posted a message on [[Official]] [GTC] Running Tally of highest priced cards. Updated: 11/20/14
    Gideon's price seems way off. He's priced around $4-5 every where I look.
    Posted in: Market Street Café
  • To post a comment, please or register a new account.