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  • 1

    posted a message on [Primer] Restore Balance
    Heeeyyyy Timota’s back.

    Yeah, current theme is no black, still. I miss the old days where my favorite color stood for something in our archetype.

    It’s been mostly successful. It’s strong against a good number of the field and only really has a tougher matchup vs Spirits and Humans. It seems the cascadeless version has the same good and bad matchups as the cascade version, but the w/l percentage is push further in that direction (i.e. our matchup against spirits becomes worse, despite already being bad; but our matchup against control becomes better, despite already being slightly favorable), with the only exceptions being that cascadeless decks are better against thoughtseize matchups. Luckily, the versatility in sideboard options makes games 2 and 3 feel a lot less clunky. Being able to run shattering spree instead of ingot chewer feels so much better.

    Overall, Cascade version feels “safer” walking into an unknown meta and cascadeless feels better walking into a meta where a majority of the floor is expected to be 50/50 or better.
    Posted in: Combo
  • 1

    posted a message on [Primer] Restore Balance
    So why is everyone running Chandra? When did she become the go to in this version?

    On average in your playtesting and actual games what turn can you RB + Summons? I feel if it's too late they'll counter the spell.

    I guess my problem with this deck is the too many moving parts to accomplish what the old version can do with less. Probably me being old and set in my ways.

    I’ll probably be cutting one of her so I only run one.

    So, my main reasons are her strong removal and her ramp potential. Several times now, I’ll cast her turn three, then immediately electro into RB. She’s extremely powerful against an empty board because she easily kills anything that comes down or threatens opponent’s life totals if they don’t deal with her. Her ramp is great at all stages of the game. The only issue is her potential to exile something we need, which drastically decreases with As Foretold on the field. Serum Visions can also influence her lines of play.

    Ultimately, I think she’s a perfectly reasonable 1-of that offers a lot to our game. Unfortunately, unlike Nahiri (who can cycle), a second copy in hand is usually more of a problem than anything.
    Posted in: Combo
  • 1

    posted a message on [Primer] Restore Balance
    I’m not sure I get your reasoning. Taking out the lands depends mostly on holding Don Gargle in suspense. Electrodom lets you balance at instant speed, so you can do things like play a fetchland turn 2, let your opponent play their third land, crack your fetch, exile a spirit guide, and drop a balance to bring them down to one land while you get to fetch your second.

    Even if you have the Don suspended, you can a) probably recover faster then them because you have more control on the timing, and b) you have big boy barry coming off suspend in a couple turns facing a board devoid of permanence.

    I’ve found Electro actually gives you a lot more control over the pace of the game. You don’t always have to armageddon your opponent. Sometimes just hitting one or two of their lands can set up the win.

    After I finish streamlining my list, I’ll take it to events and post results. As it stands, running white for Nahiri+Emrakul is actually a great boon. Discarding Emrakuls to constantly cycle through the deck gives a lot of inevitability in the grindier matchups.
    Posted in: Combo
  • 5

    posted a message on Yargle, Glutton of Urborg
    How does one justify playing a 5 drop without haste that dies to lightning strike before even getting to attack, this card just seems like a wasted turn.


    Simple. When you cast it, look your opponent dead in the eye and say “yiggity Yargle, I’ve come to bargle,” and watch them surrender in fear.
    Posted in: The Rumor Mill
  • 1

    posted a message on [Primer] Restore Balance
    I highly recommend not going below 3 Nahiri. If you do, just drop the Emrakul package altogether and try for a wincon that synergizes more with your build.

    We are a prison deck, yes, but we aren’t the type of prison that provides a true lock. Because our primary prison mechanic is a sorcery, not a permanent or group of permanents, I believe we need to focus on one of two strategies: recursion of the prison effect or winning after the prison effect. Blood moon slows down opponents after a lock, but it doesn’t stop them. What if that moon were a wincon instead? What about matches where moon isn’t as effective? What about hand disruption matches where they start fetching basics after the first IoK/TS? In our current meta, these questions are legitimate concerns. When our opponent can win off of one mana spells like Death’s Shadow decks and burn decks or out-attrition our deck with their superior card advantage engines once they get that first island into Serum Visions, our lock is severely weakened.

    Blood Moon main isn’t where we want to be. I see it as a trap. All because blue moon gets free wins off dropping it doesn’t mean it’s an insta-main in decks that run basics, otherwise you’d see burn lists mainboarding it. I understand running 2-3 in the side for those matchups, but mainboard should be focused on streamlining our main plan: restoring balance as often as possible or winning after bringing about board peace.

