Bringing multiple decks is annoying.
Play-testing multiple decks is annoying.
Choosing decks more or less randomly is just plain random if the decks are very different from each other.
It simply does not work for Magic in a reasonable way to bring multiple decks.
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Simply imagine a player to bring Dredge, Affinity and Deathshadow , without sideboards the game becomes completly stupid.
In the end, you play MORE games with sideboards than without and you would adapt your maindeck to fit a given metagame and tweak it further with your sideboard.
Extremly linear and extrem decks will be hated out by sideboard cards, for that they have a higher pre-sideboard win% and have to adapt specificly to fight the hate or snitch under the radar as people remove sideboard hate against them.
Choosing the "correct" deck for a metagame is a skill on its own and requires research, playtesting and knowing your players.
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Simply having multiple decks, and especially expensive mana-bases in multiples (or you would need to swap them in/out, which is just extra annoying), its extremly stupid for what it gives.
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Using a different point system for a tournament is totally valid however and it works well too, it just means you change a lot what is established for so long (and if it doesnt bother enough people, it wont really be changed).
In the end, a lot people like to ID in the Top8, while some really dislike it and you could avoid it, by simply not giving points to a draw at all (which further makes drawing in itself completly worthless) , so yes, people would indeed scoop and let others win, if they cannot win and would "force" a draw otherwise.
Another option is to actually use a game-tie-breaker , either let it be higher life-total wins the game (and if life-totals are the same, you could go as far as the starting player "wins").
Balancing and thinking this over would require a lot of changes and would in the end just "change" things, not likely really fix any essential problems (as the game will include luck anyway, so its never a game that is 100% about skill and you will always have players working the system for loopholes and hidden stuff to abuse something, it cannot be avoided).
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- gonzoron
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TheOnlyOne652089 posted a message on Why does Magic use the best 2 out of 3 match system?Posted in: Magic General -
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BauerBoss posted a message on State of Design 2016 - MaRo's 8/29 columnI love how when someone mentions market research as a contributing factor, everyone seems to narrow in and act like it is the only contributing factor, or even the biggest contributing factor. You act like your voices and opinions are getting ignored in favor of this mysterious research. In reality, your voices and opinions probably count as most of the market research. Well, not this community's. Thank Purphoros.Posted in: The Rumor Mill -
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WocMayhem posted a message on Sapling of Colfener - Tribal Treefolk & FriendsHey There MTG Fans!,Posted in: Multiplayer Commander Decklists
- This Commander deck is based around its general Sapling of Colfenor and sticks mostly to a tribal Treefolk theme but also includes many other creatures that might be found in a forest... The ideal goal here is for the deck to be entirely creatures and lands; without sacrificing too much deck strength to do so.
- The deck is built for any size of multiplayer game and seems fairly resilient to most of the normal EDH shenanigans. The deck has played very well thus far due to two major factors; the general surviving almost every board wipe, and the deck's threat level at the table is quite low allowing you to play out relatively unhindered as opponents smash on each other rather than you.
- The play style is that of simple beatdown but there is a bit more too it than simply casting creatures and attacking. There is a considerable amount of synergy between the cards that requires some careful piloting to fully capitalize on but no major thinking really required. You do however need to play fairly politically and not extend yourself into obvious board wipe situations. The generals ability also needs to be milked properly during each of your turns and there is also considerable manipulation of the top deck to maintain proper card advantage. all in all; Fun, on a stick!
- The deck has some choice pieces of removal such as Putrefy, Maelstrom Pulse, and Pernicious Deed; however I am currently looking to replace them with creatures that have the same or similar effects so that both the commander's triggered ability and cards like Primal Surge have the highest % success possible, without reducing the deck's power level.
-I am also looking for ways to combat flying creatures without going too far off theme, I know green has at least a couple cards that ground opposing flyers or globally grant reach (or stuff like that), but I can't seem to recall them atm and am relying solely on Silklash Spider for air defense.
I look forward to any feedback about card choices, or themes, or whatever it is that you have to share! ~ Thank You in Advance
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Same with a return to Amonkhet. If they wreck it, they'll find a way to undo it for the return.
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All those extra packs add up, causing the set to sell better. While that's certainly a goal that Maro didn't mention, in terms of revenue, it also means more packs opened overall. Which means more supply and lower prices for ALL the cards in the set, not just those that are on the Masterpiece sheet. Actually the effect on the prices of the actual Masterpieces is likely minimal. (I thought I might be able to get an original Verdant Catacombs more cheaply after the Expedition reprint. NOPE!)
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Winding Canyons. (Unless your commander is Yeva.) Especially if you have a Seedborn muse and/or critters with ETB effects that you might want at instant-speed (like Acidic Slime and friends).
Also, if you already have a cradle and/or nykthos, deserted temple is a must.