    Besides, can’t sacrifice to Gargadon. 0/10

    Sorry for the late and short replies. I tend to a busy lifestyle and only really get around to responding from my phone. Still owe Jenn a follow-up review on that data.
    Posted in: Combo
  • 3

    posted a message on Unstable seems like a great hit - but is it really?
    Quote from thememan »
    Quote from Jay13x »
    So if you read blogatog and some of the articles on other sites Unstable is a giant hit. On sales figures alone, the 4th Unset is probably a when and not an if. Maro's mission accomplished.

    I wonder however, how much of this is because of the actual silverbordered cards and how much this is because of the goodies - which in this case means the foil tokens but most importantly - the full art basics. Looking at the current prices on magiccardmarket.com, the price of an unstable booster starts at €2,15 whereas the single prices for the full art basics range from €1,60 - €2,85, which means an average of €2,23 - more than the price of a booster! So it seems that the price of a pack is roughly equivalent to the expected value of the full art basic in there (a little lower because sometimes you pull a steamflogger boss) and the rest is just the toilet paper that comes with it.

    Now as someone who finds silver bordered only slightly amusing to see and would never spend any real money on it this is understandable. But if this is true then how can Unstable be considered a success?
    Questions to consider: How is any set with chase cards a success? How is this different than basically any set? What about the other Un-sets that were less successful but also had goodies?
    Yes, every set has chase cards, but those are actually cards of the expansion. Take the chase cards away and the next top X cards from that set will be chased after. Unstable however, like any unset, is about silver bordered goofyness, with the full art lands just being a side bonus. Yet, I feel that it is the side bonus what makes Unstable sell so well instead of the actual expansion. In other words: if Unstable did not include these lands but sales had to be based soley of the silver bordered cards, I think sales wouldn't even be half of what they are now, and probably even less than a quarter.



    Well... yeah. That was the entire point of putting full art basics and the tokens in packs. They are pretty candid about that, honestly. The unsets need some level of broad appeal beyond being a casual joke set to sell well, and those two things are it (coupled with making thebdraft format functionable).
    Going to be honest, I am not entirely sure what there is to argue here. Unstable was a success as it indicated people are willing to buy the product for whatever reason. They know full well that it wouldn't have sold as well as it has without the Full Arts and tokens. It is the entire point they exist in the packs.
    Before Unstable's release, Mark Rosewater was all about Unstable being the testing ground if Un sets would have any merit. He was very open in that if Unstable would fail commercially, it would be the last silver bordered expansion. What I'm "arguing" is that the claim that Unstable is such a good success now is thanks to the lands and tokens, not the actual silver bordered cards. The prices seem to indicate that people generally do not adhere any value to the silver bordered cards. Which leads me to
    Quote from AntiPox »
    Yeah, this makes no sense to me.

    The value of cards in a sets seems like a pretty lame and pessimistic way of determining a set's success. For someone like me, who only plays limited and cube nowadays, this set is perfect. Perhaps more importantly, everyone I drafted this set with had a good time.

    The OP is complaining that no cards other than the basic lands have real monetary value, but I don't understand in what universe that could be a bad thing. MTG packs are not lottery tickets, if you're buying them to make money you're buying them for the wrong reasons.

    The monetary value, being a function of supply and demand, is good proxy indicator for the general demand of the public. What the prices seem to indicate is that people are only interested in the land/token and not the rest of the pack.

    Hence, it's not silver bordered that's a commercial succes, it no border.


    See, the thing is, you’re summing the entire success of the unset to the secondhand market as though that is the sole reason people ever buy packs. Full art lands are still worth less than the pack. Same with full art tokens. Believe it or not, people do spend money on just having fun. I’ve already bought 5 boxes myself and many of my friends have bough several boxes themselves and not one of us bought them because the land or tokens. Those were bonuses. This is a fun draft set and people have taken notice of that.

    Another huge impact is the temporary legality of the card in commander. While technically, playgroups still decide, many playgroups go by the vanilla rules, so once these cards became legal in their favorite format, it was free game.

    It was a culmination of things. I’m not saying the full art land and token didn’t contribute. They most definitely did, but they weren’t the sole contributors or even the majority. Contraptions, fun draft format, wacky cards, overwhelming fun, the lack of an unset in 13 years, and the legailty in commander were all huge contributors to the success of Unstable.
    Posted in: Magic General
  • 1

    posted a message on [[Primer]] Child of Alara -- Lands.dec
    Quote from Thyede »
    Just curious if anyone has tested Alchemist's Refuge to any success.


    Very much yes. Being able to cast spells at instant speed is insanely powerful. Threatening to be able to nuke child at any point even while she's in the command zone is also very political. This works especially well with tutors.
    Posted in: Multiplayer Commander Decklists
  • 3

    posted a message on SCG Article: Our format is too thicc for them to handle.
    Quote from storm_boy »
    In almost no other format do people complain about playing combo or super linear decks and then complain about getting stomped by sideboard cards, and then get taken seriously.

    "Hey guys I played affinity, a super fast game-1 deck, and got stomped by sideboard hate". His friend on affinity was the example used in the article. Well no ***** you got hit by sideboard hate.

    If someone walked into a legacy tournament playing dredge and got stomped by Leyline of the Void you would think they would be certifiably insane to use that as an example of legacy being a match-up and sideboard lottery.

    If my thoughts were to be summed up into a post, it would be this one. The entire purpose of the sideboard is to better your matchups or protect you from other sideboards. People keep throwing variance around like life itself isn't already a lottery game and being able to sideboard cards that shut down or stop a deck from shutting down is ruining the format by making certain cards more powerful than others against certain matchups.
    Posted in: Modern
  • 2

    posted a message on [Primer] Restore Balance
    Quote from dorfadin29 »
    Quote from epoa »
    However, on the opposite side of the spectrum, Balnce is the focus of the deck, otherwise we're playing crappy control. If you end up with too many wincons that don't synergize with RB, then you could end up with dead hands more often then not. I play two colossuses and I believe that's just right. Playing too many will often end up with having them dead in hand, especially since they require borderposts to be effective, which has come up in many games even in my 12post deck (to be fair, that list has 15 posts, but even then).

    I really don't like chandra in our deck. That list especially. Hitting RB off her gets rid of it permanently. Hitting Emrakul off of her and you won't be able to cast her. Hitting collosus off her and you better ensure you have the posts to cast it.

    I'm just not a big fan of the collosus version. It means all the artifact hate in sideboards is twice as effective against you and you lose synergy with RB. No, RB isn't a wincon, but it's the engine of the deck. This kind of build just makes our bad matchup's worse and gives our good matchups a chance to fight back.
    i completely disagree but that a mute point really for 1 emrakul's a 1 of possibility of hitting with chandra or a restore balance on turn 4 is like 3 in 48 it will happen but not often at all same goes for hitting multiple colossus unless your bad at shuffling then ofc you will hit multiples.
    with the Chandra plus nahari's you can get rid of excess wincon's the other versions more times i lose after a balance to not drawing a win con and letting my opponent back in the game.
    just saying your experience my be different than mine..and i definitely don't think it makes our bad match ups worse from my results over 100 games must be the player difference opposed to the deck i guess.

    Those possibilities add up. Hitting something relevant, drawing multiple collosi, dead draws all add up and like I've explained before, this deck cannot afford dead draws the way others can.

    I don't understand this statement. With your planeswalkers you get rid of extra wincons but you lose more to not drawing wincons? Mulligans, timing yor balances, and knowing your matchups can help if you're having problems closing games.

    This last paragraph I have serious problems with. You just go for the ad hominem argument when we were having an otherwise civilised discussion over how to properly construct a Restore Balance based deck. Yes, my experience is different than yours. I haven't built the artifact version because I don't feel it's right for the meta so i don't have 100 games playtested on it. But what i do have is over 6 years of experience on my versions of the deck (longer than the primer's been around), tens of thousands of games played on it, and hundreds of small events won (because only recently have I been financially sound enough to go to larger tournaments than gpts and fnms, to which there have been no modern ones in my area). I've been playtesting this deck through several metas and streamlining it to match; but yeah, must be the player difference opposed to the deck i guess.
    Posted in: Combo
  • 1

    posted a message on I will be stepping down in the next two weeks as Moderator.
    As someone who doesn't frequent the forums too much (well, I lurk more than not), you are the only user I actually actively notice when you post. When all my friends were building tribal decks, you were the inspiration to me building Scarecrows. I'm sad to see you go, but I'm happy your reason for leaving is positive. I wish you the best of luck in life!
    Posted in: Modern Archives
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